Warcraft Rules Conversion

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5e RPG Conversion

Version: 2.4
"The sands of time have run out."
-Medivh, the last Guardian

"Sometimes, the hand of Fate must be forced."


-Illidan Stormrage
                                                          And thus, the World of Warcraft 5e RPG Conversion begun.
This conversion is of the much-loved World of Warcraft Role universe, as for 5th edition of Dungeons and Dragons, made by
the fans, for the fans. This not only includes special classes, races, and magical spells, but also includes magical items, and
even a few sub-systems (such as infusion, mana, and crafting) built in the streamlined format of 5th edition, for the benefit of
all roleplayers.

Project Start: Aug 27, 2015


Edition (Content updates only): Beta released on October 2015. 1.7 released on July 2016. 1.9 released on August 2016. 2.0
released on November 2016. 2.1 released January 2017.
Note: The monster manual can be found here.
Note: Forum Discussion can be found here.
Credits
Project Manager Arrius Nideal
House Rules Conversion Arrius Nideal, Djmove
Writing & Edditing Arrius Nideal, Djmove, Fitsou
Design & Graphics Manager Fitsou
Illustrators Deksee
Warcraft Inspiration and Setting Blizzard Entertainment. Inc
Additional Inspiration WoWWiki.com & The Internet
Contributors Mcgeneral, Gilbert, Big Mac, Grimm, Pagnabros, as well as all the Forum commenters
CHAPTER 1 | INTRODUCTION
1
This work is purely recreational, and is not intended to contest and/or derive any commercial benefit in any way, shape, or
form from any Wizards of the Coast or Blizzard Entertainment products (the D&D 5th Edition Roleplaying game, and product
identities including but not limited to Warcraft, World of Warcraft, World of Warcraft: The Role-Playing Game; all text under
the “Description” header of any creature, spell, magic item, artifact, or NPC listing; any elements of the Warcraft setting,
including but not limited to capitalized names, names of artifacts, beings, characters, countries, creatures, geographic
locations, gods, historic events, magic items, organizations, songs, and spells; any and all stories, storylines, plots, thematic
elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses,
logos, symbols, or graphic designs), and use of this is non-commercial in purpose, and appeal to the ‘Fair Use’ intent of
copyright infringement laws.

2 CHAPTER 1 | INTRODUCTION
CHAPTER 1 | INTRODUCTION
3
Contents
Section 1 Moon Priesthood 65
Shadow Priesthood 65
Chapter 1: Introduction 1 Rogue (RGE) 67
Chapter 2: Races
Dwarf
34 Assassination 69
Dark Dwarf (Dark Iron) 5 Outlaw 69
Hill Dwarf (Wildhammer) 5 Subtlety 70
Mountain Dwarf (Bronzebeard) 5 Shaman (SHM) 72
Elf 6 Elemental 75
Blood Elf (Sin’Dorei) 7 Enhancement 75
High Elf (Quel’Dorei) 8 Restoration 76
Night Elf (Kal’Dorei) 8
Draenei 9 Tinker (TNK) 77
Gnome 11 Bomber 79
Goblin 12 Gunner 79
Forsaken 13 Gadgeteer 80
Human 15 Warlock (WKR) 81
Orc 17 Affliction 83
Pandaren 19 Demonology 83
Tauren 21 Destruction 84
Troll 23
Forest Troll (Revantusk) 24 Warrior (WAR) 85
Jungle Troll (Darkspear) 24 Arms 88
Ice Troll (Drakkari) 24 Fury 88
Worgen 25 Protection 88
Half-breed Races 26
Mixed Traits 26 Part 2
Chapter 3: Classes
Alchemist (ALC)
27
28 Chapter 4: Skills and Professions 84
Gathering Skills 94
Death Knight (DKN) 32 Production Skills 96
Path of Blood 35 Skills and tools 96
Path of Frost 36
Path of Unholiness 36 Chapter 5: Feats 103
Druid (DRD) 38 Chapter 6: Spellcasting
Mana
105
106
Balance 40
Feral 41 Spell Lists 108
Restoration 41 Spell Descriptions 124
Hunter (HTR)
Beast Master
42
46
Chapter 7: Equipment
Adventuring Gear
152
152
Marksman 46 Weapons and Armors 152
Survival 46 Magic Items 153
Mage (MGE) 47 Alchemical Items 160
Arcane 49 Engineered Items 162
Fire 49
Frost 50 Part 3
Monk (MKN) 51 Chapter 8: Classes in Warcraft 167
Brewmaster 53 Changelog 175
Mistweaver 54
Windwalker 54
Paladin (PLD) 56
Oath of Holiness 59
Oath of Protection 59
Oath of Retribution 60
Priest (PRS) 61
Death Priesthood 63
Discipline Priesthood 64
Holy Light Priesthood 64

65
4 CHAPTER 1 | INTRODUCTION
Chapter 1: Introduction

T
he world of Warcraft has many special traits Classes
when converted to tabletop format. It has
special naming conventions, languages, and As detailed below, some classes gain different abilities to
an extensive lore. better synergize with the mana system, while others are
renamed as above.
Energy Types
Abilitie Scores Besides the normal damage descriptors in 5e D&D, the
Old Name New Name Warcraft universe has an additional damage type: Fel,
which is channeled by demonic power and is inherently
Dexterity (Dex) Agility (Agi) destructive and corruptive.
Wisdom (Wis) Spirit (Spi) It also differs in naming existing descriptors.
Constitution (Con) Stamina (Stm) Energy Types
Old New
Classes Name Name Source
Old Name New Name Force Arcane Pure magic damage/spell backlash
Cleric Priest Radiant Holy Divine powers/radiance/abjuration and
Fighter Warrior evocation spells

Ranger Hunter Necrotic Shadow Necromantic powers/unholy spells

Sorcerer Warlock Fel Demonic powers/demonic spells

Spells Languages
Old Name New Name Elemental damage includes acid, cold, fire, and lightning.
Magic damage includes arcane, holy, shadow, thunder, and
Aganazzar’s Scorcher Dragon Breath fel.
Cure Wounds (modified) Holy Light
Delayed B’ Fireball (modified) Pyroblast
Healing
Effects that deal holy damage and can heal the living give
Healing Word (modified) Flash of Light (modified) the option for the spellcaster to either heal or deal damage.
Inflict Wounds (modified) Death Coil The same goes for effects that deal shadow damage and
heal (though it can only heal the undead or demons). These
Conjure (any) Conjure spells have the [Healing] descriptor, or otherwise only
Charm Person/Monster Charm harm.
Dominate P’/M’ Dominate
For example, the Holy Light spell is a [healing] spell that
can deal holy damage. If targeting a living being, the caster
Magic Missile Arcane Missile can choose to make it heal them instead. Death Coil is also
Magic Jar Possession a [healing], though it can only heal the undead and demons,
while dealing shadow damage at the will of the caster to
Mass Cure Wounds Hope of Healing other creatures.
Mordenkainen’s Sword Arcane Sword
Melf’s Acid Arrow Shadow Strike (modified)
Aura Effects
Certain effects grant bonuses to AC, attack, or saving
Ray of Frost Frost Bolt throws that are based off morale-based sources. A bear’s
Sacred Flame Smite primal roar, a paladin’s confident presence, or an
archmage’s proximity. These are known as aura bonuses,
Thunderwave Thunderstorm and do not stack with one another.
Spells not included in the above list that include their Languages
inventor’s name (Bigby’s Hand, Evard’s Black Tentacles) Spoken languages in Azeroth are the following:
excises the inventor (Hand, Black Tentacles, etc.) Common: Spoken by humans, and most other races.
Draconic: Spoken by dragons.
Magic and Mana Dwarven: Spoken by dwarves.
Some spells are changed in function or name. All such Eredun: Cursed; spoken by demons.
spells are referred to with their new names, rather than Gnomish: Spoken by gnomes.
their old names. Elven: Spoken by elves, with two main dialects:
Mana and set spells is also used as a core magic system, • Darnassian, spoken by Night Elves
not spell slots. Mana restores over time, while resting, by • Thalassian, spoken by Highborne, high elves, and blood
drinking certain potions, and with certain abilities that elves
restore mana instantaneously at the cost of future • Nazja (spoken by naga)
regeneration. A character can only benefit from a non-rest Goblin: Spoken by goblins.
based mana restorative effect per hour, unless otherwise
specified.
Classes CHAPTER 1 | INTRODUCTION 5
Kalimag: Spoken by elementals, with four distinct dialects • Chilled: Usually inflicted by cold spells, the chilled
for the prime elementals, such as Aquan for water condition reduces the target’s primary movement speed by
elementals, Auran for air elementals, Ignan for fire 10 feet. This condition can stack if applied from different
elementals, and Terran for earth elementals. spells or abilities. If the target’s speed is reduced to 0, they
Low Common: Spoken by furbolgs, gnolls, kobolds, are restrained until their speed is no longer 0.
ogres, and most humanoids or giants with low Intelligence. • Choking: When a creature that needs to breathe barred
Orcish: Spoken by orcs. from doing so by an attack (such as a grapple check to
Taur-ahe: Spoken by tauren. choke or the strangulate spell), a creature is choking. While
Titan: Spoken by titans. choking, the creature is silenced, and must succeed on a
Draenei: Spoken by draenei, broken and lost ones. Stamina saving throw against the choker’s DC
Languages must also be learned from a source. (8 + proficiency bonus + Strength modifier) or instantly
lose their remaining rounds of breath. When a creature
Eredun Curse runs out of breath, it can survive for an additional number
Demons of the Burning Legion speak the tongue of their of rounds equal to its Constitution modifier (minimum 1
kind, Eredun, which is a perversion of Titan. round). At the start of its next turn, it drops to 0 hit points
Any non-demonic creature that deliberately speaks and is dying or knocked unconscious for one hour.
Eredun without being also bound to demons (such as a Normally, a creature can hold their breath for number of
Warlock), must make a Spirit save every year (DC 15) or rounds equal to their Stamina score. A To choke a creature
lose 1 point of Spirit, and shift one step towards Lawful already grappled, the grappler must spend all their
Evil. movement to tighten their grip, thereby forcing the Stamina
If the character is Evil, the save must still be done, and saving throw. This can be done multiple times so long as
the spirit loss remains until the character serves the the target is still grappled.
Burning Legion in a substantial way (according to its • Distracted: When a creature cannot concentrate on
capabilities), in which case the attribute is restored once spellcasting (such as by being damaged, affected by specific
the character proves themselves. After doing so, the lords spells, or abilities), they must succeed on a Stamina saving
of the Legion may remove this curse. This is a Curse effect. throw or lose the spell they are about to cast, channel, or
concentrate on. The DC of the saving throw is equal to 10
Corporeality and Etherealness or one-half damage dealt. If the condition was brought on
The Warcraft universe does not transit into the ethereal by an ability, it is instead the ability DC (or 8 + proficiency +
plane present in other settings, and thus all ethereal the relevant attribute modifier), and if inflicted by a spell, it
movement is incorporeal movement instead. is the spell DC.
Incorporeal creatures gain damage resistance to all non- • Scorched: Usually inflicted by fire spells, the scorched
magical weapons, and resistance to all energy types except condition reduces the target’s weapon damage by a number
arcane, holy, shadow, and fel. They may also go through of points equal to 2 (or if brought on by a hostile creature, a
solid objects such as walls (treating movement as difficult number of damage points equal to their proficiency bonus).
terrain), but take 5 (1d10) Arcane damage if ending their
turn within one. Lore
They are also naturally invisible, but are not naturally Resurrection: Resurrection in the Warcraft universe’s lore
silent. They cannot attack non incorporeal creatures or cast is a contentious subject; player characters can be revived,
spells, but may handle force effects as normal (such as by but important NPCs usually die permanently.
pushing, casting force spells, or attacking with force Resurrection is possible and expensive, although several
weapons). Force walls prevent incorporeal creatures to factors make it easier, and some make it impossible.
pass through them. • Intact Corpse: An intact corpse is required for

Combat resurrection with the following spells: Revivify (3rd level),


and Raise Dead (5th level). Missing body parts are not
These rules make use of several effects that affect combat, restored with these spells, and an armless corpse becomes
such as strike and stance effects. The character must an armless raised character. If the limb is required for life
choose to use their bonus action to fight (with an off-hand (such as a head), the resurrection fails.
weapon or cast a spell or use an item) or to use a strike • Free Soul: Some spells and effects trap the soul, such
effect if they have one. as the Imprisonment spell (9th level), or the Capture
• Strike effects are abilities that consume a bonus action Essence spell (minimum 2nd level). Being alive also
to execute and grant an additional effect on the first prevents returning to life, as the soul is technically trapped
successful attack. When using a strike effect, the use of a in the body it inhabits. An animated undead is treated as an
bonus action prevents using two-weapon fighting and use imprisoned soul. A trapped soul must be freed before
of off-hand natural attacks. resurrected (such as breaking the imprisonment spell,
• Stance effects are abilities that limit the character’s destroying the capture essence focus, or destroying an
movement to half normal speed, but grant the bonus so animated undead).
long as they are conscious and acting. • If a soul is trapped in a focus (such as the Capture
Essence spell or a soul-stealing sword), the one who casts
Conditions the spell or evokes the effect must contest their spellcasting
There are several new conditions that are mechanically attribute with the target. On a success of two out of three
useful. rolls, the focus that traps the soul is broken and the soul is
freed. Focuses that can be broken this way are explicitly
stated to be subject to this effect.

6 CHAPTER 1 | INTRODUCTION
Should the Lich King’s telepathic control of his undead
• Willing Target: The target must be willing to return. Some minions waver (either by suffering damage to himself of the
characters, upon a fulfilled life, find that they cannot (or are Frozen Throne), there is a chance that these free-willed
unwilling) to be revived. This cancels the spell without undead will summon back their spirits to their bodies,
consuming any material components.
• Material Components: Spells that raise the dead becoming intelligent undead—in many cases, joining the
require expensive material components, such as diamonds ranks of the Forsaken. Intelligent undead usually appear in
(or their dust), alchemical reagents, or anything that can traumatic events that would cause their spirit to linger and
stand in for the price. For example, a cherished wedding return (executed unjustly, betrayed and killed by a loved
band can pay the price of the spell if it has a comparable one, died with broken oaths or severe regrets, slain on
price (even if not exact), as well as a magical item with an unholy ground, etc., as determined by the DM). Spellcasters
infusion cost comparable to the spell’s cost. may attempt to replicate these circumstances with the Bind
Resurrection Sickness. Spells that revive inflict Undead spell.
resurrection sickness. The target takes a -4 penalty to Casting the bind spell on a corpse in an area that was
attack rolls, saving throws, and ability checks. Whenever significant to the person while alive may summon his spirit
they take a long rest, the penalty decreases by 1 point until to be bound as an undead. Animating and then binding a
it is eliminated entirely. human farmer in the ruins of a market he used to sell his
wares in, an elven farstrider in her archery range, or an orc
Immortals and Undead in his hut are all likely to return a sliver of the creature’s
Immortals such as celestials and fiends (sometimes known spirit, returning their mental attributes to normal. These
as outsiders), undead, and fey have different natures than undead, if released from the binding, join the ranks of the
mortals such as humanoids, beasts, etc. and do not age or Forsaken.
die of aging. Fey slain reform in the Emerald Dream, but do not
Additionally, outsiders cannot be destroyed unless killed regain physical bodies, such as the elder fey Cenarius.
under any of these conditions: Constructs are considered functionally immortal, and can
• They must be killed on their native plane (the Twisting be fixed and recrafted by a character with a sufficiently high
Nether for demons, and the native realm for celestials), or a proficiency in engineering, although they cannot be
plane heavily influenced by it. restored if missing critical components (subject to joint
• They must be gated in physically (via a gate or plane DM-player adjudication).
shift, or similar effects) such as when the lich Kel’Thuzad
invited the archdemonic Archimonde via a gate to Azeroth Resurrection Altars
during the Third War. Altars of resurrections are known center points of power,
Few spellcasters know that outsiders do not die unless usually built in intersections of lay energies or in hallowed
under these conditions (most of those who do know are areas. It is these sites, once erected, that heroes may be
warlocks who share this information sparingly). If a resurrected to do battle once again (for an offering of gold).
creature is bonded without being invited or gated in, they To be restored via an Altar of Resurrection, a character
reform as normal. must be at least of 5th level or higher and attune
Due to the difficulties of killing demons under these themselves with one altar (which takes a day of being less
conditions, they are usually banished, trapped (either in than 30 feet from it, and costs nothing).
gems, or spell focuses such as by the Capture Essence The offering may be paid with coin, or with the sacrifice
spell, or by spells such as Imprisonment), or imprisoned of any similarly-valued object (such as breaking an
instead of destroyed. In the case of the Capture Essence ancestral blade, or the sacrifice of a being within two levels
spell, ambitious spellcasters might even use the creature’s from the target). If a creature dies on a plane different from
spirit to fuel infusions or to power engineering devices, where its altar is located, it cannot be revived by the altar.
though they run the risk the creature escapes. The Altar takes one hour to revive a creature whose spirit
Forsaken and other intelligent undead is another special is called out to, and besides the offering and a sure way to
case. So long as an undead is intelligent, it can be raised or identify the target, the target’s corpse is not required.
revived by the normal raising spells (Revivify, Raise Dead, The resurrected creature appears unarmed, unarmored,
and Resurrection). Unintelligent undead are usually and unclothed, and has no starting possessions. If the
‘revived’ by repeated animation. Some undead often have character died while affected by a curse, they retain the
special conditions to destroy beyond resurrection. For curse, but their bodies are free from any nonmagical
example, liches can only be killed if their phylacteries are diseases or poisons. The character is also at full hit points
destroyed. and mana, and retains any prepared and set spells, and
Although undead also require their body parts to be takes a penalty of -4 on all d20 checks. Each long rest
available to be raised through these spells, it is easy to removes -1 from this penalty until the penalty is wholly
simply stitch body parts together with a sewing kit (or use removed.
body parts from other corpses), although the undead’s head
is a vital and irreplaceable part. The Resurrection spell can,
however, revert an undead creature to living, so long as its
soul is free, but only if it is heightened to 9th level (also
known as True Resurrection).
Creating intelligent undead requires more than just
animating them; the Plague of Undeath was an unholy
concoction suffused with necromantic and soul magics,
and animated by semi-sentient will. Created by the Lich
King before the beginning of the Third War, the Plague of
Undeath is the strongest and most reliable tool to create
intelligent undead (see equipment).

CHAPTER 1 | INTRODUCTION
7
Summoning
a character’s spirit this way costs 100 gold per level of the
target. Altars of Resurrection are in every Alliance, Horde,
and Independent (see Scourge) city of populace 1,000 or
higher, or any fort or citadel (but not every small military
outpost), and is also attuned to its military and civil leaders.
Access to the Altar is usually restricted--as those who
sabotage it undermine a great weapon.
The altar cannot resurrect a creature that is not dead, or
one not willing to return, or a creature that has already
underwent a transformation that changed what it was
(living being into an undead, or a demon), or a creature
whose soul is stolen or trapped.
Altar of Kings: Made by materials provided by Kirin Tor
to serve the Alliance and her people, the Altar of Kings,
acts as a harness for the derelict life forces of fallen human
champions (including their allies the dwarves and high
elves). The specifics of this building's magical properties
are among the most guarded secrets in all human realms.
Altar of Storms: Used by the Orcish Horde and created
by utilized elven runestones corrupted by fel magic, the
altars of storms were used to create Ogre Magi during the
Second War (and to a lesser extent, the Third War). After
the war ended, they became reinfused with shamanistic
magic to recall the lingering spirits of heroes back to life.
Altar of Darkness: Built with dark magics in blighted
grounds, this structure serves as a channeling nexus for the
Scourge's dark restorative powers. When a hero falls in
battle, his essence may be recalled to this site, where it is
given new, unholy life. Altars of darkness are utilized by the
Forsaken and the Scourge.
Altar of Elders: So powerful is the Night Elven bond with
the Ancients, that even upon their death and the death of
their ancient allies, their life energies may be recalled, and
their spirit made tangible in the waking world once again.
For this to occur, a nexus must be constructed, a
channeling place to collect and restore life energies. This
place is the altar of elders.

CHAPTER 1 | INTRODUCTION
8
Chapter 2: Races

t
he races of Warcraft are diverse and
rich. Each race has a role in the world,
and their deeds resonate through the
ages. Members of each race view each
other with assumptions formed by past
conflicts and alliances. Warcraft’s
history is troubled, epic and every
aspect influences the races, their beliefs and their
roles. This chapter describes Ironforge, Wildhammer
and Dark Iron Dwarves, High and Night Elves,
Gnomes, Goblins, Humans, Orcs, Tauren, Jungle
and Forest Trolls, and the Forsaken. These races are not
the only races in the Warcraft world, but they are the
most dominant, influential, and prone to adventuring.
Alliance
Proud and noble, courageous and wise, these races work
together to preserve order in Azeroth. The Alliance is
driven by honor and tradition. Its rulers are champions of
justice, hope, knowledge, and faith. In a time when chaos
and uncertainty reign, the Alliance remains steadfast in its
determination to bring light to the darkest corners of the
world.

Horde
Misunderstood and cast aside, these diverse and powerful
races strive to overcome their differences and unite as one
in order to win freedom for their people and prosper in a
land that has come to hate them. In the Horde, action and
strength are valued above diplomacy, and its leaders earn
respect by the blade, wasting no time with politics. The
         brutality of the Horde's champions is focused, giving a
          voice to those who fight for survival.

CHAPTER 2 | RACES 3
DWARF

D
warves are short and stout creatures mostly
inhabiting Khaz Modan in the Eastern
Kingdoms. They are shorter than Humans but
taller than Gnomes, taking advantage of their
size when possible and relying on their
robustness and strength when not. The
average Dwarf is steady, observant and
composed both during work and combat, yet able to rage
with fierce zeal and persistence when the situation calls for
it. While a Dwarf prefers to plan forward to overcome
challenges, many of them easily lose their temperament
and self-restraint when exposed to conditions stirring their
feelings and concerns.
In past ages, the Dwarves rarely left the safety of their
mountain fortresses, spending their time on refining metal
and stone into powerful weapons and beautiful jewelry. Dwarf Traits
However, when the call to battle sounded, they rose up to Your Dwarf character has an assortment of inborn abilities,
defend their friends and allies with unmatched courage and part and parcel of Dwarven nature.
valor. Ability Score Increase. Your Stamina score increases
Culture by 2.
Age. Dwarves mature at the same rate as humans, but
Dwarves love gold and Dwarves love drinking, so gaming they’re considered young until they reach the age of 40. On
seemed like a natural fit for both. They are also famous average, they live to be 450 years old.
metalsmiths. While they produce many implements of war, Size. Dwarves stand between 4 and 5 feet tall and
they are adept at working with softer metals as well. average about 150 pounds. Your size is Medium.
The legendary ram Toothgnasher was a wonder of Khaz Speed. Your base walking speed is 25 feet. Your speed is
Modan and the subject of many tales of Dwarven folklore. not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, you have
Customs superior vision in dark and dim conditions. You can see in
Some Dwarves sealed their deceased in tombs. Those dim light within 60 feet of you as if it were bright light, and
with a concern about the undead might have been more in darkness as if it were dim light. You can’t discern color in
apt to cremate remains. darkness, only shades of gray.
An old ascension ceremony for Dwarven kings involved Stoneform. You can activate Stoneform as a reaction. If
drinking from the Chalice of the Mountain Kings and a you do, you remove all bleeding effects, gain advantage on
"sword dance" done by female Dwarven warriors. This saving throws against poison, diseases, curses, resistance
performance, part ritual and part mock battle, against poison damage, resistance versus all non-magical
apparently evolved from bloody duels fought during less weapon (bludgeoning, piercing, and slashing) damage, and
sophisticated times in Dwarven history. +2 to your AC. This bonus remains until the beginning of
The Bronzebeard kings of the High Seat have gone your next turn. You must declare use of this ability before
through many scepters during their reigns. By tradition, any attack or damage roll is made. This can be used once
the king would let certain of his top advisors and allies per proficiency bonus, regained after a long rest
bear the scepter for a single day. These were rough days Alternatively, you may use this as a bonus action, where the
for the scepters, which saw the insides of taverns, were benefits remain for 1d4 rounds, but consume 2 of your
dropped off mountaintops, were used to smite Troggs uses.
and so on. Dwarven Combat Training. You have proficiency with
Saying: "If ye want to topple a wall, start with the the Battleaxe, Handaxe, Light Hammer, and Warhammer.
foundation." Tool Proficiency. You gain proficiency with one artisan’s
tool of your choice: Smith’s Tools, Brewer’s Supplies, or
Faith Mason’s Tools.
Stonecunning. Whenever you make an Intelligence
While many Ironforge Dwarves follow the Church of the (History) check or Mining checks related to stonework and
Holy Light, there are some who worship the Pantheon. The minerals, you are considered both proficient and as if
Dwarf Durgan One-God is notable for having disavowed having Expertise in either History or Mining (choose one).
most of the titans and believing that Eonar is the one true Languages. You can speak, read, and write Common and
god who created everything. By Durgan's own admission, Dwarvish. Dwarvish is full of hard consonants and guttural
no one else shares this faith with him. sounds, and those characteristics spill over into whatever
The Wildhammer Dwarves practice Shamanism. other language a Dwarf might speak.
Whether they also have Light followers is unknown. Subrace. Three main subraces of Dwarves populate the
worlds of Azeroth: Dark Dwarves, Hill Dwarves and
Mountain Dwarves. Choose one of these subraces.

4 CHAPTER 2 | RACES
Dark Dwarf (Dark Iron) Wildhammers string beads and feathers into their hair
"You shall serve." and beards as good luck charms, and paint tattoos on their
                                         -Moira Thaurissan bodies in homage to the totems, ideas and creatures they
revere.
As a Dark Dwarf, you probably hail from the Dark Iron Affiliation. Neutral, technically. The Wildhammer clan is
clans, led by the Sorcerer-thane Thaurissan. Reviled as not a member of the Alliance, but Wildhammer Dwarves
betrayers of their fellow Dwarves, and living in the are allies of the Alliance and would certainly help it in a
mountain-halls of Blackrock Mountain, Dark Iron Dwarves war (and have done so in the past).
are slaves to the great elemental Firelord Ragnaros, and They are distant with Humans and Ironforge Dwarves,
serve him in the latent volcanic mountain. but have formed a kinship with High Elves. Wildhammers
Dark Dwarves seem identical to Ironforge Dwarves, and High Elves shared much in common in the past,
except that their skin tones are ashen and gray, and their including a love of nature and hatred of evil.
eyes are golden-red. Hoarse of voice and prone to Many High Elves have grown introverted and brooding of
undertone muttering, Dark Dwarves do not inspire trust late, which concerns the Wildhammers. The Dwarves are
easily. appalled at the defection of the Blood Elves, an event which
Affiliation. Independent. Hatred comes to Dark Dwarves has caused them to see their High Elf allies with new eyes.
against all races, and in their service to Ragnaros, they see Wildhammers also get along well with Night Elves, as the
only rivals, potential thralls, and enemies. two races share much in common.
Ability Score Increase. Your Intelligence score Ability Score Increase. Your Spirit score increases by 1.
increases by 1. Bravery. You have advantage versus all saves against
Dwarven Combat Training. You have proficiency with fear.
firearms and explosives of all types, even if you do not have Natural Handler You have proficiency with Animal
proficiency in engineering, and gain proficiency in light Handling, or expertise if you already are proficient.
armor.
Firelord’s Favor. You have resistance to fire damage. Male Names: Kazdin, Hagrim, Dondar, Soldrin.
Female Names: Kella, Lorim, Ar-ya, Senica.
Male Names: Beld, Franclorn, Lokhtos, Grall. Family Names: Beastclaw, Greatbeard, Thundertamer.
Female Names: Aster, Channis, Mogran, Wellia.
Family Names: Angerforge, Darkbargainer, Firesmite, Mountain Dwarf (Bronzebeard)
Forgewright. "For Khaz Modan! "
                                           -Magni Bronzebeard
As a mountain dwarf, you probably hail from the
Bronzebeard clan and its allies, and live in Khaz Modan.
Ironforge dwarves are stout and powerful, with short
muscular bodies, and prefer tying their hair (male or
female) in ornate braids.
Affiliation. Alliance. While the dwarves of Ironforge
appreciate the fighting skill of the Horde, it is with grim
eyes that they look upon the Orcs and their allies, the Trolls
and the Forsaken.
Although the Dwarves have held dealings of commerce
and diplomacy with the High Elves, they keep the people of
Quel’Thalas at an arm’s distance. Humans, however, are the
staunch and constant allies of the Dwarven people and find
welcome, favor and kindness when in Dwarven lands.
Ability Score Increase. Your Strength score increases
by 1.
Dwarven Combat Training You have proficiency with
firearms and explosives of all types, even if you do not have
proficiency in engineering, and gain proficiency with light
armor.
Resilience You have advantage and resistance against
natural and manufactured poisons and poison damage.
Hill Dwarf (Wildhammer) Male Names: Barab, Aradun, Thorin, Magni, Garrim,
"To the skies! " Wendel, Thurimar.
                                         -Falstad Wildhammer Female Names: Chise, Helge, Ferya, Furga, Krona, Imli.
Family Names: Thunderforge, Bronzebeard, Hammergrim,
As a Hill Dwarf, you probably hail from the Wildhammer Thornsteel, Chunderstout.
clan and its allies, and live in the Aerie Peak. Wildhammer
dwarves are similar in appearance to their Ironforge kin,
though many shave their heads and they are slightly taller
and leaner. Exposure to sun and high winds darkens and
toughens their skin.

CHAPTER 2 | RACES 5
ELF

A
n Elf is a member of one of the longest lived The Night Elves worship the Ancients, who are nature
species on Azeroth known for keen deities attuned to the forest and the hunt. Elune the moon
perception, grace, and great spellwork. Elves goddess and Malorne the Waywatcher are the most
were once believed to be the first race to prominent figures of worship. While Cenarius has died, and
awaken on Azeroth, but some ancient the Night Elves will never forgive the Orcs for this, his
histories believe that Elves were originally children live on and gain power each passing year. The
Trolls that were transformed by the Well of Night Elves venerate the children of Cenarius as he was
Eternity. venerated, and perhaps one day these children of the slain
demigod will aid the Night Elves in repaying the Orcs for
Anatomy & Physiology the transgressions of the past.
The Well of Eternity's arcane energies are the primary Elf Traits
reason for the existence of the Elves, so it makes sense that
they would be magical in nature. All Elves are exceptionally Your Elf character has a variety of natural abilities, the
long lived and, at one point, were immortal, though most of result of thousands of years of Elven refinement.
the races have lost their immortality. Further, all elves Ability Score Increase. Your Agility score increases by
possess glowing eyes. 2.
Elves have several characteristics in common. All have Age. Although Elves reach physical maturity at about the
unusually acute senses and are able to see clearly even in same age as Humans, the Elven understanding of
low-light conditions. As a general rule, Elves are also slim, adulthood goes beyond physical growth to encompass
athletic, and graceful. Furthermore, they all have large worldly experience.
pointed ears that tend to be greeted with admiration or Both High and Blood Elves typically claims adulthood
mockery by other races. Typically, Night Elves have longer around the age of 60 and can live to be 750 years old. A
ears than High and Blood Elves, whereas the latter's point Night Elf on the other hand, claim adulthood much later
upward rather than backward. and live up to five times than the other Elves (adulthood at
A characteristic of Elves on Azeroth are their unusual 300 and live up to 3,750 years old). Before the destruction
eyebrows, which extend beyond their faces, resembling of the World Tree, the Night Elves were immune to aging
either whiskers or antennae. It may only be speculated that effects.
this is due to the Elves extreme longevity. Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night
The Schism sky, you have superior vision in dark and dim conditions.
The ancient origin of the Elves is a legacy of tragedy and You can see in dim light within 60 feet of you as if it were
conflict, a series of events that has profoundly affected the bright light, and in darkness as if it were dim light. You can’t
development of the Quel'Dorei. The High Elves are a stark discern color in darkness, only shades of gray.
contrast to their nocturnal cousins, the Night Elves. Mystic Senses. Whenever you make any check related
Embracing the light of the sun and forsaking the night, the to magical items, lore, or spells, apply double your
High Elves are the descendants of the very Elves who proficiency bonus to the check.
served Queen Azshara in the time of the Well of Eternity. Keen Senses. You are proficient with the Perception
The Night Elves regard the High Elven penchant for using skill.
arcane magic as careless, akin to a foolish child playing Elven Combat Training. You have proficiency with the
with fire. Longsword, Longbow, Rapier, and Shortbow.
The schism that separates the Highborne Elves and the Languages. You can speak, read, and write Common and
Night Elves is rather ancient, one so ancient that no Elven (either Darnassian or Thalassian). Elvish is fluid, with
amount of diplomacy or offerings of peace can soothe the subtle intonations and intricate grammar. Elven literature
scars of history. The High Elves, however, have had is rich and varied, and their songs and poems are famous
generations separating them from the Night Elves, and no among other races. Many musicians learn Elven so they
longer care for the past. Problems between the races are can add Elvish ballads to their repertoires.
usually clashes of personality, as neither tries overly hard to Subrace. Ancient divides among the Elven people
interact. The arrogance of the Highborne Elves led to the resulted in three main sub-races: Blood Elves, High Elves,
War of the Ancients and ultimately to the downfall of the and Night      Elves, Choose one of these subraces.
golden age of Elven civilization. Through the reckless use
of arcane magic, the Highborne Elves allowed darkness to
seep into the world and corrupt Azeroth. They use the
genetic phenomenon that modern Elves face as testament
to their views.
Faith
High elves who embrace the path of religion take on the
mantle of the Holy Light, sharing in the same faith as
Dwarves and Humans.
While this philosophy does not penetrate deeply into
High Elven society, those who do follow the path of the
Holy Light are much more approachable than most.

6 CHAPTER 2 | RACES
Intelligence is your spellcasting ability for these spells,
and you use your mana pool for these abilities (even if you
are not normally a spellcaster). While you use such abilities
(and after using them for one hour), your eyes glow a Fel
Green.
If you can already cast such spells (and have a sufficiently
high caster level), they are always prepared for free.
       Arcane Legacy. The Blood Elves are uniquely
attuned to magic. If you have levels in a spellcasting class,
you suffer no reductions to your number of prepared spells,
and have two additional points of mana (+2 MP) above your
normal maximum. If you do not cast spells, you know an
additional Cantrip, chosen from the wizard spell list.
Intelligence is your spellcasting ability for this purpose.
Extra Language. You can speak, read, and write one
extra language of your choice.
Male Names: Mariel, Athaniar, Anandor, Tharama,
Viridiel, Malanior.
Female Names: Anarial, Freja, Driana, Coria,
         Alanassori, Azshara.
               Family Names: Boughstrider, Dawnblade,
Lightbringer, Morningray, Suntreader.

Optional Rule
Blood Elves are identical to High Elves in racial
bonuses and names. However, their culture is
more warped due to their insatiable thirst for
vengeance. Most have abandoned worship of the
Light, and their allegiances have also changed,
and most suffer psychologically from extensive
use of mana vampirism, due to the Sunwell’s
corruption and subsequent destruction.
A GM is advised to consider applying the
Arcane Withdrawal optional rule with Blood Elves
(see Chapter 6: Powers and Magic).

Blood Elf (Sin’Dorei)


"Power! My people are addicted to it... a
dependence made manifest after the Sunwell was
destroyed."
                                                               -Kael’Thas
                                                                Sunstrider
Following the Third War (Year 20), most of the High Elven
population was slain during the Siege of Silvermoon and
the Razing of Quel’Thalas. Prince Kael’Thas Sunstrider
renamed his people the Blood Elves (Sin’dorei) following
this terrible event.
With their homeland destroyed, their forests burned and
corrupted, and their beloved sacred Sunwell sullied, the
Blood Elves underwent mana withdrawal.
Affiliation. Horde. Most of the blood elves have joined
the New Horde, invited to do so by the Banshee Queen
Sylvanas Windrunner.
Ability Score Increase. Your Intelligence score
increases by 1.
Size. A high elf is usually a little over 6 feet in height and
weighs between 100 to 175 pounds, depending on gender.
Your size is Medium.
Blood Magic. You choose between Prestidigitation and
Thaumaturgy Cantrip. When you reach 3rd level, you can
also cast Detect Magic as a spell. When you reach 5th level,
you can also cast the Mana Burn spell.

CHAPTER 2 | RACES 7
High Elf (Quel’Dorei) Night Elf (Kal’Dorei)
"For Quel’Thalas! "                                                                 "The horn has sounded, and I have come as promised. I
                                                        -Sylvanas Windrunner smell the stench of decay and corruption in our land. That
angers me greatly. " -Malfurion Stormrage
As a High Elf, you hail from Silvermoon in Quel’Thalas or
Dalaran. The Elves are slim, with sharp symmetrical As a night elf, you hail from Darnassus in Kalimdor. The
features, often an exaggeration of perfect beauty. The High race’s prominent eyebrows, long pointed ears and natural
Elves are uniformly fair in complexion, with white to flaxen aspects imply a feral grace. Skin tones range from pale
colored hair. Their eyes are incredibly intense in color, white to blue or even ruddy red and their hair ranges in
seeming to glow with an inner light. While many High color from bright white to woodland green to lustrous
Elves have blue or green eyes, violet and red are not black.
unheard of. Affiliation. Alliance. The Night Elves are members of the
Affiliation. Alliance. Most of the High Elves have placed Alliance, but they are not the most trusted or highly
themselves under a self-imposed exile, ashamed of the regarded members of this group of races. Although
damage that they have wrought upon the world of honorable and just, the Night Elves' natural distrust has
Lordaeron with their abuse of Arcane Magic. While tainted their relations somewhat. Combined with their
Humans still accept the High Elves because of the aid mystical appearances and mysterious natures, interactions
that both races provided each other during the most with other races become uncomfortable at times. There is a
recent attacks of the Burning Legion, many of the     strong streak of isolationism in the Kal'Dorei, for they
other races will only deal with the High Elves if      are uncomfortable leaving the verdant mists of
absolutely necessary. This is especially true after      Teldrassil.
the acts of Kael’thas Sunstrider.     Size. Night Elves are imposing in stature, males being
The Night Elves in particular, do not care for              on average 7 feet tall. Male Kal'Dorei are very
the company of High Elves and in some                muscular, with broad chests and shoulders,
cases, can be openly hostile toward their                          indicative of the strength that lies within both
sun-blessed brethren. The passing of                            their minds and bodies. Female Night Elves
time may heal these wounds, but the                               are lithe and curvaceous, yet still
use of arcane magic will always draw a                              muscular and strong.
rift between these two breeds of Elves.                           Ability Score Increase. Your Spirit score
Ability Score Increase. Your                               increases by 1.
Intelligence score increases                            Nature Resistance. You have advantage
by 1.                                                against natural poisons,
Size. A High Elf is usually                                                 and have resistance against
a little over 6 feet in height                                                  electricity damage.
and weighs between 100 to                                              Mask of the Wild. You can
175 pounds, depending on                                                  attempt to hide even when you
gender. Your size is Medium.                                                are only lightly obscured by
High Magic. You know the                                                foliage, heavy rain, falling snow,
Prestidigitation Cantrip and                                                mist, and other natural
can cast it normally with a caster                                          phenomena.
level equal to your character level). When             Shadowmeld. When you are in dim or dark light,
you reach 3rd level, you can also cast Detect Magic         you gain advantage on Stealth checks, and can hide
as a spell. When you reach 5th level, you can also cast   as a bonus action.
the Mute spell.
Intelligence is your spellcasting ability for these spells, Male Names: Ilthilior, Mellitharn, Khardona, Andissiel,
and you use your mana pool for these abilities (even if you Mardant, Tanavar.
are not normally a Spellcaster). While you use such Female Names: Keina, Deliantha, Meridia, Freja,
abilities (and after using them for one hour), your eyes glow Alannaria, Nevarial.
a pale blue. If you can already cast such spells (and have a Family Names: Moonblade, Glaivestorm, Proudstrider,
sufficiently high caster level), they are always prepared for Oakwalker, Nightwing, Staghorn.
free.
Arcane Legacy. The High Elves are uniquely attuned to
magic. You can choose one of the below abilities.
• You suffer no reduction to the number of spells you can
prepare (to your maximum spell level), and gain +2 mana
points above the normal maximum.
• You gain an additional cantrip chosen from the mage
spell list, using Intelligence as your spellcasting ability for
this purpose.
Extra Language. You can speak, read, and write one
extra language of your choice.

8 CHAPTER 2 | RACES
DRAENEI

D
raenei (meaning Exiled Ones in uncorrupted Government
Eredun) are a faction of pure Eredar who fled
their home world of Argus to escape the Though the Draenei rely on the Prophet Velen's leadership
corruption of the demonic Burning Legion. and guidance, the administration of the Exiled Ones society
Led by Prophet Velen, they traveled on Draenor was run by the Council of Exarchs. This body,
throughout the cosmos in search of a safe called the Hand of the Prophet and was formed by the
world to settle on, eventually landing on a heads of various fields of Draenei society and they voted on
planet they would come to call Draenor (Exile's Refuge). bureaucratic matters.
For centuries, the Draenei lived in relative peace with
Draenor's native Orcs, until the Burning Legion found
them. As the Orcs were corrupted by the Legion and
formed the original Horde, the Draenei were slaughtered
en masse and driven into hiding. Eventually, they managed
to escape Draenor on the Exodar, a vessel of the Naaru
fortress of Tempest Keep, crash-landing on Azeroth.
Anatomy & Physiology
Draenei are 7–8 feet tall. They are physically different from
the Eredar of the Burning Legion. Their skin appears in
most shades of color between very pinkish-white to light
blue up to dark violet. They have fangs and their blood is
also blue. Draenei males have tendrils coming out of their
chin and a fan-like forehead plate which rises and overlaps
other forehead plates behind it. They have large tails which
are held erect by developed muscle structure. The female
of the species exhibits marked differences, rather than the
forehead plates featured on the male, they have vaguely
horn-shaped cranial extensions that extend over the upper
cranium and end on either side of the crown. Female
cranial tendrils sprout behind the ear and are typically long
enough to reach the shoulders. Their tendrils are thinner
than the male's. Female Draenei tails are shorter and have
a lower muscle density. In both genders, the hooves are
relatively large, in contrast to the more compacted hooves
of their demonic counterparts.
While most Draenei have a glowing blue eye color, there
are some that have been seen with a glowing purple hue.
Since these examples are either Paladins or Shaman,
there doesn't seem to be anything that causes this
color difference that's out of the ordinary (such as
practicing Void magic or the like) . When draenei die,
the glow will fade away.
Technology
The Draenei have learned to shape crystals for all
kinds of purposes ranging from power containment to
data storage. The purple crystals often associated with
Draenei that decorate their buildings, weapons, and
armor are known as Arkonite crystals and are used to
power everyday Draenei society. On Draenor, Arkonite
Pylons were used to generate power for the tombs,
though they were sometimes repurposed to power small
towns in emergencies. Arkonite is a powerful source of
arcane energy.
The engineers of the Draenei are known as the
Artificers. The Artificiers excelled in working with
Arkonite crystals, however, the technology available now is
only a shadow of what the Draenei had on Argus.
Contrary to popular belief, the dimensional ships used by
the Draenei, such as Tempest Keep and its satellites, were
not created by the Draenei themselves. They are actually an
example of Naaru technology.

Government CHAPTER 2 | RACES 9


Draenei Traits
"The Legion's end ... Draws near. "
                                                                  -Draenei
Your character has a variety of natural abilities, the result of
thousands of years of Draenei refinement.
Ability Score Increase. Your Strength increases by 2,
and your Spirit increases by 1.
Age. A typical Draenei claims adulthood around 100
years old, and can live to about ten thousand years.
Size Your size is Medium.
Affiliation Alliance or independent. The Draenei's quest Gift of the Naaru. You can use your bonus action to
to undo the evils of their Eredar brethren and their own channel holy energy, casting the Renewing Light spell as if
strong affiliation and association with the Holy Light and cast as a 1st level spell. This can be used once until a short
the Naaru leads them to incline with Azeroth's first Holy or long rest.
Light wielders (Humans and Dwarves). However, they are At 6th level, you gain another use of the ability or choose
notoriously neutral in political issues regarding interaction to heighten the spell’s effective level to a 3rd level spell. You
between the two factions, preferring to focus on crusades can make the same choice at 11th and 16th levels (4th or
against the Burning Legion and demonic incursions, and 5th level, or additional uses). While a creature benefits from
usually swing between sympathy to demon-touched Orcs, this ability, they have a glowing blue sigil above their
the Forsaken, and the Blood Elves, or hatred of them. forehead (shedding light equal to Dancing Lights).
Focusing on building the prophesized Army of Light, the Shadow Resistance. You have resistance to Fel damage.
Naaru have their sights set tomorrow, and are usually very Gemcutting. You are proficient with the jewelcrafting kit.
goal-oriented. Languages. You can speak, read, and write Common and
Speed. Your base walking speed is 30 ft. Eredun. The Eredun Draenei speak is an altered dialect
Darkvision. You can see in dim light within 60 feet of that is less corrupt, and thus does not impose penalties
you as if it were bright light, and in darkness as if it were when speaking.
dim light. You can’t discern color in darkness, only shades
of gray. Male Names: Kozza, Shunn, Thylon, Velen
Heroic Presence. You can inspire yourself or others Female Names: Fetwa, Daalny, Corevva, Tanmatra
through your mere presence. To do so, you use a bonus Family Names: Draenei do not have family names, but
action on your turn to choose one creature (even yourself) take a title according to their deeds.
within 60 feet of you who can see or hear you. That
creature gains one Heroic die, a d6.
Once within the next 10 minutes, the creature can roll
the die and add the number rolled to one ability check, Optional Rule
attack roll, or saving throw it makes. The creature can wait The Broken are a mutated and devolved subrace
until after it rolls the d20 before deciding to use the Heroic of draenei who lived in Outland. They, like most
Presence die, but must decide before the DM says whether of the orcs, fell prey to the demons' sinister
the roll succeeds or fails. Once the Heroic Presence die is influence and were changed by the corruption.
rolled. it is lost. A creature can have only one Heroic They lost thier natural connection to the Light,
Presence die at a time. but gained a more subtle power; the ability to
You can use this feature a number of times equal to your meld with the shadows.
For the purposes of playing a Broken Draenei,
Charisma modifier (a minimum of once). You regain any replace the Renewing Light spell from the Gift of
expended uses when you finish a long rest. the Naaruu feature and replace it with the Fade
Spell.

10 CHAPTER 2 | RACES
GNOME

T
he Gnomes are a race of diminutive and Gnomes are in many ways commensurate organizers. A
highly intelligent humanoids, known for their Gnome can spend as much time organizing and planning a
mastery of technology. They were originally project as they do actually working on it. If the design fails,
descended from Mechagnomes, metallic they try to learn why and fix it if they can. If they meet with
Titan creations, who were affected by the success, they will continue to tinker with it and improve the
Curse of Flesh. The early Gnomes eventually design, often for years afterward.
found their way to Khaz Modan, where they Gnomes are innovative thinkers and are responsible for a
founded the capital of Gnomeregan and became allies with vast variety of inventions, including more than a few that
their nearby Dwarven cousins. For years the Gnomes were are commonly attributed to Dwarves. Although a
based in Gnomeregan, providing technological support to diminutive people, Gnomes think big, often producing
the Alliance during the Second War, until a Trogg invasion designs far too complex to ever be realized. To Gnomes,
and treachery from within irradiated Gnomeregan and technology is a way of life. Even Gnomes who take on other
killed as much as eighty percent of the Gnomish trades often tinker in their spare time. Because of their
population. The Gnomes were forced into exile in Tinker innate curiosity, they produce a wide variety of devices that
Town in the Dwarven capital of Ironforge. are interesting or amusing but otherwise useless or
impractical.
Anatomy & Physiology While others might shake their heads at such folly, the
Gnomes are small, slight and nifty. They somewhat Gnomes value all invention, no matter how unimportant it
resemble Dwarves, but are even shorter, not as stocky, and might seem.
have large heads in proportion to their bodies. They have Gnomish Traits
large noses and ruddy skin, their ears are large and
rounded, and their hair color varies wildly, some even Your Gnome character has a variety of natural abilities, the
having pink or green hair. They have four fingers, three result of thousands of years of Gnomish refinement.
fingers, one thumb on each hand, and five-toed feet. They Ability Score Increase. Your Intelligence score
are often seen with goggles, tool belts and other items increases by 2, and your Stamina increases by 1.
related to their technological inclinations. Age. Adulthood at 40, can live up to be 500.
Affiliation. Alliance. Gnomes are great friends of the
Faith Ironforge Dwarves and have fought and died alongside
Gnomes place their loyalty in themselves, in their friends, Human soldiers. They are wary of the High Elves, but so is
and in their inventions. A few follow a loftier path and pay everyone else, so they don’t feel too bad about that. They
their respects to the Holy Light. Since the Ironforge battled the Horde in the Second War and have a bit of a
Dwarves recent discovery of their titanic origins, the grudge against Orcs, but Gnomes are a kindly and forgiving
Gnomes think that they too may be products of the Titans, lot and are willing to give the Orcs a second chance.
a theory confirmed by the accidental discovery of the Size. Gnomes range from between 3 to 4 feet tall and
Mechagnomes. Some female Gnomes have been known as average around 40 pounds. Your size is Small.
members of the Sisters of Steel that have shown abilities to Speed. Your base walking speed is 25 feet.
turn their flesh to stone or steel. Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
Artificer’s Lore. Whenever you make an Intelligence
(History) check related to magic items, alchemical objects,
or technological devices, you have expertise instead of just
proficiency.
Escape Artist. You have advantage on all saving throws
to escape grapples, bonds, or other movement-restricting
abilities or effects that hamper your freedom of movement.
Extra Language. You can speak, read, and write one
extra language of your choice.
Tinker. You have proficiency with the Engineering skill.
Languages. You can speak, read, and write Common and
Gnomish. The Gnomish language, which uses the
Dwarvish the script, is renowned for its technical treatises
and its catalogs of knowledge about the natural world.
Male Names: Kiggle, Grobnick, Kazbo, Hagin, Snoonose.
Female Names: Beggra, Nefti, Sorassa, Gamash.
Technology Family Names: Spinpistol, Airslicer, Bombtosser,
Gnomes tend to design fairly complicated devices that are Greatgear, Mekkatorque.
relatively safe.

CHAPTER 2 | RACES 11
GOBLIN

T
he cunning Goblins are small green Trade
creatures from the isle of Kezan. Their love
of money, explosives, and technology leaves The Goblins have taken to the role of merchant with a
them to be a very dangerous race, both to vengeance, and now it's hard to travel for more than a day
their enemies and themselves. Most Goblins or two without stumbling across a Goblin shop of some
have a neutral standpoint, preferring to sell size. Goblin zeppelins fly across the continent, delivering
their contraptions, knowledge and services goods, supplies, messages and passengers from one shop
to other races. to another. Rumors say that if someone want to buy
A number of trade princes rule over the various Goblin something from a Goblin and he doesn't have it in his shop,
holdings around the world. Though the trade princes all live he can have it on the shelves within a week.
in the Goblin city of Undermine on the Isle of Kezan, they Goblin shops can be found nearly anywhere on Azeroth,
each control their own private armies and trade fleets. In seemingly regardless of whether or not there are towns
turn, each controls rings of trade, mining, deforestation, nearby and heedless of dangers such as the Scourge. The
slave rings, and poaching. A notable trade prince is the goblins will sell anything to anyone, at only slightly inflated
ruthless Trade Prince Jastor Gallywix who rules the prices.
Bilgewater Cartel under his iron fist.
Goblinoid Traits
Your Goblin character has a variety of natural abilities, the
result of thousands of years of Goblinoid refinement.
Ability Score Increase. Your Intelligence score
increases by 2, and your Charisma increases by 1.
Age. Goblins typically reach adulthood around 20 years
old, and live to be 100 years old.
Affiliation. Independent or Horde. Goblins hired
themselves out to the Horde in the Second War, but now
they belong only to themselves and whoever pays the most.
Constantly building and inventing requires massive
resources, both for creating the machines themselves and
maintaining those that actually work.
Gnomes and Goblins have always been rivals — though
whether this rivalry is a friendly or brutal one depends on
Anatomy & Physiology the individuals involved.
Goblins are slight and wiry, averaging 4 feet in height. They Size. Goblins range from between 3 to 4 feet tall and
have three fingers and one thumb on their hands and four average around 40 pounds. Your size is Small.
toes on their feet. Goblin noses grow larger as they age and Speed. Your base walking speed is 25 feet.
apparently they have green blood. Trader’s Lore. Whenever you make an Intelligence
Goblins that have hair often have it as mohawks, (History) check related to magic items, alchemical objects,
ponytails, or spiky. or technological devices, you can add twice your
proficiency bonus, instead of any proficiency bonus you
Technology normally apply.
Though once nothing but fodder for more taproom banter, Best Deals Anywhere. Anything you purchase costs
Goblin inventions have shown their worth in recent years. 10% less, and anything you sell grants you 10% more of its
They're particularly fond of tinkering with mechanical value. You gain proficiency with the Charisma (Persuasion)
things, alchemy, and explosives. Their love of mechanics skill.
often places them into direct competition with Gnomes Living Better. You have proficiency with the Alchemy
who enjoy similar devices. skill. You can create alchemical mixtures as if you had one
Even with the malfunctions and explosions that occur level in any spellcasting class you choose. If you later gain
(not as frequent as tavern chatter suggests, but far from levels in a spellcasting class, you may reference said
rare), Goblin technology is proving to be of a quality that spellcasting spell list for alchemical recipes. This level does
rivals the Dwarves and their firearms. not actually allow you to cast spells, only to know them
While other races often try to build reliable machines enough to create alchemical mixtures of such spells.
that would stay for grandchildren, Goblin aims for device of Tinker. You have proficiency with the Engineering skill.
the marginally bearable reliability that should only last Languages. You can speak, read, and write Common and
enough to make its construction reasonable. Weird as it is, Goblin.
this approach allows to build more machines, or to build a Male Names: Zautso, Beedle, Chizbolt, Nuzak, Jastor,
more complex and powerful machine using the same time Jareth.
and resources. Female Names: Lystis, Mefeero, Sazai, Rossa.
Family Names: Steamgear, Boltnose, Manclamp,
Leafgrinder, Gringott, Gallywix

12 CHAPTER 2 | RACES
FORSAKEN

U
ndead humans and elves freed from the Forsaken undead have a hungering for living flesh. If they
Lich King’s control during the second stage do not Cannibalize regularly, they begin to suffer wracking
of the Third War, the Forsaken are a strange pains that could drive them into a mindless, blood-seeking
and dark force. Hailing from the twisted, hysteria.
skittering darkness of Undercity, the
Forsaken are nominally allied with the Faith
Horde but serve only themselves. Their Even as they believe they have been abandoned by their
objectives are twofold: eliminate the Scourge, and establish faith, so have the Forsaken abandoned the faiths of their
a place for themselves on Azeroth. Four years ago, the high living days. Many no longer cling to any religion, placing
elven Ranger General Sylvanas Windrunner fell in combat their faith in their queen and their dark science. Most,
against the Scourge. Prince Arthas raised her as a banshee however, have embraced new philosophies of their own
and compelled her to follow his command. creation: the Forgotten Shadow, the Echo of Life, or the
When the Lich King’s power waned in the incidents simple value of knowledge.
surrounding the Frozen Throne, Sylvanas harnessed her Priests of the Forgotten Shadow believe that the faiths
fury and tore herself free from his skeletal grasp. She freed they held in life have failed them, and so they instead rely
many other undead as well, and recruited powerful allies on the power and teachings of the Shadow. The members
from the Burning Legion and the surrounding ogre clans. of the Cult vary between lawful and chaotic, evil and
Sylvanas dubbed her new force the Forsaken, and the neutral and are taught to eradicate anything having to do
undead established their capital in the labyrinthine crypts with the Holy Light and life in general. It is also a
beneath Lordaeron’s capital city. Their sprawling, philosophy of divine humanism.
subterranean realm is called Undercity. As a forsaken The Forgotten Shadow Cult teaches that there must be a
undead, your alliance with the Horde started out as balance between Light and Shadow, and while they should
necessity and convenience, and your previous life bears never forget that they are from the Shadow, members of the
witness to the many tragedies of Azeroth’s reality. Needing cult must learn the Light as well. Being intelligent undead,
both time and help to fight against their former Scourge the Forsaken fully understand the limitations and
masters, the Forsaken have a reputation of utter vulnerabilities associated with unlife. One of these
ruthlessness, human experimentation, and moral disadvantages is that they can be turned, rebuked or even
ambiguity. commanded by powerful positive or negative energy forces.
Anatomy & Physiology Naturally, the Forsaken are always on the lookout for ways
to limit or negate this vulnerability.
Forsaken, unsurprisingly, look like dead people. Their skin
is gray and rotting, showing bone and flesh in places. Their
pupil-less eyes glow with dim, white ghostlight. Their
muscles are withered, making them scrawny. Their
movements are slow but jagged. Forsaken hardly ever smile
(unless their lips have rotted away - in which case they
can appear to be smiling all the time). Necromantic
magic keeps them somewhat preserved, but natural decay
still proceeds, just slower than normal.
Forsaken cannot naturally sleep or dream. However they
require resting. Forsaken do feel the need to breathe,
though they can last at least a dozen days without taking a
fresh breath of air. As they are undead, they don't need air
to live. This also means it is impossible for them to drown.
Some Forsaken can speak through magical means despite
having harmed jaws.
Afflictions
Forsaken, have Ichor of Undeath running through their
bodies. They bleed this green liquid when wounded, though
some Forsaken have no blood or liquid running through
their bodies at all.
Given enough time, Forsaken may slowly lose their
consciousness and devolve into a mindless state. This
appears in the form of a chilling sensation, making the
Forsaken feel physically cold. However, if a Forsaken's body
is kept intact, they could potentially avoid this altogether
and live forever.
Aside from their affliction, undead also suffer from an
addiction to terrible vices that the Lich King instilled in
them in order to produce vile and inhumane monstrosities.

CHAPTER 2 | RACES 13
Forsaken Traits Will of the Forsaken. You are immune to charm, fear, and
Note: You count as undead for the purposes of healing sleep effects, and have advantage on all mind-affecting
spells and effects that target undead. Thus, you cannot be spells of descriptors other than the above.
healed by the Holy Light spell, but are healed with the Cannibalize. You can consume the corpse of any natural
Death Coil spell, and can be targeted by the Death Pact and creature as part of spending a hit dice to heal yourself.
Protection from Good and Evil spells, although you are Eating a creature takes a minute, and allows you to gain
unaffected by Charm Person (but Charm Undead instead). 50% increased benefit from spending a hit dice. A natural
You may declare whether or not you are of elven or creature may be cannibalized once before their corpse
human origin before you rose, and are counted as being becomes unusable.
elven or human much for all intents and purposes that Forsaken Alchemy. You have proficiency with the
specify race (such as gaining use of elf and human-specific Alchemy skill. You can create alchemical mixtures as if you
weapons). had one level in any spellcasting class you choose. If you
Ability Score Increase. Two different ability scores later gain levels in a spellcasting class, you may reference
increase by 1. said spellcasting spell list for alchemical recipes. This level
Age. Forsaken are Undead, and thus do not age and only does not actually allow you to cast spells, only to know
die of violence, poisons and diseases that can affect the them enough to create alchemical mixtures of such spells.
Undead. Speed. Your base walking speed is 30 feet.
Affiliation. Horde or independent. Though the Forsaken Languages You can speak, read, and write Common and
do not trust anyone and no one trusts them, they are one extra language of your choice, typically based upon the
members of the Horde and, for now, do their best to help language you spoke before being turned into a Forsaken.
their allies and placate their ambassadors. Forsaken have Male Names: Roderick, Magan, Danforth, Lansire.
even less love for the Alliance, particularly because Female Names: Yellen, Limmy, Sarias, Mierelle.
they clash constantly with the Human organization Family Names: Dartfall, Blacksling, Ghoulhunter,
called the Scarlet Crusade. Some have thrown Blastlich.
their lot with the Burning Legion, believing that
only it is potent enough to defeat the Lich King.
Size. Forsaken vary based on their original form before
death, those who were medium before death are medium Special Rule
as Forsaken. You count as Undead for the purposes of healing
Shadow Resistance. You have resistance to Fel spells and effects that target Undead, or Living,
damage and bleed effects. whichever is most disadvantageous. For this
purpose, you cannot be healed by the Holy Light
spell, but you are healed by the Death Coil spell,
and can be targeted by the Death Pact and
Protection from Good and Evil.

14 CHAPTER 2 | RACES
HUMAN

H
umans are a resilient species native to the Humans have also regularly displayed noble and
world of Azeroth. Recent discoveries have altruistic attitudes and actions. These qualities have led to
shown that Humans are descended from human society producing notable heroic and villainous
the barbaric Vrykul, Half-Giant warriors figures in recent history.
who live in Northrend. Early Humans were Humans prefer to live in villages, towns, and cities. Few
primarily a scattered and tribal people for humans understand the reverence of nature the night elves
several millennia, until the rising strength and tauren possess, and the most rural or rugged lifestyle a
of the Troll Empire forced their strategic unification. human has shown to possess is that of a farmer, bandit, or
After several centuries of peace, disaster struck when the soldier. Human cities are extremely large, bustling, and
Orcish Horde appeared on Azeroth, reducing Stormwind to lively. Outside city walls, in the countryside, the human
ruins during the First War between Orcs and Humans. The peasantry provides basic resources to the rest of the
city’s survivors, fled to Lordaeron, where the leaders of the kingdom; the peasant farms, mines, and chops wood. In the
seven kingdoms resolved to unify once again in the city, merchants trade goods while craftsmen practice and
Alliance. Joined together, they succeeded in defeating the perform their trades and businessmen provide services. At
Horde during the Second War. the top of the social hierarchy are the nobility, who sit
When the Burning Legion struck, Humans accepted within their castles, making important political decisions
other races into the Alliance and secured a costly victory on the running of the kingdom.
during the Third War.
Though humans are among the younger races on Human traits
Azeroth, they have faced many challenges with fortitude It's hard to make generalizations about Humans, but your
and resilience. Their continued ability to adapt and rebuild Human character has these traits.
has made them a vital force in an ever-changing world. Ability Score Increase. Two different ability scores
Anatomy & Physiology increase by 1.
Age. Humans reach adulthood at the age of 15. and live
Humans come from many backgrounds and show great up to be 80.
physical variety among all the races. Humans skin ranges Affiliation. Humans tend toward no particular
from dark to light and may have tones of other colors. Their alignment. The best and the worst are found among them.
eyes are blue, brown, green, gray, or hazel. Human hair is Most are loyal to the Grand Alliance, but there are pockets
brown, black, blond, or red. Men often grow short beards of independents, horde-allied, or even those tied to the
and women commonly wear their hair long. Humans are 5– Burning Legion or Scourge as demon-worshipping
6,5 feet tall and weigh about 180 pounds, with men Warlocks and Scourge-following Necromancers,
noticeably taller and heavier than women. respectively.
The physique of Humans is more muscular and sturdy Size. Humans vary widely in height and build, from
than of Elves, but much more slender than that of Dwarves. barely 5 feet to well over 6 feet tall. Regardless of your
The color and hue of Human skin is varied, ranging from a position in that range, your size is Medium.
fair pink, to tanned, to a very dark brown. Hair becomes Skillful. You gain proficiency with one skill or tool of
gray or white with sickness or age. Human eyes have been your choice.
known to glow like those of the naturally magical Elves if Feat. You gain one feat of your choice.
he or she is wielding powerful magic. Every Man for Himself. You have advantage on any
saving throw versus effects that hinder movement or
Faith control over your body, mind, or actions (such as charms,
Humans follow the Holy Light. Cathedrals and churches paralyzing effects, slowing effects, and fear effects).
stand in their cities, and their priests preside over Speed. Your base walking speed is 30 feet.
followers, heal the wounded, soothe the weary, and crusade Languages. You can speak, read, and write Common and
against what they consider evil. Humans have an order of one extra language of your choice. Humans typically learn
holy warriors, Paladins, who follow the Holy Light and the languages of other peoples they deal with, including
crush evil and chaotic beings in its name. obscure dialects. They are fond of sprinkling their speech
Before Arathor and the rise of the Holy Light, the ancient with words borrowed from other tongues: Orc curses,
Human tribes had primitive nature-based religions with Elvish musical expressions, Dwarvish military phrases, and
some common ties to Druids, though they were not Druids so on.
themselves. Today, only the harvest-witches of Gilneas Male Names: Merander, Gyram, Derrick, Hebry.
remain of this old religion, as Gilneas's relative isolation Female Names: Lilla, Merian, Richelle, Ammi.
from the other kingdoms has kept it going. Family Names: Renn, Townguard, Silversmith, Runetouch.
Culture
Humans seem to be a naturally proud and ambitious race.
The humans of Azeroth have a very strong sense of
triumphalism and have been known to be arrogant,
overzealous, or vainglorious.

CHAPTER 2 | RACES 15
16 CHAPTER 2 | RACES
ORC

T
he Orcs are one of the most prolific races on Through certain rituals this state is reversible, not only
Azeroth. Originally hailing from the harsh, restoring the Orc’s sanity but their previous green tone as
alien world of Draenor, the Orcs were once a well. No green-skinned Orc has ever managed to return to a
noble shamanistic people cultivating a completely uncorrupted state.
mighty tribal society that was centered
around survival, regulating themselves Spirituality
through ritualized combat and personal The origin of shamanism among the Orcs remains a
honor. Tragically betrayed by one of their spiritual leaders mystery. As far back as Orcish history has been recorded,
and delivered into the handsof the Burning Legion, the Orc Shaman have been mentioned. Learning to speak with the
clans fell deep into demonic enslavement and were led into elemental spirits of Draenor was a pivotal achievement in
Azeroth as an unholy vanguard of the Legion meant to destiny the Orc clans. Many clans claim the mythical "First
destroy everything in their path. Shaman" arose from their ranks, but the truth is that no
Yet, the shamanistic tradition of the Orcs managed to one is sure of his or her allegiance.
rekindle because of the young shaman, Thrall who arose to Orcs instinctively revere the rugged forces of the natural
become a living symbol of his people's true identity in their elements, and as such, Shaman are held in high regard.
darkest hour, causing many of the Orcs to rise up against They generally have a close relationship with the nature
their demon masters and break free from their control. elements and angering them is considered a grave offense.
Several of the Orcish clans that had existed on Draenor Over the ages, Shamans like Thrall have communed with
since ancient times reemerged and were united under these spirits and, through patience and dedication, learned
Thrall's guidance, and the Shaman Warchief led the Orcs to soothe roaring infernos, bring rain to sun-scorched
out of the Eastern Kingdoms they had been forced to lands, and control the wind and sea.
invade and into the continent of Kalimdor, in order to begin In Orcish culture, any Shaman that has been spoken to
a new existence for themselves and their newfound allies. by the spirits is given equal respect and honor regardless of
There, they founded the nation of Durotar and the great age or experience.
city of Orgrimmar.
Today, the Orcs of the Horde are a redeemed people who
have reclaimed their destiny from dark influences, fighting Culture
no longer for the sake of destruction but for their very right Orcish society has always been characterized by hardy and
of survival in their adopted world. rugged living. As a result they are staunch pragmatists, and
never shy from killing if it will protect the future of the Orc
Anatomy & Physiology or his or her clan. All Orcs, regardless of gender or station,
An Orc's face would be described by some races of Azeroth are expected to pull their own weight as weakness is
as monstrous, their hideousness comparable to that of considered a grave liability. The lack of strength of one
Trolls. Orcs have large heavy jaws from which protrude contaminates the strength of all, and it is punishable by the
sharp, tusk-like teeth, heavy brows, a broad and flat snout- greatest humiliation an Orc can receive, Exile.
like nose, and pointed ears. The number, size and position Yet regardless of their clan affiliations, Orcs prize honor
of Orcish tusks and teeth are particularly variable, much over all other things in life, first to bring honor to their clan
like their Troll allies. (and by extension, the Horde) and secondly bringing honor
The average male Orc height is 7 feet tall, while the to the self and to their sense of self-worth as an individual.
females stand at an average of 6 to 6.5. Males, particularly Likewise, hospitality is considered one of the greatest
warriors, are often hunched to variable degrees, though honors that can be bestowed. The Orcs and Tauren have
others stand straight and tall. A fair amount of sexual become fast and unswerving allies because the tauren
dimorphism exists between the Orc sexes, with male Orcs gladly offered the Orcs shelter in a strange new land as well
possessing more extreme orcish physical characteristics, as their assistance regardless of the cost to themselves.
most noticeably broader shoulders and larger tusks. Yet all
the Orcs are large, powerfully built creatures when Mak'Gora
compared to their Human counterparts regardless of The Mak'Gora means "Duel of Honor" and is an Orcish
gender. custom whereby someone may challenge a superior for
leadership. This ritual is commonly associated with the
Skin position of Horde Warchief, but it can apply to a group of
Originally, all Orcs were brown-skinned, ranging from a any size.
bark-like brown to reddish-brown. However, their bodies Rules
reacted to their exposure to Warlock magic once it was Each participant is allowed one weapon.
introduced by Gul'dan. All Orcs with Warlocks in their clan Body armor is forbidden.
found their skin slowly turning green before they were ever Each participant must have at least one witness.
offered the blood of the demon Mannoroth. Traditionally, it is to the death.
Further drinking the blood, or possibly the blood of any
demon, will change their skin again from green to scarlet,
transforming them into Fel Orcs. Orcs that drink
Mannoroth's blood obtained gray marks in their green skin.

CHAPTER 2 | RACES 17
If both participants refuse to fight one another, they are
banished from the clan or their respective clans.
Orcish Traits
Your Orc character has certain traits deriving from your
Orcish ancestry.
Ability Score Increase. Your Strength score increases
by 2, and your Stamina increases by 1.
Age. Orcs mature and age a little faster than Humans,
reaching adulthood around the age of 20 and rarely live up
to be 100 years old.
Affiliation. Horde. Thrall formed the Horde with
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.
Size. Orcs are somewhat larger and bulkier
than Humans, and they range from 5 to well over
6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in
dark and dim conditions. You can see in
dim light within 60 feet of you as if it
were bright light, and in darkness as if
it were dim light. You can’t discern
color in darkness, only shades of
gray.
Menacing. You gain proficiency in
the Intimidation skill.
Battle Rage. You can rage as a
level 1 Barbarian. If you gain levels
in Barbarian, you increase the total
times per long rest you can rage by 1.
Relentless Endurance. When you
are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point
instead. You can’t use this feature again
until you finish a long rest.
Orcish Combat Training. You have
proficiency with all Axes, Orc Attack Claws, and
the Shortbow.
Languages. You can speak, read, and write
Common and Orcish. Orcish is a harsh, grating
language with hard consonants.
Male Names: Grom, Thrum, Drog, Gorrum,
Harg, Thurg, Karg.
Female Names: Groma, Hargu, Igrim, Agra, Dragga,
Grima.
Family Names: Doomhammer, Deadeye,
Foebinder, Elfkiller, Skullsplitter, Axeripper,
Tearshorn, Fistcrusher.

18 CHAPTER 2 | RACES
PANDAREN

T
he enigmatic Pandaren are one of the most Anatomy & Physiology
elusive races of Azeroth. Long ago, the
Pandaren were the slaves of a cruel race Pandaren are humanoidbears, generally between 5 and 6
known as the Mogu, until they successfully feet tall, covered in fur from head to toe. Every Pandaren
staged a revolution, establishing their own has two colors of fur, one is always white but the other
empire in the process. During the Great color ranges from black to brown to red. They have paws
Sundering, the last Pandaren emperor for hands and feet, with three fingers, a thumb and three
sealed their homeland away behind a veil of mist, hiding toes. Each is tipped with a black claw. They refer to their
Pandaria from the outside world and leaving their culture hands directly as paws. While the species has a tail, there
to flourish free of influences from the outside world. are two distinct forms. The common form is a round stub
A second civilization of Pandaren dwell on the back of of fur, but the second form, which is long and thickens out
the giant turtle known as Shen-zin Su, who travels around by the end, is exclusive to red-and-white females.
Azeroth's seas. Millennia after the Sundering, a Pandaren Pandaren are usually very rotund, which tend to be a
by the name of Liu Lang set out to explore the world on point of pride in their society.
Shen-zin Su, returning each year to Pandaria to pick up
more adventurers to join him on the back of his ever- Culture
growing companion. Eventually, the turtle grew large If a single trait could sum up the Pandaren culture, it’s that
enough for entire buildings and towns to be constructed they live in the moment. They embrace life with gusto. A
upon his back, and the Pandaren began referring to him as Pandaren does everything with vigor, focus, and intensity.
the "Wandering Isle". Every meal is an event. Every moment with the family is
Shortly after the Cataclysm ravaged Azeroth, the cherished. Every project or work of art demands their full
protective mists surrounding Pandaria dissipated, and attention. Every nap is treated as if it will be the last! The
before long, Alliance and Horde warships arrived on the Pandaren work hard, play hard, fight like animals, love with
continent, causing the native Pandaren to become involved all their soul, tell impossibly tall tales, drink like they mean
in the conflict between the two factions. it, and sleep like the dead.
On the whole, Pandaren are slow to anger and prefer
measured solutions to problems. But underneath all of that
practiced civility, there is a bear to contend with. When a
Pandaren focuses on combat, each blow rings with the
            weight of his or her entire body. Living “in the            
              moment” also means getting lost in the fury of
               combat.
          However, it takes a great deal to get a Pandaren       
                                               wound up. On mainland
                                                  Pandaria, negative emotions
                                                 such as fear, anger, or despair
                                                can literally take on a physical  
                                               form and stir up trouble. For this
                                              reason, Pandaren emphasize      
                                           and cultivate a quiet life of inner    
                                         harmony and focus. Conflicts, no 
                                      matter how bitter, are quickly 
                                     forgotten over cold drinks once the     
                                 matter is resolved. The Pandaren sense  
                            of inner peace and love of life is infectious.
            Spend any significant time with a Pandaren and you
             too, can’t help but get lost in the moment.

CHAPTER 2 | RACES 19
Faith Pandaren Traits
Pandaren have a fierce and deep belief in the connection of Your Pandaren character has an assortment of inborn
the material and spiritual worlds. In many ways their faith abilities, part and parcel of Pandaren nature.
mirrors the ancient beliefs of the Night Elves and the tribal Ability Score Increase. Your Stamina score increases
beliefs of the Tauren, Troll, and Orc races. by 2, and your Spirit by 1.
However, Pandaren veil their beliefs in the trappings of a Age. Pandaren reach adulthood on about the age of 80,
mystical and ancient method called Geomancy. Geomancy and can live up to be 350.
teaches that the land is a reflection of the spirits, but that Affiliation. Independent, Horde, or Alliance. Pandaren
spirits are also a reflection of the land. The pandaren follow drift across affiliations, doing whatever they wish and
a shamanistic faith, worshiping the Earth Mother. They are making friends in either sides.
true Geomancers, drawing their holy power directly from Size. Your size is medium. Pandaren average 5 1/2 feet
the Earth Mother. They also follow a new philosophy (new in height, and make assured and precise movements,
to the other residents of Kalimdor, of course), they are a despite them often reaching the weight of 400 pounds.
society that reacts, instead of acting first. They claim to be Speed. You have a base walking speed of 30 feet.
the water that flows around a rock. The water does not Inner Peace. You are proficiency with the Insight and
push the rock out of the way, it merely goes around it. They Perception skills. In addition, while you are wearing light
use this uncomplicated way of thinking in their everyday or no armor, you gain +1 to Armor Class.
life. Bouncy. You can use your reaction when you fall to
If they set their minds to a task, and they fail, then they reduce any falling damage you take by an amount equal to
believe they went about it the wrong way and try again. five times your Stamina modifier.
They do not mourn for failures, believing that they simply Tavern-Brawler. You are proficient with improvised
have mapped out improper ways to do things and they will weapons such as kegs and chairs, and can deal 1d4 plus
know better next time. This philosophy seems simple, but your Strength with unarmed strikes. Whenever you make
the Pandaren apply it to every aspect of their lives, from an unarmed attack, you can use a bonus action to make an
brewing beer to adventuring. They are calm, affable types attempt to grapple them. If you gain the ability to improve
who will extend the hand of friendship to a stranger on the your damage dice with unarmed strikes, the dice improves
road, but if the stranger is hostile, the hand of friendship to d6.
can quickly turn into an excruciating joint lock. Languages. You can speak, read, and write Common and
Pandaren.
Male Names: Huojin, Aiguo, Dac Kien.
Female Names: Jinjing, Xueyou, Ling, Vuong.
Note For the GM. Family Names: Stoneclaw, Firespear, Silentrunner,
Pandaren are a very unusual race to encounter,
Winterwalker, Rainsword, Brewscroll, Whitebrow.
generally. Before the Shattering took place (An
event during the Cataclysm era, that make the
mist abruptly vanished) in the year 28 after the
first war, Chen Stormstout was the only known
Pandaren in Azeroth.
If the GM and player want to introduce this
race earlier, it is surely possible (with some
explanation to how the character ventured so far
from their homeland). This Pandaren must come
from the Wandering Isle, a massive island on the
back of a giant turtle, known to the Pandaren as
Shen-zin Su. The residents of Isle have lost
contact with their mist-shrouded homeland.

20 CHAPTER 2 | RACES
TAUREN

T
he Tauren (Shu'Halo in their native Anatomy & Physiology
language) are a race of large, bovine
humanoids who dwell on the great plains of Tauren are described as half-oxen beings and are known to
Central Kalimdor. For countless generations, have a very large bulk and weight, long tails, bipedal
they were constantly harassed by the violent hooves, and only three fingers per hand. Both males and
Centaurs, who forced the Tauren into a females have horns of varying size and shape.
nomadic lifestyle in the harsh Barrens. Tauren are large, muscular humanoids with large hooves
However, during the Third War and the Horde's invasion of and horns. They weigh anywhere from 400 to 800 pounds.
Kalimdor, the Tauren and the invading Horde became Their immense bodies are covered with fine, short fur that
allies, and the Horde aided the Tauren in driving off the ranges in color from black to gray to white to red to brown
Centaurs from the sacred lands of Mulgore. High Chieftain to tan and any mottled combinations or variations thereof.
Cairne Bloodhoof established the capital city of Thunder When Tauren grow old, their pelts start to become dotted
Bluff, and to this day the Tauren remain one of the most with gray.
stalwart allies of the Horde. Tauren are much larger than other races. females are 9
The Tauren are a peaceful and honorable people, that feet and males are 10 feet tall on average.
nonetheless are fierce fighters when roused. Hunting and
shamanism are held in high regard in their culture, as is
their worship of the Earth Mother and respect for the land.

CHAPTER 2 | RACES 21
Culture Gore. You can use an attack action to make a gore attack
with your horns. It is a melee unarmed attack that deals
The Tauren are a noble race that embrace the natural 1d8 piercing damage plus your Strength modifier. When
world. They have shed their nomadic roots and united in benefitting from your plainswalker bonus to speed, your
their ancestral lands. Their race may be one of spirituality, first attack with a gore can knock an enemy prone (as a
reverence for nature, and respect for elders, but it also push). The DC is equal to your Warstomp DC.
possesses powerful Warriors that willingly fight when the Self-Mastery. You have proficiency in either Spirit
situation demands it. The Shu'Halo people strive to live (Nature) or Spirit (Perception), and proficiency with the
honorable and dignified lives filled with respect for nature Herbalism skill.
and the Earth Mother. Although strong and capable Plainswalker. You have advantage when making any
Warriors when roused in battle, most Tauren reserve check to recall a path you have traveled, or to guide yourself
combat for when all other options are exhausted. They and others through any terrain to find food, natural foes (or
prefer course of wise discussion and careful rumination avoiding them), or shelter. Also, if using the Dash action
before embarking on any great endeavor, and they have three times in a row, you gain a +20 bonus to your base
great respect for the wise, spiritual and elderly among their speed until you stop dashing.
people. The Tauren are not wrathful by nature, but War Stomp. You can stomp the ground with your hooves
sometimes a thirst for justice causes them to take up arms as a bonus action, creating a shockwave. All creatures
in anger. within five feet from you must perform an Agility saving
throw, (DC 8 + your proficiency bonus + Strength) or be
Faith knocked prone, and take 2 (1d4) points of bludgeoning
The Tauren worship the Earth Mother as their Creator. damage.
According to the Tauren myth when the Earth Mother saw This can be done once per Proficiency bonus, and you
her children falling to the corrupting whispers of the Old regain all uses after a short rest. The damage increases by
Gods, she tore out her eyes and set them spinning 1d4 for every two points of Proficiency bonus (maximum
endlessly across the sky. Her left eye became Mu'Sha, the 3d4 at Proficiency +6).
Moon, and her right eye became An'She, the Sun. Neither Languages. Common, Taur-ahe. The language of the
of both is better than the other and together they see with tauren is often harsh and low sounding, which is reflected
balanced vision - they are the Tauren's own "Light". in the names of their children.

Last Rites Male Names: Azok, Bron, Turok, Garaddon, Hruon,


The Tauren do not bury their dead. Rather, they prepare the Jeddek.
body for its return to the elements and place it at one of Female Names: Argo, Serga, Grenda, Beruna, Halfa.
their sacred grave sites. Only the most valiant Tauren are Family Names: Darkthorn, Thunderhoof, Stormhorn,
laid to rest at Red Rocks, the Tauren's sacred burial ground. Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker
It is an honor bestowed upon the great Warriors who
helped found and defend Thunder Bluff and those who
have given their lives for the greater good of their tribes and
Chieftains.
Once the proper rites have been performed, the spirits of
the deceased join the Earth Mother to find peace. The
cremated Shu'Halo are said to become one with both the
Earth Mother and Sky Father, who welcome the dead.
The Dawnchaser Tribe believes that honored ancestors
who gave their own lives to save, or create, other lives
become Yeena'e ("those who herald the dawn" in Taur-Ahe)
spirits who aid An'She in announcing the coming of dawn.
Tauren Traits
Your Tauren character has certain traits deriving from your
Tauren ancestry.
Ability Score Increase. Your Strength increases by 2
and your Spirit by 1.
Age. A Tauren typically claims adulthood around the age
of 50 and can live to be 150 years old.
Affiliation. Horde. When the Tauren first encountered
the Orcs of Thrall’s Horde, they recognized them as
spiritual brethren. No other race shared such a similar
outlook on the world, and the Shamans of both races met
frequently to discuss the matters of the spirit world. While
the Tauren see the Orcs and Trolls as potential friends to
welcome, they rarely trust the Forsaken with more than a
nod and a place to set their withered feet.
Size. You are Medium sized.
Speed. You have a base walking speed of 30 feet.

22 CHAPTER 2 | RACES
TROLLS

T
rolls (aka Trollkind) are a diverse sapient The Shadowtooth tribe also assisted in defense of the
race that can be found in every part of World Tree.
Azeroth. They are one of the earliest non-
Titanforged races of Azeroth. The Trolls are Faith
separated in Tribes, each tribe has deference The Troll belief system is complex, full of dark spirits and
characteristics, both in appearance and in primal, often animalistic gods known as loa. Countless loa
ideology. exist, most weak, but some very powerful. Most are
Anatomy & Physiology shapeless, whereas others have animal or creature forms.
Troll families often worship their own family loas, cities
Trolls average approximately 8.3 feet for males and 7.2 feet usually have their own civic deities, and the greatest loa are
for females. They are one of the tallest mortal races on worshiped by the nation as a whole. The Zandalar tribe for
Azeroth. Trolls are often lanky, and muscular. They have example believe that powerful, enlightened Zandalari can
both Elven and Orc-like characteristics with their fierce become loas upon their death.
fangs and long ears. Their long arms, strong legs and quick
reflexes make them adept hunters. Trolls have only two Trollish Traits
fingers and a thumb on their hands, and they have only two Your Troll character has an assortment of inborn abilities,
toes on each foot. Like the Tauren, Trolls do not wear part and parcel of Troll nature.
standard shoes or boots, although while Tauren are unable Ability Score Increase. Your Agility score increases by
to do so because of the shape of their hooves, Trolls are 1, and your Stamina increases by 1.
simply more comfortable barefoot. Age. Trolls reach adulthood at the age of 18, and live up
Culture to be 80 years old.
Size. Trolls are larger and bulkier than Humans, and
Trolls in general are very isolated beings. Most Trolls, they average around 7 feet tall and 200 pounds, although
excluding a few tribes (one such being the Darkspear), don't their lanky build and slouched pose undermines their
speak any of the common languages. Wild Jungle Trolls and height. Your size is Medium.
Coastal Trolls are territorial and hostile toward Trolls of Speed. Your base walking speed is 30 feet.
other tribes. They are highly tribally spiritual. The center of Darkvision. You have superior vision in dark and dim
a tribe's spirit is the tribe's priest or superior hunter. conditions. You can see in dim light within 60 feet of you as
Uncivilized trolls live all across Kalimdor and the if it were bright light, and in darkness as if it were dim light.
Eastern Kingdoms. The jungle near Booty Bay in the You can’t discern color in darkness, only shades of gray.
Eastern Kingdoms is infamous for its many aggressive
Jungle Troll inhabitants.
However Trolls willing to fight and work for travelers and
armies in exchange for gold are not unknown. Arthas and
the Alliance used Troll Mercenaries on a mission in
Northrend.

CHAPTER 2 | RACES 23
Dark Promises. You have proficiency with the Alchemy
skill. You can create alchemical mixtures as if you had one
level in any spellcasting class you choose. If you later gain
levels in a spellcasting class, you may reference said
spellcasting spell list for alchemical recipes. This level does
not actually allow you to cast spells, only to know them
enough to create alchemical mixtures of such spells.
Alternatively, you may gain proficiency with Intimidation
and Stealth.
Ice Troll (Drakkari)
"You got it...heh heh eh…"
As an Ice Troll, you belong to the tribes in Northrend or
high mountains in Azeroth, commonly the Drakkari or
Frostmane tribe, respectively. Ice Trolls average one foot
higher than other Trolls.
Affiliation. Independent. Ice trolls are steadfastly loyal to
themselves above all others, and typically show loyalty to
their tribes and kings, although they often also see the uses
Rapid Regeneration. Whenever you rest, you gain of allying with the Horde (especially those who might share
double the hit point recovery benefit from expending hit their ancestral hate to the Alliance’s Dwarves, Elves and
dice, and can regrow a lost limb after a week of losing Humans).
them, unless the limb was lost through your own will or Ability Score Increase. Your Stamina score increases
through magic. by 1.
Languages. You can speak, read, and write Common and Cold Resistance. You have resistance to Cold damage. If
Zandali. you ever gain cold resistance later, you gain immunity to
Troll Combat Training. You have proficiency with the cold instead.
Battleaxe, Handaxe, and all weapons that have the thrown Hostile Homeland. You treat arctic terrain as favored
or ammunition properties, except firearms (unless terrain, as a 1st level Hunter. If you ever become a Hunter
proficient otherwise). or gain a favored terrain, you may choose another while
retaining the benefits of Hostile Homeland.
Male Names: Drak, Gul, Zol, Vol, Ros, Mig, Gal, Doth, Mag,
Ran, Vis.
Female Names: Moor, Mesk, Dan, Mel, Shi, Mith, Hai, So,
Lith, Arn, Din, Mak.
Family Names: Trolls usually employ titles rather than
family names, but commonly take their tribe name as a
family name.
Subrace. Ancient divides among the troll-folk resulted in
two main subraces: forest and jungle trolls, and ice trolls.
Choose one of these subraces.
Forest / Jungle Troll (Darkspear /
Revantusk)
"What’cha want me do?"
As a Forest Troll, you belong to the Darkspear tribe or its
associates.
Affiliation. Horde or Independent. Darkspear Jungle
Trolls are steadfastly loyal to the Orcs. Though they
practice Voodoo and many retain their savage natures,
Thrall lets them live in his borders and generally do what
they want.
They feel a great debt to the Orcs, and their time fighting
alongside the Tauren has made them friends of these
creatures as well. They are suspicious of the Forsaken, but
so is everyone else.
The Darkspear tribe doesn’t really hate the Alliance
races, but their loyalty to the Horde and their
bloodthirstiness make the Alliance a great target.
Ability Score Increase. Your Agility score increases by
1.
Berserking. You can rage as a level 1 Barbarian. If you
gain levels in Barbarian, you increase the total times per
day you can rage by 1.

24 CHAPTER 2 | RACES
WORGEN

W
orgen are large, lupine humanoids Your Worgen character has an assortment of abilities, part
reminiscent of werewolves that walk and parcel of Worgen Curse.
upright, but lope on all fours to run. They Ability Score Increase. Your Agility score increases by 2
primarily inhabit forests and are skilled and your Strength score increases by 1.
hunters. Being bitten by or drinking the Affiliation. Independent or Alliance. The Worgen of
blood of worgen causes humans and night Gilneas re-joined their brethren of the Alliance once the
elves to be transformed into one. After the Worgen Curse spread through their people, but in most
transformation, worgen are overcome by rage and guilt, cases, Worgen prefer to cater to their own hungers and
gradually losing all vestiges of their former lives and ambitions.
turning feral. By controlling their emotions, worgen may Size. Worgens are about the same size as Humans when
resist being overcome by their feral instincts. in humanoid and Worgen form. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Anatomy & Physiology Darkvision. Your curse grants you the ability to see in
Worgen average approximately 8.1 feet for males and 7.3 dark conditions. You can see in dim light within 60 feet of
feet for females. Due to the dreaded Worgen Curse, they you as if it were bright light, and in darkness as if it were
can easily tower over thier curse-free counterparts. Worgen dim light. You can’t discern color in darkness, only shades
derive most of thier physiology from the typical winter wolf, of gray.
they are covered in fur, bear terrifying claws and teeth, can Worgen Curse. On your turn, you can shift to your
leap long distances and have a strong appetite for flesh if Worgen form as a bonus action. Shifting lasts until you end
not controlled. They share many characteristics with trolls it on your turn as a bonus action. While shifting, you gain
in regards to thier skills in the wild such as thier rapid temporary hit points equal to your level + your Stamina
reflexes and thier natural darkvision. bonus (minimum of 1). While you are in Worgen form you
have access to the Shifting Features described below.
You must finish a long rest before you can gain
Culture temporary hit points again, though you can transform
Worgen generally tend to prefer more natural habitats like whenever you wish.
forests; they are natural hunters and have a propensity to Aberration. You have advantage to saves against poison,
hunt. What can be inferred from the Gilnean worgens' and resistance against poison and fel damage.
hunting behavior is that respect can be earned within the Languages. You can speak, read, and write Common.
pack by the number of prey hunted or by hunting an Male Names: Merander, Gyram, Derrick, Hebry.
incredibly elusive or dangerous prey. Once bitten, worgen Female Names: Lilla, Merian, Richelle, Ammi.
go through stages of the mindless state, eventually gaining Family Names: Renn, Townguard, Silversmith,
a full feral mentality; which is an irreversible Runetouch.
transformation.
Worgen must always control their emotions lest they lose Shifting Features
themselves to their form's feral instincts. Rage and guilt are     Darkflight. You can use the Dash action as a bonus
two known emotions that evoke a worgen's transformation. action.
One way worgen can temporarily keep their sanity is by Flayer. You can make a bite or claw attack as an action.
injecting themselves with a serum created by the Gilnean This is a melee weapon attack that uses Strength for its
chemist, Krennan Aranas. attack roll and damage bonus and deals 1d6 piercing
Another method is undertaking a night elven ritual that damage. If this attack hits a target that is your size or
makes peace with traumatic events, thus bringing balance smaller, the target is also grappled.
between the human and worgen sides. This ritual involves Viciousness. You can make an unarmed strike as a
eating a piece of Moonleaf and drinking holy water from bonus action with your claws.
moon wells that recalls traumatic and peaceful events so
that a person may gain understanding and balance one's
self.
Faith
Worgen are naturally drawn to and revere the wolf Ancient,
Goldrinn, who in a way, is the progenitor of their race.
Some worgen, having had a natural connection to nature,
have also taken up druidism. Typically, those whose minds
have been brought back from wildness will continue to
revere the same concepts they did prior to their turning
into a worgen (such as the Gilneans, many of whom still
believe in the Light and the night elves). It is seen though
that some of those who have been turned also embrace and
revere the nature-related spirits that resulted in the worgen
concurrently with their former beliefs.
Worgen Traits

CHAPTER 2 | RACES 25
Half-breed Races

T
he Warcraft universe also has its share of
mixed-origin characters (or half races). One
of the more famous examples are, Garona
Halforcen and the Half Elven Alodi, the first
Guardian. Mixed races are treated as both
races with spells, magic effects, and
mechanical purposes, but may be looked
down upon by their parent races.
Mixed Traits
Attributes. The creature chooses one of either parents'
racial attributes.
Affiliation. The creature usually either falls to either
parents affiliation or is independent.
Size. The creature is the average in size of both parents
(if they are not both Medium sized).
Speed. The creature moves at an average of both parents
(if they are not both 30 ft.)
Racial Traits. The creature chooses one of either
parents racial traits.
Racial Penalties. The creature takes all racial penalties
of both parents if present (such as the Blood Elves
addiction).
Languages. The creature gains the languages of both
parents.
Names. Follows the naming conventions of both parents
or may be wholly original. Usually mixed creatures are
titled by their ancestry, such as 'Halforcen,' 'Half Elven', or
even 'Half Human' depending on their actions and history.
For example, John wants to play a Half-Breed Race. He
creates Drann Halforcen, (Orc father, Draenei mother) a
level 1 Warrior.
At that point he chooses to take his character's father
racial attribute bonuses (+2 to Str, +1 to Sta) instead of his
mother's (+2 to Str, +1 to Spi).
Drann's Size and Speed is Medium and 30 ft, because
both of the parents have the same features.
For his next step John decides that Drann's mother side
is dominant biologically regarding Racial Traits. He gains
Draenai Traits (Darkvision, Heroic Presence, Gift of the
Naaru, Shadow Resistance, and Gemcutting).
Lastly Drann can speak and write Common, Orcish, and
uncorrupted Eredun.

26 CHAPTER 2 | RACES
Chapter 3: Classes

A
class is the primary adventuring style of a player Devout followers of the Holy Light, Priests are traditional
character. A character's class determines the masters of healing. The Priest's knowledge of the Light also
abilities, powers, skills, and spells they will gain grants them control of the darker powers of the Shadow.
throughout their adventures, and consequently They can mitigate damage by using a range of powerful
the styles of play available to the character. It shields to magically protect their allies.
determines the types of weapons and armor Priest specializations include: Death Priesthood, Discipline
they can use, which attributes they will value Priesthood, Holy Light Priesthood, Moon Priesthood, Shadow
the most, as well as what combat roles the character is Priesthood
suitable for.
The following are the character classes offered in World of Rogue (RGE)
Warcraft 5e: Sinister masters of the night, Rogues are a lightly-armored
class which uses stealth, poisons and sharp blades to
Death Knight (DKN) dispatch enemies without a sound.
The Death Knight combines martial prowess with dark, Rogue specializations include: Assassination, Combat,
necromantic energies to reign death and misery on the Subtlety
battlefield as the polar opposite to the Paladin.
Death Knights specializations include: Path of Blood, Path of Shaman (SHM)
Frost, Path of Unholiness Shamans are spiritual leaders and masters of the elements
who use spells and totems to heal and enhance thier allies.
Druid (DRD) These powerful practitioners of the elements commune with
The Druid uses the power of nature to shape-shift into the ancestors and seek to balance and utilize the raging
different forms of creatures and perform different roles elemental forces if needed.
within their party. They can create powerful wild magics to Shaman specializations include: Elemental, Enhancement,
aid thier cause as the defenders of nature. Restoration
Druids specializations include: Balance, Feral, Restoration
Tinker (TNK)
Hunter (HTR) The creators of incredible inventions, the Tinker can use
Distance is the Hunter's game as they strive to deliver ranged thier own made inventions to overcome nearly any situation
attacks as thier primary source of damage. Hunters tame — and if they don't have the device they need, they just might
many varieties of beasts to serve as combat pets while having be able to design and create a new one on the spot.
minor druidlike magics. Tinker specializations include: Bomber, Gunner, Gadgeteer
Hunter specializations include: Beastmaster, Marksman,
Survival Warlock (WKR)
Enslaving demons and calling upon dark magic and curses to
Mage (MGE) dominate and destroy their foes, Warlocks are a powerfully
Mages are ranged magic damage dealers with the ability to wicked caster class, known for their wide range of debuffs
infkict direct and area effect damage spells with thier variety and damage over time effects.
of utility spells drawn from various arcane Lay Lines Warlock specializations include: Affliction, Demonology,
throughout Azeroth. Destruction
Mage specializations include: Arcane, Fire, Frost
Warrior (WAR)
Monk (MNK) Warriors are plate-clad close-combat fighters able to fill the
Students of ancient pandaren martial arts techniques, Monks role of tank or melee bruiser, they have innate martial
embody the skill, focus, meditativeness and deadly prowess from the years of training and use shouts in combat
effectiveness of a skilled Kung Fu master. They can use their to rally their allies or demoralize their enemies.
inner connection to the universe to heal their allies with the Warrior specializations include: Arms, Fury, Protection
power of mists.
Monk specializations include: Brewmaster, Mistweaver, Special and Racial Specializations
Windwalker Apothecary (Tinker), Demon Hunter (Rogue), Lightslayer
Paladin (PLD) (Rogue), Mountain King (Warrior), Shadow Hunter (Hunter),
Paladins are plate-wearing holy knights. With the soul of a Spell Breaker (Warrior)
priest and the brawn of a warrior, Paladins combine Holy
magic with powerful weapons and stout armor as they smite
enemies with divine wrath and bringing allies back from the
brink of death with the power of the Holy Light.
Paladin specializations include: Oath of Holiness, Oath of
Protection, Oath of Retribution
Priest (PRS)

CHAPTER 3 | Classes 27
A
lchemists are students, researchers, and Weapons: Simple weapons, hand crossbows, maces,
scientists of the mysterious science of alchemy. explosives, and short swords.
To choose to alchemist class is to be more than Tools: Alchemist's Tools, Engineering
a dabbler in the art of alchemy—they are Tools (for explosives only), and
utilizers of strange techniques that would Poisoner’s Kit
empower themselves and their allies, Saving Throws: Agility, Intelligence
experienced craftspeople who can make potions Skills: Choose four from
for fractions of the normal time and cost, and some have even Acrobatics, Athletics, Insight,
modified their bodies to make full use of their skills. Intimidation, Investigation,
Creating poisons, potions, special explosives, and Perception, Performance,
empowering substances, alchemists are either curiosities, Persuasion, Sleight of Hand, and
prized members of society, or reclusive, feared experts in Stealth.
unstable weird sciences. Alchemy itself is does not fall strictly QUICK BUILD
in one end between science and magic, but is a potent force You can make an alchemist quickly
nonetheless. by following these suggestions. First,
Alchemists support soldiers and adventurers, and could Intelligence should be your highest ability score.
easily take to the field themselves, brewing and concoct Make Agility your next-highest if you want to use ranged or
potions, poisons, and poultices to support (or create) allies on finesse weapons, or focus on throwing potions and
the field. explosives. Use Strength instead if you wish to empower
yourself in battle and engage in combat via the mutate spell.
CREATING A ALCHEMIST Second, choose the guild artisan or scholar backgrounds.
Class Features: As an alchemist, you have the following EQUIPMENT
class features. You start with the following equipment, in addition to the
Hit Points: equipment granted by your background:
• (a) A Club or (b) a Shortsword
Hit Dice: 1d8 per alchemist level Hit Points at 1st Level: 8 + • (a) A Sling or (b) a Hand Crossbow with 20 bolts
your Stamina modifier Hit Points at Higher Levels: 1d8 (or 5) • (a) A Dungeoneer’s pack, or (b) an Explorer’s pack
+ your Stamina modifier per alchemist level after 1st • Leather armor, Alchemist's tools
Proficiencies: • A Formula Book
Armor: Light armor

The Alchemist (ALC)


Level Proficiency Bonus Rarity Features
1st +2 Common Alchemy, Spontaneous Potions (4/rest), Wierd Science
2nd +2 Common Quick Potions
3rd +2 Common Alchemy Path
4th +2 Common Ability Score Improvement
5th +3 Uncommon Spontaneous Potions (5/rest)
6th +3 Uncommon Path Feature
7th +3 Uncommon Multiple Potions
8th +3 Uncommon Ability Score Improvement
9th +4 Rare Mettle
10th +4 Rare Path Features, Spontaneous Potions (6/rest)
11th +4 Rare Expert Chemist
12th +4 Rare Ability Score Improvement
13th +5 Very Rare Internal Clock
14th +5 Very Rare Path Feature
15th +5 Very Rare Sportaneous Potions (7/rest)
16th +5 Very Rare Ability Score Improvement
17th +6 Legendary ─
18th +6 Legendary ─
19th +6 Legendary Ability Score Improvement
28 20th +6 Legendary Spontaneous Potions (8/rest), Alchemy Mastery (Artifact)
Alchemy A spontaneous potion can be applied by your hands only,
and have a 50% failure chance when used by another
When starting with this class, you have proficiency with the character (including other alchemists). You can turn a
Alchemy skill. You can create alchemical mixtures from any spontaneous potion into a regular potion by spending the cost
spell that belongs to the alchemist spell list, so long as you of the potion and the normal time to create said potion.
have the alchemical formula. This does not actually allow you An alchemist cannot have more than one spontaneous
to cast spells, only to know them enough to create alchemical potion active at the same time. An alchemist can attempt to
mixtures of such spells. Each level in the alchemist class create a spontaneous potion of a spell they can cast but do
provides you with ¾ a caster level (minimum 1) for the not have in their formula book (or without a formula book
purposes of accessing alchemical formulae. entirely), but this requires a DC 20 Alchemy check. On a
Conjuring and Binding An alchemist can bottle constructs, failed check, this consumes one use of the ability without
elementals, humanoids, undead, and plants, and may bind benefit. Succeeding has a 5% chance the alchemist
them with alchemical powers. This is usually done by crafting memorizes the formula and can scribe it.
miniature versions and preparing them in potions, to be
released and used in combat by breaking a potion vial. Weird Science
Creatures bound by alchemy are usually stored in liquid-filled Also at 1st level, you may choose a weird science to focus
vats, left inert or waiting until the warded glass is broken, or your alchemical powers upon. Choose one of the following
if a trap or alarm is sprung. sciences.
Preparing and Casting Spells Each alchemist level • Homunculus: You gain a companion that is a humanoid,
provides you with 0.75 a caster level in the alchemist class undead, or construct. See Bound Companions for more
(minimum 1). You follow the normal progression to unlock details. The companion can use your potions as if it was you.
spell levels (see the table under the Mana section). You do not A homunculus can be a humanoid (a charmed humanoid,
prepare spells, but can brew them into potions. When you ogre, an alchemically-created gargoyle, a potion-fueled
level up, you can exchange a formula known with another you zombie, or some Frankenstein-like creature of your design).
qualify for. You cannot otherwise change your spells other Its CR is equal to 1/4th your alchemist level, and it retains a
than by leveling up and exchanging them, or by training shadow of free will, but can be commanded to go against its
under another alchemist, fiend, celestial, or undead creature nature (or what it perceives as its nature) with a DC 10
(see tutorship under magic). Charisma check. Bonding with a homunculus requires
Spellcasting Ability Intelligence is your spellcasting ability spending one hour communicating with the creature by
for your alchemist ‘spells', since your powers draw upon your means it can understand, and spending the next seven hours
scientific prowess. You use your Intelligence modifier in bonding activities (fixing/healing/conversing/etc.).
whenever a spell refers to your spellcasting ability. In • Explosive Potions: You can spontaneously create (see
addition, you use your Intelligence modifier when setting the spontaneous potions) potions of the Explosion spell a
saving throw DC for an alchemist effect you create and when number of times per day equal to the times you can create a
making an attack roll with one. spontaneous potion. Unlike normal spontaneous potions
Spell save DC = 8 + your proficiency bonus + your (which requires 3 rounds of brewing), this can be created and
Intelligence modifier Spell attack modifier = your proficiency thrown in with one action. You also memorize the Explosion
bonus + your Intelligence modifier spell, and automatically remember how to make one, even
Spellbook – Formula Book At 1st level, your formula book without your formula book.
contains four 1st-level alchemist spells of your choice. When
you level up, you gain 2 additional alchemist spells of your
choice. You may also acquire new spells by research, tutelage, Quick Alchemy
or by deriving formulae from the spellbooks and scrolls of Starting at 2nd level, your ability to whip up spontaneous
spellcasters who have spell versions of the formulae on your potions increases your efficiency in creating normal potions.
spell list. Your formula book is effectively your spellbook, and You reduce the base cost to create potions. This cannot
you may add spells by studying with it and replicating reduce the cost of material components.
experiments found in other formula books. You also gain the Flash Bomber talent, but may only use
alchemical items.
Spontaneous Potions
Also at 1st level, you create spontaneous potions. These Alchemy Path
potions are unstable, and are instantly recognizable upon When you reach 3rd level, you walk a path that defines you as
sight by those who have even passing knowledge of alchemy your path of alchemy. Up to this time you have been in a
(either by looking too watery, bubbly, or whatever form preparatory stage, committed to a path but not yet fully
spontaneous potions take in the setting). Creating enveloped in it. Now you choose the Path of the Mutant for
spontaneous potion takes an action (or the casting time of the self-transmutation, Path of the Witch Doctor for blending
normal spell, whichever is longer), creating any one potion of alchemical pursuits and spiritual magic, or Path of the
the rarity listed under the alchemist class, without costing the Apothecary to tap into sciences beyond morality and
normal cost of potions (material components for alchemist mortality, all detailed at the end of the class description. Your
spells must be spent normally). You can use this ability a choice grants you features at 3rd level and again at 6th, 10th,
number of times equal to 2 plus your proficiency bonus and 14th level. Those features include path spells.
before requiring a long rest to regain.

CHAPTER 3 | Classes: Alchemist 29


Path Spells: Each path has a list of associated spells. You Apothecary
gain access to these spells at the levels specified in the path Level Spells
description. Once you gain access to a path spell, you always 3rd Animate Undead, Curse of Agony
have it known and memorized. Path spells do not need to be
stored in the alchemical notebook. If you gain a path spell 5th Rune Array (Vampiric),Ray of
Enfeeblement
that doesn’t appear on the alchemist spell list, the spell is
nonetheless an alchemist spell for you. 9th Feign Death, Stinking Cloud
13th Confusion, Cripple
Ability Score Improvement 17th Contagion, Flesh to stone
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice            Plague Zombies: Upon gaining this archetype at 3rd
by 2, or you can increase two ability scores of your choice by                    level, you learn to imbue any undead you create
1. As normal, you can’t increase an ability score above 20                    with a poison or disease of your choice. This
using this feature.                   requires spending a dose of the poison or disease,
                      allowing any corporeal undead to act as a carrier
Expert Chemist                         to the disease, inflicting up to three doses of the
Starting at 11th level, whenever you deliver a                          poison or disease (though this does not bypass
poison, disease, or potion, you increase the DC,                          the normal limitations of how a poison or
damage, or duration of the effect increases by 2                         disease is infected).
points (or two rounds if possible).                          Necromancy Mastery: Starting at 6th level,
                             you add all necromancy spells from the Mage
Internal Clock                              spell list to the Alchemist spell list.
                         Biohazard: Starting at 10th level, you can
Starting at 13th level, whenever you make a                                secrete or develop poisons and diseases in
potion and consume it, you can choose to keep                                   your body. You may declare development
its effects latent until a condition you specify. When                                 of a disease or poison 24 hours before you
said condition comes to pass, the potion activates                                 can secrete it. After 24 hours have passed,
as if you just consumed it, and costs you a                                   you can conjure up doses of said poison
reaction. You can have a number of potions                                      or disease per proficiency bonus. This
stored this way equal to your                                            can be done once in a 24-hour circle.
proficiency bonus. Starting at                                            You cannot develop a disease or
18th level, activating a                                                    poison that would otherwise
potion on your internal                                                       affect you in this way. The DC
clock costs no reaction.                                                                    to resist the poison or
                                                                         disease cannot
Alchemy Mastery                                                                           exceed a value
Starting at 20th level, you                                                                              equal to 10 + half
can create artifact-quality                                                                                your class level.
potions.                                                                          See the Poisoner’s
                         Kit for the ability to         gain immunities
                           against diseases or poisons. Gaining acquired
Alchemy Path                                   immunity to poisons or diseases also
requires only one-quarter the normal time.
An Azerothian Alchemist may choose any one of the Soul Science: Starting at 14th level, whenever you create
following paths: or summon undead or constructs via engineering, or the
conjure or bind spells, you may grant the creature gain
Path of the Apothecary Blindsight against living and undead creatures, as well as
You recognize no boundary of morality or faith in your pursuit constructs and devices that work off an electrical source.
of weird science. Reaching beyond the realms of experiment
to dissect the supernatural, you employ necromancy, soul Path of the Mutant
magic, and unusual diseases and poisons. Apothecaries You push your body past the normal limit—mutation is no
usually dress as plague doctors or experimenters, dealing mere rage of chemical reaction; it is a secret science only you
with death and strange occult things for reasons only they know. Mutants are often ostracized by society, which sees
know. such unstable people to be dangerous and fickle in their
moods.
Apothecary Path Spells

30 CHAPTER 3 | Classes: Alchemist


Mutant Path Spells This cannot exceed double the target’s maximum hit
Mutant Level Spells points. You may choose to suppress this quality if creating
harmful potions as normal.
3rd Absorb Elements, Mage Armor You also gain proficiency in Stamina saving throws.
5th Alter Self, Berserker Rage Alchemist’s Stone. Starting at 6th level, you can spend 8
9th Fly, Gaseous Form
hours creating an alchemist’s stone. Any creature holding the
stone (including you) gains a benefit of your choice as long as
13th Cripple, Stoneskin the stone is in the creature’s possession.
17th Flesh to Stone, True Seeing When you create the stone, choose the benefit from the
following options:
• Greater Stamina: Proficiency in Stamina saving throws.
Greater Mutate. Upon gaining this archetype at 3rd level, • Greater Resistance: Resistance to acid, cold, fire,
you treat any Mutate spell you benefit from as if it were lightning, or thunder damage (your choice whenever you
heightened one level. This also applies to any homunculus choose this benefit).
you have. • Alchemical Suffusion: You may suffuse the stone with
Super Mutant. Starting at 6th level, you can attack twice, your blood and power. So long as the creature holds the
instead of once, whenever you take the Attack action on your stone, they may command it to create a spontaneous potion,
turn. This only applies when you benefit from the Mutate drawing from your daily reserve. This may be used without
spell. Also, you may treat any potion you drink as if it were a your consent, though you may sever the bond at the end of a
Rejuvenation potion, of the same spell level as the potion (up short rest. This benefit is reduced to one spontaneous potion
to a maximum of a spell level you can access). per 24 hours if you die.
Throw Anything. Starting on 10th level, you gain the Flash Shapechanger. At 10th level, you add the polymorph spell
Bomber ability, as the rogue talent of the same name. to your formula book, if it is not there already. You may
Greater Internal Clock. Starting at 14th level, you treat manifest the spell on yourself and transform into a beast
your proficiency bonus as if 2 points higher for the purposes whose challenge rating is 1 or lower.
of how many potions you can have active under your Internal Once you cast polymorph in this way, you can’t do so again
Clock ability. Also, whenever a potion’s condition passes, you until you finish a short or long rest, though you can still
may choose to withhold benefitting from it up to 1 minute, create it into a potion or utilize your spontaneous potions
before the benefits of the potion fade harmlessly. ability.
Path of the Transmutor Greater Alchemist’s Stone. Starting at 16th level, you can
use your action to consume the reserve of power stored
Whereas the apothecary dabbles with the line between life within your alchemist’s stone in a single burst. Any alchemist
and death, and the mutant experiments on themselves, you stone you create has one of the following abilities. Using one
handle alchemy as a science and a tool, and are considered a ability consumes the stone:
more ‘classical’ alchemist. Transmutors are appreciated in • Major Alchemy: You can transmute one nonmagical
societies, often serving in courts or in magical circles to object—no larger than a 5-foot cube—into another
quantify the true nature of alchemy and magic. In adventuring nonmagical object of similar size and mass and of equal or
parties, they often focus on support. lesser value. You must spend 10 minutes handling the object
to transform it.
Transmutor Path Spells • Panacea: You remove all curses, diseases, and poisons
Transmutor Level Spells affecting a creature that you touch with the alchemist’s stone.
3rd Fog Cloud, Holy Light The creature also regains all its hit points.
• Restore Life: You cast the Resurrection spell on a
5th Create Food and Water, See Invisibility creature you touch with the alchemist’s stone, without
9th Haste, Revivify expending a potion or needing to have the spell in your
13th Polymorph, Resilient Sphere
formula book.
• Restore Youth: You touch the alchemist’s stone to a willing
17th Modify Memory, Telepathic Bond creature, and that creature’s apparent age is reduced by 3d10
years, to a minimum of 13 years. This effect doesn’t extend
Fortifying Chemistry. Upon gaining this archetype at 3rd the creature’s lifespan.
level, any potion crafted by you grants the imbiber temporary
hit points equal to your alchemist level that remain for one
hour.

CHAPTER 3 | Classes: Alchemist 31


D
eath Knights were once virtuous defenders of Class Features: As a Death Knight, you have the following
Humanity and Truth. However, once the Paladin class features.
ranks were disbanded by the failing Alliance, Hit Points:
many of these holy warriors traveled to the Hit Dice: 1d10 per Death Knight level
quarantined lands to ease the suffering of those Hit Points at 1st Level: 10 + your Stamina
left within the plague-ridden colonies. Though modifier
the Paladins were immune to disease of any Hit Points at Higher Levels: 1d10
kind, they were persecuted by the general populace who (or 6) + your Stamina modifier per
believed that they had been infected by the foul plague. A Death Knight level after 1st.
small band of Paladins, embittered by society's cruelty, Proficiencies:
traveled north to find the plague's source. Armor: All armor, Shields
These renegade Paladins succumbed to bitter hatred over Weapons: Simple weapons, Martial
the course of their grueling quest. When they finally reached weapons
Ner'zhul's icy fortress in Northrend they had become dark Tools: None
and brooding. The Lich King offered them untold power in Saving Throws: Stamina, Spirit
exchange for their services and loyalty. Skills: Choose four from Athletics, Insight,
The weary, vengeful warriors accepted his dark pact, and Intimidation, Medicine, Deception, and Religion.
although they retained their humanity, their twisted souls QUICK BUILD
were bound to his evil will for all time. Bestowed with black, You can make a Death Knight quickly by following these
vampiric Runeblades and shadowy steeds, Death Knights suggestions. First, Strength should be your highest ability
serve as the Scourge's mightiest generals. score, followed by Charisma. Second, choose the noble or
criminal background.
CREATING A DEATH KNIGHT EQUIPMENT
Special: Any Paladin may convert each level it has to a Death You start with the following equipment, in addition to the
Knight by making a pledge to the Undead Scourge (typically equipment granted by your background:
• (a) a Martial weapon and a Shield or (b) two Martial
as consequence of soul-stealing or exposure to a runeblade). weapons
This typically corrupts them, and makes returning to their • (a) five Javelins or (b) any Simple melee weapon
previous class difficult if not impossible. Levels are • (a) a Priest’s pack or (b) an Explorer’s pack
exchanged on a 1:1 basis. You may also pledge your soul as • Chain mail and an Unholy symbol
well, turning yourself into an undead creature. [Detail undead
nature and immunities]

The Death Knight (DKN)


Level Proficiency Bonus Features Caster level (Accessable Lvl of spells)
1st +2 Divine Sense, Corrupting Touch ─
2nd +2 Fighting Style, Runic Strike, Spellcasting 1 (1st Lvl spells)
3rd +2 Aura (Abandonment), Unholy Oath 1 (1st Lvl spells)
4th +2 Ability Score Improvement 2 (1st Lvl spells)
5th +3 Extra Attack 2 (1st Lvl spells)
6th +3 Cursed Carrier, Aura (Necrotic) 3 (2nd Lvl spells)
7th +3 Unholy Path feature 3 (2nd Lvl spells)
8th +3 Ability Score Improvement 4 (2nd Lvl spells)
9th +4 ─ 4 (2nd Lvl spells)
10th +4 Aura (Unholy) 5 (3rd Lvl spells)
11th +4 Improved Runic Strike 5 (3rd Lvl spells)
12th +4 Ability Score Improvement 6 (3rd Lvl spells)
13th +5 ─ 6 (3rd Lvl spells)
14th +5 Dispelling Touch, Aura (Distracting) 7 (4th Lvl spells)
15th +5 Unholy Path Feature 7 (4th Lvl spells)
16th +5 Ability Score Improvement, 8 (4th Lvl spells)
17th +6 ─ 8 (4th Lvl spells)
18th +6 Aura (Vulnerability), Aura Improvement 9 (5th Lvl spells)
32 19th +6 Ability Score Improvement 9 (5th Lvl spells)
20th +6 Unholy Path Feature 10 (5th Lvl spells)
Divine Sense 2. You gain advantage to saving throws against any effect
that controls your character or alters their alignment
The presence of strong evil registers on your senses like a against the Lich King’s will.
noxious odor, and powerful good rings like heavenly music in 3. The blade serves as an unholy symbol.
your ears. As an action, you can open your awareness to The power of the Runeblade also grows with that of the
detect such forces. Death Knight, and the blade’s infusion scales with your
Until the end of your next turn, you know the location of level (see the Infusion skill).
any celestial, fiend, or undead within 60 feet of you that is not
behind total cover. You know the type (celestial, fiend, or Spellcasting Ability: Charisma is your spellcasting ability
undead) of any being whose presence you sense, but not its for your Death Knight spells, since their power derives from
identity (the lich Kel’Thuzad, for instance). the strength of your convictions. You use your Charisma
Within the same radius, you also detect the presence of any whenever a spell refers to your spellcasting ability. In
place or object that has been consecrated or desecrated, as addition, you use your Charisma modifier when setting the
with the hallow spell. You can use this feature a number of saving throw DC for a Death Knight spell you cast and when
times equal to 1 + your Charisma modifier. When you finish a making an attack roll with one.
long rest, you regain all expended uses. Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Corrupting touch Spell attack modifier = your proficiency bonus + your
Charisma modifier
Your cursed touch can inflict unholy wounds. As an action, Spellbook – Runeblade: At 2nd level, your runeblade
you may declare a Corrupting Touch, expending half or all of contains three 1st-level Death Knight spells of your choice.
your maximum mana pool, gaining a pool of damage with a When you level up, you gain 2 additional Death Knight spells
value equal to your proficiency modifier times the mana of your choice. You may also acquire new spells by research,
spent. tutelage, or from the spell                       books and scrolls of
Each point of the pool heals 1 hit point to an undead spellcasters who have                                  spells you can cast.
creature, or deals 1 point of Fel damage to a living creature
(in this case, it requires a melee spell attack).
You may use Corrupting Touch as a bonus action when
targeting yourself (which heals you regardless whether you
are currently undead or alive). All excess hit points from
healing or damaging are lost.
Spell Casting
By 2nd level, you have learned to draw on divine magic
through meditation and prayer to cast spells as a priest does.
The Death Knight uses the Paladin’s spell list, but removes
Holy Light, Seals, Blessings, and other effects that heal the
living and similar effects (including revivify), and gains the
ability to cast Animate Dead, Death Coil, Runes, all spells that
raise and control the dead, as well as all spells that on the
Death Knight list.
Each Death Knight also adds Teleportation circle to their
list of spells, but may only teleport to places with sigils made
by other death knights (typically bases of operations such as
temples, necropoli, etc.). This requires possessing your
Runeblade.
Conjuring and Binding: A Death Knight can conjure and
bind (as in animate and enslave, respectively) undead and
fiends.
Preparing and Casting Spells: Each Death Knight level
provides you with 0.5 caster levels in the Death Knight class.
You follow the normal progression to unlock spell levels (see
the table under the Mana section). You can change your list of
prepared spells by consulting your runeblade’s runes (treat as
a spellbook), which takes 1 minute per spell level to alter the
readied spell.
Special: One (or both, if using two weapons to fight) of
your starting weapons is a Runeblade, a sword imbued with
the power of the Lich King and his blessing. Runeblades have
three benefits:
1. They serve as spell books and store spells.

CHAPTER 3 | Classes: Death Knight 33


Your runeblade is effectively your spellbook, and you may add Abandonment: At level 3, you have the aura of
spells by scribing with runic inks. abandonment. All hostile creatures take extra damage from
Spellcasting Focus You can use an unholy symbol as a Weapon attacks equal to your proficiency bonus. This
spellcasting focus for your Death Knight spells, or you can opposes Devotion Aura, and both effects are negated.
treat your runeblade as your focus. Necrotic: At level 6, you have the aura of necrosis. All
hostile creatures that are reduced to 0 hit points restore 1d4
Fighting Style hit points to you and a number of allies equal to your
At 2nd level, you adopt a style of fighting as your specialty. proficiency bonus. You do not heal if the character is
Choose one of the following options. You can’t take a Fighting stabilized. This opposes Retribution Aura, and both effects
Style option more than once, even if you later get to choose are negated.
again. Unholy: At level 10, you have the aura of the unholy. All
Defense: While you are wearing armor, you gain a +1 allied creatures within range gain +10 foot movement
bonus to AC. increase on their speed, and regenerate one hit point per
Dueling: When you are wielding a melee weapon in one proficiency bonus every hour. This does not stack with other
hand and no other weapons, you gain a +2 bonus to damage regenerative abilities such as restoring hit dice from resting,
rolls with that weapon. and has no effect on constructs. This opposes Crusader aura,
Great Weapon Fighting: When you roll a 1 or 2 on a and both effects are suppressed.
damage die for an attack you make with a melee weapon that Distraction: At level 14, you have the aura of distraction.
you are wielding with two hands, you can reroll the die and All hostile creatures suffer disadvantage on Stamina saving
must use the new roll. The weapon must have the two-handed throws to maintain their concentration on spells. Once per
or versatile property for you to gain this benefit. proficiency bonus, you may use your reaction to force a
Protection: When a creature you can see attacks a target hostile creature to treat its spellcasting as distracted. This
other than you that is within 5 feet of you, you can use your opposes Concentration aura, and both effects are suppressed.
reaction to impose disadvantage on the attack roll. You must Vulnerability: At level 18, you have the aura of
be wielding a shield. vulnerability. All hostile creatures are lightly vulnerable
against one energy type (choose once emitting the aura
between acid, cold, electricity, or fire). Affected creatures take
Runic Strike bonus damage equal to double your proficiency bonus
Starting at 2nd level, when you hit a creature with a melee (cannot exceed double the original damage). This can be
weapon attack, you can expend mana equal to one Death resisted to negate the effect once per round. This opposes
Knight spell to deal fel damage to the target, in addition to the Resistance Aura, and both effects are suppressed.
weapon’s damage.
The extra damage is 2d8 for a 1st-level spell, plus 1d8 for Unholy Path
each spell level higher than 1st, to a maximum of 5d8. The When you reach 3rd level, you walk a path that defines you as
damage increases by 1d8 if the target is an celestial or a a Death Knight forever. Up to this time you have been in a
paladin. preparatory stage, committed to the path but not yet sworn to
If you have a rune active, you may also strike without it.
expending mana, and instead impose judgment by releasing Now you choose the Path of Blood for vengeance, Path of
the rune, ending its effects prematurely for an additional Frost for cool disregard for life, or Path of the Unholy to defy
effect. the heavens, all detailed at the end of the class description.
Despite the name, Runic Strike does not count as a Strike Your choice grants you features at 3rd level and again at
effect, and does not require the expenditure of a bonus 7th, 15th, and 20th level. Those features include path spells
action. and the Channel Divinity feature.
Path Spells: Each path has a list of associated spells. You
Aura gain access to these spells at the levels specified in the path
Starting at 3rd level, you may exert an aura you can emit in a description. Once you gain access to a path spell, you always
15-foot radius sphere centered on you as a bonus action. You have it prepared. Path spells don’t count against the number
may maintain concentration with this effect for up to 1 hour. of spells you can prepare each day. If you gain a path spell
Unlike most effects that require concentration, you may also that doesn’t appear on the Death Knight spell list, the spell is
maintain concentration on spell at the same time. You still nonetheless a Death Knight spell for you.
suffer the chance to lose the aura (DC 10 or half damage Channel Divinity: Your path allows you to channel divine
Stamina saving throw). energy to fuel magical effects. Each Channel Divinity option
Once the aura ends, you cannot exert it again until you rest provided by your path explains how to use it. When you use
(but you can exert other auras). All effects are treated as your Channel Divinity, you choose which option to use. You
unholy and fel effects that have no saving throw, but can be must then finish a short or long rest to use your Channel
negated by Protection From Evil and Good and suppressed Divinity again. Some Channel Divinity effects require saving
for 1 minute with dispel magic and similar abjurations. If you throws. When you use such an effect from this class, the DC
are rendered unconscious, the effect ends automatically. If an equals your Death Knight spell save DC. By default, you may
aura can be resisted, it is a Spirit saving throw with a DC always Turn Good, and gain an additional choice from your
equal to your spell DC. Aura bonuses do not stack with other Path.
aura bonuses. Creatures affected by auras automatically
sense where they are emanating from.

34 CHAPTER 3 | Classes: Death Knight


Turn Good: As an action, you present your unholy symbol and
speak a prayer censuring humanoids, celestials, and beasts, Unholy Paths
using your Channel Divinity. Each humanoid, celestial or Unholy paths act as Paladins’ Sacred Oaths, and each Death
beast that can see or hear you within 30 feet of you must Knight must choose one Unholy Path starting at 3rd level.
make a Spirit saving throw. If the creature fails its saving
throw, it is turned for 1 minute or until it takes damage. Path of Blood
A turned creature must spend its turns trying to move as far
away from you as it can, and it can’t willingly move to a space A path of blood death knights are a dark guardians who
within 30 feet of you. It also can’t take reactions. For its manipulate and corrupt life energy to sustain themselves in
action, it can use only the Dash action or try to escape from the face of the enemy’s onslaught.
an effect that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action. Blood Death Knights Spells
Death Knight
Level Spells
Ability Score Improvement:
3rd Bane, False Life
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice 5th Rune Array (Vampiric), Ray of
by 2, or you can increase two ability scores of your choice by Enfeeblement
1. As normal, you can’t increase an ability score above 20 9th Animate Dead (3), Carrion Swarm
using this feature. 13th Unhallow, Black Tentacles (or Bloody
Grasp)
Extra Attack 17th Contagion, Circle of Power
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

Cursed Carrier Channel Divinity: Blood Ward. You can use your Channel
Starting at 6th level, you can carry diseases in your body, and Divinity to protect yourself from the effects of good magic. As
spread them by touch (if contact), scratch (if injury), breath (if a reaction, you can grant yourself and everyone within range
inhaled), or spit (if ingested). of any active aura Advantage on saving throws versus any
You can carry up to three diseases of your choice with this magical effect that you wish to ward for 1 minute (choose one
ability, above the normal three added by Corrupting Touch. magic school).
Blood Strike [Strike]: Beginning when you choose this
Improved Runic Strike archetype at 3rd level, whenever you hit a living creature with
a melee weapon attack, you may use a bonus action to spend
By 11th level, you are so suffused with the might of the Lich one of your hit dice to regain health. You can benefit from this
King that all your melee weapon strikes carry his unholy feature only once per round.
power with them. Blood Tap: Starting at 7th level, you may expend a hit dice
Whenever you hit a creature with a melee weapon, the to restore mana equal to 2 per hit dice expended as a bonus
creature takes an extra 1d8 fel damage. If you also use your action. This may be used so long as you have unused hit dice.
Runic Strike with an attack, you add this damage to the extra Bloodforge: Starting at 15th level, whenever you slay a
damage of your Runic Strike. creature with your Death Pact spell, you may opt to regain hit
dice equal to the creature’s CR instead of healing yourself.
Dispelling Touch Death Pact is always prepared for you.
Beginning at 14th level, you can use your action to end one Life Stealer: Starting at 20th level, whenever you are
spell on yourself or on one willing creature that you touch. dropped to 0 hit points, you may use your Death Pact spell on
You can use this feature a number of times equal to your any dying creature as well as undead and fiends.
Charisma modifier (a minimum of once). You regain You may also instead tear the life from living targets within
expended uses when you finish a long rest. 30 ft., stealing a number of hit points equal to ¼ their current
hit points, and restoring your hit points by the same amount.
Aura Improvement
Beginning on 18th level, you have advantage to concentrate
on auras, and the range increases to 30 feet.
CHAPTER 3 | Classes: Death Knight 35
The target may resist with an opposed Stamina saving throw. Channel Divinity: Bolster Undead. You can use your
This may be used once per Charisma modifier (minimum 1) Channel Divinity to guard undead against being turned, as
before requiring a rest. well as empowering them. All and any undead under your
command within 30 ft. of you may add your Proficiency
Path of Frost bonus to attack rolls, skill checks, damage rolls, and saving
A frost path death knight is a harbinger of doom, channeling throws for one minute, and may ignore one Turn Undead
runic power and delivering vicious weapon strikes. attempt. You cannot benefit from the numeric bonus, but can
ignore one Turn Undead attempt on use. This bonus remains
Frost Death Knights Spells
for one hour.
Death Knight Level Spells
Undead Companion: At 3rd level, you may raise an
undead ghoul to accompany you on your adventures. Choose
3rd Icy Touch, Rune Array (Frozen Wastes) an undead (preferably a ghoul) that is no larger than Medium
5th Unhallow, Hold Person and that has a challenge rating of 1/4 or lower (appendix D
presents statistics for the zombie or skeleton as examples).
9th Blizzard, Curse of the Elements Add your proficiency bonus to the undead’s AC, attack rolls,
13th Blight, Ice Storm and damage rolls, as well as to any saving throws and skills it
17th Cone of Cold (Howling Blast), Cripple
is proficient in. Its hit point maximum equals its normal
maximum or four times your death knight level, whichever is
higher.
Channel Divinity: Freeze. You can use your Channel Your undead companion improves in CR the higher your
Divinity to cause enemies within a 20 foot radius to be level becomes, for a CR parameter of 1 CR per every 4 levels
wracked with unbearable pain as you freeze their blood. The of death knight (improving to 1 CR at level 4, 2 CR at level 8,
targets must succeed a Charisma save or suffer Disadvantage 3 at level 12, 4 CR at level 16, and 5 at level 20).
to all attack rolls and skill checks, and move at half When reaching 8th level, you can choose a Large creature.
movement while in the affected area. This lasts for a number The undead obeys your commands as best as it can. It
of rounds equal to your Death Knight level. takes its turn on your initiative, though it doesn’t take an
Frost Presence: Starting when you gain this archetype at action unless you command it to. On your turn, you can
3rd level, whenever you deal cold damage through a spell or verbally command the undead where to move (no action
ability, you deal an extra cold damage equal to your required by you). You can use your action to verbally
proficiency bonus. You also gain resistance to cold damage. command it to take the Attack, Dash, Disengage, Dodge, or
Might of the Wastes [Strike]: Starting at 7th level, your Help action. Once you have the Extra Attack feature, you can
frost-sharpened blade deals a critical hit on a roll of 19 or 20. make one weapon attack yourself when you command the
You also deal an additional 1d4 points of cold damage beast to take the Attack action. You may split the allotted CR
whenever you strike an enemy with this. For the purposes of between several undead.
the Frost Presence ability, this also slows the enemy. Bonding with an undead requires spending one hour
Frozen Soul: Starting at 15th level, you gain a free use of animating it, and the next hour drawing from any superficial
Unholy Strike whenever you reduce a creature to 0 hit points memories before its death. You may raise your enemies to
from a cold spell. A creature defeated this way turns into an serve as undead companions, so long as their CR are within
ice statue. You may deal half of your Unholy Strike damage in the above guidelines. Most death knights take low-level
Cold damage. ghouls, before being able to bond with greater targets.
Pillar of Frost: Starting at 20th level, you can cause ice to Grave March: Beginning at 7th level, your Unholy Aura
hang heavy on your body. This increases your strength score can be used in conjunction with any other aura. Targets that
by 4 to a max of 24 and your Stamina by 2 to a max of 22 due benefit from your Unholy Aura also have advantage to all
to the weight of the ice. saves that hinder or arrest movement, or effects that hinder
or remove control over their actions.
Army of the Dead: Starting at 15th level, your Animate
Path of Unholiness Undead (Conjure Undead) spell is inherently stronger than
An unholy path death knight is a horseman of death, leading others. Whenever you cast Animate Undead, a number of
undead troops to battle, fueled with hatred of the living. zombies arise (up to 2 per spell level) to fight for you for up to
1 minute, and collapse at the end.
Unholy Death Knights Spells These temporary undead followers are friendly to you and
Death Knight your allies, and are controlled as normal summons (but do
Level Spells not count against your limit of summoned undead). You may
3rd Death Coil, Charm Undead channel this effect with an action, extending their presence
for up to 10 minutes.
5th Capture Essence, Earth Shield (Bone This does not require corpses to be present--undead sprout
Shield) from the very ground. However, this cannot be used on
9th Bind Undead (3rd level), Bestow Curse hallowed ground, and the undead must be able to dig out of
13th Confusion, Rune Array (Worm) the earth.
17th Antilife Shell, Death and Decay

36 CHAPTER 3 | Classes: Death Knight


They remain for 10 minutes before falling inactive. This does • At the beginning of your transformation you are instantly
not require corpses to be present--undead sprout from the healed for 3d8+10 HP.
very ground. However, this cannot be used on hallowed • Become resistant to damage from good aligned targets (or
ground, and the undead must be able to dig out of the earth. magical weapons).
Unholy Champion: Starting at 20th level, the Lich King • Any undead in the miasma regains 2d6 hit points every
has blessed you with fel zeal, allowing you to become round. This cannot exceed half total hit points.
surrounded with dark energies. As an action, you can be
surrounded by a thick miasma that spreads out for 30 feet,
and gain the following benefits for 1 minute:

CHAPTER 3 | Classes: Death Knight 37


D
ruids harness the vast powers of nature to Armor: Light armor
preserve balance and protect life. With Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarter
experience, Druids can unleash nature’s raw staffs, Sickles, Slings, Spears
energy against their enemies, raining celestial Tools: Herbalism kit
fury on them from a great distance, binding Saving Throws: Stamina, Spirit
them with enchanted vines, or ensnaring them Skills: Choose two from Arcana, Animal Handling, Insight,
in unrelenting cyclones. The Druids of Azeroth Medicine, Nature, Perception, Religion, and Survival
nearly all belong to the circle of Cenarius. Druids otherwise QUICK BUILD
corrupted still belong to the same circle. Azerothian Druids You can make a Druid quickly by following these suggestions.
are more limited in the shapes they may choose when First, Spirit should be your highest ability score, followed by
transforming, but they gain an additional ability to empower Stamina. Second, choose the hermit background and pick the
said form. Entangling roots, Conjure Creature and
The Druid uses the power of nature to shape-shift into Rejuvenation 1st Level spells.
different forms of creatures and perform different roles EQUIPMENT
within their party. You start with the following
equipment, in addition to the
Creating a Druid equipment granted by your
Class Features: background:
• (a) a quarterstaff, or (b)
As a Druid, you have the following class features. any simple weapon.
Hit Points: • (a) five javelins or (b) a
Hit Dice: 1d8 per Druid level sling and 10 bullets
Hit Points at 1stLevel: 8 + your Stamina modifier • Leather armor, an explorer’s pack,
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina and a druidic focus. (Which could be
modifier per Druid level after 1st. mesprig of mistletoe or holly, a wand or scepter made of yew
Proficiencies: or another special wood)

The Druid (DRD)


Level Proficiency Bonus Features Caster level (Accessable Lvl of spells)
1st +2 Druidic, Spellcasting 1 (1st Lvl spells)
2nd +2 Wild Chape, Druidic Circle, Ancient Power 2 (1st Lvl spells)
3rd +2 ─ 3 (2nd Lvl spells)
4th +2 Ability Score Improvement, Wild Shape Improvement (Water) 4 (2nd Lvl spells)
5th +3 ─ 5 (3rd Lvl spells)
6th +3 Druid Circle Feature 6 (3rd Lvl spells)
7th +3 ─ 7 (4th Lvl spells)
8th +3 Ability Score Improvement, Wild Shape Improvement (Air) 8 (4th Lvl spells)
9th +4 ─ 9 (5th Lvl spells)
10th +4 Druid Circle Feature 10 (5th Lvl spells)
11th +4 ─ 11 (6th Lvl spells)
12th +4 Ability Score Improvement, Wild Shape Improvement (Plant) 12 (6th Lvl spells)
13th +5 ─ 13 (7th Lvl spells)
14th +5 Druid Circle Feature 14 (7th Lvl spells)
15th +5 ─ 15 (8th Lvl spells)
16th +5 Ability Score Improvement 16 (8th Lvl spells)
17th +6 ─ 17 (9th Lvl spells)
18th +6 Timeless, Beast Spells 18 (9th Lvl spells)
19th +6 Ability Score Improvement 19 (9th Lvl spells)
20th +6 Archdruid 20 (9th Lvl spells)

38
Druidic
You know Druidic, the secret language of You may   also acquire         new spells research, tutelage,
druids, fey, and spirits of the wild. You can speak the language or from the spellbooks and scrolls of spellcasters who have
and use it to leave hidden messages. You and others who spells you can cast. Your idol is effectively your spellbook, and
know this language automatically spot such a message. you may add spells by meditating with it and inhaling herbal
Others spot the message’s presence with a successful DC 15 vapors.
Spirit (Perception) check but can’t decipher it without magic. Spellcasting Focus: You can use a druidic idol as a
If you can speak druidic, you can communicate with all other spellcasting focus for your druid spells.
druids and all fey creatures, even if you don’t otherwise share Wild Shape
a language.
Starting at 2nd level, you may choose a land-bound beast to
Spellcasting morph into as an action. You can use this ability a number of
Drawing on the divine essence of nature itself, you can cast times equal to your proficiency bonus before requiring a long
spells to shape that essence to your will. You cast Druid rest. The creature selected can be any beast that cannot fly or
spells. swim naturally, such as a wolf, lion, bear, tiger, etc. You
Cantrips: At 1st level, you know a number of cantrips equal remain in this form a number of hours equal to half your
to the number of 1st level spells you can cast. druid level (round down).
Conjuring and Binding: A Druid can conjure animals, You then revert to your normal form unless you expend
elementals, fey, and plants, and bind elementals and plants. another use of this feature. You can revert to your normal
Preparing and Casting Spells: Each druid level provides form earlier by using a bonus action on your turn. You
you with 1 caster level in the Druid class. You follow the automatically revert if you fall unconscious, drop to 0 hit
normal progression to unlock spell levels (see the table under points, or die. While you are transformed, the following rules
the Mana section). You prepare the list of Druid spells that apply:
• Your game statistics are replaced by the statistics of the
are available for you to cast, choosing from the Druid spell beast, but you retain your alignment, personality, and
list. You can also change your list of prepared spells when you Intelligence, Spirit, and Charisma scores. You also retain all
finish a long rest by meditating in nature and studying your of your skill and saving throw proficiencies, in addition to
druidic idol (treat as a spellbook). Preparing a new list of gaining those of the creature.
druid spells requires time spent in prayer and meditation: at • If the creature has the same proficiency as you and the
least 1 minute per spell level for each spell on your list. bonus in its stat block is higher than yours, use the creature’s
Spellcasting Ability: Spirit is your spellcasting ability for bonus instead of yours. If the creature has any legendary or
your Druid spells, since your magic draws upon your devotion lair actions, you can't use them.
and attunement to nature. You use your Spirit whenever a • When you transform, you assume the beast’s hit points
spell refers to your spellcasting ability. In addition, you use and Hit Dice. When you revert to your normal form, you
your Spirit modifier when setting the saving throw DC for a retain the percentage of hit points your old form ended with
Druid spell you cast and when making an attack roll with one. (for example, ending the spell at half hit points would leave
Spell save DC = 8 + your proficiency bonus + your Spirit you with half your normal hit points). If the spell ended from
modifier your hit points being reduced to 0 or below, you revert back
Spell attack modifier = your proficiency bonus + your Spirit with 1 hit point.
modifier • You can’t cast spells unless those noted by other abilities,
Spellbook – Idol: At 1st level, your idol contains six 1st- and your ability to speak or take any action that requires
level Druid spells of your choice. When you level up, you gain hands is limited to the capabilities of your beast form.
2 additional Druid spells of your choice.

CHAPTER 3 | Classes: Druid 39


Transforming doesn’t break your concentration on a spell Beast Spells
you’ve already cast, however, or prevent you from taking
actions that are part of a spell, such as call lightning, that Beginning at 18th level, you can cast many of your druid
you’ve already cast. spells in any shape you assume using Wild Shape. You can
• You retain the benefit of any features from your class, perform the somatic and verbal components of a druid spell
race, or other source and can use them if the new form is while in a beast shape, but you aren’t able to provide material
physically capable of doing so. However, you can’t use any of components.
your special senses, such as darkvision, unless your new form
also has that sense. Archdruid
• You choose whether your equipment falls to the ground in At 20th level, you can use your Wild Shape an unlimited
your space, merges into your new form, or is worn by it. Worn number of times.
equipment functions as normal, but the DM decides whether Additionally, you can ignore the verbal and somatic
it is practical for the new form to wear a piece of equipment, components of your druid spells, as well as any material
based on the creature’s shape and size. Your equipment components that lack a cost and aren’t consumed by a spell.
doesn’t change size or shape to match the new form, and any You gain this benefit in both your normal shape and your
equipment that the new form can’t wear must either fall to beast shape from Wild Shape.
the ground or merge with it. Equipment that merges with the
form has no effect until you leave the form.
Starting at 4th level, you may choose a creature with Druid Circles
natural swimming capabilities and underwater breathing, Druids may choose from one of the below three circles. Each
such as a sea lion, a seal, a fish, a shark, etc. druid also adds Teleportation circle to their list of spells, but
At 8th level, you may choose a creature with natural flying may only teleport to their counterpart in the emerald dream.
capabilities (such as giant eagles, dragonhawks, storm-crows,
or vultures) to the list of creatures you can transform to. Balance:
At 12th level, you may take the form of a tree or plant, and
add Minor Ancients to the list of creatures you can transform The Balance archetype improves your command of solar and
to. The four chosen creature forms (one from each category) lunar energies.
cannot be changed later.
Creatures you may transform to have a maximum CR of Balance Druid Spells
your hit dice divided by 8 (¼ at level 2, ½ at level 4, 1 at level 8, Druid Level Spells
and 2 at level 16). 3rd Barkskin, Entangling Roots
5th Call Lightning, Plant Growth
Ancient Power
7th Divination, Freedom of Movement
Starting at 3rd level, you have learned to regain some of your
mana by invoking ancient powers. With a 3-turn action, you 9th Commune with Nature, Tree Stride
can regain mana equal to 4 + your Druid level. When used,
you do not regenerate mana by rest or time for the next four Eclipse Pool: Starting at 2nd level, whenever you
hours. This ability can be used after restoring mana from a successfully deal Arcane or Holy damage to an enemy
different source. through a Druidic spell or ability, you gain one Eclipse point.
You cannot gain more than one per round. Eclipse points may
be used to empower your abilities. For every Eclipse point
Druid Circle you have, you may deal an additional 1 point of Arcane or
At 2nd level, you choose to identify with a circle of druids: the Holy damage with spells and abilities that deal direct Arcane
Circle of the Balance to preserve the order of nature, the or Holy damage. You may have a maximum number of points
Circle of the Feral Beast to act within nature’s order, or the equal to 2 plus your Proficiency bonus, and they remain for
Circle of Restoration to keep and preserve living things, all one hour after being acquired.
detailed at the end of the class description. Your choice Balance of Sun and Moon: Also starting at 2nd level, you
grants you features at 2nd level and again at 6th, 10th, and may expend one Eclipse point when casting a spell that deals
14th level. Arcane or Holy damage, and deal 1d4 points of damage of
that type.
Ability Score Improvement Moon-Kin: Starting at 6th level, you may transform into a
wildkin. When transformed, however, you may still cast
When you reach 4th level, and again at 8th, 12th, 16th, and druidic spells of the Transmutation and Evocation schools.
19th level, you can increase one ability score of your choice When in this form, such spells cost 1 mana less than normal.
by 2, or you can increase two ability scores of your choice by You lose the ability to rage as a wildkin, however.
1. As normal, you can’t increase an ability score above 20 Shooting Star: Starting at 10th level, you may reroll the
using this feature. damage roll for any spell you cast by expending an Eclipse
Point.
Timeless World in Balance: Starting at 14th level, you can
Starting at 18th level, the primal magic that you wield causes command the world to hear your call, and call a solar or lunar
you to age more slowly. For every 10 actual years you live, eclipse (depending on the time).
your body ages one year only.

40 Beast Spells
CHAPTER 3 | Classes: Druid
Solar Eclipse (Day only). The sun’s light is covered by a • Furious beast: You gain the barbarian’s Rage ability as a
shadow which blankets the earth in a 5-mile radius centered 1st level barbarian. This can be taken again to improve the
on the druid for one hour. The area becomes dim light or level up to half your druid level.
normal light (your choice), and creatures sensitive to sunlight Grand Beast: Starting at 14th level, your weapon attacks
do not take penalties from sunlight. All your spells that deal while in wild shape deal an additional die of damage. Also,
Arcane damage do so as if your Eclipse pool was full. You also while under a wild shape, you gain 5 temporary hit points at
gain one Eclipse Point per minute. the beginning of each round when in a wild shape. These
Lunar Eclipse (Night only): The moon’s light is bright and temporary hit points do not carry over to your round.
cloaked in the shadow which blankets the earth in a 5-mile
radius centered on the druid for one hour. The area becomes Restoration:
either dim or normal light (your choice), and creatures The Restoration archetype improves on your ability to heal
sensitive to moonlight or sunlight take penalties (depending the wilderness and its many creatures.
on your wish) when in the area. All your spells that deal Holy
damage do so as if your Eclipse pool is full. You also gain one Restoration Druid Spells
Eclipse Point per minute. Druid Level Spells
Feral 3rd Rejuvenation, Pass without Trace
The Feral archetype improves your wildform choices, and 5th Daylight, Lesser Restoration
augments your strength in each of them by choosing an 7th Divination, Conjure Plant (level 3)
animal focus. 9th Dream, Tranquility
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 reaction, rather than as an action. Healing Lore: When you choose this archetype at 2nd
Additionally, while you are transformed by Wild Shape, you level, you may alter the target of an invigorate spell effect as a
can use a bonus action to expend one spell to regain 1d8 hit bonus action, targeting any eligible target within a range
points per level of the spell expended. equal to the spell’s original range. The spell’s effects take
Fury of the Wilds: Also when gaining this archetype, when place at the new target’s turn as usual.
determining your maximum allowable CR to transform to, Extended Growth: Also starting at 2nd level, the
you divide your level by four, and not eight, therefore (½ at maximum duration of invigorate spells for you is 10 minutes,
level 2, 1 at level 4, 2 at level 8, and 3 at level 12, 4 at level 16, not 1 minute, and you gain 50% more uses from any
and 5 at level 20). invigorate spell effect.
Primal Strike: Starting at 6th level, your attacks in beast Seed of Life: Starting at 6th level, you may touch
form count as magical for the purpose of overcoming any creature as an action, and cast any druidic spell,
resistance and immunity to non-magical attacks and damage. which remains latent until you discharge it with
Blessed Beast: Starting at 10th level, you may gain a a mental command. Until the spell is discharged, you can
special ability depending on your favored form of a wild sense the well-being of the creature and their relative health,
shape. Choose any of your forms, and you may assign one of but cannot perceive through their senses or realize what they
the following abilities to it, but only when in that form. Upon are facing. When they are hit, you receive a mental jolt that
reaching 15th level, you may choose another option for each notifies you of their peril, and you may discharge the spell you
form: cast. A creature cannot benefit from this more than once
• Raking beast: You gain the rogue’s Sneak Attack ability as every 24 hours, and cannot have more than one seed active at
a 1st level rogue. This can be taken again to improve the level any given time. This spell is considered active, and can be
up to half your druid level. dispelled if targeted.
• Roaring beast: You can empower your allies with a primal Ironbark: Starting at 10th level, whenever you heal a
roar. This acts exactly as the Death Knight’s Abandonment creature, you may choose to imbue their skin to be imbued
Aura. with the strength of nature. If you do, they gain resistance to
• Defending beast: You can gain resistance to all all non-magical weapon damage for 1 minute.
nonmagical bludgeoning, piercing, and slashing damage by Improved Seed of Life: Starting at 14th level, you may
expending a reaction. This remains for one minute, and may imbue up to five seeds of life at once, and you can use an
be used once before a short rest. action see through the location in which you touched your
• Magical beast: You may choose any two spells from your ally. You may not communicate with them, however.
druid spell list and cast them in this form. This does not
require somatic or verbal components.
• Inspiring beast: You gain the bard’s Inspiration ability as a
1st level bard. This can be taken again to improve the level up
to half your druid level.
• Prowling beast: Whenever you and an ally both threaten a
creature, your ally gains advantage to attack rolls against it.
• Holy beast: You gain the priest’s Turn Undead ability as a
1st level priest. This can be taken again to improve the level
up to half your druid level. This can also act against fiends as
if they were undead.

CHAPTER 3 | Classes: Druid 41


F
  rom an early age, the call of the wild draws Tools: None
some adventurers from the comfort of their Saving Throws: Strength, Agility
homes into the unforgiving primal world outside. Skills: Choose three from Animal Handling, Athletics, Insight,
Those who endure become hunters. Masters of Investigation, Nature, Perception, Stealth, and
their environment, they are able to slip like Survival
ghosts through the trees and lay traps in the QUICK BUILD:
paths of their enemies. Distance is the Hunter's You can make a Hunter quickly
game as they strive to deliver ranged attacks as thier primary by following these suggestions.
source of damage. Hunters tame many varieties of beasts to First, make Agility your highest
serve as combat pets while having wild magic capable of ability score, followed by Spirit.
enveloping thier weapons with magical properties. (Some rangers who focus on
two-weapon fighting make
CREATING A HUNTER Strength higher than Agility.)
Class Features: Second, choose the outlander
As a Hunter, you have the following class features. background.
Hit Points: EQUIPMENT:
Hit Dice: 1d10 per Hunter level You start with the following equipment,
Hit Points at 1st Level: 10 + your Stamina modifier Hit in addition to the equipment granted by
Points at Higher Levels: 1d10 (or 6) + your Stamina modifier your background:
• (a) Scale mail or (b) Leather armor
per Hunter level after 1st • (a) two Shortswords or (b) two Simple melee weapons
Proficiencies: • (a) a Sungeoneer’s pack or (b) an Explorer’s pack
Armor: Light armor, Medium armor, Shields • A Longbow and a quiver of 20 arrows, or a Firearm of EP 2
Weapons: Simple weapons, Martial weapons or lower, 16 Bullets, and a Powder horn.

The Hunter (HTR)


Level Proficiency Bonus Features Caster level (Accessable Lvl of spells)
1st +2 Favored Enemy, Hunter Talent (Natural Explorer) ─
2nd +2 Fighting Style, Spellcasting or Sharpshooting 1 (1st Lvl spells)
3rd +2 Hunter Archetype, Hunter Talent (Primeval Awareness) 1 (1st Lvl spells)
4th +2 Ability Score Improvement 2 (1st Lvl spells)
5th +3 Extra attack 2 (1st Lvl spells)
6th +3 Favored Enemy, Hunter Talent (Natural Explorer II) 3 (2nd Lvl spells)
7th +3 Hunter Archetype Feature 3 (2nd Lvl spells)
8th +3 Ability Score Improvement, Hunter Talent (Land’s Stride) 4 (2nd Lvl spells)
9th +4 ─ 4 (2nd Lvl spells)
10th +4 Hunter Talent (Natural Explorer III), Hide in Plain Sight 5 (3rd Lvl spells)
11th +4 Hunter Archetype Feature 5 (3rd Lvl spells)
12th +4 Ability Score Improvement 6 (3rd Lvl spells)
13th +5 ─ 6 (3rd Lvl spells)
14th +5 Favored Enemy Improvement, Hunter Talent (Vanish) 7 (4th Lvl spells)
15th +5 Hunter Archetype Feature 7 (4th Lvl spells)
16th +5 Ability Score Improvement 8 (4th Lvl spells)
17th +6 ─ 8 (4th Lvl spells)
18th +6 Hunter Talent (Feral Senses) 9 (5th Lvl spells)
19th +6 Ability Score Improvement 9 (5th Lvl spells)
20th +6 Foe Slayer 10 (5th Lvl spells)

CHAPTER 3 | Classes: Hunter


42
Favored Enemy Preparing and Casting Spells: Each hunter level provides
you with 0.5 levels in the hunter class. You follow the normal
Beginning at 1st level, you have significant experience progression to unlock spell levels (see the table under the
studying, tracking, hunting, and even talking to a certain type Mana section). You prepare the list of hunter spells that are
of enemy. Choose a type of favored enemy: aberrations, available for you to cast, choosing from the hunter spell list.
beasts, celestials, constructs, dragons, elementals, fey, fiends, When you do so, you may ready a number of hunter spells
giants, monstrosities, oozes, plants, or undead. Alternatively, equal to half the number you can prepare normally for your
you can select two races of humanoid (such as gnolls and Spirit modifier (or 1 + spirit modifier), and you do not need to
orcs) as favored enemies. reduce the number of spells prepared for the highest and
You have advantage on all opposed checks against your second-highest levels as other casters.
favored enemies, as well as on Intelligence checks to recall When you level up, you can exchange the spells known with
information about them (such as Perception versus Stealth, others you qualify for. You cannot otherwise change your
Insight versus Bluff, Perception to track, and Persuasion to spells other than by leveling up and exchanging them, or by
convince), and when making an attack against them, you deal training under another ranger, druid, or fey creature (see
2 extra points of damage. When you gain this feature, you tutorship under magic).
also learn one language of your choice that is spoken by your Spellcasting Ability: Spirit is your spellcasting ability for
favored enemies, if they speak one at all. your hunter spells, since your magic draws upon your
You gain this ability again at 6th and 14th level. As you gain attunement to nature. You use your Spirit whenever a spell
levels, your choices reflect the types of monsters you have refers to your spellcasting ability. In addition, you use your
encountered on your adventures. Spirit modifier when setting the saving throw DC for a druid
Special: This ability can also be taken again as a hunter spell you cast and when making an attack roll with one.
talent. Spell save DC = 8 + your proficiency bonus + your Spirit
modifier
Hunter Talent Spell attack modifier = your proficiency bonus + your Spirit
Starting at 1st level, you gain one of the following talents, modifier
representing your preferred tactics and abilities you honed Spellbook – Idol: At 2nd level, your idol contains three 1st-
through your experience of hunting. Whenever you qualify for level hunter spells of your choice. When you level up, you gain
another talent (at levels 3, 6, 8, 10, 14, and 18), you can choose 2 additional hunter spells of your choice. You may also
another talent or gain another use of an existing talent. acquire new spells by research, tutelage, or from the
All abilities have DCs of 8 + Proficiency + Strength or spellbooks and scrolls of spellcasters who have spells you can
Agility (your choice) if they allow a saving throw. You may also cast. Your idol is effectively your spellbook, and you may add
choose a rogue or warrior talent you qualify for. spells by meditating with it and inhaling herbal vapors.

Fighting Style
At 2nd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can’t take
a Fighting Style option more than once, even if you later get
to choose again.
Archery: You gain a +2 bonus to attack rolls you make with
ranged weapons.
Defense: While you are wearing armor, you gain a +1
bonus to AC.
Dueling: When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to damage
rolls with that weapon.
Two-Weapon Fighting: When you engage in two-weapon
fighting, you can add your ability modifier to the
damage of the second attack.
Spellcasting or
Sharpshooting
Drawing on the divine essence of nature
itself, you can cast spells to shape that
essence to your will. You cast Hunter spells
and add Shot spells to your spell list.
Conjuring and Binding: A hunter can
conjure animals, elementals, fey, and plants,
and may bind elementals and plants. Beast
master hunters often take bound animals as
their animal companions to honor them.

CHAPTER 3 | Classes: Hunter 43


Shot Spells: Shot spells may be cast as a bonus Foe Slayer
action when attacking with a ranged weapon, and counts
as a strike feat for most purposes except where otherwise At 20th level, you become an unparalleled hunter of your
noted. Some hunters eschew the arts of nature magic, and enemies. Once on each of your you can add your Spirit
instead focus entirely on technology. They can lose access to modifier to attack roll or the damage roll. You can choose to
all spells other than Shot spells, and instead gain the use this feature before or after the roll, but before any effects
Sharpshooter feature instead of the Spellcasting Feature. of the roll are applied.
Special: Sharpshooter: You gain proficiency in the
Engineering skill and engineering weapons (such as firearms Hunter Talent
and explosives). You also create and maintain engineering
weapons with a 25% discount. • Dread Ambusher: You master the art of the ambush. You
If you already have proficiency in Engineering, you instead gain a bonus your initiative rolls equal to your Spirit modifier.
gain expertise to all Engineering-related checks (although Also, the start of your first turn of each combat encounter,
this does not improve the strength of technologically-crafted your speed increases by 10 feet, which lasts until the end of
items). You may still cast hunter spells, but only [Shot] or that turn.
[Strike] spells. • Essence Touch (requires proficiency of +3 or above):
Whenever you touch a creature with innate special abilities
Hunter Archetypes (such as innate spellcasting), you can gain one use of their
innate special abilities, usable only once before the essence
At 3rd level, you choose an archetype that you strive to fades away. This costs no mana, but you cannot steal an
emulate: the Beast Master who bonds with an animal, a ability that is also a spell unless you had the level to cast it
Marksman who always finds their target and excels in normally. Only hunters may take this talent.
bringing them down, and a Survivalist, who has several • Favored Enemy: You may gain another favored enemy, or
terrain-based abilities and is an expert ambusher, all of which gain the ability if you don’t normally have it.
are detailed at the end of the class description. Your choice • Feral Senses (requires proficiency +6 or above): You gain
grants you features at 3rd level and again at 7th, 11th, and preternatural senses that help you fight creatures you can’t
15th level. see. When you attack a creature you can’t see, your inability
to see it doesn’t impose disadvantage on your attack rolls
Ability Score Improvement against it. You also permanently benefit from the See
When you reach 4th level, and again at 8th, 12th, 16th, and Invisibility spell as if you cast it, but only so long as the enemy
19th level, you can increase one ability score of your choice is within 60 feet.
• Hunter's Sense (requires proficiency of +4 and Primeval
by 2, or you can increase two ability scores of your choice by Alertness): You can cast the Scrying spell, but can only affect
1. As normal, you can’t increase an ability score above 20 a creature detected by primeval alertness or favored enemy.
using this feature. The creature must be within 10 miles of you to be affected by
Extra Attack this ability. You may use this ability once per long rest. This
talent can be taken multiple times, each time increasing the
Beginning at 5th level, you can attack twice, instead of once, times this ability can be used per long rest by two.
whenever you take the Attack action on your turn. • Iron Willed Hunter (requires proficiency +3 or above): You
have honed your ability to resist the mind—altering powers of
Hide in Plain Sight your prey. You gain proficiency in Spirit saving throws. If you
Starting at 10th level, you can spend already have this proficiency, you instead gain proficiency in
1 minute creating camouflage for yourself. You must Intelligence or Charisma saving throws (your choice). Only
have access to fresh mud, dirt, plants, soot, and other hunters may take this talent.
• Land’s Stride (requires proficiency +3 or above): You may
naturally occurring materials with which to create your move through nonmagical difficult terrain without spending
camouflage. Once you are camouflaged in this way, you can extra movement, and gain a +10 bonus to your speed. You can
try to hide by pressing yourself up against a solid surface, also pass through nonmagical plants without being slowed by
such as a tree or wall, that is at least as tall and wide as you them and without taking damage from them if they have
are. You gain a +10 bonus to Agility (Stealth) checks as long thorns, spines, or a similar hazard. In addition, you have
as you remain there without moving or taking actions. Once advantage on saving throws against plants that are magically
you move or take an action or a reaction, you must created or manipulated to impede movement, such those
camouflage yourself again to gain this benefit. created by the entangling roots spell. Only hunters may take
this talent.
Feral Senses • Magic-User’s Nemesis (requires proficiency +4 or above):
At 18th level, you gain preternatural senses that help you fight You can thwart someone else’s magic. When you see a
creatures you can’t see. When you attack a creature you can’t creature casting a spell or teleporting within 60 feet of you,
see, your inability to see it doesn’t impose disadvantage on you can use your reaction to try to magically foil it.
your attack rolls against it. You are also aware of the location The creature must succeed on a Spirit saving throw
of any invisible creature within 30 feet of you, provided that against your spell save DC, or its spell or teleport fails and is
the creature isn’t hidden from you and you aren’t blinded or wasted. Once you use this feature, you can’t use it again until
deafened. you finish a short or long rest.

44 Foe Slayer
CHAPTER 3 | Classes: Hunter
• Natural Explorer: You are particularly familiar
with one type of natural environment and are adept at
traveling and surviving in such regions. Choose
one type of favored terrain: arctic, coast, desert, forest,
grassland, mountain, swamp, or caves and underground.
When you make an Intelligence or Spirit check related to
your favored terrain, your proficiency bonus is doubled if you
are using a skill that you’re proficient in, and works on any
plane so long as it has a terrain of comparable nature (desert
in Outland’s Hellfire Peninsula).
While traveling for an hour or more in your
favored terrain, you gain the following benefits:
o Difficult terrain doesn’t slow your group’s travel. Magics of such type also
o Your group can’t become lost except by magical means. cannot be used to put you to sleep    or to read
o Even when you are engaged in another activity while your mind.
traveling (such as foraging, navigating, or tracking), you • Slayer’s Counter (requires proficiency +6 or above, and
remain alert to danger, and have advantage to checks to avoid Slayer’s Prey): You gain the ability to counterattack when
being surprised in your favored terrain. your prey tries to sabotage you. If the target of your Slayer’s
o You have advantage to saving throws against natural Prey forces you to make a saving throw, you can use your
hazards in your favored terrain. reaction to make one weapon attack against the quarry. You
o You can move stealthily at your normal pace without make this attack immediately before making the saving
slowing down. throw. If your attack hits, your save automatically succeeds, in
o When you forage or gather, you find twice as much food addition to the attack’s normal effects.
as you normally would. • Slayer’s Prey: You can focus
o While tracking other creatures, you also learn their exact your ire on one foe, increasing the
number, their sizes, and how long ago they passed through harm you inflict on it. As a bonus action, you
the area. This talent can be taken multiple times, each time designate one creature you can see within 60 feet of you as
adding one favored terrain. the target of this feature. The first time each turn that you hit
• Primeval Alertness: Whenever you are subjected to an that target with a weapon attack, it takes an extra 1d6
effect that attempts to detect or identify you (such as a Scry damage from the weapon. Only hunters may take this talent.
spell), you gain advantage to all saves versus such effects. If • Stalker’s Flurry (requires proficiency +4 or above): You
you succeed on an opposed Spirit check, you can also reverse learn to attack with such unexpected speed that you can turn
the spell (if possible, gaining a momentary glimpse of who is a miss into another attack. When you miss with a weapon
attempting to scry on you). attack, you can make another weapon attack as part of the
• Primeval Awareness: You gain awareness of your same action. This can be done a number of times equal to
environment on a local scale. So long as you can cast at least your Strength or Agility modifier before requiring a short
a level 1 spell, you can use your action and expend mana rest. Only hunters may take this talent.
equal to any spell to gain primeval awareness. For 1 minute • Suffused Arrows: You master the art of spell-casting
per level of the spell you expended, you can sense whether through arrows or infusing them. You may choose to gain the
the following types of creatures are present within 1 mile of Infusion skill (but can only infuse ranged weapons), or the
you (or within up to 6 miles if you are in your favored terrain Spell Strike feat (but only for ranged weapons). Only hunters
or if the target is a favored enemy): aberrations, celestials, may take this talent.
dragons, elementals, fey, fiends, and undead. This feature • Terrifying Tracker (requires proficiency +3 or above):
doesn’t reveal the creatures’ location or number, but does hint Whenever you succeed on tracking a creature and have them
at their strength in rough terms (weaker, equal to you, or within line of sight, you gain advantage to any check to
stronger than you), general direction, and can be used surprise them. You may also intimidate the target without
whenever you have the mana to spend. You must have the revealing yourself (usually to steer the target into one place or
ability to cast the Detect Magic spell to gain this talent. another).
• Primeval Disruption (requires the Primeval Awareness • Umbral Sight: You gain darkvision out to a range of 60
talent, and one of the two: proficiency of +3 or the ability to feet. If you already have darkvision from your race, its range
cast Detect Magic): You can sense if a favored enemy is increases by 30 feet. While in darkness, you can hide in plain
casting a divine or arcane spell (choose one upon gaining this sight against any creature that relies on darkvision to see you
talent) within 3 miles. You are also aware of their general in that darkness.
direction. If the target is within 1 mile, you can spend a • Vanish (requires proficiency +4 or above): You can use the
reaction to force them to roll a Spirit saving throw against Hide action as a bonus action on your turn. Also, you can’t be
being distracted. This ability can be used a number of times tracked by nonmagical means, unless you choose to leave a
equal to your proficiency bonus before replenishing after a trail, even outside your favored terrain (if you have one). You
long rest. may also choose to gain a rogue or warrior talent you qualify
• Tempered Hunter: You have advantage versus divine or for.
arcane spells (choose one upon gaining this talent) cast by
your favored enemies and advantage to all checks to avoid
being subject to the Scry spell, or being detected, or identified Hunter Archetype
by similar magic.
CHAPTER 3 | Classes: Hunter 45
An Azerothian hunter may choose one of the three below As long as you and your animal companion are within one
archetypes: mile or less of one another, you may also see through your
companion’s eyes and give commands through it, though you
Beast Master are blind to your own surroundings if you do so.
Your bond with the land is stronger than that of other Marksman
hunters, a bonded beast appropriate to your terrain has
chosen to fight alongside you. Beast master hunters are the Marksmen hunters are often favored allies in battle, as
most common adventuring hunters to fight without aid. chosen shot spells and the ability to focus their fire on an
Hunter’s Companion: At 3rd level, you gain a bound enemy can turn the tide of battle.
companion that accompanies you on your adventures and is Careful Aim: Once you gain this archetype at 3rd level, you
trained to fight alongside you. This acts as a normal bonded may use a bonus action as part of shooting to grant yourself
companion. The companion must be a beast that is no larger advantage your ranged weapon attack. You cannot use this if
than Medium and that has a challenge rating of 1/2 or lower you already moved in the previous round.
(for example, a hawk, mastiff, or panther). See Bound Hawk Eye: Starting at 7th level, you double your range
Companion for more details. The hunter is able to cast the with all ranged weapon attacks. Also, any ranged attack you
Bind Animal spell, even if the spell is not prepared or score on a creature that is surprised is a critical hit. The
spellcasting was removed due to the Sharpshooter ability. automatic critical hit can be triggered once per round.
Bond: Due to your bond with the beast, you can add your Multi-Shot Strike: Starting at 11th level, whenever you
proficiency bonus to the beast’s AC, attack rolls, and damage successfully strike an enemy with a ranged attack, you may
rolls, as well as to any saving throws and skills it is proficient use a bonus action to attack any other target within 5 feet of
in. The beast also gains proficiency in two skills of your the original target. You may also instead designate five-foot-
choice, and to all saving throws. Due to your bond, however, square within the range of your ranged weapon, and bombard
the companion loses the Multiattack feature (if it possesses any number of enemies within 10 feet of said point, one
it). Its hit point maximum equals its normal maximum or four attack each.
times your hunter level, whichever is higher. Whenever you Chimera Shot [Shot]: Beginning at 15th level, you gain
gain Extra Attack, you can use the extra attack action to have the ability to use Chimera Shot once per Spirit modifier,
the animal companion make an attack as its reaction. regained at the end of a long rest. You may declare the use of
Leveling up: Your beast companion improves in CR the Chimera Shot, which allows you to combine the effects of up
higher your level becomes, CR equal to 1 per every 8 levels of to three different shot spells, with the mana cost of only the
Hunter (improving to 1 CR at level 4, 2 CR at level 8, and 3 highest-level shot.
CR at level 16). This either takes the form of choosing a
higher-level companion, or adding hit dice to the companion Survival
until its CR increases. You are a rugged tracker who uses animal venom, explosives,
When reaching 8th level, you can choose a Large creature. and traps as deadly weapons. Survival hunters usually walk
The companion also gains an Ability Score Improvement alone, but make excellent advanced scouts and explorers who
once you do (this acts as the normal feature). can handle nearly any terrain.
Special: While traveling through your favored terrain with Survival Knowledge: Starting at 3rd level, you gain
your beast, you can move stealthily at a normal pace. Bonding proficiency in Engineering (though only to make traps and
with a beast requires spending one hour communicating with explosives) and the Poisoner’s Kit. If you already have
the creature by nonverbal cues, and spending the next seven proficiency in Engineering, you gain expertise in checks with
hours in bonding activities (hunting, etc.). it. You also gain +10 feet to your speed when wearing
Spirit Bond: Beginning at 7th level, on any of your turns medium armor or less, and when not using a shield.
when your beast companion doesn’t attack, you can use a Trap Expert: Starting at 7th level, any creature subjected
bonus action to command the beast to take the Dash, to traps set by you have disadvantage to their saves, or the
Disengage, Dodge, or Help action on its turn. The beast also trap has advantage to any attack against them, and you may
has advantage with any saving throw to resist spells that add your Proficiency bonus to all saving throw DCs or attack
control it (such as charm spells) or those that make it rolls made by traps you set or poisons you create.
abandon you (such as fear spells). The trap needs only to be set by you, and not necessarily
Frenzy: Starting at 11th level, whenever you command it to built by you.
attack, it makes two attacks instead. This applies when you Poison Science: Starting at 11th level, you can harvest
sacrifice the second attack from the Extra Attack feature, as triple the normal quantity of poisons from dead creatures.
well as the first time you order it to attack. You also gain resistance to all poison damage. Gaining
Your animal companion’s weapon attacks score a critical acquired immunity to poisons or diseases requires only one-
hit on a roll of 19 and 20. It also gains one extra attack, as if it quarter the normal time.
gained the Extra Attack feature. Mettle: Starting at 15th level, you automatically succeed
Empowered Bond: Beginning at 15th level, you and your against all death saving throws after a minute of being
animal companion may share the damage both of you take by reduced to 0 hit points, and only suffer a loss when attacked
dividing it by two so long as you are within 30 feet of one while dying. You may also apply poisons on your weapon as a
another. If under the effects of Spirit Link, you count as two bonus action. You always count yourself as within your
separate creatures. favored terrain for the purposes of travel, and whenever one
of your traps harm a creature, you always treat it as if it is
surprised against you, unless combat hasn’t already started.

46 CHAPTER 3 | Classes: Hunter


S
tudents gifted with a keen intellect and Hit Points at 1st Level: 6 +
unwavering discipline may walk the path of the your Stamina modifier
Mage. The arcane magic available to magi is both Hit Points at Higher Levels:
great and dangerous, and thus is revealed only to 1d6 (or 4) + your Stamina
the most devoted practitioners. To avoid modifier per Mage level
interference with their spellcasting, mages wear after 1st
only cloth armor, but arcane shields and Proficiencies:
enchantments give them additional protection. To keep Armor: None
enemies at bay, mages can summon bursts of fire, waves of Weapons: Daggers, Darts,
frost, or blasts of arcane magic to incinerate, freeze, and Slings, Quarter staffs, Light
destroy distant targets and cause entire areas to erupt with crossbows
their magic, setting groups of foes to waste. The wizards of Tools: None
Azeroth are commonly known as mages, or magi. The magi Saving Throws: Intelligence, Spirit
of Azeroth acknowledge the corrupting influence of arcane Skills: Choose two from Arcana, History,
magic, and unlike Warlocks, they temper their advancement Insight, Investigation, Medicine, and Religion
with cool intellect and precision. QUICK BUILD:
You can make a Mage quickly by following these suggestions.
Creating a Mage First, Intelligence should be your highest ability score,
Special: Any mage may convert their every mage level to a followed by Stamina or Agility. If you plan to join the School
Warlock level with a one-time quest, usually by attuning of Enchantment, make Charisma your next-best score.
themselves to the fel energies of the burning legion, killing a Second, choose the sage background. Third, choose the Mage
demon and siphoning its mana, or being touched by a hand, Light, and Frostbolt cantrips, along with the following
demonic entity or organization. 1st-level spells for your spellbook: Burning Hands, Charm
Class Features: Person, Feather Fall, Mana Shield, Arcane Missile, and Sleep.
As a Mage, you gain the following class features.
Hit Dice: 1d6 per Mage level

The Mage (MGE)


Level Proficiency Bonus Features Caster level (Accessable Lvl of spells)
1st +2 Invocation, Spellcasting 1 (1st Lvl spells)
2nd +2 Mage Tradition 2 (1st Lvl spells)
3rd +2 ─ 3 (2nd Lvl spells)
4th +2 Ability Score Improvement 4 (2nd Lvl spells)
5th +3 ─ 5 (3rd Lvl spells)
6th +3 Mage Tradition Feature 6 (3rd Lvl spells)
7th +3 ─ 7 (4th Lvl spells)
8th +3 Ability Score Improvement 8 (4th Lvl spells)
9th +4 ─ 9 (5th Lvl spells)
10th +4 Mage Tradition Feature 10 (5th Lvl spells)
11th +4 ─ 11 (6th Lvl spells)
12th +4 Ability Score Improvement 12 (6th Lvl spells)
13th +5 ─ 13 (7th Lvl spells)
14th +5 Mage Tradition Feature 14 (7th Lvl spells)
15th +5 ─ 15 (8th Lvl spells)
16th +5 Ability Score Improvement 16 (8th Lvl spells)
17th +6 ─ 17 (9th Lvl spells)
18th +6 Spell Mastery 18 (9th Lvl spells)
19th +6 Ability Score Improvement 19 (9th Lvl spells)
20th +6 Signature Spell 20 (9th Lvl spells)

47
EQUIPMENT: Mage Tradition
You start with the following equipment, in addition to the
equipment granted by your background: When you reach 2nd level, you choose a mage tradition,
• (a) a quarterstaff or (b) a dagger shaping your practice of magic through one of eight schools,
• (a) a component pouch or (b) an arcane focus or through the disciplines of Arcane, Fire, or Frost, detailed
• (a) a scholar’s pack or (b) an explorer’s pack at the end of the class description. Your choice grants you
• A spellbook features at 2nd level and again at 6th, 10th, and 14th level.
Azerothian magi also often specialize in Necromancy or
Invocation Illusion, though other traditions are relatively rare.
The most common traditions in Azeroth are the three
You have learned to regain some of your mana by invoking below: Arcane, Fire, and Frost. Arcane and Frost are
mana. With a 3-turn action, you can regain mana equal to 4 + preferred by the students and people of Dalaran, but the
double your Mage level. When used, you do not regenerate grand power of Fire is nothing to be ignored. Other than the
mana by rest or time for the next four hours. Unlike most above specializations, necromancers and conjurers are
mana-restoring abilities, you can use this after restoring common in Azeroth.
mana from a different source.
Ability Score Improvement
Spellcasting When you reach 4th level, and again at 8th, 12th, 16th, and
As a student of arcane magic, you have a spellbook 19th level, you can increase one ability score of your choice
containing spells that show the first glimmerings of your true by 2, or you can increase two ability scores of your choice by
power. 1. As normal, you can’t increase an ability score above 20
Cantrips: At 1st level, you know a number of cantrips equal using this feature.
to the number of 1st level spells you can cast.
Conjuring and Binding: A mage can conjure and bind Spell Mastery
constructs, elementals, fiends, and undead.
Spellbook: At 1st level, you have a spellbook containing six At 18th level, you have achieved such mastery over certain
1st-level mage spells of your choice. When you level up, you spells that you can cast them at will with no mana cost.
gain 2 additional mage spells of your choice. You may also Choose a 1st-level mage spell and a 2nd-level mage spell that
acquire new spells by research, tutelage, or from the are in your spellbook. You can cast those spells at their lowest
spellbooks and scrolls of spellcasters who have spells you can level without expending mana when you have them prepared.
cast. If you want to cast either spell at a higher level (or if the spell
Preparing and Casting Spells: Each mage level provides consumes mana in its description), you must expend mana as
you with 1 caster level in the mage class. You follow the normal. By spending 8 hours in study, you can exchange one
normal progression to unlock spell levels (see the table under or both of the spells you chose for different spells of the same
the Mana section). You prepare the list of mage spells that are levels.
available for you to cast, choosing from the mage spell list.
You can also change your list of prepared spells by consulting
your spellbook. Preparing a new list of mage spells requires
time spent in study: at least 1 minute per spell level for each
spell on your list.
Spellcasting Ability: Intelligence is your spellcasting ability
for your mage spells, since you learn your spells through
dedicated study and memorization. You use your Intelligence
whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting the
saving throw DC for a mage spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier Spell attack modifier = your proficiency
bonus + your Intelligence modifier
Ritual Casting: You can cast a mage spell as a ritual if that
spell has the ritual tag and you have the spell in your
spellbook. You don't need to have the spell prepared.
Spellcasting Focus: You can use an arcane focus as a
spellcasting focus for your mage spells.
Learning Spells of 1st Level and Higher: On your
adventures, you might find other spells that you can add to
your spellbook.
You do not gain spells by default, and typically scribe spells
from scrolls into your own spellbook, or purchase (or steal)
the spellbooks of others, or research them yourself.

48 Mage Tradition
CHAPTER 3 | Classes: Mage
Signature Spell You may also sacrifice Arcane Spheres to reduce mana
cost of one spell cast.
When you reach 20th level, you gain mastery over two The reduction in mana cost is one point per Arcane Sphere
powerful spells and can cast them with little effort. Choose removed (minimum mana 1). This may be used once per
two 3rd-level mage spells in your spellbook as your signature hour.
spells. You always have these spells prepared, they don’t Rune of Power: Starting at 14th level, you may use an
count against the number of spells you have prepared, and action to create a rune of power up to 30 feet away that
you can cast each of them once at 3rd level without focuses the ley lines of the realm you are in. The rune
expending mana. When you do so, you can’t do so again until occupies a 5-feet square. Any creature standing on this rune
you finish a short or long rest. If you want to cast either spell casts their spells with one less point of mana (minimum 1).
at a higher level, you must expend mana as normal. This rune can be treated as a fountain of mana, but for one
creature only. You may dispel this rune with a reaction. The
Mage Tradition rune remains for one hour. You may create three runes before
Mages may choose from one of the below three traditions: requiring a long rest.

Arcane Fire
You manipulate focused mysterious arcane and raw mana A fire mage ignites enemies with bolts of fire and exploding
powers more adeptly than others, destroying enemies with flames.
overwhelming raw magic force. Arcane mages adopt a more Controlled Destruction: Beginning at 2nd level, you can
scholarly persona than other mages. create pockets of relative safety within the effects of your fire
Arcane Spheres: Starting at 2nd level, whenever you evocation spells. When you cast a fire evocation spell that
successfully deal arcane damage to an enemy through a spell affects other creatures that you can see, you can choose a
or ability, you gain one Arcane Sphere. You cannot gain more number of them equal to 1 + your intelligence modifier. The
than one per round. Arcane spheres may be used to empower chosen creatures automatically succeed on their saving
your abilities. For every Arcane Sphere you have, you may throws against the spell, and they take no damage if they
deal an additional 1 point of arcane damage with spells and would normally take half damage on a successful save. Also,
abilities that deal direct arcane damage. You may have a whenever you set a target on fire with your fire spells, they
maximum number of spheres equal to 2 plus your are considered to be poisoned (disadvantage to attack rolls
Proficiency bonus, and they remain for one hour after being and ability checks) so long as they are aflame.
acquired. Student of Flame: Also beginning at 2nd level, you may
Arcane Blast: Also at 2nd level, you gain the ability to scribe evocation spells with other energy types as fire spells
unleash blasts of arcane force as an action. You gain the in your spellbook. The spells act the same way, unless the DM
Mystic Blast feat, but must choose to deal arcane damage. rules it is unreasonable (such as a slippery effect on a fire
Transmutation Mastery: Transfusion: Starting at 6th sleet spell). You also gain resistance to fire damage.
level, any hostile target of a transmutation spell you cast takes Scorch: Starting at 6th level, you may cast Fire Bolt as a
2d6 arcane damage per spell level after successfully saving bonus action. Also, you may critically hit with any ranged fire
against your spell, or at the end of the spell’s duration. The spell attack on a 19 and a 20, dealing double damage. If the
range of Arcane Blast increases by 20 feet. spell sets the target on fire, the saving throw to resist being
Abjuration Mastery: Spell-Flare: At 10th level, you may caught on flame is made at a disadvantage.
twist a spell when it is dispelled by your abjuration spells. Pyromaniac: At 10th level, you add the Pyroblast spell to
Whenever you dispel an ongoing magical effect on a target, your spellbook if it isn’t already within it. Whenever you
you may opt to deal 1d4 arcane damage per spell level critically hit with a ranged fire spell, you may spend a bonus
dispelled to the target. This damage cannot be resisted, and action to gain one round of concentration on the Pyroblast
applies only once per round. Whenever you cast spell with spell. The pyromaniac bonus remains for one minute or until
‘mana’ in the name (such as mana burn, mana shield, etc.), it you cast Pyroblast, and stacks with itself. It cannot exceed the
costs you one less point of mana. maximum damage you can deal with Pyroblast, however. For
this purpose, you count as if you critically hit if one of the
targets of your fire spells fails by a natural 1 on a saving
throw, or on a natural 19-20 on a ranged attack with a fire
spell.
Black Fire: Starting at 14th level, you may spend a bonus
action when targeting a creature that is immune or resistant
to fire damage, reducing its resistance to damage. If it is
immune, it becomes resistant instead. If resistant, it takes
damage normally. If it takes normal damage, it is instead
vulnerable. This remains for one hour, and one creature
cannot be subjected to this effect more than once for 24
hours.

CHAPTER 3 | Classes: Mage 49


Frost
Frost mages freeze their enemies in their tracks, and shatter
them with ice magic.
Chilling Effects: Starting at 2nd level, you may use a
bonus action to inflict the chilled condition to any target of
your cold spells for one round. The condition stacks as
normal.
Student of Frost: Also beginning at 2nd level, you may
scribe evocation spells with other energy types as cold spells
in your spellbook. The spells act the same way, unless the DM
rules it is unreasonable (such as a burning effect on a cold
spell). You also gain resistance to Cold damage.
Ice Statues: At 6th level, whenever you a target of your
spells is restrained (via the chilled condition), they are also
incapacitated for the duration of the restraining. Also, upon
reaching 12th level, whenever you deal damage to a creature
that exceeds one-half their maximum hit points, they are both
restrained and incapacitated for one hour (or until they thaw
out, whichever comes first). This ends prematurely if the
target is hit.
Ice Lance: Starting at 10th level, you may cast the Frost
Bolt cantrip as a bonus action, and you prepare it for free. If
you hit a target incapacitated with your Ice Statues ability, the
spell is an automatic critical hit, and removes the
incapacitated condition.
Also, your Frost Bolt spell spell can freeze water in a 10-
foot sphere (or any liquid that freezes at a similar
temperature), allowing you to walk on water if you spend a
bonus action every round to suffuse your step with it. The
frozen path melts away in one minute (or may not if the
weather is at below freezing). The path can also be broken as
a bonus action (in 10-foot segments per bonus action spent).
White Ice: Starting at 14th level, you may spend a bonus
action when targeting a creature that is immune or resistant
to cold damage, reducing its resistance to damage. If it is
immune, it becomes resistant instead. If resistant, it takes
damage normally. If it takes normal damage, it is instead
vulnerable. This remains for one hour, and one creature
cannot be subjected to this effect more than once for 24
hours.

50 CHAPTER 3 | Classes: Mage


T
he Monks of Azeroth usually follow Pandaren Weapons: Simple weapons, Short swords, Darts, Quarter
monastery tradition, ever since they were staffs
subjugated by the mogu. They usually act Tools: Choose one type of Artisan's
independently from factions, seeing the ebb tools or one Musical Instrument
and flow of right and wrong to belong with Saving Throws: Strength, Agility
neither sides, and can be found in the most Skills: Choose two from
unusual of places, seeking wisdom or Acrobatics, Athletics, History,
enlightenment. Students of ancient pandaren martial arts Insight, Religion, and Stealth
techniques, Monks embody the skill, focus, meditativeness QUICK BUILD
and deadly effectiveness of a skilled Kung Fu master. They You can make a Monk quickly
can use their inner connection to the universe to heal their by following these suggestions.
allies with the power of mists. First, make Agility your highest
ability score, followed by Spirit.
Creating a Monk Second, choose the hermit background.
Class Features: EQUIPMENT
As a Monk, you gain the following class features. You start with the following equipment, in addition to the
Hit Points: Hit Dice: 1d8 per Monk level equipment granted by your background:
• (a) a Short sword or (b) any Simple weapon
Hit Points at 1st Level: 8 + your Stamina modifier • (a) a Dungeoneer’s pack or (b) an Explorer’s pack
Hit Points at Higher Levels: 1d8 (or 8) + your Stamina • 10 Darts
modifier per Monk level after 1st • A Keg of Brew or Tea
Proficiencies:
Armor: None

The Monk (MNK)


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

CHAPTER 3 | Classes: Monk


51
Unarmored Defense Some of your ki features require your target to make a
saving throw to resist the feature’s effects. The saving throw
Beginning at 1st level, while you are wearing no armor and DC is calculated as follows:
not wielding a shield, your AC equals 10 + your Agility Ki save DC = 8 + your proficiency bonus + your Spirit
modifier + your Spirit modifier. modifier
Flurry of Blows: Immediately after you take the Attack
Martial Arts action on your turn, you can spend 1 ki point to make two
At 1st level, your practice of martial arts gives you mastery of unarmed strikes as a bonus action.
combat styles that use unarmed strikes and monk weapons, Patient Defense: You can spend 1 ki point to take the
which are shortswords and any simple melee weapons that Dodge action as a bonus action on your turn.
don’t have the two-handed or heavy property. Step of the Wind: You can spend 1 ki point to take the
You gain the following benefits while you are unarmed or Disengage or Dash action as a bonus action on your turn, and
wielding only monk weapons and you aren’t wearing armor or your jump distance is doubled for the turn.
wielding a shield: Imbue into Brew: You can spend multiple Ki points into
• You can use Agility instead of Strength for the attack and
imbuing brews (alcohol, tea, etc.) you know. This spent Ki
damage rolls of your unarmed strikes and monk weapons. cannot be regained so long as the brew is still active. While
• You can roll a d4 in place of the normal damage of your
so imbued, drinks grant specific bonuses to the imbiber
unarmed strike or monk weapon. This die changes as you (much like potions). This is detailed further under the Brewer
gain monk levels, as shown in the Martial Arts column of the ability (see below).
Monk table.
• When you use the Attack action with an unarmed strike or a Unarmored Movement
monk weapon on your turn, you can make one unarmed Starting at 2nd level, your speed increases by 10 feet while
strike as a bonus action. For example, if you take the Attack you are not wearing armor or wielding a shield. This bonus
action and attack with a quarterstaff, you can also make an increases when you reach certain monk levels, as shown in
unarmed strike as a bonus action, assuming you haven't the Monk table.
already taken a bonus action this turn. At 9th level, you gain the ability to move along vertical
Certain monasteries use specialized forms of the monk surfaces and across liquids on your turn without falling
weapons. For example, you might use a nunchaku (club that during the move.
is two lengths of wood connected by a short chain) or a kama
(sickle with a shorter, straighter blade), or even a large Deflect Missiles
tankard of alcohol (club). Whatever name you use for a monk
weapon, you can use the game statistics provided for the Starting at 3rd level, you can use your reaction to deflect or
weapon in chapter 5 of the Player's Hand Book. catch the missile when you are hit by a ranged weapon
attack. When you do so, the damage you take from the attack
Ki is reduced by 1d10 + your Strength or Agility modifier (your
choice) + your monk level.
Starting at 2nd level, your training allows you to harness the If you reduce the damage to 0, you can catch the missile if
mystic energy of ki (or Chi within Pandaren circles). Your it is small enough for you to hold in one hand and you have at
access to this energy is represented by a number of ki points. least one hand free. If you catch a missile in this way, you can
You have a number of Ki points equal to your monk level. spend 1 ki point to make a ranged attack with the weapon or
You can spend these points to fuel various ki features. You piece of ammunition you just caught, as part of the same
start knowing three such features: Flurry of Blows, Patient reaction. You make this attack with proficiency, regardless of
Defense, and Step of the Wind. You learn more ki features as your weapon proficiencies, and the missile counts as a monk
you gain levels in this class. weapon for the attack. The range of this ability is 20/60 feet.
When you spend a ki point, it is unavailable until you finish a
short or long rest, at the end of which you draw all of your
expended ki back into yourself. Monk Traditions
You must spend at least 30 minutes of the rest meditating When you reach 3rd level, you commit yourself to a monk
to regain your ki         points. tradition: the way of the Brewmaster, who excels in
mysterious drinks, the way of the Mistweaver, who heals
themselves and others, or the way of the Windwalker, the
adventurous and evasive combatant. All traditions are
detailed at the end of the class description.
Your tradition grants you features at 3rd level and again at
6th, 11th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature.

52 CHAPTER 3 | Classes: Monk


Slow Fall At 20th level, when you roll for initiative and have no ki points
remaining, you regain 4 ki points.
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. Monk Traditions
A monk chooses from one of the below three monkish
Extra Attack traditions.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Brewmaster
Brewmaster monks are focused on evading blows and
Stunning Strike empowering themselves and their allies through their brews,
Starting at 5th level, you can interfere with the flow of ki in an and make the most common of monk adventurers.
opponent’s body. When you hit another creature with a melee Brewmaster Focus: Upon reaching 3rd level and gaining
weapon attack, you can spend 1 ki point to attempt a this monk tradition, you may add the following Ki power to
stunning strike. The target must succeed on a Stamina saving your repertoire.
• Breath of Fire (2 Ki + 1 per spell level above 1st): As an
throw or be stunned until the end of your next turn. This is a action, you can cast Burning Hands as a 1st level spell. This
strike effect. effect is voice-based, requiring that you be able to speak (and
Ki-Empowered Strikes are not silenced), but does not require gestures. The
maximum spell level you can manifest is 1 spell level per 3
Starting at 6th level, your unarmed strikes count as magical monk levels).
for the purpose of overcoming resistance and immunity to Brewmaster Ki: Upon reaching 6th level, you gain the
non-magical attacks and damage. following new Ki powers and add them to your repertoire.
• Purifying Touch [Strike] (3 Ki + 1 per spell level above
Evasion 3rd). As an action, you can cast Dispel Magic as a 3nd level
At 7th level, your instinctive agility lets you dodge out of the spell. This requires touching the effect or creature that is
way of certain area effects, such as a blue dragon’s lightning subject to the effect. You may use this as a touch or as a strike
breath or a fireball spell. When you are subjected to an effect effect. The maximum spell level you can manifest is 1 spell
that allows you to make an Agility saving throw to take only level per 3 monk levels).
• Evasive Footing [Stance] (1 Ki). You may enter a stance
half damage, you instead take no damage if you succeed on that allows you to ignore attacks of opportunity from
the saving throw, and only half damage if you fail. movement, as long as your AC is higher than 8 + the attack
bonus of the creatures you are evading. If a creature’s attack
Stillness of Mind bonus is high enough to reach the value, they may make
Starting at 7th level, you can use your action to end one effect attacks of opportunity normally. This is a [Stance] effect.
on yourself that is causing you to be charmed or frightened.
Purity of Body
At 10th level, your mastery of the ki flowing through you
makes you immune to disease and poison.
Tongue of Sun and Moon
Starting at 13th level, you learn to touch the ki of other minds
so that you understand all spoken languages. Moreover, any
creature that can understand a language can
understand what you say.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you
proficiency in all saving throws. Additionally, whenever you
make a saving throw and fail, you can spend 1 ki point to
reroll it and take the second result. During that time, you also
have resistance to all damage but force damage. Additionally,
you can spend 8 ki points to cast
the astral projection spell, without
needing material components. When you do so, you can’t take
any other creatures with you.
Perfect Self

CHAPTER 3 | Classes: Monk 53


Ox Stance [Stance] (2 Ki): Starting at 11th level, you may Spirited Crane Stance [Stance]: Starting at 11th level,
enter this stance. While in this stance, you may add your you may enter this stance. While in this stance, whenever you
Spirit modifier to all saving throws. If you are subjected to successfully deal damage to a creature with an unarmed
damage that is equal to or more than one-fourth your original strike, you may restore hit points to an ally within 30 feet of
hit points while in this stance, you gain resistance to the you, with the number of hit points being equal to your
attack suffered. proficiency bonus.
Zen Pose [Stance] (2 Ki): Starting at 11th level, you may The healing acts as a stream between the ally and you, and
enter this stance. While in this stance, whenever you if interposed by another creature, it gains the healing instead
successfully deal damage to a creature with an unarmed if it spends a reaction.
strike, you may restore hit points to an ally within 30 feet of You can heal yourself through this ability, through in this
you, with the number of hit points being equal to your case any adjacent creature can gain the healing if they spend
proficiency bonus. The healing acts as a stream between the a reaction. If you move more than half your speed, the effects
ally and you, and if interposed by another creature, it gains of this stance are disrupted. Entering this stance costs 1 Ki.
the healing instead if it spends a reaction. You can heal Enlightenment: Starting at 17th level, you may cast the
yourself through this ability, through in this case any adjacent Resurrection (7th level) spell by spending 8 Ki points, or the
creature can gain the healing if they spend a reaction. Revivify spell by spending 4 Ki. Neither can be used more
Entering this stance costs 1 Ki. than once in any given 24 hours.
Mistweaver Enlightenment:
Mistweaver monks are focused on empowering and Starting at 17th level, you may cast the Resurrection spell by
supporting allies, and are usually the most elusive of the spending 8 Ki points, or the Revivify spell by spending 4 Ki.
monk disciplines. Neither can be used more than once in any given 24 hours.
Mistweaver Focus: Upon reaching 3rd level and gaining
this monk tradition, you may add the following Ki power to Windwalker
your repertoire: Windwalker monks are focused on hand-to-hand combat, and
• Soothing Mist (1 Ki per 5 hit points): As an action, you
may expend Ki and gain a cloud of healing mists. The are usually the most confrontational of the monk disciplines.
creature gains 5 hit points for every Ki point invested. You Windwalker Recipes: Upon reaching 3rd level and gaining
may target a creature up to 30 feet away (or a number of this monk tradition, you may add the following Ki power to
creatures within 30 feet of one another), and distribute your repertoire.
• Superior Martial Arts (2 Ki): As an action, you may deal
healing amongst as many creatures as you wish. If benefitting your unarmed damage as an area of effect (expending any
from Thunder Focus Tea, this ability heals 5 extra hit points number of attacks). You may choose to make it a 5-foot-burst
(as if you spent 1 Ki point without actually spending it). around you (Hurricane Kick), a 10-foot cone (Fists of Fury), or
Alternatively, you can expend hit points from your pool of a 15-foot line (Flying Serpent Kick).
healing to cure the target of one disease or neutralize one You may move within the specified area of effect without
poison affecting it, with a number of hit points required equal provoking reactions from the creatures in the area of effect
to one-half the saving throw DC of the poison (round up). You (such as kicking through a line of enemies and landing
can cure multiple diseases and neutralize multiple poisons behind them with a Flying Serpent Kick, or shifting 5 feet to
with a single use of Soothing Mist, expending hit points the right after a Hurricane Kick, or moving 10 feet to one
separately for each one. This feature has no effect on side after a Fists of Fury).
constructs or undead. This action counts as if you made an unarmed attack strike
Mistweaver Ki: Upon reaching 6th level, you gain the for the purposes of your Martial Arts feature and Flurry of
following new Ki powers and add them to your repertoire. Blows ability.
• Control Ki (2 Ki + 1 per spell level above 2nd). As an
action, you may cast Mute as a 2nd level spell. Upon reaching Windwalker Ki: Upon reaching 6th level, you gain the
9th level, you may also cast Dispel Magic as a 3rd level spell. following new Ki powers and add them to your repertoire.:
• Destroy Mana [Strike] (3 Ki + 1 per spell level above 3rd):
You may either cast them with their normal ranges, or imbue As an action, you can cast Mana Burn as a 3nd level spell.
them into your brews if you have the Brewer feat. In this case, This requires touching the effect or creature that is subject to
they are the only imbued effect. The maximum spell level you the effect, and does not require vocal components. You can
can manifest is 1 spell level per 3 monk levels. choose to make this ability destroy Ki instead, in which case it
Special: The cost of imbuing a brew is equal to the cost of removes half the mana points it would normally remove. You
manifesting it. may treat this as a strike effect. The maximum spell level you
• Mist Weave (2 Ki + 1 per spell level above 2nd). As an
action, you can cast Fog Cloud and Blink Step as 2nd level can manifest is 1 spell level per 3 monk levels.
• Rising Sun [Strike] (0 Ki): As a bonus action, you may
spells. In mists and fog, you suffer only light obstruction, and perform an upwards kick, dealing unarmed damage and
never heavy obstruction. The maximum spell level you can imposing an additional effect. You may also choose between
manifest is 1 spell level per 3 monk levels. dealing extra 2d6 damage, or adding 1d6 to any melee
weapon attack you make against the target for one minute.
They may make a Strength saving throw against your DC to
half the direct damage and negate the vulnerability.

54 CHAPTER 3 | Classes: Monk


Combo Attacks: Starting at 11th level, you score a critical hit To do so, you and the target must be on the same plane of
on a 19-20. If you already possess this range, the range existence. When you declare use this action, the creature
increases by 1 point (18-20). When you score a critical hit, must make a Stamina saving throw. If it fails, it is reduced to
you may either use any one Ki ability with no action or Ki cost 0 hit points. If it succeeds, it takes 10d10 shadow damage
(such as flurry of blows, Rising Sun, your Superior Martial instead. You may place these vibrations even with a harmless
Arts abilities, or Quivering Palm once you gain it), or choose touch (which may require a Deception check opposed to
to regain 2 Ki. Insight).
Quivering Palm (3 Ki): At 17th level, you gain the ability to You can have only one creature under the effect of this
set up lethal vibrations in someone’s body. When you hit a feature at a time. You can choose to end the vibrations
creature with an unarmed strike, you can use a bonus action harmlessly without using an action.
start these imperceptible vibrations, which last for a number
of days equal to your monk level. The vibrations are harmless
unless you use your action to end them.

CHAPTER 3 | Classes: Monk 55


P
aladins are often from the Alliance, as the Holy Proficiencies:
Light that grants divine power to paladins is Armor: All Armor, Shields Weapons:
most commonly followed by Humans, Ironforge Simple weapons, Martial weapons
Dwarves, and High Elves. Tools: None
Paladins are plate-wearing holy knights. With Saving Throws: Stamina, Spirit
the soul of a priest and the brawn of a warrior, Skills: Choose four from
Paladins combine Holy magic with powerful Athletics, Insight, Intimidation,
weapons and stout armor as they smite enemies with divine Medicine, Deception, and
wrath and bringing allies back from the brink of death with Religion.
the power of the Holy Light. QUICK BUILD:
You can make a Paladin quickly
by following these suggestions.
CREATING A PALADIN First, Strength should be your
Paladins often belong to the Order of the Silver Hand, who highest ability score, followed by
prefer use of the Great hammer, a signature weapon of their Charisma. Second, choose the noble
order as part of the Alliance. background.
Class Features: EQUIPMENT
As a paladin, you have the following class features: You start with the following equipment, in addition to the
Hit Points: equipment granted by your background:
• (a) a Martial weapon and a Shield or (b) two Martial
Hit Dice: 1d10 per Paladin level weapons
Hit Points at 1st Level: 10 + your Stamina modifier • (a) five Javelins or (b) any Simple melee weapon
Hit Points at Higher Levels: 1d10 (or 6) + your Stamina • (a) a Priest’s pack or (b) an Explorer’s pack
modifier per Paladin level after 1st • Chain mail, a Holy symbol, and a Holy libram

The Paladin (PLD)


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

CHAPTER 3 | Classes: Paladin


56
Divine Sense Protection: When a creature you can see attacks a target
other than you that is within 5 feet of you, you can use your
The presence of strong evil registers on your senses like a reaction to impose disadvantage on the attack roll. You must
noxious odor, and powerful good rings like heavenly music in be wielding a shield.
your ears. As an action, you can open your awareness to
detect such forces. Until the end of your next turn, you know Crusader Strike
the location of any celestial, fiend, or undead within 60 feet of Starting at 2nd level, when you hit a creature with a melee
you that is not behind total cover. You know the type (celestial, weapon attack, you can expend mana equal to one spell slot
fiend, or undead) of any being whose presence you sense, but to deal holy damage to the target, in addition to the weapon’s
not its identity (the lich Kel’Thuzad, for instance). Within the damage. The extra damage is 1d8 plus 1d8 per spell slot,
same radius, you also detect the presence of any place or (maximum 6d8 with a 5th level slot). If the target is a fiend or
object that has been consecrated or desecrated, as with the an undead, you gain +5 to the strike’s damage. If you have a
hallow spell. You can use this feature a number of times equal seal active, you may also perform a Crusader Strike without
to 1 + your Charisma modifier. When you finish a long rest, expending mana (called Seal Release or Judgment),
you regain all expended uses. terminating the effects of the seal (plus an additional effect
Lay on Hands depending on the seal). Despite the name, Crusader Strike
does not count as a Strike effect.
Your blessed touch can cure wounds. As an action, you may
declare a Lay on Hands, expending half or all of your Spellcasting
maximum mana pool (choose one), gaining a pool of healing
with a value equal to your proficiency modifier times the By 2nd level, you have learned to draw on divine magic
mana spent. Each point of the pool heals 1 hit point to a living through meditation and prayer to cast spells as a priest does.
creature, or deals 1 point of Holy damage to an undead or The paladin uses his core spell list, but adds Seal spells as
fiendish creature (in this case, it requires a melee spell well as the spells in this document.
attack). You may use Lay on Hands as a bonus action when Conjuring and Binding: A paladin can conjure and bind
targeting yourself. All excess hit points from healing or celestials.
damaging are lost. Alternatively, you can expend hit points Preparing and Casting Spells: Each paladin level
from your pool to cure one disease or one poison of your provides you with 0.5 caster levels in the paladin class
choice. Each disease or poison requires spending hit points (minimum 0). You follow the normal progression to unlock
from the healing pool equal to half the saving throw of the spell levels (see the table under the Mana section). You can
poison or disease. You may cure multiple diseases or poisons also change your list of prepared spells by consulting your
this way. This feature has no effect on constructs. libram (treat as a spellbook). Preparing a new list of paladin
spells requires time spent in study: at least 1 minute per spell
Fighting Style level for each spell on your list.
Spellcasting Ability: Charisma is your spellcasting ability
At 2nd level, you adopt a style of fighting as your specialty. for your paladin spells, since their power derives from the
Choose one of the following options. You can’t take a Fighting strength of your convictions. You use your Charisma
Style option more than once, even if you later get to choose whenever a spell refers to your spellcasting ability. In
again. addition, you use your Charisma modifier when setting the
Defense: While you are wearing armor, you gain a +1 saving throw DC for a paladin spell you cast and when
bonus to AC. making an attack roll with one. Spell save DC = 8 + your
Dueling: When you are wielding a melee weapon in one proficiency bonus + your Charisma modifier Spell attack
hand and no other weapons, you gain a +2 bonus to damage modifier = your proficiency bonus + your Charisma modifier
rolls with that weapon. Spellbook – Libram: At 2nd level, your libram contains
Great Weapon Fighting: When you roll a 1 or 2 on a three 1st-level paladin spells of your choice. When you level
damage die for an attack you make with a melee weapon that up, you gain 2 additional paladin spells of your choice. You
you are wielding with two hands, you can reroll the die and may also acquire new spells by research, tutelage, or from the
must use the new roll. The weapon must have the two-handed spellbooks and scrolls of spellcasters who have spells you can
or versatile property for you to gain this benefit. 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
aspellcasting focus for your paladin spells, as well as the
store for them.
Aura
Starting at 3rd level, you may exert an aura you can emit in a
15-foot radius sphere centered on you as a bonus action. You
may maintain concentration with this effect for up to 1 hour.

CHAPTER 3 | Classes: Paladin 57


Unlike most effects that require concentration,
you may also maintain concentration on
spell at the same time. You still suffer the
chance to lose the aura (DC 10 or half
damage Stamina saving throw). Once the
aura ends, you cannot exert it again until
you rest (but you can exert other auras). All
effects are treated as good effects that
have no saving throw, but can be
negated by Protection From Evil and Good
and suppressed for 1 minute with dispel
magic and similar abjurations. If you
are rendered unconscious, the effect
ends automatically. If an aura can be
resisted, it is a Spirit saving throw with
a DC equal to your spell DC. Aura
bonuses do not stack with other aura
bonuses. Creatures affected by auras
automatically sense where they are
emanating from.
Devotion: At level 3, you have the aura of
devotion. All allied creatures reduce the
number of hit points they take from Weapon
Attack rolls by a number equal to your proficiency Resistance: At                         level 18, you            have the aura
bonus. This cannot reduce the damage below 1 point. This of resistance. You may choose one damage type (acid, cold,
opposes Abandonment Aura, and both effects are negated. electricity, or fire), and all allies take less damage from this
Retribution: At level 6, you have the aura of retribution. damage type equal to double your proficiency bonus
Whenever an allied creature is damaged with a melee (minimum 1 point of damage). This opposes Vulnerability
weapon attack, the attacker (if within 5 feet) takes 1d4 holy Aura, and both effects are suppressed.
damage per attack. This is applied once per proficiency
bonus in the same round, and does not cost a reaction. The
damage the attacker takes cannot exceed the damage they Holy Oath
dealt, however. This can be resisted to half damage. This When you reach 3rd level, you walk a path that defines you as
opposes Weakness Aura, and both effects are negated. a paladin forever. Up to this time you have been in a
Crusader: At level 10, you have the aura of the crusader. All preparatory stage, committed to the path but not yet sworn to
allied creatures gain a +10 foot bonus to speed, and all allied it. You may choose the Oath of Holiness to aid the helpless,
creatures automatically stabilize when reduced to 0 hit Oath of Protection to guard the weak, or Oath of Retribution
points. Once per proficiency bonus, you may grant a to smite the wicked, all detailed at the end of the class
stabilized creature in your aura 1 hit point as a reaction to description. Your choice grants you features at 3rd level and
allow them to continue acting. This opposes Unholy Aura, again at 7th, 15th, and 20th level. Those features include oath
and both effects are suppressed. spells and the Channel Divinity feature.
Concentration: At level 14, you have the aura of Oath spells: Each oath has a list of associated spells. You
concentration. All allied creatures gain advantage on Stamina gain access to these spells at the levels specified in the oath
saving throws to maintain their concentration on a spell. description. Once you gain access to a oath spell, you always
Once per proficiency bonus, you may grant any allied have it prepared.
creature within the aura a bonus equal to your proficiency Oath spells don’t count against the number of spells you
bonus to their check to concentrate on the spell. This opposes can prepare each day. If you gain an oath spell that doesn’t
Distraction Aura, and both effects are suppressed. appear on the death knight spell list, the spell is nonetheless
a paladin spell for you.
Channel Divinity: Your path allows you to chennel divine
energy to fuel magical effects. Each Channel Divinity option
provided by your path explains how to use it. When you use
your Channel Divinity, you choose which option to use. You
must then finish a short or long rest to use your Channel
Divinity again. Some Channel Divinity effects require saving
throws. When you use such an effect from this class, the DC
equals your paladin spell save DC. By default, you may always
Turn Undead, and gain an additional choice from your Path:
Turn Undead: As an action, you present your holy symbol
and speak a prayer censuring fiends and undead, using your
Channel Divinity. Each fiend or undead that can see or hear
you within 30 feet of you must make a Spirit saving throw.

58 CHAPTER 3 | Classes: Paladin


If the creature fails its saving throw, it is turned for 1 minute Paladin Level Spells
or until it takes damage. A turned creature must spend its 3rd Protection from Evil and Good, Sanctuary
turns trying to move as far away from you as it can, and it
can’t willingly move to a space within 30 feet of you. It also 5th Lesser Restoration, Zone of Truth
can’t take reactions. For its action, it can use only the Dash 9th Beacon of Hope, Dispel Magic
action or try to escape from an effect that prevents it from 13th Freedom of Movement, Guardian of Faith
moving. If there’s nowhere to move, the creature can use the
Dodge action. 17th Commune, Flame Strike

Ability Score Improvement Channel Divinity: When you take this oath at 3rd level, you
When you reach 4th level, and again at 8th, 12th, 16th, and gain the below Channel Divinity option:
19th level, you can increase one ability score of your choice Light of Dawn: As an action, you present your holy symbol,
by 2, or you can increase two ability scores of your choice by and release an outburst of the Holy Light of Creation,
1. As normal, you can’t increase an ability score above 20 allowing any friendly creature within 30 feet to use a hit dice
using this feature. as if they rested. The ally also gains temporary hit points
equal to double your Charisma modifier.
Holy Vision: At 3rd level, you gain the ability to critically hit
Extra Attack with healing spells. When you touch or target an ally with a
Beginning at 5th level, you can attack twice, instead of once, touch or ranged healing spell (such as Holy Light), you may
whenever you take the Attack action on your turn. roll a d20. On a natural 19 and 20 (or 10% chance on a d%),
your spell has double effectiveness. This applies when
Divine Health dealing damage to undead as well.
Holy Auras: At 7th level, your auras increase in strength.
Starting at 6th level, the divine magics flowing within you Your auras range increase to 30 feet, and can apply two auras
grant you immunity to diseases and advantage against at once. When gaining Aura Improvement, your auras
poison, as well as resistance against poison damage. increase to 45 feet.
Latent Prayer: Starting at 15th level, you may cast a
Improved Crusader Strike healing spell on a creature that only activates whenever the
By 11th level, you are so suffused with the might of the Light creature wishes. This does not require concentration on your
that all your melee weapon strikes carry its divine power with end, and the creature (or you) may declare use of the spell as
it. Whenever you hit a creature with a melee weapon, the a reaction. This effect remains for one day or until used, and
creature takes an extra 1d8 holy damage. If you also use your leaves a holy mark that can be detected as the healing spell. A
Crusader Strike with an attack, you add this damage to the creature can only benefit from one latent prayer until they
extra damage of your Crusader Strike. take a long rest. This may also be applied to undead.
Illuminated Healer: By 20th level, whenever a creature
Cleansing Touch that benefits from a healing effect (such as Light of Dawn, or
healing spell) originating from you manifest a holy shield.
Beginning at 14th level, you can use your action to end one This holy shield grants them temporary hit points equal to
spell on yourself or on one willing creature that you touch. the amount they were healed by you. The holy shield does not
You can use this feature a number of times equal to your increase the amount shielded if the healing spell was a
Charisma modifier (a minimum of once). You regain critical hit. This shield remains until the hit points are
expended uses when you finish a long rest. reduced to 0, or until ten minutes have passed. This effect
does not stack with itself, and a creature can benefit from a
Aura Improvement single holy shield only once every hour. Your healing spells
Beginning on 18th level, you have advantage to concentrate critically hit on a natural 18.
on auras, and the range increases to 30 feet.
Oath of Protection
Sacred Oaths A Paladin of the Oath of Protection uses Holy magic to shield
him/herself and defend allies against attackers.
An Azerothian Paladin chooses from one of the below three
sacred oaths: Protection Paladin Spells
Paladin Level Spells
Oath of Holiness 3rd Shield, Sanctuary
A Paladin of the Oath of Holiness invokes the power of the 5th Lesser Restoration, Warding Bond
Light to protect and heal.
9th Beacon of Hope, Revivify
Holy Paladin Spells 13th Aura of Life, Death Ward
17th Prayer of Healing, Wall of Force

CHAPTER 3 | Classes: Paladin 59


Channel Divinity: When you take this oath at 3rd level, you Channel Divinity: When you take this oath at 3rd level, you
gain the below Channel Divinity option: gain the below Channel Divinity option: Sword of Light: As an
Rook’s Move: You can use your Channel Divinity to swap action, you can imbue one weapon that you are holding with
places with any ally. As a reaction, choose one ally within 60 positive energy, using your Channel Divinity. For 1 minute,
ft. of your size or smaller that you can see that is about to be you add your Charisma modifier to attack rolls made with
attacked. You instantly teleport to the spot your ally was that weapon (with a minimum bonus of +1).
located and your ally moves to your previous spot, swapping The weapon also emits bright light in a 20-foot radius and
places. You may use this ability before or after the result of dim light 20 feet beyond that. If the weapon is not already
the attack roll is known. If you use this ability before the magical, it becomes magical for the duration. You can end
attack roll, you can resist the attack as normal, but if done this effect on your turn as a bonus action. If you are no longer
after, you must take the effects of the attack, even if you would holding or carrying this weapon, or if you fall unconscious,
have otherwise ignored it. this effect ends.
Avenger’s Shield: Starting 3rd level, you may throw your Arm of the Law: At 3rd level, you can, whenever
shield as a ranged thrown attack. The shield has a range of successfully releasing a seal or performing a Crusader Strike,
30/90. If used against a target that is spellcasting or who Dash without using an action. You may also perform
casts a spell in same turn after being hit, it imposes Crusader Strike at a range of 30 feet, but the damage dealt is
disadvantage to the creature’s required Stamina save to only equal to the bonus Holy damage dealt (I.E., 2d8 Holy, or
maintain the spell, or any check to concentrate while being 3d8 if a fiend or undead). This is counted as a ranged spell
hit. The damage dealt is equal to 1d4 + your Strength attack. Sword of Truth. Starting at 7th level, you always add
modifier, and the damage dealt is half Holy and half your Charisma modifier to damage rolls. Using Sword of
Bludgeoning. Light allows you to add your Charisma modifier again.
The shield returns instantaneously to your hand, and may Emancipate: Starting at 15th level, your cleansing touch
be used again in the same round. This requires having a may be used at a range of 10 feet, and may always cast it on
shield. Opportune Prayer. Starting at 7rd level, whenever you yourself, even when otherwise incapacitated.
reduce an enemy to 0 hit points, you may cast a cure spell as Divine Storm: At level 20, whenever you use a Crusader
a reaction. You may also do this whenever you critically hit or Strike, it deals damage to the target, and any other two
are critically struck. hostile creatures within 10 feet away from you. This
Holy Sentinel: Starting at 15th level, whenever you hit a consumes a use as normal for the ability. The effects of a
creature with an opportunity attack, the creature’s speed released seal is applied only to the initial creature.
temporarily becomes 0 for the rest of the turn. Creatures
within 5 feet of you provoke opportunity attacks from you
even if they take the Disengage action before leaving your
reach. When a creature within 5 feet of you makes an attack
against a target other than you, you can use your reaction to
make a melee weapon attack against the attacking creature.
Your Avenger’s Shield can (with an attack) jump from one
enemy to another, even possibly leaving maximum range, so
long as the targets are 30 feet from one another. When you
no longer have attacks, the shield returns to you.
Ardent Defender: At level 20, you may, as a reaction,
you may gain resistance to all damage for one round, usable
five times per day. If this ability is used, and you are reduced
to 0 or below regardless, you may cast any paladin spell as a
reaction.
Oath of Retribution
A Paladin of the Oath of Retribution uses his Light-
infused powers to smite the wicked and avenge wrongs once
made. Oath of Retribution spells
Retribution Paladin Spells
Paladin Level Spells
3rd Heroism, Compelled Duel
5th Branding Strike, Warding bond
9th Beacon of Hope, Haste
13th Guardian of Faith, Death Ward
17th Hope of Healing, Dispel Evil and Good

60 CHAPTER 3 | Classes: Paladin


P
riest of Azeroth are known as priests or clerics, Class Features:
depending on their domains and focus. They As a Priest, you gain the following class
channel their power through their conviction, features.
not through the direct power of their patrons. Hit Points:
The Scarlet Crusade, for example, channel the Hit Dice: 1d8 per Priest level
Holy Light due to their belief in their cause, Hit Points at 1st Level: 8 + your
although many betray principles the Church of Stamina modifier
the Holy Light considers tenants of the faith. Priests may be Hit Points at Higher Levels:
of any alignment and allegiance. Devout followers of the Holy 1d8
Light, Priests are traditional masters of healing. The Priest's (or 5) + your Stamina modifier
knowledge of the Light also grants them control of the darker per Priest level after 1st
powers of the Shadow. They can mitigate damage by using a Proficiencies:
range of powerful shields to magically protect their allies. Armor: Light armor
Weapons: All Simple weapons
CREATING A PRIEST Tools: Healer's Kit
Priests serve their faith--either that of the Light through the Saving Throws: Spirit, Charisma
Holy priesthood, the Old Gods though the Shadow Skills: Choose two from History,
priesthood, the Lich King through the Death priesthood, Insight, Medicine, Persuasion, and Religion
taking a neutral stance between the forces of the world with QUICK BUILD:
Discipline priesthood, or serving the Moon goddess Elune You can make a Priest quickly by following these suggestions.
through the universally-female Moon priesthood. First, Spirit should be your highest ability score, followed by
Strength or Stamina. Second, choose the acolyte background.

The Priest (PRS)


Proficiency Caster level (Accessable Lvl of
Level Bonus Features spells)
1st +2 Priesthood, Spellcasting, Unarmored Defense 1 (1st Lvl spells)
2nd +2 Channel Divinity (1/rest), Priesthood Feature, Desperate Prayer 2 (1st Lvl spells)
3rd +2 ─ 3 (2nd Lvl spells)
4th +2 Ability Score Improvement 4 (2nd Lvl spells)
5th +3 Destroy Undead (CR 1/2) 5 (3rd Lvl spells)
6th +3 Channel Divinity (2/rest), Priesthood Feature 6 (3rd Lvl spells)
7th +3 ─ 7 (4th Lvl spells)
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Priesthood 8 (4th Lvl spells)
Feature
9th +4 ─ 9 (5th Lvl spells)
10th +4 Divine Intervention 10 (5th Lvl spells)
11th +4 Destroy Undead (CR 2) 11 (6th Lvl spells)
12th +4 Ability Score Improvement 12 (6th Lvl spells)
13th +5 ─ 13 (7th Lvl spells)
14th +5 Destroy Undead (CR 3) 14 (7th Lvl spells)
15th +5 ─ 15 (8th Lvl spells)
16th +5 Ability Score Improvement 16 (8th Lvl spells)
17th +6 Destroy Undead (CR 4), Priesthood Feature 17 (9th Lvl spells)
18th +6 Channel Divinity (3/rest) 18 (9th Lvl spells)
19th +6 Ability Score Improvement 19 (9th Lvl spells)
20th +6 Divine Intervention Improvement 20 (9th Lvl spells)

CHAPTER 3 | Classes: Priest 61


EQUIPMENT: You can change your list of prepared spells by consulting
You start with the following equipment, in addition to the your libram (treat as a spellbook). Preparing a new list of
equipment granted by your background: priest spells requires time spent in prayer and meditation and
• (a) a Mace or (b) a Quarter staff reading your prayer book. It takes one minute per spell level
• (a) Leather armor, or (b) Chain shirt (if proficient) to alter a prepared spell.
• (a) a Light crossbow and 20 Bolts or (b) any Simple weapon Spellcasting Ability: Spirit is your spellcasting ability for
• (a) a Priest’s pack or (b) an Explorer’s pack your priest spells, since you learn your spells through
• A Holy (or Unholy or neutral) symbol and Libram dedication to a higher force. You use your Spirit whenever a
spell refers to your spellcasting ability. In addition, you use
Spellcasting your Spirit modifier when setting the saving throw DC for a
As a practitioner of divine magic, you may choose from the priest spell you cast. t and when making an attack roll with
priest spell list which spells you wish for every day. one.
Cantrips: At 1st level, you know a number of cantrips equal Spell save DC = 8 + your proficiency bonus + your Spirit
to the number of 1st level spells you can cast. modifier Spell attack modifier = your proficiency bonus +
Conjuring and Binding: A priest can conjure animals, your Spirit modifier
elementals, fey, and plants, and may bind elementals and Priesthood Spells: Each priesthood has a list of spells—its
plants. priesthood spells—that you gain at the priest levels noted in
Preparing and Casting Spells: Each priest level provides the priesthood description. Once you gain a priesthood spell,
you with 1 caster level in the priest class. You follow the you always have it prepared, and it doesn’t count against the
normal progression to unlock spell levels (see the table under number of spells you can prepare each day.
the Mana section). You prepare the list of priest spells that are If you have a priesthood spell that doesn’t appear on the
available for you to cast, choosing from the priest spell list. priest spell list, the spell is nonetheless a priest spell for you.
Spellbook – Libram: At 1st level, your libram contains six
1st-level priest spells of your choice. When you level up, you
gain 2 additional priest 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 libram is effectively your spellbook, and you may add
spells by scribing in your insights regarding the secrets of the
powers you serve.
Spellcasting Focus: You can use your holy symbol as a
spellcasting focus for your priest spells.

Priesthood
Choose one priesthood or domain related to your deity: Death
(Lich King), Discipline (Balance), Holy (Holy Light), Moon
(Elune), or Shadow (Forgotten Shadow). Each priesthood is
detailed at the end of the class description. Your choice
grants you domain spells and other features when you choose
it at 1st level. It also grants you additional ways to use
Channel Divinity when you gain that feature at 2nd level, and
additional benefits at 6th, 8th, and 17th levels.
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.
Channel Divinity
   At 2nd level, you gain the ability to channel divine energy
   directly from your deity, using that energy to fuel magical
   effects. You start with two such effects: Turn Undead and an
  effect determined by your priesthood. Some domains grant
 you additional effects as you advance in levels, as noted in
the domain description. When you use your Channel Divinity,
you choose which effect to create. You must then finish a
short or long rest to use your Channel  Divinity again.

62 CHAPTER 3 | Classes: Priest


Some Channel Divinity effects require saving throws. When Divine Intervention
you use such an effect from this class, the DC equals  your
priest spell save DC. Beginning at 6th level, you can use Beginning at 10th level, you can call on your deity to
   your Channel Divinity twice between rests, and beginning at intervene on your behalf when your need is great. Describe
18th level you can use it three times between rests. When you the assistance you seek, and roll percentile dice. If you roll a
finish a short or long rest, you uses. number equal to or lower than your priest level, your deity
Turn Undead: As an action, you present your holy symbol intervenes. The DM chooses the nature of the intervention;
and speak a prayer censuring the undead. Each undead that the effect of any priest spell or priesthood spell would be
can see or hear you within 30 feet of you must make a Spirit appropriate.
saving throw. If the creature fails its saving throw, it is turned Imploring your deity’s aid requires you to use your action. If
for 1 minute or until it takes any damage. your deity intervenes, you can’t use this feature again for 7
A turned creature must spend its turns trying to move as days. Otherwise, you can use it again after you finish a long
far away from you as it can, and it can’t willingly move to rest. At 20th level, your call for intervention succeeds
space within 30 feet of you. It also can’t take reactions. For its automatically, no roll required.
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 Destroy Undead Table
move, the creature can use the Dodge action. Cleric Level Destroys Undead of CR
5th 1/2 or lower
Desperate Prayer 8th 1 or lower
With a desperate prayer, starting 2nd level, you can replenish 11th 2 or lower
some of your mana reserves. With a 3-turn action, you can
regain mana equal to 4 + your Priest level. 14th 3 or lower
17th 4 or lower

When used, you do not regenerate mana by rest or time for Priesthood
the next four hours. This ability can be used after restoring A Priest can be under any of the following Priesthoods:
mana from a different source.
Death Priesthood
Ability Score Improvement The Death Priesthood is granted by the Lich King, and is
When you reach 4th level, and again at 8th, 12th, 16th, and primarily used by acolytes and death priests.
19th level, you can increase one ability score of your choice Channel Divinity: Death priests exchange the ability to
by 2, or you can increase two ability scores of your choice by Turn Undead with Turn Living.
1. As normal, you can’t increase an ability score above 20 Turn Living: You may turn any living creature instead of
using this feature. turning undead. This has no effect on constructs. This is a
fear-based effect.
Destroy Undead Destroy Living: Starting at 5th level, when a living
Starting at 5th level, when an undead fails its saving throw creature fails its saving throw against your Channel Divinity
against your Turn Undead feature, the creature is instantly feature, the creature is instantly destroyed if its challenge
destroyed if its challenge rating is at or below a certain rating is at or below a certain threshold, as shown in the
threshold, as shown in the Destroy Undead table. Destroy Living table. It disintegrates, leaving only a pile of
dust, so says the Lich King.
Divine Intervention CHAPTER 3 | Classes: Priest 63
Spell Level Domain spells
Destroy Living Table
Cleric Level Destroys Living of CR 1st Power Word: Fortitude, Sanctuary
5th 1/2 or lower 3rd Power Word: Shield, Levitate
8th 1 or lower 5th Remove Curse, Warding Bond
11th 2 or lower 7th Death Ward, Stoneskin
14th 3 or lower 9th Hold Monster, Telekinesis (level 5)
17th 4 or lower
Chakra Ward: Beginning at 1st level, while you are
Death Priesthood Spells
wearing no armor and not wielding a shield, you take 3 less
Spell Level Domain spells
damage from all nonmagical slashing, piercing, and
bludgeoning damage.
1st Bane, Sleep Extended Wards: Also beginning at 1st level, you double
3rd Gentle Repose, See Invisibility the duration of any active spell that grants temporary hit
points and all Power Word spells.
5th Animate Dead, Speak with Dead **Channel Divinity. Damage Ward. Starting at level 2, you
7th Blight, Phantasmal Killer may use a channel divinity attempt to grant any ally within 30
9th Finger of Death, Power Word: Stun
ft. resistance against any type of damage they specify. This
resistance remains for one round.
Death Can Wait: At first level, you gain advantage against Channel Divinity: When you partake in the priesthood of
all Death Saving Throws, attempts to stabilize, and saves Discipline, you gain the following channel divinity option:
against necromancy spell effects. You may also sacrifice Reflecting Ward: Starting at 6th level, whenever a creature
yourself ritually to become a shade, gaining incorporeality benefitting from your Damage Ward ability is damaged, you
(see Introduction), but becoming unable to cast spells. You may use a channel divinity attempt and a reaction to reflect
gain telepathy with who sacrificed you, and may half the damage dealt back to the creature who dealt it. Make
communicate with them and share what you see as an action a ranged spell attack, and on a success, the creature
from their part. This remains so long as you and your lord are damaging your ally is damaged themselves by half their own
in the same plane. The connection may be willingly damage. This does not alter the type of damage dealt.
transferred to another creature. The transformation is Chakra Cleansing: Starting at 8th level, whenever you cast
complete after one day of death, and cannot be reversed short a shielding spell, you may perform one of the two abilities
of a miracle or wish spell. with a bonus action. • You may dispel any magical effect the
Lich King’s Favor: Starting at 2nd level, you add all target suffers from. This acts as dispel magic with a spell
necromancy spells to your spell list. level equal to the level of the shielding spell you cast. • You
Cultist of the Damned: Starting at 6th level, you can cast may grant additional temporary hit points equal to double the
any Necromancy spell as a ritual even if it doesn't have the spell level.
ritual tag. Infused Shield: Starting at 17th level, whenever you cast a
Death's Touch: At 8th level, you may use an action to target healing or shielding spell, you may freely convert temporary
any dying creature within 90 feet with a ranged spell attack. hit points from your spells to actual hit points, or vice versa. A
The creature fails one death saving throw instantly. You also healing spell that grants temporary hit points is counted as a
have Resistance to Fel damage. shielding spell, and benefits from the Chakra Cleansing,
Avatar of Death: At 17th level you have the “Command Extended Wards, and Shielding Power abilities.
Undead” ability as if you were a Necromancer equal to your
priest level. Also when using your Death's Touch ability any Holy Light Priesthood
target that dies while you are touching them cannot be The light priesthood follows the Cult of the Holy Light, a
resurrected or reincarnated. They can however be raised as major faith in Azeroth. The holy priest is a versatile healer
Undead. who can reverse damage on individuals or groups and even
heal from beyond the grave.
Discipline Priesthood Holy Priesthood Spells
A discipline priest follows the tenets of balance and self- Spell Level Domain spells
improvement through chakra training. The discipline priest 1st Bless, Holy Light
uses magic to shield allies from taking damage as well as
heal their wounds. 3rd Lesser Restoration, Spiritual weapon
5th Beacon of Hope, Revivify
Discipline Priesthood Spells 7th Death Ward, Guardian of Faith
9th Prayer of Healing, Raise Dead

Light’s Insight: Starting at 1st level, when you cast a


healing spell, there is a 10% chance (a 19 or 20 on a d20) that
the spell critically hits, dealing double healing or damage.

64 CHAPTER 3 | Classes: Priest


You may also turn fiends when you turn undead. Light of the Moon: Starting at 1st level, When you are
Light’s Embrace: Also starting at 1st level, your healing bathed in the light of the moon you gain advantage on your
spells are more effective. Whenever you use a spell of 1st attack rolls.
level or higher to restore hit points to a creature, the creature Favor of Elune: Also starting at 1st level, you gain
regains additional hit points equal to 2 + the spell’s level. This proficiency with all projectile weapons, and gain +1 to attack
bonus healing is not doubled on a critical spell cast. rolls with bows of all types.
Channel Divinity: When you partake in the priesthood of Channel Divinity: When you partake in the priesthood of
the Holy Light, you gain the following channel divinity option: the Moon, you gain the following channel divinity option:
Restore Life: Starting at 2nd level, you may use your action Soothe the Beast: Starting at 2nd level, when you channel
while presenting your holy symbol to evoke healing energy divinity, you may force a Druid in their Wild Shape or a
that can restore a number of hit points equal to five times creature in a monstrous or alternate form to revert to their
your priest level. Choose any creatures within 30 feet of you, original shape if they fail an Intelligence saving throw. They
and divide those hit points among them. This feature can cannot return to said form for one minute after being subject
restore a creature to no more than half of its hit point to this.
maximum. You can’t use this feature on a construct, but may You may alternatively target a beast that can see you within
target undead to damage by expending healing, dealing holy 30 feet, and force it to roll a Spirit saving throw. If the
damage instead of healing them. creature fails its saving throw, it is charmed by you for 1
Focused Casting: Starting at 6th level, you may use a minute or until it takes damage. While it is charmed by you, it
channel energy attempt to alter the target of any invigorate is friendly to you and other creatures you designate. If you
healing spell you cast on a target. This does not reduce the treated them fairly, they do not revert to their original hostility
duration, and may be used outside the target’s turn. You may after the duration ends.
use this instead to grant the target another benefit of the Trueshot Aura: Starting at 6th level, you may emit a 15-
invigorate spell in the same round. This does not cost an foot radius aura for one hour as a bonus action, granting all
action. allied creatures a bonus to ranged damage rolls equal to your
Angelic Form: Starting at 8th level, you may ascend proficiency bonus. This acts as the Paladin’s Aura feature in
temporarily to become an angelic being, becoming all other respects (but cannot be countered by another aura).
incorporeal, and regaining half total hit points and mana Elune’s Grace: Starting at 8th level, whenever the natural
points, and dispelling one magical effect on you. While in this moonlight is illuminating you or the target of your healing
form, you may only cast healing, restorative, and domain spells, they receive maximum healing.
spells. After one minute, you return to your normal form, and Moon's Luck: Starting at 17th level, gain the Lucky Feat
become stabilized. This may only be activated when you have when you are bathed in the light of the moon. You have a
less than 10% hit points remaining or if you are dying. This number of Luck Points equal to half of your Priest level
may be used once per rest. (rounded down).
Guardian Spirit: Starting at 17th level, you may target any Moon's Luck: Starting at 17th level, gain the Lucky Feat
ally within 30 ft., granting them a guardian angel spirit. This when you are bathed in the light of the moon. You have a
spirit increases the amount of healing from all life spells by number of Luck Points equal to half of your Priest level
50%, and may be sacrificed to either grant resistance against (rounded down).
any one attack the target suffers or automatically stabilize the
target if they are reduced to 0 hit points. This does not affect Shadow Priesthood
constructs or undead. This may be used once per rest. The shadow priesthood follows the Cult of the Forgotten
Moon Priesthood Shadow. A shadow priest uses sinister Shadow magic,
especially debilitate spells, to eradicate enemies.
The priesthood of the night-elven goddess Elune is of moon-
worship, serenity, and reflection. Elune’s favored weapon is Shadow Priesthood Spells
the bow, and her priests and priestesses favor using Spell Level Domain spells
subterfuge, ranged weapons, and hit-and-run techniques to 1st Dissonant Whispers, Sleep
guard her flock. Moon Priesthood Spells 1 Sleep; Speak with
Animals 3 Darkvision; Moonbeam 5 Bestow Curse; Remove 3rd Fear, Hex Array (only Dream Eat)
Curse 7 Dominate Beast; Polymorph 9 Dream; Hold Monster 5th Phantasmal Killer, Blight
7th Bestow Curse, Confusion
Moon Priesthood Spells
Spell Level Domain spells 9th Feeblemind, Hold Monster
1st Sleep, Speak with Animals
Special: Shadow priests also add all damaging
3rd Darkvision, Moonbeam psychic spells to their spell list.
5th Bestow Curse, Remove Curse Shadow Orbs: Starting at 1st level, you gain a shadow orb
7th Dominate Beast, Polymorph
whenever you cast a debilitating spell or a damaging spell
that deals psychic damage. The shadow orb orbits your body,
9th Dream, Hold Monster becoming invisible when you wish them to.
Each shadow orb may be consumed to increase the DC of
your next spell by +1 per shadow orb consumed.

CHAPTER 3 | Classes: Priest 65


You may have a maximum of 3 shadow orbs, which remain Focused Psyche: Starting at 6th level, you may use a
for ten minutes or until used. channel energy attempt to alter the target of any debilitate
Mind Quickening: Also starting at 1st level, your expanded spell you cast on a target. This does not reduce the duration,
mind gives you the ability to touch the minds of other and may be used outside the target’s turn. You may use this
creatures. You can communicate telepathically with any instead to afflict the target with another listed penalty of the
creature you can see within 30 feet of you. You don’t need to debilitate spell in the same round. This does not cost an
share a language with the creature for it to understand your action.
telepathic utterances, but the creature must be able to Shadowy Form: Starting at 8th level, you may ascend
understand at least one language. temporarily to become a shadowy being, becoming
You may also pronounce the verbal components of your spells incorporeal, and regaining half total hit points and mana
mentally, so that only the target can hear them. points, and dispelling one magical effect on you.
Channel Divinity: When you partake in the priesthood of While in this form, you may only cast psychic, debilitative,
the Shadow, you gain the following channel divinity option: and domain spells. After one minute, you return to your
Devouring Plague: Starting at 2nd level, you may use an normal form, and become stabilized. This may only be
action while presenting your unholy symbol to evoke shadow activated when you have less than 10% hit points remaining
energy, dealing psychic damage equal to five times your cleric or if you are dying. This may be used once per rest.
level, halved with a Spirit saving throw. Choose any creatures You also have resistance against psychic damage, and your
within 30 feet of you, and divide those damage among them. mind cannot be read.
This feature can reduce a creature to no more than half of its Vampiric Embrace: Starting at 17th level, whenever you
hit point maximum. You can’t use this feature on undead or deal damage with a debilitating or psychic effect, you may
constructs. You regain hit points equal to the total damage divide the total damage dealt by four at the end of your round,
you dealt. If you have any active shadow orbs, you may grant and then grant it as healing to allies within 30 feet, dividing
one creature hit points equal to the damage dealt by this the healing evenly. You may instead divide the damage by
ability using one shadow orb. eight, and grant it as mana restoration. This counts as a
You may also deduct three hit points from the pool to mana restoration effect.
restore one point of mana for you or the target, up to a
maximum number of hit points equal to five times your priest
level. This counts as a mana restoration effect.

66 CHAPTER 3 | Classes: Priest


R
ogues represent thieves, treasure-hunters, Skills: Choose four from Acrobatics, Athletics, Deception,
cunning spies, and aspiring adventurers. Using Insight, Intimidation, Investigation,
their skills and cunning (and sometimes gifted Perception, Performance,
with a knack for technology or strange magics), Persuasion, Sleight of Hand, and
rogues are always welcome to any faction, and Stealth
many work for more than two at any given time QUICK BUILD:
as scouts, double agents, and false merchants. You can make a Rogue quickly
Sinister masters of the night, Rogues are a lightly-armored by following these suggestions.
class which uses stealth, poisons and sharp blades to First, Agility should be your
dispatch enemies without a sound. highest ability score. Make
Intelligence your next-highest if
CREATING A ROGUE you want to excel at Investigation.
Class Features: Choose Charisma instead if you plan
As a Rogue, you gain the following class features. to emphasize deception and social
Hit Points: interaction. Second, choose the charlatan
Hit Dice: 1d8 per Rogue level background.
Hit Points at 1st Level: 8 + your Stamina modifier EQUIPMENT:
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina You start with the following equipment, in addition to the
modifier per Rogue level after 1st equipment granted by your background:
• (a) a Rapier or (b) a Short sword
Proficiencies: • (a) a Short bow and a Quiver of 20 Arrows or (b) a Short
Armor: Light armor sword
Weapons: All Simple weapons, • (a) a Burglar's pack, (b) a Dungeoneer's pack, or (c) an
Hand crossbows, Long swords, Explorer's pack
Rapiers, Shortswords • (a) a Priest’s pack or (b) an Explorer’s pack
Tools: Thieves’ tools or • (a) Leather armor, two Daggers and Thieve's tools or (b) a
Poisoner’s Kit Poisoner's tools Refer to the Dungeon Master’s Guide for
Saving Throws: Agility, details about poisons and purchasing costs. One use of a
Intelligence poison (vial, dash, etc.) are considered creations of moderate
complexity (1 day) to create.

The Rogue (RGE)


Level Proficiency Bonus Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves’ Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Rogue Archetype 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise II 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Rogue Archetype Feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Rogue Archetype Improvement 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Rogue Archetype Feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6 67
All are detailed at the end of the class description. Your
archetype choice grants you features at 3rd level and then
again at 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th,
and 19th level, you can increase one ability score of your
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.
Expertise Uncanny Dodge
At 1st level, choose two of your skill proficiencies, or one of Starting at 5th level, when an attacker that you can see hits
your skill proficiencies and your proficiency with thieves’ you with an attack, you can use your reaction to halve the
tools. Your proficiency bonus is doubled for any ability check attack’s damage against you.
you make that uses either of the chosen proficiencies. At 6th
level, you can choose two more of your proficiencies (in skills Evasion
or with thieves’ tools) to gain this benefit. Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an
Sneak Attack ice storm spell. When you are subjected to an effect that
Beginning at 1st level, you know how to strike subtly and allows you to make an Agility saving throw to take only half
exploit a foe’s distraction. Once per turn, you can deal an damage, you instead take no damage if you succeed on the
extra 1d6 damage to one creature you hit with an attack if saving throw, and only half damage if you fail.
you have advantage on the attack roll. The attack must use a
finesse or a ranged weapon. You don’t need advantage on the Reliable Talent
attack roll if another enemy of the target is within 5 feet of it, Starting at 11th level, you may gain one of the following
that enemy isn’t incapacitated, and you don’t have abilities to represent your ability to function under pressure,
disadvantage on the attack roll. The amount of the extra either by quick thinking, good use of skill, and lightning-fast
damage increases as you gain levels in this class, as shown in reflexes: Bomb Expertise, Cloak of Shadows, Fan of Knives,
the Sneak Attack column of the Rogue table. or Measured Skill.
The DC to any ability (if any) is equal to 8 + Agility or
Thieves’ Cant Strength + Proficiency.
During your rogue training you learned thieves’ cant, a secret • Flash Bomber: Starting at 11th level, you may use a bonus
mix of dialect, jargon, and code that allows you to hide action or reaction to activate or make use of any alchemical
messages in seemingly normal conversation. Only another item or engineered bomb you have instead of an action. If you
creature that knows thieves’ cant understands such do not have proficiency in Alchemy or Engineering, you gain
messages. It takes four times longer to convey such a proficiency in one as well as the benefits of this ability. This
message than it does to speak the same idea plainly. In may be used at a number of times equal to your Intelligence
addition, you understand a set of secret signs and symbols modifier before a long rest.
used to convey short, simple messages, such as whether an • Cloak of Shadows: Starting at 11th level, you may use
area is dangerous or the territory of a thieves’ guild, whether your reaction to dispel any active number of spell effect on
loot is nearby, or whether the people in an area are easy you (succeeding automatically against any spell equal to or
marks or will provide a safe house for thieves on the run. less than half your rogue level, or rolling against a DC of 10 +
spell level with a bonus to your check equal to your
Cunning Action Intelligence if the spell’s level is higher than half your rogue
level), and giving yourself advantage to all saving throws
Starting at 2nd level, your quick thinking and agility allow you against spells for one minute. This may be used at a number
to move and act quickly. You can take a bonus action on each of times equal to your Intelligence modifier before a rest.
of your turns in combat to use the following action: Dash, • Fan of Knives: Starting at 11th level, you may target any
Disengage, or Hide. number of enemies in a 30 foot-sphere, centered on you with
a flurry of throwing knives as an action. Roll a number of d6
Roguish Archetype equal to your rogue level, and distribute the damage evenly
At 3rd level, you choose an archetype that you emulate in the amongst all opponents within 30 feet of you, with an Agility
exercise of your rogue abilities: Assassination, which focuses saving throw to half damage. This may be used at a number
on capturing the opponent unawares a quickly dispatching of of times equal to your Agility modifier before a rest, and each
them, Outlaw, which focuses on dueling and swashbuckler use requires one knife (or any similar type of light thrown
behavior, and Subtlety, which attunes one’s self with shadows weapon) per target.
so much that they begin to aid him.

68 CHAPTER 3 | Classes: Rogue


• Measured Skill: Whenever you make an ability check that
Disrupting Strike [Strike]: Also starting at 3rd level, you
lets you add your proficiency bonus, you can treat a d20 roll gain experience in fighting casters. Whenever you deal sneak
of 9 or lower as a 10. Blindsense Starting at 14th level, if you attack damage, you may give up a portion of the damage to
are able to hear, you are aware of the location o f any hidden disrupt the target for one round per 1d6 of sneak attack given
or invisible creature within 10 feet of you. up. While disrupted, a target of this ability must make a
Stamina check every time they cast a spell, with a DC equal
to half the damage you dealt to them. This is a strike effect
Blindsense that costs a bonus action. On a failed check, the caster’s spell
Starting at 14th level, if you are able to hear, you are aware of is lost, and the resources are expended without benefit.
the location o f any hidden or invisible creature within 10 feet Dispatch: Starting at 9th level, whenever attacking a target
of you. that is below half hit points, your sneak attack dice improves
from 1d6 to d10.
Slippery Mind Expert Poisoner: Starting at 13th level, the Poisoned
condition if delivered by you also inflicts disadvantage on one
By 15th level, you have acquired greater mental strength. You saving throw type of your chose for the duration of the
gain proficiency in Spirit saving throws. condition.
Vendetta: Starting at 17th level, you may mark one target
Elusive within 100 feet with an action, and have advantage to all
Beginning at 18th level, you are so evasive that attackers Perception checks to perceive them, as well as advantage to
rarely gain the upper hand against you. No attack roll has the first attack of every turn against them. The benefits
advantage against you while you aren’t incapacitated. remain for one minute, and may be used once before a rest.

Stroke of Luck Outlaw


At 20th level, you have an uncanny knack for succeeding You are a swashbuckler, duelists, or combatant who uses
when you need to. If your attack misses a target within range, agility and guile to stand toe-to-toe with opponents. Outlaw
you can turn the miss into a hit. Alternatively, if you fail an rogues are usually pirates and highwaymen.
ability check, you can treat the d20 roll as a 20. Once you use Riposte: Starting at 3rd level, you may deflect an incoming
this feature, you can’t use it again until you finish a short or attack by using a reaction, thereby adding your Proficiency
long rest. bonus to 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 attack of opportunity against the enemy. Outlaw rogues
Roguish Archetype also gain proficiency with firearms and explosives.
Rogues can choose from the below archetypes: Revealing Strike [Strike]: Also at 3rd level, a target struck
with this ability must make an Agility saving throw opposed
Assassination by your own. If you succeed, the target loses all increases to
AC from a single type against all targets for until the end of
You are deadly master of poisons, who can dispatch various your next round. This may be used to nullify armor bonuses,
victims with vicious dagger strikes and amazing talents. insight bonuses, or Agility bonuses, but not all three. A
Assassins are usually independent agents who perform creature that suffers the effects of Revealing Strike cannot be
contracts with various organizations to further their own targeted again for 24 hours. This is a strike effect that costs a
goals. bonus action.
Assassinate: Starting at 3rd level, you are at your deadliest Quick Combatant: Beginning at 9th level, you can attack
when you get the drop on your enemies. You have advantage twice, instead of once, whenever you take the Attack action
on attack rolls against any creature that hasn’t taken a turn in on your turn.
the combat yet. In addition, any hit you score against a If you roll a successful attack roll with one of these attacks,
creature that is surprised is a critical hit. Also, if you don’t you may forgo dealing damage with that attack to give
already have proficiency with a poisoner’s kit, you gain yourself advantage on the next attack you make. This may
proficiency in it, and you gain advantage to saving throws only be done with melee attacks.
against your own poisons. Disabling Strike [Strike]: Starting at 13th level, your keen
eye and calculating mind makes your Sneak Attacks even
more potent. Whenever you succeed on an attack that deals
Sneak Attack damage, you may elect to not not deal sneak
attack damage, and force your target to make an Agility
saving throw opposed by your own. If the target fails the
saving throw, it gains one of the following conditions at your
choice:
• Slowed by 1/2 their normal movement rate for 1d4 rounds.
• Blinded for 1d2 rounds.
• Stunned until the beginning of your next turn.
This is a strike effect that costs a bonus action.

CHAPTER 3 | Classes: Rogue 69


A creature cannot suffer more than once against your Cantrips: At 1st level, you know a number of cantrips equal
Disabling Strike in 24 hours. to the number of 1st level spells you can cast. One of your
Killing Spree: Starting at 17th level, you tap into your cantrips must be the Mage Hand spell.
reserves of speed, going into a killing spree. While you are in Preparing and Casting Spells: Each mage level provides
this state, you may double your movement and gain you with ⅓ a caster level in the Mage class (1 at 3rd level). You
advantage on your first attack at the beginning of every round. follow the normal progression to unlock spell levels (see the
Your movement doesn't provoke opportunity attacks. This table under the Mana section).
state remains for 1 minute, or until you spend one of your You prepare the list of Mage spells that are available for
rounds without making an attack roll or if you are not you to cast, choosing from the Mage spell list. Your
targeted with an attack roll. This may be used once per short spellcasting otherwise follows rules as the mage class (with
rest. regards to which creatures you can conjure, spellbooks, etc.
Spellcasting Ability: Intelligence is your spellcasting
Subtlety ability for your Mage spells, since your magic draws upon
A subtlety rogue is a dark stalker who leaps from the your attunement to arcane powers.
shadows to ambush unsuspecting prey, aided by mysterious You use your Intelligence whenever a spell refers to your
shadow-magic. spellcasting ability. In addition, you use your Intelligence
Shadow Spellcasting: Drawing on mysterious shadow- modifier when setting the saving throw DC for a mage spell
magics, you can cast spells to shape that essence to your will. you cast and when making an attack roll with one.
You cast spells drawn from the Mage spell list, and are Spell save DC = 8 + your proficiency bonus + your
restricted to spells from the Conjuration and Illusion schools. Intelligence modifier
You may also scribe spells in Thieves’ Cant. You also gain a Spell attack modifier = your proficiency bonus + your
spellbook as a 1st-level mage. Intelligence modifier
You gain bonus spells on your 8th, 14th, and 20th level. Premeditation: Also on 3rd level, you may use 3 rounds
These spells can be of any schools. (counted as 3 actions) to study an enemy.

70 CHAPTER 3 | Classes: Rogue


If you do, you may always apply your sneak attack damage
against them (even without advantage or an ally nearby) for
one minute, unless they move more than their normal speed
in one round. In addition, any hit you score against a creature
that is surprised is a critical hit.
Vanish: Starting at 9th level, you may grant yourself
invisibility as a reaction. This invisibility remains until the end
of your next turn. This may be used once per point of
Intelligence modifier, and replenishes after a rest.
Shadow Dance: Starting at 13th level, you may initiate a
shadow dance by moving more than 10 feet. While in this
stance, you grant yourself concealment as per the Blur spell.
While in the stance, creatures affected or distracted by your
spells (such as a summoned monster or an image illusion, but
not the distracted condition) grant you advantage to your first
attack at any round. This may be used once per short rest,
and remains so long as you continue moving.
Backstab: Starting at 17th level, when you target any
creature below half hit points with a sneak attack, you may
deal double sneak attack damage. A target subjected to this
effect once cannot be subjected to it again for 24 hours.

CHAPTER 3 | Classes: Rogue 71


C
ommanding chaotic and conflicting elements, a Class Features:
shaman is a force that hears the world tremble As a Shaman, you have the following class features:
and directs its wrath. Communicating with spirits Hit Points:
of flame, winds, and stone, shamans channel the Hit Dice: 1d8 per Shaman level
power of the storm, earth, and fire to their will. Hit Points at 1st Level: 8 + your
They are commonly found in the Horde, Stamina modifier
representing the spiritual renewal and Hit Points at Higher Levels:
development of the orcish people, but the art can also be 1d8 (or 5) + your Stamina
found amongst the Tauren, few dwarves and goblins, and modifier per Shaman level
even the strange alien folk called the Draenei. A shaman’s after 1st
holy symbol is a small ancestral relic or totem of bone, wood, Proficiencies:
or iron that can be carried in one’s hand. The elements are Armor: Light armor,
chaotic, and left to their own devices, they rage against one Medium armor, Shields
another in unending primal fury. It is the call of the shaman Weapons: All Simple weapons,
to bring balance to this chaos. Acting as moderators among Bludgeons, Axe, Daggers, and
earth, fire, water, and air, shaman summon totems that focus Quarter staffs
the elements to support the shaman’s allies or punish those Tools: Herbalism kit
who threaten them. The shamans of Azeroth function Saving Throws: Stamina, Spirit
identically as base priests in terms of spell lists, except with Skills: Choose two from History, Insight, Medicine,
the following changes: they modify the [Turn and Destroy Persuasion, and Religion
Undead] abilities and may also add all totem and shaman
spells to their spell list.

The Shaman (SHM)


Proficiency Caster level (Accessable Lvl of
Level Bonus Features spells)
1st +2 Kalimag, Shamanistic Art, Spellcasting 1 (1st Lvl spells)
2nd +2 Channel Elements (1/rest) 2 (1st Lvl spells)
3rd +2 ─ 3 (2nd Lvl spells)
4th +2 Ability Score Improvement 4 (2nd Lvl spells)
5th +3 Destroy/Release Elemental (CR 1/2) 5 (3rd Lvl spells)
6th +3 Channel Elements (2/rest) 6 (3rd Lvl spells)
7th +3 ─ 7 (4th Lvl spells)
8th +3 Ability Score Improvement, Destroy/Release Elemental (CR 1), Art 8 (4th Lvl spells)
Feature
9th +4 ─ 9 (5th Lvl spells)
10th +4 Prime Intervention 10 (5th Lvl spells)
11th +4 Destroy/Release Elemental(CR 2) 11 (6th Lvl spells)
12th +4 Ability Score Improvement 12 (6th Lvl spells)
13th +5 ─ 13 (7th Lvl spells)
14th +5 Destroy/Release Elemental (CR 3) 14 (7th Lvl spells)
15th +5 ─ 15 (8th Lvl spells)
16th +5 Ability Score Improvement 16 (8th Lvl spells)
17th +6 Destroy/Release Elemental (CR 4), Art Feature 17 (9th Lvl spells)
18th +6 Channel Elements(3/rest) 18 (9th Lvl spells)
19th +6 Ability Score Improvement 19 (9th Lvl spells)
20th +6 Elemental Intervention Improvement 20 (9th Lvl spells)

72 CHAPTER 3 | Classes: Shaman


QUICK BUILD:       You can change your list of prepared spells by
You can make a Shaman quickly by              consulting your totem (treat as a spellbook).
following these suggestions.               Preparing a new list of shaman spells requires time
First, Spirit should be your highest             spent in contemplation and meditation and
ability score, followed by Strength                       consulting your totem. It takes one minute per
or Stamina. Second, choose                                     spell level to alter a prepared spell.
the hermit background.                                  Spellcasting Ability: Spirit is your
EQUIPMENT                                           spellcasting ability for your shaman
You start with the following equipment,                                             spells, since you learn your spells
in addition to the equipment granted by                                              through primal contact with the
your background:                                             elemental forces. You use your
• (a) a Battle axe or (b) a Warhammer
                                              Spirit modifier whenever a spell
• (a) Leather armor or (b) Chain shirt
                                                   refers to your spellcasting
• (a) a Priest’s pack or (b) an Explorer’s
                                                     ability. In addition, you use
pack                                                      your Spirit modifier when
• A Shamanistic symbol or Minor totem
                                                    setting the saving throw DC
                                                    for a shaman spell you cast
                                             and when making an attack roll
Kalimag                                          with one. Spell save DC = 8 + your
You know Kalimag, the language of                                 proficiency bonus + your Spirit modifier
elementals and wind, earth, fire, and                          Spell attack modifier = your proficiency
water spirits. You can speak the language                              bonus + your Spirit modifier
and use it to leave hidden messages. You and                                Spellbook – Totem: At 1st level, your
others who know this language                                      totem contains six 1st-level shaman
automatically spot such a message. If you can                                       spells of your choice. When you level
speak kalimag, you can communicate with                                      up, you gain 2 additional shaman spells
all other shamans and elementals, even if                                       of your choice. You may also acquire
you don’t otherwise share a language. new                                spells by research, tutelage, or from
the                                 spellbooks and scrolls of spellcasters
Shamanistic Art who have                          spells you can cast . Your totem is
effectively your                  spellbook, and you may add spells
Choose one shamanistic art or focus related to how you view by meditating with it and burning incense and rare herbs.
the elements and how they have received you, such as Spellcasting Focus: You can use your shamanistic symbol as
Elemental to focus on bringing the elements’ wrath down, a spellcasting focus for your shaman spells. These are
enhancement to strengthen yourself through the elements, or typically totems, tufts of wolf hair, or a carving of your
restoration, in which the elements are in balance. Each art is spiritual animal.
detailed at the end of the class description. Your choice
grants you art spells and other features when you choose it at Channel Elements
1st level. It also grants you additional ways to use Channel
Elements when you gain that feature at 2nd level, and At 2nd level, you gain theability to channel elemental energy
additional benefits at 8th, and 17th levels. Art Spells Each art directly, using that energy to fuel magical effects. You start
has a list of spells—its art spells—that you gain at the with two such effects: Turn Elementals and an effect
shaman levels noted in the art description. Once you gain a determined by your art. Some arts grant you additional
art spell, you always have it prepared, and it doesn’t count effects as you advance in levels, as noted in the art
against the number of spells you can prepare each day. If you description. When you use your Channel Elements, you
have a art spell that doesn’t appear on the priest spell list, the choose which effect to create. You must then finish a short or
spell is nonetheless a shaman spell for you. long rest to use your Channel Elements again. Some Channel
Elements effects require saving throws. When you use such
Spellcasting an effect from this class, the DC equals your shaman spell
save DC. Beginning at 6th level, you can use your Channel
As a practitioner of raw elemental magic, you may choose Elements twice between rests, and beginning at 18th level
from the shaman spell lists which spells you wish for every you can use it three times between rests. When you finish a
day. A shaman also casts priest spells. short or long rest, you regain your expended uses.
Cantrips: At 1st level, you know a number of cantrips equal Turn Elementals: As an action, you present your
to the number of 1st level spells you can cast. shamanistic symbol and speak a prayer dismissing and
Conjuring and Binding: A shaman can conjure and bind quelling elementals. Each elemental that can see or hear you
elementals and fiends. Preparing and Casting Spells: within 30 feet of you must make a Spirit saving throw. If the
Each shaman level provides you with 1 caster level in the creature fails its saving throw, it is turned for 1 minute or
shaman class. You follow the normal progression to unlock until it takes any damage.
spell levels (see the table under the Mana section). You A turned creature must spend its turns trying to move as
prepare the list of shaman spells that are available for you to far away from you as it can, and it can’t willingly move to a
cast, choosing from the shaman spell list. space within 30 feet of you. It also can’t take reactions.

CHAPTER 3 | Classes: Shaman 73


For its action, it can use only the Dash action or try to escape Starting at 5th level, when an elemental fails its saving throw
from an effect that prevents it from moving. against your Turn Elemental feature, the creature is either
If there’s nowhere to move, the creature can use the Dodge dispelled (if conjured by a spell), released from its bindings (f
action. While it is turned, you may also opt to calm the bound by a spell), returned to its realm of origin, or destroyed
elemental, rendering it passive and not hostile for one minute. if its challenge rating is at or below a certain threshold, as
If treated fairly and listened to, the elemental might reveal shown in the Release Elemental table. This ability only
why it is angered, and may demand from the shaman to functions when you declare your intention to destroy or dispel
address a problem that is wracking the elementals in the it.
region (or beyond). Destroy/Release Elemental Table
Shaman Level Destroys/Release Elemental of CR
Mana Surge 5th 1/2 or lower
You have learned to regain some of your mana by invoking 8th 1 or lower
power from the elements at 2nd level. With a 3-turn action,
you can regain mana equal to 4 + your Shaman level. 11th 2 or lower
When used, you do not regenerate mana by rest or time for 14th 3 or lower
the next four hours. This ability can be used after restoring
mana from a different source. 17th 4 or lower

Shamanistic Art Releasing elementals is useful to dispel summoned


elementals. It may also be used to cause a device with an
Choose one shamanistic art or focus related to how you view elemental engine to instantaneously malfunction with a
the elements and how they have received you, such as successful Spellcasting check opposed to the target’s
Elemental to focus on bringing the elements’ wrath down, Engineering check. The device is ruined and the elemental
enhancement to strengthen yourself through the elements, or stored in is freed. Such elementals usually serve the shaman
restoration, in which the elements are in balance. Each art is for 1 day or until they can return the favor.
detailed at the end of the class description. Destroying elementals is a secret art known to shamans,
Your choice grants you art spells and other features when and is typically only used against elementals that are
you choose it at 1st level. It also grants you additional ways to corrupted by fel energies, as elementals are usually receptive
use Channel Elements when you gain that feature at 2nd to shamans who turn them (see above).
level, and additional benefits at 6th, 8th, and 17th levels.
Elemental Intervention
Ability Score Improvement
Beginning at 10th level, you can call on the elements of
When you reach 4th level, and again at 8th, 12th, 16th, and Azeroth to intervene on your behalf when your need is great.
19th level, you can increase one ability score of your choice Imploring the elements’ aid requires you to use your action.
by 2, or you can increase two ability scores of your choice by Describe the assistance you seek, and roll a percentile dice. If
1. As normal, you can’t increase an ability score above 20 you roll a number equal to or lower than your shaman level,
using this feature. the elements intervene. The DM chooses the nature of the
intervention; the effect of any shaman spell or art spell would
Destroy/Release Elemental be appropriate. This ability is treated as divine intervention in
all respects.
If the elements intervene, 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.

74 CHAPTER 3 | Classes: Shaman


Whenever you call the elemental cylinder, the dice damage
is reduced by 2d6. When they reach 0d6, the storm ends
Shamanistic Art prematurely (even if maintaining concentration), as the
An Azerothian Shaman can choose from the three following elemental spirits become calmer.
Arts:
Enhancement
Elemental Your magic is woven to your combat style, empowering your
Your ability to command the elements at long ranges, and ability harm their enemies in melee combat. Enhancement
influence and aid their allies at equal distance is renowned shamans usually use two weapons.
and respected. Elementalists make up most adventuring
shamans. Enhancement Spells Table
Shaman
Elemental Spells Table Level Enhancement Art Spells
Shaman 1th Statis Trap, Elemental Shock
Level Elemental Art Spells
3th Animal Messenger (take the form of an animal
1th Fog Cloud, Thunderstorm spirit), See Invisibility
3th Animal Messenger (takes the form of an animal 5th Revivify, Bloodlust
spirit), Gust of Wind
7th Death Ward, Locate Creature
5th Call Lightning, Sending
9th Reincarnate, Prayer of Healing
7th Control Water, Ice Storm
9th Maelstrom, Teleport Circle (to areas of Bonus Proficiencies: At 1st level, you gain proficiency with
elemental power) martial weapons. Also, when you engage in two-weapon
fighting, you can add your ability modifier to the damage of
Elemental Mastery: Starting at 1st level, you may change the second attack.
any elemental damage type dealt by your spells to another Elemental Command: Also at 1st level, you gain increased
type. proficiency and command over the elements. You may
Acclimation: Also at 1st level, you are also immune to the perform any of the following abilities a number of times equal
hostile effects of weather, and can predict it accurately 24 to your Spirit modifier. All such uses are restored after a rest.
hours in advance 50% of the time with an action. The Uses of different commands count against the overall
elements also whisper to you of any threats to them, such as maximum.
extensive drilling efforts, an upcoming wildfire in a dry area, • Command the Storm: When a creature within 5 feet of
or a coming storm in around 24 hours before they take place. you that you can see hits you with an attack, you can use your
You can also sense any weather-changing spells when they reaction to cause the creature to make an Agility saving
are being cast within 5 miles of your location, and can throw. The creature takes 2d8 lightning or thunder damage
roughly identify whether the caster is a friend or foe to the (your choice) on a failed saving throw, and half as much
elements or shamans. damage on a successful one.
Channel Elements: Wrath: At 2nd level, you can use your • Command the Earth: You may send a tremor through the
Channel Divinity to wield the power of the elements with earth as a bonus action, unbalancing your enemies. In a 30-
unchecked ferocity. When you roll for any type of elemental foot-sphere centered on you, you may send a shockwave,
damage, you can use a Channel Divinity attempt to deal dealing 2d6 + your Spirit modifier in bludgeoning damage,
maximum damage instead. with an Agility saving throw to half damage. You may instead
Bonded Elemental: Starting at 8th level, you may conjure shape this as a 15-foot-long cone, or a 30-foot-long line. If you
an elemental and render its duration permanent. If the also have the tremor warrior talent, you may send use the
elemental dies, you can perform the ritual again to summon ability two times more.
another. This elemental does not require concentration to • Command the Flame: You add the Firebolt cantrip and
maintain and does not count against the normal limit for the fireball spell to your list of spells. You may also cast firebolt as
Bond Elemental spell, with a maximum spell level rendered a bonus action.
permanent equal to one-half the maximum spell level of the Channel Elements: Elemental Strike: At 2nd level, when
elemental you can bond. you deal damage with a melee weapon to a target, you may
Elemental Storm: When you reach level 17, you gain the use your bonus action to cast a damaging cantrip on the
ability to summon a thunderstorm, snowstorm, or firestorm target as a bonus action. If you successfully affect the target
at your location. The earth is blanketed by a 5-mile radius with both the spell and the melee attack, you may push the
centered on you for one hour. This otherwise acts as control creature up to 10 feet away, so long as it is not larger than
weather, and takes 10 minutes to cast as normal. However, so Large. If the cantrip pushes the enemy, the forced movement
long as the elemental storm is active, you may also use an does not stack.
action to cause a 10-foot wide cylinder of elemental wrath Flurry: Starting at 8th level, when you take an action to
that deals 10d6 damage (thunder, electricity, cold, or fire, attack, you can attack twice instead of once.
depending on the storm type). The range of this ability is as
far as you can see within the radius, and the affected
creatures are entitled an Agility saving throw to half damage.

CHAPTER 3 | Classes: Shaman 75


Spirit Wolves: Starting at 17th level, you can summon two
spirit dire wolves as an action, which take their turns
immediately after yours, and dissipate after 1 minute and do
not require concentration. During this time if they are within
10 feet of you, your movement speed increases to match their
own. After using this feature, you must finish a long rest
before you can use it again.
Restoration
The restoration art focuses on empowering the shaman’s
ability to heal their allies and empower their totems.
Restoration Spells Table
Shaman
Level Restoration Art Spells
1th Riptide, Healing Ward
3th Ancestral Guardians, Totemic Recall
5th Revivify, Healing Stream
7th Death Ward, Spirit Link Totem
9th Healing Stream Totem, Tranquility (or Healing
Rain)

Ancestral Blessing: At 1st level, whenever you heal a


creature, you add your Spirit modifier to the total amount of
healing given.
Elusive Totems: Also at 1st level, you may move your
totems up to half your own speed as a reaction, not as a
bonus action. This cannot interrupt an attack, but gives the
totem a bonus to AC equal to your Spirit modifier versus an
attack. You also increase their hit points by your level (to a
total of three times your level). Totems also gain the benefit of
evasion when using your Agility saving throw bonus.
Channel Elements: Life-Link: Starting at 2nd level, you
may use an action to replicate the effects of a Spirit Link spell
(even if you normally cannot cast it), though whenever a
creature is healed, the healing is also distributed as well. This
is a concentration effect that may be used at the same time as
an existing Spirit Link spell, or can manifest independently.
Cleanse Spirit: At 8th level, you may use an action to
replicate the effects of Remove Curse and Dispel Magic to
any creature within 30 feet. This may be used once per day
per point of Spirit modifier (minimum 1). To unwilling targets,
this must be a ranged spell attack.
Also, whenever you dispel any number of magical effects,
you may choose to reduce the target’s speed by 10 feet for
until the beginning of their turn in the next round.
Totem Mastery: Starting at 17th level, you may activate
two totems with the same reaction. Dispel Magic is also both
always prepared and costs only half mana. You may also
include totems in the Spirit Link spell or effect, despite them
being objects and not creatures.

76 CHAPTER 3 | Classes: Shaman


T
inkers are among the smartest and most Proficiencies:
creative of the adventurers setting out to Armor: Light armor
explore and conquer Azeroth. As a creator of Weapons: All Simple weapons, Hand crossbows, Maces,
incredible inventions from steam saws to siege Firearms, Explosives, and Short swords
engines, your devices allow them to overcome Tools: Thieves' tools and Engineering tools
nearly any situation — and if you don’t have the Saving Throws: Agility, Intelligence
device they need, you just might be able to Skills: Choose four from Acrobatics, Athletics,
design and create a new one on the spot. Tinkers have a Insight, Intimidation, Investigation,
reputation for being dangerous companions before Perception, Performance, Persuasion,
specializing, born mainly of reckless goblins experimenting Sleight of Hand, and Stealth
with explosives, or using gadgets made and owned by others. QUICK BUILD:
However, the true heart of the tinker profession can be found You can make a tinker quickly by
in the steady craftsmanship of the dwarves and the wild-eyed following these suggestions. First,
curiosity of the gnomes. As tinkers begin to spread to all the Intelligence should be your
races of Azeroth, the idea of the “typical tinker” may continue highest ability score. Make Agility
to change, but inventiveness and intelligence will always be your next-highest if you want to
an important part. excel at using firearms and
Class Features: explosives. Choose Charisma instead
As a Tinker, you have the following class features: if you plan to emphasize using
Hit Points: Constructs and mecha. Second, choose the
Hit Dice: 1d8 per Tinker level guild artisan background.
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

The Tinker (TNK)


Level Proficiency Bonus Features Engineering points
1st +2 Engineering, Packrat, Cobble (1/day) 2
2nd +2 Knack for it, Tech Know-how 2
3rd +2 Tinker Path 2
4th +2 Ability Score Improvement 2
5th +3 Superfunction, Cobble (2/day) 3
6th +3 Path feature 3
7th +3 Coolness under Fire 3
8th +3 Ability Score Improvement 3
9th +4 Cobble (3/day) 4
10th +4 Scavenge, Path feature 4
11th +4 Reliability, Evasion 4
12th +4 Ability Score Improvement 4
13th +5 Improved Cobble, Cobble (4/day) 5
14th +5 Path Feature 5
15th +5 Improved Tech Know-how, Quick Tech 5
16th +5 Ability Score Improvement 5
17th +6 Shutdown, Cobble (5/day)) 6
18th +6 Personal Expertise 6
19th +6 Ability Score Improvement 6
20th +6 Engineering Mastery 6

CHAPTER 3 | Classes: Tinker


77
            Knack for It
                 Starting at 2nd level, you can use your bonus action
           to make an Agility (Sleight of Hand) check or use your
      thieves’ tools to disarm a trap or open a lock. You also
   gain the Flash Bomber talent, but may only use explosives.
Tech Know-How
Also starting at 2nd level, you may reduce the total cost and
crafting time of engineered devices by 25%. This applies to
cobbled devices as normal.

Tinker Path
At 3rd level, you choose a path that you emulate in the
exercise of your tinker abilities: Bomber who focuses on
creating explosives, the Gunner who focuses on creating and
shooting with firearms, and Gadgeteer who focuses on
creating wondrous gadgets, all detailed at the end of the class
description.
EQUIPMENT Your path choice grants you features at 3rd level and then
You start with the following equipment, in addition to the again at 6th, 10th, and 14th levels.
equipment granted by your background:
• (a) a Mace or (b) a Shortsword Ability Score Improvement
• (a) 2 ER 2 Bombs or (b) 2 ER 2 Rockets
• (a) a Dungeoneer's pack or (b) an Explorer’s pack
When you reach 4th level, and again at 8th, 12th, 16th, and
• Leather armor, engineering tools, two vials of liquid
19th level, you can increase one ability score of your choice
phlogiston, and two blueprints of any technological device the by 2, or you can increase two ability scores of your choice by
tinker can create. 1. As normal, you can’t increase an ability score above 20
using this feature
Engineering Superfunction.
You are proficient with the Engineering skill. If you are
already proficient, you gain expertise to your checks. Starting at 5th level, whenever you use a device, there is a
Notebook: At 1st level, your notebook contains four chance it performs unexpectedly well. The chance for a
blueprints of your choice that detail the specifications of any superfunction is equal to the chance for a malfunction, with
device you can create. When you level up, you gain 2 the determining dice result range equal to the malfunction
additional blueprints spells of your choice. You may also range (for instance, an explosive that malfunctions on a 1-3
acquire new blueprints by research, tutelage, or from the can superfunction on a 18-20). When a device superfunctions,
notebooks and blueprints of tinkers who have devices you can it does not roll for a malfunction for the duration of the effect
create. (see below, affected by energy source).
• Mechanical/Electricity/Necromancy/Elemental: When the
Packrat device superfunctions, the next 1d4 uses consume no
charges (but do consume bullets if possible). This does not
For the purposes of calculating encumbrance, you are apply if the device has one use only.
counted as a large creature. • Steam/Combustion: When the device superfunctions, it
either gains a 25% increase in movement speed (if a
Cobble construct or vehicle), or deals maximum damage (no need to
Also starting at 1st level, you may create a 1-use firearm, roll) with any damage rolls it makes (if an explosive, firearm,
gadget, or bomb with a 3-turn action. You may petition the or damaging gadget). If the device neither moves or deals
DM on what spell effect the gadget replicates, and the DM damage, it negates the next malfunction it recieves for one
decides the most fitting gadget. You can expend a number of minute instead.
Engineering Points equal to your maximum -1 points (1 point Coolness under Fire
at 1st level). You may spend 1/5th the cost of materials to
create this device, though the device disintegrates after a Starting at 7th level, you may take 10 on any attack roll or
single use (whether it be successful or not). There is a 5% skill check. This can be done a number of times equal to your
chance that the tinker memorize the blueprint for the cobbled proficiency bonus, and may be replenished with a long rest.
device for one day (usually long enough to write down the The take-ten on attack rolls can only be performed on an
formula). This can be used once before a long rest, then an engineered device.
additional time per day per 4 levels.

            Knack for It
CHAPTER 3 | Classes: Tinker
78
Also starting at 15th level, you may alter the invested
Scavenge properties of any device you handle (even those not used by
Starting at 10th level, when you gather raw materials for use you). This takes 3 turns of handling the device. For example,
with engineering, you gain triple the total value in silver. this allows you to increase the damage or range of a firearm,
reduce the hit dice of a construct or vehicle (negatively only),
or triple the malfunction rate of any device you handle.
Reliability
Starting at 11thlevel, you lower the malfunction rate of all Shutdown
devices you use by one point per half your Proficiency bonus Starting at 17th level, you may expend a use of Coolness
(minimum 1). under Fire to re-roll a malfunction or inactive check result, or
force the malfunction rate of any device within 30 feet of you
to increase to by 5 points. This penalty remains for one hour.
Personal Expertise
Starting at 18th level, whenever you activate a device you
created and are using, you lower the malfunction rate by two
points (minimum 1 malfunction rating).
Engineering Mastery
Starting at 20th level, you may identify the weaknesses and
command triggers for any device you see, and can operate
and recreate it from memory, even if you don’t have the
blueprints, and you gain resistance to all effects stemming
from your own devices (such as firearm shots, explosions,
  etc.).

Tinker Path
An Azerothian Tinker can choose from the three following
Paths:
Bomber
A bomber is a tinker who focuses on bombs, mines, and
Evasion rockets the utility of such explosive weaponry, and often also
Also starting at 11th level, you can nimbly dodge out of the makes use of mortars, rocket launchers, and mine launchers
way of certain area effects, such as a red dragon’s fiery breath to control the terrain and deal massive damage to their
or an ice storm spell. When you are subjected to an effect that enemies. Bombers are also known as grenadiers.
allows you to make an Agility saving throw to take only half Expanded Effect: Starting when you choose this
damage, you instead take no damage if you succeed on the archetype at 3rd level, you increase the base range of your
saving throw, and only half damage if you fail. If you make a thrown bombs, mines, and rockets by 15 feet.
saving throw versus an effect made by you, you can either Blasting Effect [Strike]: Starting at 6th level, you may deal
take half damage automatically or make a saving throw. two additional dice of damage with any explosive effect in an
If you choose to make a saving throw, you take no damage explosive area of effect. This is a [Strike] effect that can target
on a successful save, but take normal (full) damage on a only one creature within the blast.
failed save. Quick Bomber: Starting at 10th level, you may use a
rocket, bomb, or mine as a reaction instead of an action. This
Improved Cobble may be used one time per proficiency bonus. These uses
replenish after a rest.
Starting at 13th level, you may use a cobbled device twice Precise Effects: Starting at 14th level, whenever you use a
before it disintegrates. The chance you can discover a new rocket, mine, or bomb, you may exclude a number of 5-foot
blueprint increases to 10% per cobble attempt. The cobbled squares (creatures included) from its effects equal to 1 + your
device also costs 15% less than normal (this stacks with tech Intelligence modifier.
know-how and improved tech know-how).
Gunner
Improved Tech Know-How Also known as a gunsmith or shooter, a gunner tinker is not
Starting at 15th level, you decrease the total cost of only a practiced gunsmith, but is also an excellent marksman.
engineering devices by afurther 15% (for a total of 25% less Quick Reload: Starting when you choose this archetype at
cost), and the time by 25% (for a total of 50% less time). 3rd level, you may use a bonus action to reload a firearm.
Quick Tech
CHAPTER 3 | Classes: Tinker 79
Special Bullets: Starting at 6th level, you gain the
spellcasting capabilities of a hunter whose level is equal to
your own (based on Intelligence, not Spirit). You may only
cast Strike and Shot spells, however. These effects are
considered extraordinary and not spell-based, which means
they ignore spell resistances and may be used without being
disrupted by anti-magic.
Point-Blank Shot: Starting at 10th level, you do not take
disadvantage to your ranged attack roll while being within 5
feet of a hostile creature. If using a firearm while adjacent to
an enemy, you have advantage to the attack roll.
Cartridge Improvement: Starting at 14th level, you may
count your Engineering Point investment as if it were four
points higher for the purposes of calculating cartridge
capacity for firearms you create.
Gadgeteer
Also known as a general tinkerers, Mecha-users, and drivers,
gadgeteers replicate many effects through their gadgets, and
are very versatile.
Quick Cooldown: Starting when you choose this
archetype at 3rd level, you reduce the cooldown of your
gadgets and activation of your constructs and Mecha are 2d4
rounds instead of a minute. If the gadget is also a quick-use
gadget, its cooldown is one full round instead.
Extensive Designing: Starting at 6th level, you may
increase the spell levels replicated by your gadgets to
becoming 1 spell level per Engineering Point invested
(maximum 6th level). You may also command gadgets from
within a vehicle or Mecha.
Efficient Engineering: Starting at 10th level, your devices
do not lose charges when they are harmed, and all your
devices (Except bombs and firearms) gain 1 additional fuel or
energy for every point invested.
Protective Shell: Starting at 14th level, whenever you are
wearing a gadget harness, or are within a vehicle or Mecha,
you have resistance to all damage. This applies after sharing
damage with the vehicle or mecha (possibly taking only 25%
of all damage), but this ability is inactive if you are no longer
protected, such if the harness itself is destroyed.

80 CHAPTER 3 | Classes: Tinker


W
arlocks are arcane spellcasters who study Hit Points at 1st Level: 6 + your
dark arts and magics associated with demons Stamina modifier
and the Burning Legion. Due to this, they gain Hit Points at Higher Levels:
a very deeply tainted reputation due to their 1d6 (or 4) + your Stamina
tendencies to traffic and deal with demons. modifier per Warlock level
Hiding in cellars and secret covens, warlocks after 1st
are known for making secret pacts for Proficiencies:
permanent demonic companions that grow steadily in power Armor: None Weapons:
so long as the warlock does. Warlocks are common in both Daggers Darts, Slings,
the Alliance and Horde, though in most cases they serve the Quarter staffs, Light
Burning Legion while disguising their true loyalties. crossbows
Enslaving demons and calling upon dark magic and curses to Tools: None
dominate and destroy their foes, Warlocks are a powerfully Saving Throws: Stamina,
wicked caster class. Charisma
Special: Any mage or shaman may convert each level it has to Skills: Choose two from Arcana,
a warlock by making a pact with a demon (typically as Deception, Insight, Intimidation, Persuasion,
consequence of corruption or summoning). This typically and Religion
corrupts them, and makes returning to their previous class QUICK BUILD:
difficult if not impossible. Levels are exchanged on a 1:1 You can make a warlock quickly by following these
basis. suggestions. First, Charisma should be your highest ability
Class Features: score, followed by Stamina. Second, choose the charlatan
As a Warlock, you have the following class features: background. Third, choose the light, prestidigitation, firebolt,
Hit Points: and chill touch cantrips, along with the 1st-level conjure
Hit Dice: 1d6 per Warlock level creature and immolate.

The Warlock (WKR)


Level Proficiency Bonus Features Caster level (Accessable Lvl of spells)
1st +2 Demonic Studies, demonic invocation, Spellcasting 1 (1st Lvl spells)
2nd +2 Soul Shards 2 (1st Lvl spells)
3rd +2 Warlock Focus 3 (2nd Lvl spells)
4th +2 Ability Score Improvement 4 (2nd Lvl spells)
5th +3 ─ 5 (3rd Lvl spells)
6th +3 Demonic Study Feature 6 (3rd Lvl spells)
7th +3 ─ 7 (4th Lvl spells)
8th +3 Ability Score Improvement 8 (4th Lvl spells)
9th +4 ─ 9 (5th Lvl spells)
10th +4 Demonic Study Feature 10 (5th Lvl spells)
11th +4 ─ 11 (6th Lvl spells)
12th +4 Ability Score Improvement 12 (6th Lvl spells)
13th +5 ─ 13 (7th Lvl spells)
14th +5 Demonic Study Feature 14 (7th Lvl spells)
15th +5 ─ 15 (8th Lvl spells)
16th +5 Ability Score Improvement 16 (8th Lvl spells)
17th +6 ─ 17 (9th Lvl spells)
18th +6 Demonic Study Feature 18 (9th Lvl spells)
19th +6 Ability Score Improvement 19 (9th Lvl spells)
20th +6 Soul Vault 20 (9th Lvl spells)

CHAPTER 3 | Classes: Warlock 81


EQUIPMENT Spellcasting Ability: Charisma is your spellcasting ability
You start with the following equipment, in addition to the for your warlock spells, since you strengthen your magic by
equipment granted by your background: summoning and tapping into extraplanar beings. You use
• (a) a Light crossbow and 20 Bolts or (b) any Simple weapon
your Charisma whenever a spell refers to your spellcasting
• (a) a Component pouch or (b) an Arcane focus
ability. In addition, you use your Charisma modifier when
• (a) a Dungeoneer's pack or (b) an Explorer’s pack
setting the saving throw DC for a warlock spell you cast and
• Demonic Grimoire or
when          making an attack roll with one.
Spellbook                        Spell save DC = 8 + your proficiency bonus +
                                 your Charisma modifier
                                 Spell attack modifier = your proficiency
Demonic Studies                                      bonus + your Charisma modifier.
Starting at 1st level, Warlocks may                                 Spellbook – Grimoire: At 1st level, your
speak Eredun, and do not need to                                                         grimoire contains six
make saving throws versus its                                                      1st-level warlock spells of
corruptive influence. However,                                                        your choice. When you level
they are (due to demonic                                                   up, you gain 2 additional spells
promises) often more likely                                               of your choice. You may also
than others to seek out pacts                                                        acquire new spells by
willingly. The warlock is also                                         research, tutelage, or from the
initiated into a warlock circle.                                        spellbooks and scrolls of spellcasters
You may choose a demonic study, which                                                        who have spells you can cast.
describes the way you take to power. You                                        Your grimoire is effectively your
can choose Affliction, the path of the withering                                        spellbook, and you may add spells by
magical casters, Demonology, who focus on their                                        scribing in new
demonic allies and improving them, or Destruction,                                          spells or your insights regarding the
who summons only the Hellfire of Hell and no more.                                         planes and the powers you serve.
Your choice grants you features when you choose it                                   Spellcasting Focus: You can use an
at 1st level and again at 6th, 14th, and 18th level.                                       arcane focus as a spellcasting focus
                                          for your warlock spells.
Demonic Invocation
You have learned to regain some of your mana by invoking fel
mana. With a 3-turn action, you can regain mana equal to 4 + Soul Shards
your Warlock level. When used, you do not regenerate mana
by rest or time for the next four hours. Unlike most mana- At 2nd level, you tap into a deep and mysterious magic of
restoring abilities, you can use this after restoring mana from souls. This wellspring is represented by soul shards, which
a different source. allow you to weaken your enemies or strengthen your own
spells.
Spellcasting
As a trafficker in demonic forces, you have a grimoire Soul Shards
containing spells that show the first glimmerings of your true At 2nd level, you tap into a deep and mysterious magic of
power. You cast spells from the Sorcerer spell list in the PHB souls. This wellspring is represented by soul shards, which
and add all its spells to your spell list, and add all Warlock allow you to weaken your enemies or strengthen your own
spells in this document to your spell list as well. spells.
Cantrips: At 1st level, you know three cantrips of your By default, you have 2 soul shards, and cannot have more
choice from the warlock spell list. You learn additional shards than your Warlock level. They fade at the end of one
warlock cantrips of your choice at higher levels, equal to half hour or after a short rest. You gain one soul shards by
your warlock level + 2 (maximum 6). reducing living creatures to 0 hit points or less with your
Conjuring and Binding: A warlock can conjure and bind spells or melee attacks, or if any creature is killed by one of
elementals, fiends, and undead. your demon summons. This does not trap the souls of the
Grimoire: At 1st level, you have a grimoire (treat as a creatures killed.
spellbook) containing six 1st-level warlock spells of your • Cabal Casting: Warlocks are known for being cooperative
choice. casters, unlike magi and wizards. A cabal of warlocks may
Preparing and Casting Spells: Each warlock level provides gather into casting a ritual, conjuring, or binding spell. If each
you with 1 caster level in the warlock class. You follow the of them contribute one soul shard per spell level, the spell is
normal progression to unlock spell levels (see the table under heightened by one spell level (counted as if it were cast from
the Mana section). You prepare the list of warlock spells that a spell higher by one level). This requires at least four
are available for you to cast, choosing from the warlock spell warlocks.
list. • Enhanced Conjuring: You may spend one soul shard per
Preparing a new list of warlock spells requires time spent spell level, and quicken any Conjure spell of a casting time of
in study: at least 1 minute per spell level for each spell on 1 minute to cost only a 1 action (though you cannot move for
your list. one round after casting).

82 CHAPTER 3 | Classes: Warlock


• Enhanced Concentration: You may spend one soul shard to
When you reach 4th level, and again at 8th, 12th, 16th, and
concentrate on any conjure spell, so you may concentrate on 19th level, you can increase one ability score of your choice
another spell. In effect, you concentrate on two spells with the by 2, or you can increase two ability scores of your choice by
single act of concentration. You cannot concentrate on more 1. As normal, you can’t increase an ability score above 20
than two conjured creatures using this ability. using this feature.
• Soul Magic: With a bonus action, you can force a living
creature or an undead to take disadvantage against a saving Soul Vault
throw of one of your spells, or can gain advantage to your When you reach 20th level, you may gain two soul shards
own attack rolls to such targets. This functions up to 5th level instead of one per every enemy reduced to 0 hit points as a
spells, and costs one soul shard per spell level. result of your spells, and may restore your soul shard pool to
full at least once at any given hour. Whenever a creature
Warlock Focus conjured by you reduces a creature to 0 or below hit points,
you also gain one soul shard as if you slew them personally.
At 3rd level, you may choose to focus on one of two warlock This must be done within 90 feet of you.
focuses.
• Fiendish Power: The warlock permanently increases
their reserve of soul shards by 2 points. Demonic Studies
• Fiendish Alliance: The warlock gains a permanent
bonded companion that accompanies you on your An Azerothian warlock may choose one of the three below
adventures, advises you in the ways of demonology, and archetypes.
teaches you magical spells upon the completion of tasks Affliction
(determined by the DM). This acts as the normal bonded
companion. Your mastery over sigil spells corrupts and destroys your
This companion must be a demon you can summon and enemies. Affliciton warlocks are feared exemplars of the art.
bind to your service (see the Bind Fiend spell) that is no Haunt: Starting at 1st level, you gain the Mystic Blast feat,
larger than Medium and that has a challenge rating equal to which deals 1d4 Fel damage per every accessed spell level
the highest level demon you can bind fiends spell. See Bound (see the feat for description). When casting a damaging sigil
Companion and the Bind Fiend spell for more details. spell, you may use a single soul shard to also use your Haunt
Bond: When a fiend you are bound to is reduced to 0 hit ability against the same target without an action. This still
points, you may transfer to them your own hit points as a requires a ranged spell attack, but the range of the ability
reaction, so long as you are within 10 feet of them. You may becomes equal to the range of the sigil spell.
only transfer enough hit points to leave them at 1 hit point. Infestation: Also starting at 1st level, you may use a soul
You can also always prepare the Conjure Fiend spell, even shard to cause another free pulse to the target of any sigil
without your spellbook. If the bound fiend is killed, you must spell you cast. A single creature cannot be affected by this
succeed against a DC 20 Stamina saving throw or suffer more than once in the same 24 hours period.
1d10 arcane damage per CR of the demon, as its lifeforce is Soul Swap: Starting at 6th level, you may alter the target of
torn from yours. It cannot be revived, and you must bind a a sigil spell effect as a bonus action, targeting any eligible
different fiend. target within a range equal to the spell’s original range. The
Leveling up: The level of the fiend is equal to the highest- spell’s effects take place at the new target’s turn as usual.
level demon you can bind with the warlock’s Bind Fiend spell. Exploding Seed of Corruption: Starting at 14th level, if
Special: Bonding with a fiend requires spending one hour you reduce a creature to 0 hit points with a damaging sigil or
communicating with the creature, and spending the next single-target channel spell effect, you may deal the damage
seven hours in activities the fiend considers to be ‘bonding’, again in a 30-foot burst.
such as arsony for imps, bloodshed for felguards, as the DM Corruptive Influence: Starting at 18th level, if any target of
decides. a damaging sigil spell or single-target channeling spell effect
you cast dies, you may alter the target without dispelling the
effect. Seed of Corruption still triggers as normal.
Demonic Studies
At 3rd level, you choose a path that you emulate in the Demonology
exercise of your fiendish abilities: Affliction who focuses on Your consorting with demons has been noticed and
debilitating whoever stands in the way, Demonology who appreciated by the forces in the Twisting Nether. A
focuses on summoning and controlling demons, and demonologist often adventures alone, relying on nobody
Destruction who focuses on invoking the power of fire and other than himself and his enslaved demons.
devastation, all detailed at the end of the class description. Blood Pact: Starting at 1st level, all demons summoned or
Your archetype choice grants you features at 1st level and bonded to you gain a bonus to their maximum hit points
then again at 6th, 14th, and 18th levels. equal to double your level. You may also add your proficiency
bonus to all your demonic allies attack rolls and saving
Ability Score Improvement throws.
Demonic Echoes: Also starting at 1st level, you may count
demons as eligible targets for all creature-specific spells by
using a soul shard (such as charm person or hold elemental).

CHAPTER 3 | Classes: Warlock 83


You may at any time grant your hit points to them as a • Set the target (or object) on fire, dealing 1d6 until the
reaction on their round, or a bonus action on your round. You flame is extinguished. While set on fire, a creature is
may also drain their hit points (at a 2:1 ratio), though you can considered poisoned, taking disadvantage to attack rolls and
only benefit from their hit points once every long rest. ability checks.
Fel Mind: Starting at 6th level, you can use Enhanced • Cast any sigil spell you have prepared without spending a
Concentration without spending Soul Shards. bonus action.
Dark Secrets: Starting at 14th level, you gain advantage to • If the target is reduced to 0 hit points, you can deal 6d6
all saves versus spells, except those who deal Holy damage, damage in a 30-foot burst centered on the target.
and gain immunity to one elemental damage type. You may Soul Burner: Starting at 18th level, you double the range
also use a soul shard and a reaction to grant one demonic ally of your fire and fel spells. If the spell has an area of effect, you
advantage to its first attack during a round, or impose may double the area of effect instead. When you incinerate a
disadvantage to the attacker targeting it. target (see Incinerate), and have no soul shards, you regain
Demon-Soul: Starting at 18th level, whenever you one soul shard.
summon a demonic creature by a spell or use your demonic
alliance ability to bind a fiend (as per the Conjure or Bind
Fiend spell), you may summon or bind another fiend of the
same or lower level (these are counted as if concentrating on
the same spell). Thus, you may summon a succubus and a
felguard, or an imp and a felhound, or two succubi or
felguards and have them bound at the same time.
Commanding both bound creatures is the same
concentration action.
When you are killed, your spirit is taken to an demiplane
(see the spell) that is owned by you, where you return to life
in the matter of 1d10 days, nurtured by any demonic allies
you have employed, enslaved, or allied with.
Destruction
You are a master of chaotic fel-fire, calling down the green
flame to burn and demolish your foes. Destruction warlocks
usually take the Fiendish Power focus, eschewing an actual
alliance with demons over the awesome destructive power of
fel magic.
Chaos Magic: Starting at 1st level, any fire or fel spell you
use that deals damage also deals an additional 1d6 points of
the other type (fire deals extra 1d6 fel, or vice versa). Spells
that deal both fire and fel damage gain an additional 1d10
damage from either types (your choice).
Havoc: Also at 1st level, you gain the Havoc ability, and can
spend a soul shard to activate it.
• Havoc: You may spend one soul shard, affect two
creatures within 30 feet of one another with a single-targeting
damaging or channeling (such inferno blast or drain mana) as
spell from your class list. The spell cannot have a range of
touch or self.
Searing Magics: Starting at 6th level, you may also target
a creature with an action to make it more susceptible to your
fire and fel magical damage. If the target is immune to fire or
fel, it becomes resistant to the damage. If it is resistant, it
loses the resistance. If it has no resistance, it becomes
vulnerable. If it was previously vulnerable, it takes triple
damage. The benefits of this ability may be used once per
short or long rest.
Incinerate: Starting at 14th level, whenever you deal
fire damage to an enemy with a spell (though the spell or
through your chaos magic ability), you may use a soul
shard to perform one of the three below tasks that trigger
once per round:

84 CHAPTER 3 | Classes: Warlock


F
 or as long as war has raged, heroes from every Saving Throws: Strength, Stamina
race have aimed to master the art of battle. Skills: Choose two skills from
Warriors combine strength, leadership, and a Acrobatics, Animal Handling,
vast knowledge of arms and armor to wreak Athletics, History, Insight,
havoc in glorious combat. Some protect from the Intimidation, Perception, and
front lines with shields, locking down enemies Survival
while allies support the warrior from behind with QUICK BUILD:
spell and bow. Others forgo the shield and unleash their rage You can make a warrior
at the closest threat with a variety of deadly weapons. quickly by following these
Warriors are common in both the Horde and the Alliance. suggestions. First, make
High elf swordmasters and spellbreakers, human knights and Strength or Agility your highest
footmen, orc grunts and raiders, and troll ambushers and ability score, depending on whether
warlords are but racial reflections to the universal art of war. you want to focus on melee weapons or
Class Features: on archery (or finesse weapons). Your next-highest score
As a Warrior, you have the following class features: should be Stamina. Second, choose the soldier background.
Hit Points: EQUIPMENT
Hit Dice: 1d10 per Warrior level You start with the following equipment, in addition to the
Hit Points at 1st Level: 10 + your Stamina modifier equipment granted by your background:
Hit Points at Higher Levels: 1d10 (or 6) + your Stamina • (a) chain mail or (b) leather, longbow, and 20 arrows
modifier per Warrior level after 1st • (a) a martial weapon and a shield or (b) two martial
Proficiencies: weapons
Armor: All Armors, All Shields • (a) a light crossbow and 20 bolts or (b) two handaxes
Weapons: All Simple weapons, All Martial weapons • (a) a dungeoneer’s pack or (b) an explorer’s pack
Tools: None

The Warrior (WAR)


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

CHAPTER 3 | Classes: Warrior 85


Choose between the Arms Warrior, a champion in using
Fighting Style great-weapons, the Fury Warrior, who focuses on bleeding his
You adopt a particular style of fighting as your specialty. enemies and debilitating them tactically, or the Protection
Choose one of the following options. You can’t take a Fighting Warrior who focuses on defense while reflecting physical
Style option more than once, even if you later get to choose damage.
again. All are detailed at the end of the class description. The
Archery: You gain a +2 bonus to attack rolls you make with archetype you choose grants you features at 3rd level and
ranged weapons. again at 7th, 10th, 15th, and 18th level.
Defense: While you are wearing armor, you gain a +1 Ability Score Improvement
bonus to AC.
Dueling: When you are wielding a melee weapon in one When you reach 4th level, and again at 6th, 8th, 12th, 14th,
hand and no other weapons, you gain a +2 bonus to damage 16th, and 19th level, you can increase one ability score of
rolls with that weapon. your choice by 2, or you can increase two ability scores of
Great Weapon Fighting: When you roll a 1 or 2 on a your choice by 1. As normal, you can’t increase an ability
damage die for an attack you make with a score above 20 using this feature.
melee weapon that you are wielding with
two hands, you can reroll the die and Extra Attack
must use the new roll, even if the                   Beginning at 5th level, you can attack twice, instead
new roll is a 1 or a 2. The weapon                  of once, whenever you take the Attack action on
must have the two-handed or                     your turn. The number of attacks increases to
versatile property for you to gain                              three when you reach 11th level in this class
this benefit.                                          and to four when you reach 20th level
Protection: When a creature you                                              in this class.
can see attacks a target other than
you that is within 5 feet of you,
you can use your reaction to                      Warrior Talents
impose disadvantage on the
attack roll. You must be                                            • Action Surge (short rest): You can
wielding a shield.                                            push yourself beyond your normal
Two-Weapon Fighting:                                          limits for a moment. On your turn, you
When you engage in two-weapon fighting,                                         can take one additional action on top
you can add your ability modifier to the                                    of your regular action and a possible
damage of the second attack.                                    bonus action. Once you use this feature,
                                 you must finish a short before you can use
Second Wind                              it again. Only warriors may take this talent.
                             This talent can be taken again at proficiency
You have a limited well of stamina                               +6, gaining another use.
that you can draw on to protect                                 • Aggressive: You may use a bonus action
yourself from harm. On your turn, you                                    to dash up towards one hostile creature
can use a bonus action to regain hit                                   that you can see.
points equal to 1d10 + your warrior level.                               • Berserker Rage (1/proficiency, long rest):
Once you use this feature, you must finish a                                        You may cast the Berserker Rage spell
short or long rest before you can use it again.                                      on yourself as a bonus action. You do
                                   not gain a level of exhaustion at the end.
Warrior Talent You may also end this effect as a bonus action.
Starting at 2nd level, you gain one of the following talents, You can rage a number of times equal to your proficiency
representing your preferred tactics and adaptability at the bonus. Only warriors may take this talent.
• Brutal Critical: You can roll one additional weapon
field of battle. Choose from between one of the following damage die when determining the extra damage for a critical
talents. Some abilities can be used for limited times before hit with a melee weapon attack. This talent can be taken
requiring a rest. Whenever you qualify for another talent (at again up to two times (resulting in three additional dice).
levels 9, 13, and 17), you may choose another talent. All • Hamstring (1/proficiency, short rest): You may declare a
abilities have DCs of 8 + Proficiency + Strength or Agility hamstring strike as a strike effect. Upon a successful
(your choice) if they allow a saving throw. You may also hamstring strike, you may reduce the target’s movement
choose to gain a hunter or rogue talent you qualify for. speed by 10 feet for one minute. Also, whenever the creature
moves, they must also pass a Stamina saving throw or else
Warrior Archetype fall prone. Succeeding against two saving throws in a row
At 3rd level, you choose an archetype that you strive to removes the penalty to speed and ends this condition.
emulate in your combat styles and techniques. • Heroic Leap (short rest): You may make a heroic leap,
jumping up to twice your normal distance, and can spend an
action at the end.

86 CHAPTER 3 | Classes: Warrior


A weapon thrown with a heroic throw returns at your turn
in the same round (allowing you to attack multiple times) or
can drop the target prone (Agility save negates), as chosen by
you.
• Indomitable (requires proficiency +4 or higher): You can
reroll a saving throw that you fail. If you do so, you must use
the new roll, even if it is lower than the initial roll. You may
use this talent one time per +2 of your proficiency bonus
(once at +2, twice at +4, three times at +6).
• Indomitable Might (requires proficiency +3 or higher): If
you roll a Strength check and the results are less than your
Strength score, treat the result as your Strength score
instead.
• Persistent Rage (requires proficiency of +4 or higher, and
the berserker rage talent): Your rage only ends if you are
knocked unconscious or if you end your rage willingly.
• Reckless Attack: When you make your first attack on your
turn, you can decide to attack recklessly. Doing so gives you
advantage on melee attack rolls using Strength on this turn,
but attack rolls against you have advantage until your next
    turn.
• Relentless (requires proficiency +3 or higher): If you drop
to 0 hit points and don't die outright, you can make a DC 10
Stamina saving throw. If you succeed, you drop to 1 hit point
instead. Each time this is used, you increase the DC by 5
points. The DC resets once you take a short rest. Only
warriors may take this talent.
• Retaliation (requires proficiency of +4 or higher,
1/proficiency, short rest): When you take damage from a
creature that is within 5 feet of you, you can use your reaction
to make a melee weapon attack against that creature.
• Shockwave (short rest): You may use your action to emit a
shockwave from your weapon by slamming it into the ground.
This deals your melee weapon attack damage in a 5-foot thick
line 30 feet long, dealing your weapon damage to all
creatures in the area of effect, plus 2d6 bludgeoning damage.
Targets in this line may perform an Agility saving throw for
half damage.
• Shout (short rest): You may use a bonus action to shout,
emboldening your allies and demoralizing your foes. You can
gain one shout every time you choose this talent. A shout
requires a reaction every round to apply to a chosen target.
o Battle: One target you choose deals extra weapon
     damage equal to your proficiency bonus.
o Taunting: This acts as the Compelled Duel spell.
  Maintaining the shout maintains the spell.
o Intimidating: This acts as the Cause Fear spell.
Maintaining the shout maintains the spell.
o Rallying: This acts as the Bravery spell. Maintaining the
shout maintains the spell.
o Invigorating: One target you choose increases their
If the action is an                                 attack roll, it deals maximum hit points by one-half your level for one hour
damage equal to your                     normal weapon damage, (cannot exceed double their maximum hit points), or can
except that damage is dealt as a burst of 10 feet on the area spend a single healing dice to heal themselves. This requires
you hit, with an Agility saving throw to half. The ground is maintaining the shout for three rounds.
also turned into difficult terrain (such as rubble) if applicable. A shout is a thunder effect that does not function in areas
Only warriors may take this talent. of silence or if you cannot vocalize. Shouts are also
• Heroic Throw (short rest): You may enhance your thrown
concentration effects, and require a saving throw to maintain
or melee weapons for one minute. While enhanced, you may as if a spell. Only warriors may take this talent.
perform melee attacks at a range of 60 feet by throwing your
weapon, or increase the range of a thrown weapon by 60 feet.

CHAPTER 3 | Classes: Warrior 87


• Tremor (1/proficiency, short rest, requires Strength of 15 or
All effects that allow a save refer to the target’s Stamina
higher): You may use a bonus action to cause a small saving throw opposed to your Strength, and cannot target a
localized tremor (usually by stomping your foot), dealing your creature more than once every 24 hours.
unarmed strike damage in a 5-foot sphere centered on you, Slashing: You may perform two strike effects with a single
halved on an Agility save. Those who fail the saving throw are bonus action.
also knocked prone. If you have a natural weapon, you can Bludgeoning: The target is stunned for one round.
use it to determine the damage you deal instead. Piercing: The target takes 2d6 extra damage.
• Thunderclap (short rest): You may use your action to cast
the Thunderstorm spell by slamming your weapon into the Fury
ground, and extra damage in the area of effect equal to your Fury warriors equip themselves with two weapons, and slice
weapon damage roll. You may, instead of pushing targets their enemies to ribbons while shouting vengeance.
away on a failed saving throw, choose to their speed by 10 Strike the Wound: Starting at 3rd level, whenever you hit
feet for one minute. This is a supernatural ability. the same enemy more than once in the same round, your
• Wind Walk (short rest): You may use your action to wind- weapon attacks score a critical hit on a roll one point lower
walk, rendering yourself invisible as per the spell, and (from 20 to 19-20). For example, hitting the same enemy
increase your land speed by 10. Unlike normal stances, you twice increases the chance to score a critical hit from 20 (first
must continue moving (at least half your speed) or else this hit) to 19-20 (second hit), to 18-20 (third hit).
effect dissipates. Your first attack while performing Wind Overpower: Starting at 7th level, if you miss an attack roll
Walk is a critical hit, and ends the invisibility effect. This is a against an enemy, you are counted to have hit the enemy for
supernatural ability. Only warriors may take this talent. the purposes of your Strike the Wound ability. Also, a number
of times per rest equal to your Stamina modifier, you may
attack again if you miss an attack. This does not require a
Warrior Archetype separate action from the one used to make the attack.
Warriors can choose from the below archetypes: Battle Commands: Starting at 10th level, you gain the
shout talent for free (if you don’t already have it), and can
Arms activate a shout while attacking with your off-hand weapon.
Hellscream: Starting at 14th level, all hostile creatures
You focus on wielding great weapons, dealing massive within range of your shouts take Thunder damage equal to
amounts of damage and cleaving through several creatures at half your level whenever you shout or maintain one. They are
once. Arms warriors are an inspiring sight on the battlefield. entitled a Stamina saving throw to half damage opposed by
Sweeping Strikes [Strike]: Starting at 3rd level, when you your own Stamina.
successfully attack and damage a creature, you may use your Bloody Ribbons: Starting at 18th level, you may make
bonus action to deal your Strength modifier in damage to any another attack whenever you critically hit an enemy. If this hit
number of creatures 5 feet away from it. is a critical hit, you may continue to hit so long as you are
Bladestorm [Stance]: Starting at 7th level, you may go critically hitting the opponent.
into a bladestorm with an action. While in this stance, you
may use your action and bonus actions to deal your weapon Protection
damage + 5 to all creatures you wish within the weapon’s
reach of you. Affected targets are entitled an Agility saving You are the forward vanguard, decking yourself with heavy
throw to half all damage. You have advantage against all armors and a reliable shield. Protection warriors deflect and
movement-impairing effects while in a bladestorm, and you guarding their allies from attacks, and return damage with
do not provoke reactions from movement. This damage interest.
includes the bonus from the Sweeping Strikes feature. Block and Tackle: Starting at 3rd level, you may use a
Your speed is halved in a bladestorm. If you are unable to reaction to block an attack that targets you, reducing the
invest your actions or move at a rate of half your speed or damage by 1d12 + Stamina modifier. This requires a shield. If
higher, this effect ends. This can be used a number of times this reduces the damage to under 0, you may use the same
equal to your proficiency bonus before a short rest. reaction to attack the target with an opportunity attack. This
Bloodthirst Strike [Strike]: Starting at 15th level, you is usable once per point of Stamina modifier. All uses can be
may, after successfully damaging an enemy, you gain hit regained after a rest.
points equal to double your Proficiency bonus. You may grant Sundering Strike [Strike]: Starting at 7th level, you may
half the benefits to any ally within 30 feet. This is a strike sunder an enemy’s armor, reducing their AC by a value equal
effect that costs a bonus action. to your Proficiency bonus (but never below that of their AC if
Mortal Strike [Strike]: Starting at 10th level, you may unarmored). This effect remains until the armor is tended to,
severely wound a creature’s healing capabilities if you and cannot target the same target twice in 24 hours. This is a
successfully apply a mortal strike. If a creature is affected by strike effect that costs a bonus action.
a Mortal Strike, they take 50% less healing from all sources Vigilance: Starting at 10th level, you add an additional
for one minute. This is a strike effect that costs a bonus +1d12 to your ability to block damage. Whenever you
action. A creature cannot be affected by this ability more than perform an opportunity attack derived from your block talent,
once in 24 hours. you perform one of the following abilities.
Weapon Specialization: Starting at 18th level, you gain an • Destructive Counter: Your opportunity attack deals an
additional effect depending on the type of damage your additional 1d12 damage.
weapon deals. This effect only triggers once per round, and
only on a critical attack.

88 CHAPTER 3 | Classes: Warrior


• Disarming Counter: Your opportunity attack drops the
enemy’s weapon. If they reach for it while threatened by you,
you get another attack of opportunity.
• Pushing Counter: Your opportunity attack pushes the
enemy 5 feet away.
Vanguard: Starting at 15th level, whenever you are below
half your hit points, you gain 1d12 + Stamina temporary hit
points at the beginning of every round. These temporary hit
points do not stack with themselves.
Improved Second Wind: Starting at 18th level, you may
use Second Wind three times before requiring rest.
Whenever you use it, you gain resistance to all types of
damage for one round after use, and advantage versus the
first spell targeting you in the next minute.

CHAPTER 3 | Classes: Warrior


Specializations 89
You can also change your list of prepared spells when you
finish a long rest by consulting your spellbook. You otherwise
Special and Racial follow the warlock’s rules for spellbooks, conjuring, and
Specializations binding, however, most demon hunters inscribe their spells to
their skin as tattoos rather than in grimoires, using expensive
These are archetypes, domains, and specializations that have inks and difficult techniques (see Chapter 6 for details on
a special or racial restriction. These are rare, but often are special spellbooks). Your spellcasting ability is Charisma.
quite powerful. Also, after benefitting from a mana vampirism against a
fiend, your weapons are always treated as magical for 8
Demon Hunter (Rogue) hours, as the residual Fel energies are being used by you
against the demons' defenses. If you ever kill a demon of CR
Demon hunters are specialists in fighting demonic outsiders, 10 or above, any weapon you use can be treated as magical
and sacrifice both body and mind to gain alien and terrifying after 1 minute of focusing your power on it.
powers. Although most commonly found amongst the Night Suffused Sight: Also starting at 3rd level, you may choose
Elves (with the Night Elf Illidan Stormrage being the first to either gain Darkvision 60 feet (or increase existing
known Demon Hunter) and the Illidari, the abilities can be darkvision by 60 feet), or gain the spectral sight.
learned by many who fight demons, such as secretive high • Spectral Sight: You gain the supernatural ability to
elven organizations, human wizarding societies, or even automatically detect spellcasters, living creatures, as well
draenei or orcish inquisitorial orders. Demon hunters demons and celestials, so long as they are within your line of
typically utilize warglaives for combat (see equipment). sight (despite being normally blind) and within 100 feet. This
Warlocks who turn against the Burning Legion may is treated as the Detect Evil and Good spell, constantly active.
exchange their class to demon hunter on a 1:1 ratio, such as After one full round of observation, you can also detect if a
death knights or warlocks do with their previous classes of creature has the ability to cast spells (or possesses innate
paladin or mage and shaman (respectively). This still requires spellcasting abilities).
being blinded. Rogues wishing to become demon hunters This vision can penetrate most barriers, but is blocked by 1
usually take the leap and the hunter’s favored enemy dread foot of stone, 1 inch of common metal, a thin sheet of lead, or
ambusher talents. 3 feet of wood or dirt. This power comes at a cost--most
Prerequisites: The demon hunter aspirant must be colors are faded to the character. Although this does not
permanently blinded either by a spell or use of a Mana Blade mean everything is in black or white, the character suffers
(see Equipment). The demon hunter must also have disadvantage to any color-based Perception check.
performed mana vampirism against a demon. You may pledge Dark Metamorphosis: Starting at 9th level, your suffusion
your soul as well, turning yourself into a demonic creature with demonic power almost overwhelms your original
(permanently gaining the below Demonic Nature ability, and potential. You can attack twice, instead of once, whenever you
counting as the demonic creature type). take the Attack action on your turn.
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.
Special: A draenei who takes on the mantle of demon
hunter may alter their Gift of the Naaru ability, casting the
Mind Blast spell instead, as the draenei takes on the
psychic powers of the Eredar in exchange of the
holy powers of the Naaru. This extremely uncommon
sacrifice also takes its toll on the draenei’s body,
slowly morphing their appearance through extended
exposure to fel magic to be more like the Eredar or a
Broken Draenei.
DEMON HUNTER ARCHETYPE
Demon Spellcasting: Drawing on fel magics not unlike
those practiced by warlocks, you can cast spells that are
normally cast by warlocks. You cast all spells drawn from the
warlock spell list, but when casting such spells, you must
spend 1 additional point of mana.
Cantrips: At 1st level, you know a number of cantrips equal
to the number of 1st level spells you can cast.
Preparing and Casting Spells: Each demon hunter level
provides you with 0.5 a caster level in the Warlock class (1 at
3rd level). You follow the normal progression to unlock spell
levels (see the table under the Mana section). You prepare the
list of Warlock spells that are available for you to cast,
choosing from the Warlock spell list.
CHAPTER 3 | Classes: Special Racial
90 Specializations
You may use a bonus action to metamorphosize into a While they do not focus their efforts on discovering the
demonic creature. You may stay in this state 10 minutes, and secrets of the titans, they have long known of a powerful
gain the following benefits while metamorphosized: spark within every Ironforge dwarf - and mountain kings
• You gain the benefit of the Mage Armor and Arcane
draw upon this spark and fan it into a raging flame. They
Armor spells (though you must choose to resist Fel damage). conjure magic hammers and axes to hurl at their targets,
You add your level to your maximum hit points so long as you stunning and slowing them so they can get close enough to
are transformed. Your Strength becomes 18, or remains as it use their real weapons. They transform themselves into
is (if higher than 18). silver-sheened creatures of living stone, shrugging off all
• You gain wings, allowing you to glide so long as you are in
attacks and hacking through flesh and bone with frightening
the form, as well as fly at a speed one-half of your land speed ease. This archetype is restricted to dwarves and creatures
(can hover). For every 10 feet of distance you fall, you can who are of titanic descent.
move 30 feet in any direction. You can also instead take no Titanic Spark: Dwarven Avatar: Starting at 3rd level, you
fall damage so long as you can exercise your wings. If you are gain the ability to cast spells as a mage of an effective caster
restrained or otherwise encumbered, you cannot make use of level equal to 0.5 your Mountain King level (minimum 0). You
your wings. do require spellbooks, however, as the spells manifest in the
• You gain a horn and claw attack as unarmed strikes. You
form of inscriptions and engravings on your armor, weapons,
may attack with them melee weapon attacks, dealing 1d6 or runes that you draw at the spell’s range (treat as tattoos).
piercing damage or 1d4 slashing damage respectively (plus You may cast spells from the abjuration, evocation, and
your strength as normal). Your melee weapons are treated as transmutation schools, although you may only choose
if they are +1 light weapons. lightning or thunder-based spells when preparing evocation
• While transformed, you are treated as a fiend for all spell-
spells. Your spellcasting ability is Intelligence. You may add
related variables, and add +1 to the DCs of all your spells and cast the Investiture of Stone spell as a 5th level spell
from the warlock spell list. instead of a 6th level spell, and Stoneskin as a 3rd level spell
The state can be left with a bonus action, and once it has instead of a 4th level spell.
been used, it cannot be used again for a short rest. You may Thunderlord: Also starting at 3rd level, you gain the
also retain one of the below traits indefinitely without using Thunderclap warrior talent (if you didn’t already have it), and
metamorphosis. can use it a number of times equal to your proficiency bonus
• Claws: You may retain your claws (see above). You may
before requiring a rest, not once per rest.
draw back your claws at will to hide them (does not cost an
action).
• Wings: You may retain your wings, but can only glide
while not metamorphosizing.
• Horns: You may retain your horns (see above). You may
not hide them.
Sorcerous Thirst: Starting at 13th level, whenever you
perform mana vampirism (see Chapter 6) versus demons to
drain their mana, you gain double the normal mana.
You also gain the Essence Touch hunter ability, but can
only affect demons with it.
For Example: Draining a Felhound allows the demon
hunter to utilize their Mana Burn innate ability, or a
succubus’s Sleep or Modify Memory spell.
Fel Might: Starting at 17th level, you can treat the
Demonic Doom, Gate, and Foresight warlock spells as if 6th
level spells, and can cast them normally.
Mountain King (Warrior)
The mountain kings, or thanes as they are known in Khaz
Modan, are the mightiest dwarven warriors under the
mountain. Wielding both enchanted warhammers and hand
axes, these fierce fighters live to test themselves against
worthy opponents. Unconcerned with their race's
preoccupation with mechanical devices and mining precious
minerals, Mountain Kings live only for battle. Dedicated to
safeguarding the Alliance which saved their kingdom during
the Second War, the mountain Kings can be counted upon to
rally behind any banner that stands between freedom and the
ever looming shadow of evil.
Mountain kings boast prodigious combat abilities. They are
ferocious in melee combat, wielding the traditional weapons
of their race to decimate their foes. Their attacks leave
opponents stunned and reeling.
CHAPTER 3 | Classes: Special Racial
Specializations 91
This archetype is restricted to worshipers of the Loa, which
are overwhelmingly trolls. Shadow hunters typically utilize
warglaives for combat (see equipment).
Loa Spellcasting: Starting once gaining this archetype,
you access the shaman’s spell list. You do not gain the
increased spellcasting capabilities or access to higher spell
levels, but you add all shaman spells into your spell list
(including totems, healing spells, and elemental spells). When
casting a spell derived from the shaman spell list and not the
hunter spell list, you spend 1 additional mana point to cast
the spell.
Your spellcasting otherwise follows the same rules as the
shaman class, although your totems (or spellbooks) are your
masks.
Mask Magic: Starting from 3rd level, you can wear various
Stance of the Mountain: Starting at 7th level, you may enter masks can provide blessings. It costs a bonus action to wear
a stance with a bonus action. So long as you are in this a mask, and each can be used once before a long rest.
• Legba Mask: This grants the shadow hunter the benefits
stance, you reduce the physical damage you take by 3 points, of the Paladin's Concentration Aura.
and gain 2 extra reactions. • Lukou Mask: This mask allows you to add your Spirit
When executing a melee attack of opportunity while modifier to the final number of hit points healed by your
under the effects of this stance, you push the target 10 feet spells. This can be added to the final damage to undead
on a successful attack roll. cured by your spells. This mask grants the benefit for one
Bleed and Bash: Starting at 10th level, when you land a hour.
critical hit with a slashing weapon, you reduce the target's • Shango Mask: The storm mask allows you to add your
speed to half for 1 hour or until the damage you dealt is fully Spirit modifier to the final number of damage points dealt by
healed. When you land a critical hit with a bludgeoning your lightning spells. This mask grants the benefit for one
weapon, you may make a Strength save and oppose your hour.
results with the target's Strength or Agility saving throw. If Voodoo Ritualist: Starting from 7th level, you may
your save result is higher, they are stunned for 1 round. multiple the casting time of your spells by three via a magical
Titanic Avatar: Starting at 15th level, whenever you cast (and often noisy) mask-dance to heighten it by one spell level.
the spell Stoneskin through your Titanic Spark spellcasting This increase does not stack with itself, and can increase the
feature, the cost of the material component (regardless of the spell level beyond your normal maximum.
target) is 25 gp instead of 100, and you also gains the benefits If the spell cost an action, it costs 3 actions instead. If it
of the Enlarge spell. Also, you may spend three days studying costs a minute, it costs 3 minutes. If it cost an hour, it costs 3
the defenses of a fortification, castle, or any type of defensive hours, etc., applying to ritual spells normally.
structure. At the end of the three days, you may use your Advanced Mask Magic: Starting at 11th level, you can add
Stance of the Mountain without spending a bonus action, and new masks to your repertoire.
you may move your full speed without disrupting the stance, • Bwonsamdi Mask: You gain the ability to perform a
and ignore half your speed’s worth of natural difficult terrain Crusader Strike as a paladin of your level, and can use hunter
in the area. or shaman spells. This ability remains for one hour.
• Ogoun Mask: You can cast the Polymorph spell as if you
Shadow Hunter (Hunter) had it set, although the spell can only turn hostile creatures
Troll shadow hunters are the highest authority of the jungle into frogs. This ability remains for one hour.
trolls. Their spirit powers both bless and curse, and they walk • Dambala Mask: The second twin of the Ogoun mask, you
the line of dark and light in hope of saving the future of their can cast the Polymorph spell as if you had it set, although the
people. Their dark gods, the Loa, channel themselves through spell can only turn you into a snake. This ability remains for
the shadow hunters when they use their ceremonial rush'kah one hour.
masks. In some circles, Shadow Hunter is a title bestowed Big Bad Voodoo: Starting on 15th level, you can wear the
equally among hunters of this specialization and witch ultimate mask; the unnamed Dark Mask, and can spend two
doctors. turns of invoking it to manifest the strongest voodoo magic
Like other practitioners of voodoo, shadow hunters deal possible.
with the darker aspects of the spirit world. Unlike witch At the end of the dance, a number of allies equal to your
doctors (who excel in channeling voodoo magic and alchemy), Spirit modifier within 30 feet gain immunity to damage as
Shadow Hunters claim a strong bond with the Loa, animal per the spell Divine Shield (caster level equal to your hunter
spirits thought to be divine in nature. level). This needs concentration as the normal spell, and if
Able to channel the essence of some of these extremely you fail to maintain it, it fades from every target. Unlike the
potent beings - and often acting with their blessing, conduit, spell, you cannot target yourself.
and mortal champions - shadow hunters gain special abilities You can channel this effect instead of merely concentrating,
only the Loa can grant. As they grow in experience, the during which the shield regains 5 hit points per round of
shadow hunters' bond with the Loa strengthens and their channeling. If you cannot maintain line of sight to your ally,
connection to these powerful voodoo spirits eventually gives the effect fades from them (but returns should they return to
them the ability to curse and heal at a whim. your line of sight).
CHAPTER 3 | Classes: Special Racial
92 Specializations
This is a normal mana-restorative effect.
Spell Breaker (Warrior) Abjuring Knight: Starting at 7th level, you may cast the
Elven warriors trained to disrupt and contort magical Dispel Magic spell with half the normal mana cost (minimum
energies, the Spell Breakers are a valuable addition to the 1), and always have it prepared at your highest-level spell
Alliance, and work well in concert with the High Elven accessed.
magically-focused military. You may also throw a two-bladed sword, treating it as a
Spell Breakers can cast a small amount of spells, and thrown weapon with a range of 10/30 feet. This may deliver
mostly prefer abjurations such as Shield and Dispel Magic, melee strikes at range, and the two-bladed sword returns
and evocations such as Arcane Missile, and Mana Burn. This after the attack roll is resolved, but allowing for only one
warrior martial archetype is restricted to elves, commonly melee strike every round.
High Elves and Blood Elves. Feedback: At 10th level, whenever you dispel a magical
Spellcasting: When you reach 3rd level, you augment your effect from a creature, you destroy 1 point of mana per spell
martial prowess with the ability to cast spells. level, dealing 2 arcane damage (as the Mana Burn spell). If
Cantrips: At 1st level, you know a number of cantrips equal you dispel an effect from an ally, you may the mana-burning
to the number of 1st level spells you can cast. effect to any hostile creature within 30 feet of you (though in
this case they are entitled a Spirit saving throw).

Spells Prepared: Each spell breaker level provides you with You may also cast Dispel Magic (as per Abjuring Knight) as
0.5 levels in a spellcasting class (or level 1 at 3rd level). You a strike effect (costing a bonus action after a successful attack
follow the normal progression to unlock spell levels (see the roll), as if you possessed the Spell Strike feat (if you don’t
table under the Mana section). You prepare spells from the already have it).
mage spell list, but only spells from the abjuration, Steal Magic: At 15th level, you may transfer a dispelled
transmutation, or evocation schools. When you reach 7th, magical effect to another eligible creature within 30 ft. as a
8th, 14, and 20 level in this class, you can alter one existing free action. The new target is entitled a saving throw, or you
spell to be a spell from any other magic school. must succeed on an attack roll to affect them (as if you cast
Your spellcasting otherwise follows the same rules as the the initial spell). This may be applied to sigil effects Control
mage class with regards to spellbooks, conjuring and binding, Summons. At 18th level, you may force a summoned creature
and other concerns. Your spellcasting ability is Intelligence. to serve you and count you as an ally instead of sending it
Spell Resistance: When you choose this archetype at 3rd back to where it came from when you successfully dispel the
level, you gain the ability to be exceptionally resistant to spells magics summoning it. This does not count versus creatures
and spell-like abilities, gaining advantage versus all spells that that are not summoned by spells.
allow for spell resistance as you wish.
If you succeed in saving against a spell with both saving
throws (the one granted by advantage as well as your normal
one), you may use a reaction to absorb residual mana, gaining
mana points equal to the spell’s level.
CHAPTER 3 | Classes: Special Racial
Specializations 93
Chapter 4: Skills and Professions

T
o better facilitate and replicate the ability to These raw materials have a value that may be declared
craft, mine, and refine materials into weapons, after the check is finished. Any resource-rich area may be
there are a few changes to the skill system, by considered a resource node that may be used to harvest raw
including Gathering and Refining skills. materials from harvesting nodes, from on the field, or from
special monsters.
Gathering skills provides crafting points (CP), useable for
alchemy (AP), engineering (EP), Infusion (IP), or other skills.
Formula Discovery Crafting potions consumes alchemy points (usually in the
form of herbs, creature body parts, etc.), while engineering
Making new spells, alchemical formulae, and blueprints for consumes minerals, wires, etc.
engineering are all highly complicated tasks. It takes 2 weeks
to study a new spell, formula, or blueprint, and requires an
amount of gold pieces dedicated for research equal to 50 x Example Ability
spell level (if a spell or alchemical formula), or 75 x Skill Score Collected Materials
Engineering Points invested (if a blueprint). The DM may Alchemy Int Collects alchemical reagents, vials,
impose additional requirements, such as requiring an formulae, etc.
elemental crystal for a firethrower (elemental engine) or a Engineering Int Collects pipes, gears, spanners, and
blueprint of a normal vehicle to make a similar design. nuts and bolts.
Herbalism Spirit Collects herbs, cultivates and
Item Creation Costs (CP) identifies plants, general horticulture.
Items have cost to create in Crafting Points, scaling with its Mining Spirit Collects metals, identifies metals and
quality or rarity. 1 crafting point roughly corresponds to 25 minerals, and general mining.
gp.
Skinning Spirit Collects hides, skins, and identifies
Cost quality of leather.
Item Crafting Spell Max.
Quality Cost Proficiency Level EP CR Harvesting Nodes
Common 20 +0 0 1 1/2 A DM is recommended to place minor and major nodes on
(Cantrip) the game map or reference it to important areas. As nodes,
Uncommon 80 +2/Apprentice 1-2 2 2 they usually attract attention of other characters and
Rare 320 +3/Journey 3-4 3 3
creatures, such as golems and spellcasters in places where
infusion points are, and fey and druids where alchemical
Very Rare 1,280 +4/Expert 5-6 4 4 points are. Engineering points (or appropriate base
Legendary 5,120 +5/Artisan 7-8 5 5 materials) can be drawn from mines or mining nodes, where
kobolds, miners, and dwarves live, or are generated
Artifact 20,480 +6/Master 9+ 6 6 workshops. Nodes can be rewards for quests, and can be
referenced in-character.
The cost of larger objects increases the cost by x2 per size
category. Node Size
• Consumables (scrolls, explosives, potions, etc.) cost 1/4th
the cost of an item of their rarity (or one quality grade lower There are three types of node sizes that are available:
than their current quality). • Minor Node: Gain 20 crafting points Minor nodes are
• Caster level is equal to the crafting class level (or hit dice, minor one-use harvesting deposits. These are usually
depending on proficiency's source). expended and replenish slowly over time or with DM
• EP is Engineering Points spent. discretion, but also include minor pools of mana, minor lay
• Legendary and above items usually also requires a quest lines (for ID), a small to medium busy engineering workshop
to attune it to some magical source, such as the High Elven or junkyard (for ED), or a copse or forest grove filled with
Sunwell, the Scourge's Frozen Throne, an elemental plane's alchemical plants (for AP). Most nodes take a day to harvest
lord, or the Night Elves' World Tree. This is subject to the materials from.
DM's discretion. Artifacts also usually require a lengthy quest • Moderate Node: Gain 80 crafting points (replenish every
that might alter the setting as a whole, and are usually month)
infused by creatures of great power. Moderate nodes include centers of power such as mana
fountains or a lay line intersection (for ID), a large
Gathering Skills engineering workshop or junkyard (for ED), and an
alchemical ingredient farm or a grove. Moderate nodes
Any skill that reasonably allows for the identification, attract great attention, and in most settings, are limited to a
collection, and preservation of raw materials may be used to total of ten nodes.
gather raw materials.

CHAPTER 4 Skills
94
• Major Node: Gain 320 crafting points (replenish every Willing Harvest
month) A creature may choose to donate their blood or replaceable
Major nodes are usually sparse, rarely appearing more body parts for the purposes of harvesting crafting points, but
than five known instances. This includes the literal center of can only donate up to 1/20th their normal maximum every
ley lines on a planet, a major mine system that accesses month, or their CP value once every two years. Doing this on
extremely rare metals, or the center of an ancient, magical extended durations causes exhaustion (even if the creature is
forest blessed by the fey and gods. normally immune to the condition).
Major nodes are either seats of powers for major
organizations, or are a battlefield for major powers to contest Harvester Level
over. If the harvester’s proficiency is less than the target monster’s,
Examples are Tower of Karazan, the Sunwell, the Tree of this requires a DC 20 skill check, or half the materials are
Eternity, Blackrock Spire, and the Maelstrom for Infusion lost, and the character can make another attempt (each time
Points. halving, until it can provide only 1 CP).
For example, a 1st level warrior proficient in mining tools, Creatures with a CR less than 1/2 do not count towards
for example, can spend a day in a minor node (an iron mine), harvesting, unless they are especially valuable (as adjudicated
harvesting 20 CP after working. If not rich enough to qualify by the DM).
as a node, this acts instead as harvesting on the field (such as
scraping poor-quality iron, see below).
Monster's Very
Gathering Raw Materials on the Proficiency CP Common Uncommon Rare Rare Legendary
Field +2 5 1/4 - - - -
This use allows the user to gather materials over time. This is +3 20 1 1/4 - - -
markedly less efficient than extracting from a node. The user
can spend one day in gathering. The results of a gathering +4 80 4 1 1/4 - -
raw materials effort are judged jointly by the DM and the +5 160 8 4 1 1/4 -
harvester, who decide upon what kind of general materials +6 320 16 8 4 1 1/4
you acquired, judging by the environment, resources, and skill
used. Dragons: Dragon CP can create Armor (from leather or
bone), weapons (for bone weapons), alchemy mixtures
Proficiency CP/day CP/week (enchanted dragon blood), and fire-based infusions
Constructs. Constructs CP can create armor (from plating),
+2 - 1/4 weapons, engineering devices (any), and infusion matrixes (if
+3 1/3 2 the construct had magical ability or a magical engine)
+4 1 6
Fey/Fiend/Celestial. Fey CP can create alchemy mixtures
(enchanted blood or tears), and infusions
+5 4 25 For example, a 15th level dragon, when slain, provides 160
+6 15 100 CP worth of materials. An alchemist drawing from its corpse
can create 8 common, 4 uncommon, 1 rare, or materials
For example, a 5th level druid proficient in herbalism tools, enough for 1/4 the cost of a very rare item (or four times that
for example, can spend a week on harvesting minerals from in potions). Should the same dragon decide to donate some of
assorted herb locations or from small gardens, gaining 2 CP their blood, they could donate up to 8 CP (enough for a
after working. This allows the druid to make a Common common potion or two common poisons) instantly, or 96
potion (costs 5 CP) every three weeks, but a material of Rare points over the year (for a rare item).
quality (or appropriate for the druid’s level) every nearly 4
years (or 1 rare potion every year). If in an enchanted grove, Scavenging Materials
this acts as a node (see above), and has much better yield A crafter can also harvest the materials from an item they
(although field gathering is not restricted). destroy. The crafter gains 1/2 the crafting cost of broken-
down items. This is called diffusion dust (for Infusion points),
Monster Nodes dismantled materials (for Engineering points), or
Some monsters act as nodes. A monster that is harvested for deconstructed reagents (for Alchemy points). This process is
a particular body part has the rest of its body parts damaged a simple complexity task (1 hour). At the end of the duration,
in the attempts to extract value. If harvesting a consumable the item is destroyed, and the crafter gains half the CP
(such as a poison), one dose can be created per hit dice with invested to create it. In the case of legendary objects and
no cost. A monster that can be harvested usually shows signs artifacts, normal diffusion does not work, and the item must
of it, and are listed as below (although a DM can add more). A be destroyed as per the normal listed process for that item.
single monster of the below proficiency can provide CP for a
number of items of the below listed quality.

95 Willing
CHAPTER 4 |Harvest
Skills
Crafting
Infusion Drain Item Time DC
Upon the destruction of a legendary item or artifact, it has a Very simple item (stick) 10 minutes 5
50% chance of dropping infusion dust relevant, even if not Simple item (simple weapon) 1 hour 10
intentionally diffused. Attuned items cannot be diffused Moderate item (martial weapon, light 1 day 15
unless their attuned character is slain, or when the armor)
attunement is willingly surrendered (a mental non-action),
unless the infusionist can succeed on 3 opposed Spirit saving Complex item (medium armor, lock) 1 week 20
throws against the owner. This check can be done once per Highly complex item (heavy armor) 2 weeks 25
year against a single character. Disenchanting legendary or
artifact items also usually requires a quest or a journey to Per stage above highly complex (or Highly Complex II,
where the item was created, subject to DM discretion. etc.), the time doubles per increment (1 month, 2 months, 3
months, etc.), although the DC does not increase.
Production Skills Crafting takes the specified time, cut down to the nearest
Any skill that can create a product out of materials is ten minutes. In the above example, the first-level rogue (if
classified as a production skill. The time it takes to make a proficient with smith’s tools), can begin to forge a dagger
product and the raw materials it takes depends on the cost of (simple weapon) if she has access to all the tools she needs
the item and its complexity. (the DM may possibly require a forge to smelt raw iron into
Most production skills require proficiency in the tools used ingots). As a simple complexity item, it would take her one
(such as blacksmith’s tools), but some are given to or day if she has all the required materials and succeeds on a
restricted by race or class only (such as Engineering or DC 10 Crafting check.
Alchemy). Proficiency in a skill infers proficiency with its
tools. Skills and Tools
Example Ability
Ability Skill Score Task Performed
Example Skill Score Task Performed
Alchemy Intelligence Creates potions, elixirs, and
Blacksmithing Intelligence Creates weapons, armor, and concoctions.
metallic trinkets.
Engineering Intelligence Creates constructs, gadgets,
Herbalism Spirit Can create minor potions firearms, and bombs.
from herbalism.
Infusion Intelligence Creates potions, elixirs, and
Alchemy Intelligence Creates potions, elixirs, and concoctions.
concoctions.
Infusion Intelligence Creates infusion matrixes that are
Infusion Intelligence Can infusion matrixes that are applied on weapons, etc.
applied on weapons, etc.
Poisoner’s Intelligence Creates poisons and plagues.
Jewelcrafting Spirit Creates jewelry. Kit
Leatherworking Spirit Creates leather-based items
and armors. Alchemy Kit: Alchemy allows for one to create potions.
Tailoring Spirit Creates cloth-based items Potions are magical items that are created by the Alchemy
(such as clothes, boots, and skill, and they are brews that contain the power of a spell
hats. within them. The alchemist can infuse any spell they can cast
into a potion as a Crafting check if they possess Alchemy.
Crafting Rules: Crafting takes four components: This requires the ability to cast the spell in question, such as
by knowing and preparing it. This consumes the mana
1. Time roughly equivalent to the complexity of the end required as normal. A spell with the ritual tag must be cast
product. normally to be made into a potion. If you do not normally
2. Raw materials equal to one-third that of the end product. have access to magic spells, but have an effective spellcaster’s
3. Proficiency with the tools (or skill) relevant. level due to an ability or feat, you may choose which spell list
4. Success on the Crafting check. to access for your alchemical potions.
At the end of the allotted crafting time, and if the check is Prerequisites: Alchemy requires at least 1 level in a
successful, the user crafts the item in question. spellcasting class or an Intelligence of 15 or higher, and
proficiency in the skill. The Alchemist class is always
proficient in alchemy.
Activation: Drinking a potion, coating it on the user, etc. is a
Use Object action on the behalf of the user that provokes a
reaction. If a spell, it has the same targeting requirements,
although the trigger of activation is usually drinking the
potion or throwing it as an improvised weapon (20/60).

CHAPTER 4 | Skills 96
As an improvised weapon, a character cannot add their Special: A death knight's runeblade rarity automatically
proficiency bonus to the attack roll unless they are trained in increases with his level. Upon reaching 5th level, the blade
alchemy (or herbalism). If the potion’s effect is single-target becomes uncommon in quality, rare at level 10, etc. Upon
damaging spell, and the potion thrown on an area, it becomes reaching 20th level, the runeblade may reach Legendary
an area of effect spell (successful Agility save halves the quality if the Lich King allows it. Typically, the Lich King will
damage) for one target. elevate only one runeblade to legendary quality until it is
For Example, an Alchemist’s Fire potion contains the Fire destroyed.
Bolt cantrip; it deals 1d10 fire damage to a creature that is Engineering Kit: Engineering allows for one to create
splashed with, drinks, or is targeted by throwing the alchemy technological devices. Such devices are non-magical items
vial. If the Alchemist’s Fire potion is instead thrown on an that are created with the Engineering skill, and are classified
area where a creature stands (instead of being targeted with into five groups, according to general type, which are Bombs,
an attack roll), it is entitled an Agility save to half damage. Firearms, Gadgets, Constructs, and Mecha. Most engineering
Note. If the spell the potion replicates has a longer casting items deal concussive damage. Concussive damage is half
time than 1 minute, then it takes time for the mixture to bludgeoning, half thunder. Divide the damage before applying
activate equal to half the casting time. resistances.
Creation: See the Item Creation table under Skills. Prerequisites: Engineering requires at least 1 tinker level
Concentration Spells: The duration of a potion with a or an Intelligence of 15 or higher to become proficient with
duration of concentration depends on its final concentration the skill. A character that creates an engineering device is
duration. always proficient with it so long as they pass the Intelligence
requirements.
Creating a Technological Device: When designing an
Original Concentration Duration Potion Duration engineered item, the final cost, DC, and effects of the item
depend entirely on the amount of Engineering Points
Up to 1 minute 2d4 rounds invested, which have a maximum equal to the user’s
Up to 10 minutes 2d4 x 10 rounds Proficiency bonus. A character may willingly spend less than
their maximum engineering points to lower the cost and
Up to 1 hour 2d4 x 10 minutes activation DC of the device.
Malfunction Rate: The malfunction rate is a dice result
Imbibed potions do not require concentration (even if they (without modifiers) from 1 to the number of EP invested in
originally required it), but one creature cannot benefit from the device. A natural 1 is the minimum malfunction rate.
more than one such demanding potion. In effect, ingesting a Effectively, the more advanced the device, the higher the
potion is treated as concentrating on it, and if drinking chance for a malfunction. Tinkers can lower this by spending
another potion that demands concentration, the newer one points, or with certain abilities.
takes precedence and dispels the effects of the old one that When a device first malfunctions, it gains the broken
required concentration. condition and does not function. The item can still be used
Infusion Kit: The infusion skill allows again, but its malfunction rate doubles. If a broken device
for the infusion, diffusion, and malfunction again, it has a serious drawback, either breaking
manipulation of magical items via entirely (becoming useless), backfiring, or losing all its
infusion dust. A magical item, when charges. This is detailed further under each device descriptor.
created, requires investing crafting: For Example: A tinker shoots with an Uncommon quality
Infusion Dust (ID) to reach a level            rifle (EP 3), dealing 3d8 damage. If his attack roll is
of rarity (from Common, Uncommon,                      between 1 and 3, the device malfunctions,
Rare, Very Rare, Legendary, or Artifact).                         becoming broken. If the tinker uses the device
Prerequisites: Infusion requires at least                             again (either out of desperation or confidence
5 levels in a spellcasting class and an Intelligence of 15                               of a good roll) and results in a 1-6 on a d20,
or higher to become proficient with. You can use the                                 it either backfires or jams. Devices have an
Infusionist feat to gain access to the Infusion Skill.                                 effective rarity equal to the number of
                               Engineering Points invested into them (see
Infusion Complexity
                         the Item Creation Cost table above). Expertise
does not increase the amount of engineering points derived
Common Very Simple from the skill.
Uncommon Simple Saving Throw: The saving throw for technological devices
(if one is called for) is equal to 8 + proficiency bonus invested
Rare Moderate + Intelligence (of user, or +2 if generic).
Very Rare Complex Using Technological Devices: Devices can be used
Legendary and Artifact Highly Complex
automatically if one knows how to use them (point and shoot,
press a button, etc.) as a Use Object action unless the device
An infusionist requires the formula for an infusion matrix, describes otherwise. All devices also have a have a chance to
which can be discovered, rewarded, or found. Infusing an item malfunction when activating. Using a bomb or firearm is
costs the CP for an item of its complexity. If it is a treated like using weapons of the same type.
consumable (such as a scroll), its cost is divided by 10 as
normal.

97 CHAPTER 4 | Skills
Using Explosives: Explosives are engineered devices, and
require an attack to use. Depending on the fuse of a bomb,
Device Complexity Cost they can explode on various times.
Bombs/Rockets/Mine Simple As a consumable of the • Instantaneous fuse: The grenade explodes at the end of
same rarity its user’s turn
• Delayed fuse: The grenade explodes after 1d4 rounds,
Firearm Moderate As an item of the same
rarity starting at the end of the user’s turn.
• Long fuse: The grenade explodes after one minute,
Gadget As potions As potions starting at the end of the user’s turn.
Construct/Mecha Very As per CR (see Item A character may also make fuses that are predesigned to
Complex Creation Costs) explode after a specific number of rounds (determined at the
time of crafting). Changing a fuse costs a bonus action.
Charges: Charges depend on energy sources. By default, Plant Explosives: Explosives can be planted on targets
the energy source is mechanical (clockwork, springs, etc.). (with Sleight of Hand opposed to Perception) and activated
See Energy Sources below for reference. normally (usually employing fuses to provide time enough to
Technological Modifications: An Engineering Point may be escape). Saves made against explosives successfully planted
spent (deducting from the total amount invested) to add a on a creature have disadvantage to the target’s saving throw if
different effect. Alternatively, an Engineering Point may be they were not seen.
gained in exchange for a penalty on the item (usually to offset Malfunction: On a malfunction with the activation of a
a bonus to a particular area). With technological bomb or mine (or attack roll with a rocket), there is a chance
modifications, a character can decrease the radius of an for each (roll 1d6).
explosive but increase its damage (or vice versa). These are
listed under each technological device.
Bombs: Roll Effect
Examples: The Big One, hand grenades, goblin land mines, 1, 2 The explosive does not explode
siege rockets and siege breaching charge. 3, 4 Delayed explosion (1d4 rounds)
Also known as explosives by default, these are light thrown
weapons that have a range of 30/90 ft. Explosives call for a 5, 6 Explosive splashes in the wrong direction
saving throw at the point of impact, and require a successful
activation check (to check for malfunction). They affect a 10-ft Splash: Roll a 1d8. Clockwise, each number represents a
square radius, and call for an Agility saving throw to halve the direction (1 represents forward, 5, backwards, 3 on the right,
damage dealt. A bomb can be heard clearly up to 100 feet 7 on the left). The explosive flies off to that direction instead
away. of its original direction.
Bombs deal 1d6 concussive damage per proficiency bonus Modifications:
invested to craft (minimum 1 point). Bombs may be thrown • Careful Explosion (1 EP): The explosive’s (any type)
indirectly, or placed as a mine, or crafted into a rocket. A damage can be controlled. It can exclude a number of 5-foot
bomb weighs 1 pound per proficiency bonus it was crafted of. squares equal to 2 + your intelligence modifier, and can be
A bomb may be designed to send shrapnel, in which case it designated by the user before the damage is rolled.
deals half slashing damage instead of half bludgeoning • Water (1 EP): The explosive is waterproofed, and does not
damage. extinguish in water, and can be used underwater normally.
If a bomb explodes near another bomb, they both set off, This is usually joined with the Focused Explosive
and the damage stacks (up to triple damage and range). modification to retain damage at the expense of range.
Bomb Forms • Grenade Form: A thrown bomb is treated as • Firework (1 EP): The explosive (any type) releases a sharp
a thrown improvised weapon for all intents and purposes. whistle and a ringing blast. Suffering damage from this
This choice is made during crafting, and does not have a cost. explosive and failing the saving throw to halve damage has a
Depending on the fuse, they can explode on later dates. By chance to either blind or deafen the targets (50% chance for
default, an instantaneous fuse has the grenade explode at the both) for 1 minute. A successful saving throw negates the
end of the user’s current turn. If launched from a gadget, the additional effect.
range of the bomb increase by the gadget’s own modifier or • Sapper (1 EP): The explosive (any type) deals double
spell. This is called a Grenade Launcher or a Mortar. damage to structures, but half to creatures (constructs are
• Mine Form: In mine form, it takes an action to prime, and creatures for this purpose).
triggers on any creature that moves into its 5-foot square, • Special Effect (1 EP): The explosive (any type) may
exploding at its same radius. A mine can be seen with a manifest a 0-level spell (or half a spell level per engineering
Perception check equal to the saving throw DC. A mine is point spent). If this is an area of effect, it takes place in its
counted as a trap for all mechanical purposes. original spell area or in the area of effect of the bomb
• Rocket Form: In rocket form, using a rocket takes an (whichever is shorter). If it is a direct effect, it targets the
action and a ranged weapon attack roll (using Intelligence as space the bomb was tossed only.
normal). The rocket’s range is 60/120 feet, and is otherwise • Widened Explosion (1 EP): The explosive (any type)
treated as a thrown weapon, not a projectile weapon. Its explosive radius increases by 10 meters per engineering
other properties (such as explosion radius, Agility save, and point spent. Focused Explosive (-1 EP). The explosive (bomb
weight) does not otherwise change. When a rocket reaches or mine) area of effect is reduced to a single 5 foot-square.
its maximum range, it explodes regardless of whether it
reached its target or not.
CHAPTER 4 | Skills 98
• Automatic Fire (1 EP): The firearm deals damage in a line
Firearms: instead of a direct attack (and therefore does not suffer from
Examples: Heavy and medium rifles, boomstick, siege disadvantage when used in melee, and does not require
cannons, and sniper rifles. proficiency). The damage is in a 5-foot wide line with length
These are ranged ammunition weapons with a range of equal to the firearm’s initial range. This uses three bullets or
(200/800) if medium or heavy, and (150/600) if light. They pellets. A shot calls for an Agility saving throw (DC 8 +
come in light, medium, and heavy varieties. They require Proficiency + Intelligence) for half damage. After dealing
bullets for ammunition, which act as normal ammunition. damage to a maximum of six targets (or two per bullet spent),
A firearm has a capacity of 1 bullet per Proficiency bonus it the rest suffer no additional damage.
was crafted with, before having to be reloaded with the use of • Repeating/Revolving (1 EP): The firearm gains +4 to its
one action per bullet. A firearm gives as much sound as an capacity. This modification does not decrease its initial
explosive when it is used. capacity, but does decrease damage as normal.
Firearms deal 1d6 piercing damage per proficiency bonus • Silent (1 EP): The firearm’s sound is muffled, and imposes
if medium. If light, they deal 1d4 piercing damage. If heavy, no penalty to the user’s Stealth check when used.
they deal 1d8 piercing damage. If the gun uses pellets instead • Sniper (1 EP): The firearm’s range doubles.
of bullets, it deals bludgeoning damage. • Water (1 EP): The firearm is waterproofed, and does not
Firearms require reloading with gunpowder and extinguish in water, and can be used underwater normally.
ammunition (cost of each is detailed under equipment). A This reduces the firearm’s range by half, however.
firearm weighs 5 pounds if a light weapon, 10 if medium, and Gadgets:
15 if heavy. Examples: Gnomish mind-control helmet, goblin rocket
Special: Crossbows are similar to firearms, using boots, grappling hook shooter, and rocket launchers.
mechanical (clockwork) engines. The reload property counts These technological devices act like items that replicate
as a charge. By default, crossbows do not have malfunction spells. Gadgets have (upon creation) eight charges of said
chances, however, but can be upgraded as firearms (gaining spell that can be discharged by the same action it takes to
malfunction chances as normal). Crossbows start with 1 discharge the spell. Each discharge consumes one charge.
capacity. Casting a spell through a gadget is not counted as a real
Using Firearms: Firearms are treated as normal ranged spell, and thus is not subject to effects dependent on magic
ammunition weapons, and require an action to use (or a type, schools, and can be used against creatures immune to
bonus action if light). A character using a firearm can also magic. A gadget may store one spell level every two
take a special action called a Touch-Blast Strike. Engineering Points invested (maximum 3rd level spells), and
Touch Blast Strike: When making a melee attack with a requires one minute of cool down between uses.
firearm ready (such as fighting with a saber and then A gadget’s properties and charges depend on its energy
shooting, or stabbing with a bayonet and then firing), the source, which must be chosen during creation (such as
character may declare a touch-blast strike. In this case, electricity, gas/oil, mechanic, etc.
shooting is a bonus action instead of an action, and the Special: If the spell replicated by the gadget has a range or
firearm attack ignores disadvantage from shooting in melee. target of self or personal, or grants or affects movement
In addition, if the melee attack hit, the firearm attack is made speed (such as fly or feather fall), the gadget must also be
with advantage. worn as a harness, which is treated as leather armor. One
Malfunction: On a malfunction with an attack roll with a cannot wear both a harness and armor heavier than light, but
firearm, it malfunctions, performing one of the two effects, can wear multiple gadgets on one harness.
with a chance for each (roll 1d6). If a spell is a touch spell that may also target other
creatures, creating it as a harness increases the spell’s
Roll Effect duration by 25%.
Malfunction: On a malfunction with the activation roll with
1-3 The firearm jams, requiring a minute to clean it out. a gadget, it is either drained or overheated. There is a chance
4-6 The gunpowder inside explodes, dealing the firearm’s for each (roll 1d6).
normal damage in a 10-foot-sphere, centered on the
firearm itself. The user and any affected creature may
perform an Agility check against the device DC for Roll Effect
half damage. The damage dealt is half fire, half
bludgeoning, and the firearm takes the same damage 1-3 The device loses 1d4 charges. If this reduction takes
(and does not apply resistance of any type). it to -1 charge, the gadget cannot be used until it
regains full charges.
4-6 The device’s cool down is one hour (or short rest).
Modifications:
• Scattershot (1 EP): The firearm deals damage in a cone
instead of a direct attack (and therefore does not suffer from Modifications: • Quick Use (1 EP): The gadget may be used
disadvantage when used while in melee, and does not require again within 1d4 rounds instead of an entire minute.
proficiency). The damage is in a 15’ Cone per Proficiency • Long Cooldown (-1 EP): The gadget requires a day to cool
bonus spent on this ability. This uses two bullets or pellets down. This cannot be used with quick use.
per shot. A shot calls for an Agility saving throw (DC 8 + • Low Charge (-1 EP): The gadget can contain only one
Proficiency + Intelligence) for half damage. The user may charge.
spend another proficiency bonus to double the cone’s range
instead of increasing damage.

99 CHAPTER 4 | Skills
Roll Effect
Constructs:
Examples: Golems, Robots, Mecha and Vehicles. 1 Construct remains inactive, and locks down until one
Constructs activate for one hour per charge. Constructs hour passes.
require an action to activate (and 1 minute of the construct 2 Construct activates normally, but is hostile to
warming up), or be programmed to begin activation with a anything in sight (until restarted), or cannot target any
contingency (such as when an enemy enters a laboratory, if a creature (if a mecha).
remote control button is clicked, etc.) 3 The construct is active, but burns fuel at double
These act like creatures of the construct type. They obey normal rate (until restarted).
those who hold control over them (or who drive them for 4 The construct is active, but be slowed (as the spell)
mecha and vehicles). Constructs have eight charges, each (until restarted).
used for one hour. The construct may have one CR per
Engineering Point spent, and may be custom-built from any Constructs consume one charge per hour of activation.
construct in the monster manual. Constructs take orders Constructs may behave independently, or when controlled by
when the user communicates it to them via touching and/or the user (in the latter case, it is treated as a mount).
manipulating knobs/controls on them, or otherwise issuing a Modifications:
spoken command when adjacent to them. • Quick Startup (1 EP): The construct takes one round to
The DC of any ability used by a construct is equal to 8 + activate.
Proficiency + Intelligence. • Special Movement (1 EP): The construct can swim, climb,
A construct’s properties and charges also depend on its or fly (minimum Proficiency +4). See below the speeds
energy source (see Energy Sources below). Healing and granted.
fixing a construct is a moderate task, and heals 1d8 hit points
+ engineering proficiency per CP invested in it.
Proficiency Speed
Constructs and Drivers +2 -
Mecha, Suits, and vehicles require drivers. It takes a bonus +3 15
action and 5 ft. of movement to enter or leave a mecha
(besides the action to start and the warming up time). A driver +4 30
can control a mecha, suit, or vehicle directly instead of their +5 60
own character. When the user performs an action from within +6 90
the mecha or moves, the action is performed instead by the
mecha (using the mecha’s proficiency bonus, Strength score, Special: The engineer may reduce the existing land speed
movement speed, and abilities) instead of that of the pilot’s by 5 feet to add it to special movement, up to a minimum land
own, except with ranged attacks, spellcasting, and skill speed of 0 feet.
checks (which use the driver’s bonuses). Constructs: Mecha: A user within a mecha or suit gains ¾
Vehicles and Mecha can deal melee damage (slam or ram) cover versus any attack from outside, but takes 1/4 the
equal to 1d8 per Proficiency of creation (plus its Strength as damage suffered by the mecha. If the damage cannot harm
normal). This is treated as a longsword of the same size (1d6 the mecha and bypasses it (such as psychic damage), it deals
for small, 2d6 for large, etc.). full damage to the user if it has line of sight and effect.
A construct can be deactivated with the same action to The mecha cannot be smaller than its user. A mecha’s
activate it. For example, a Dwarven siege engine driver can properties and charges depend on its energy source. The
use his bonus action to use the engine’s ability to shoot anti- user does not benefit from any damage or condition
air rockets, or use his own action to either shoot the siege resistances or immunities the mecha has, and may be
engine’s cannons or peer out of the siege engine and shoot targeted (though the user still benefits from 1/4 damage
their personal rifle. shield).
Note: A vehicle with no inborn engineering mechanisms Constructs: Vehicles:
that warrant a challenge rating, such as ships or carts, are not Some siege weapons can’t normally move (and are
considered constructs, but are considered items instead. designated by Push), and others require fuel as mecha.
Special. Constructs have their own air supply if designed for Vehicles may deal siege damage or normal damage (declared
air or underwater (or if specified so). This increases the cost during creation). Siege damage falls under normal categories
of construction by 25%, but allows enough air for four hours if of nonmagical slashing/bludgeoning, etc., but if designated as
at full capacity. siege attacks, it deals double damage to structures, and half
For example, a large submarine can hold enough air for to creatures. Vehicles may mount rockets, firearms, and
four hours to two medium creatures or one large creature offensive and defensive gadgets, but they are all external (and
(which treats it as a suit). If only one medium creature drives thus have a chance to be stolen or targeted). The user (or any
the submarine (or two small creatures), the air supply is fellow riders) may make use of these resources as their
double as long, and remains for eight hours. If one small actions as if the item is within reach (such as mounting
creature, they exhaust the air supply in sixteen hours. firearms for an ally to use).
Malfunction: On a malfunction with an activation roll with A mech/vehicle still requires actions to reload, but if the
a construct (regardless of type), it either shuts down, is vehicle has other occupants, they may instead use their
haywire, burns fuel, or runs slowly (roll a d4). actions to reload, leaving the shooter free to use the firearm
constantly the next round.

CHAPTER 4 | Skills 100


Any single battery functions for one hour before expiring. A
single battery costs 50 gold, and weighs one pound, and can
store up to 1 charge. Batteries are tiny items made of iron,
and have the appropriate statistics. A battery can be charged
by electricity spells (in which case recharging it acts as a
mana engine). Granting an electrical engine more charges
than its maximum automatically causes a malfunction.
• Elemental (Spirits): The device is powered by elemental
spirits (of any CR), with one charge per CR.
Only a called or natural elemental can be used (not a
conjured or temporary one), usually trapped in a Capture
Essence spell’s focus). The device regenerates charges as the
elemental rests (1d4 per day, cannot exceed maximum
charge). A trapped elemental calls out for creatures that can
aid them (such as Shamans and witch doctors), and typically
pledge aid or reward for being released (though they are
under no compulsion to actually fulfill their promise).
• Mechanical (Clockwork/Springs): The device is powered
by springs, gears, and clockwork mechanisms. A charge is
gained by winding the mechanism designated in the device or
creature. It is a very simple task to grant one charge. If the
gadget is damaged, or if the construct or mecha suffer a
critical hit, it loses one charge.
• Necromancy (Souls): The device is powered by a
Energy Sources necromantic crystal (of any CR chosen), with one charge per
A device’s energy source determines how often it can CR point (maximum 10). Necromancy souls are stored in soul
recharge, how it malfunctions, and various other traits. gems (created via the Capture Essence spell). The device
• Alchemical Engine (Potions): The device is powered by does not naturally regenerate charges, but it regains charges
alchemical powers. The engine consumes one dose of potion if it kills (or reduces to 0 hit points) any living creature
to activate the device. The engine grants 5 charges per quality (charges regained equal to the target’s CR). Soul gems can be
of the potion (potion of alarm would grant 5 charges). broken either manually or by attempting to revive the
• Arcane/Mana Engine (Mana): The device is powered by a characters trapped within them.
combination of mana-focusing lenses and raw arcane Most necromancy devices have a backup engine (usually
energies. So long as enough mana is in the device, it is active. mechanical or electricity).
A charge consumes 1 point of mana per EP of the device. The • Steam (Coal): The device is powered by steam-power. A
focusing lens can usually hold enough mana for three uses. charge is gained by burning coal (or any similar, slow-burning
Mana can be invested by linking a caster’s manaflow to the material). A steam-powered device requires a small furnace
device, which begins feeding off his own mana reserves. After (either within it, as a mecha or construct, or outside it if a
establishing the connection, a caster may invest up to half gadget), and four pounds of coal grants one charge over five
their maximum mana. After severing the connection, the minutes of burning. A gadget may be charged by steam-
caster’s own mana circulation is disrupted, and requires a power, and not directly powered by it, following the same
Spellcasting check (spellcasting attribute modifier plus rules. When charging a device, the furnace may be resupplied
proficiency bonus) with a DC equal to the amount of mana with coal until all charges are set. The furnace can hold up to
invested into the device. On a failed check, the character thirty-two pounds of coal (enough for 8 hours).
cannot cast spells for an hour. A device cannot feed off the
mana signatures of two different casters, and must expend all Poisoner’s Kit
its charges first. A character proficient with a poisoner’s kit may gain
• Combustion (Oil/Gas/Powder): The device is powered by immunity to any disease or poison they know how to create
combustion. So long as fuel remains in the tank, the device is by subjecting themselves to it and surviving the ordeal. This
active. A charge is gained by one pint of liquid oil, phlogiston, requires three survivals of the poisoning or the disease, and
or gas. A device’s tank is usually large enough for eight pints no more than three times over the course of a year. A poison
(a gallon). Gas and oil are usually kept in traveling tanks. A or disease must be recovered from naturally to count towards
pint of gas or vial of phlogiston usually costs 50 gold. For the immunity.
purposes of energy sources, firearms and bombs use Using Poisons: Applying poisons is a Use Object action if
combustion, but two ounces of gunpowder per use for they are not used as weapons. If applied to a weapon, poisons
firearms, and one pound per bombs. You do not have to pay retain potency for one minute or until used. Poisons are
an additional cost with bombs, but must supply gunpowder applicable to up to three hits. A creature multiple times with
and bullets (or pellets) for firearms. a single poison suffers disadvantage to the saving throw of
• Electricity (Batteries): The device is powered by batteries. the poison.
A charge is gained per single battery. So long as enough Depending on the vector of the poison, it takes different
charges remain in the device, it is active. shapes.

101 CHAPTER 4 | Skills


• Cracking eggshells made of pottery or porcelain delivers
inhaled poisons (treat as potions in regards to range, with a
10-foot radius cloud), and are treated as improvised weapons.
• Applying poisons to a door handle delivers contact
poisons.
• Applying poisons to the tip of an arrow or within a syringe
delivers injury poisons.
• Applying poisons to a bowl or cooked meal delivers
ingested poisons.
The default DC of each poison is 13, although proficient
have DCs (8 + proficiency + Intelligence modifier).
Crafting poisons requires proficiency in a poisoner’s kit and
materials. Poisons can be crafted using alchemical crafting
points of the same components, or ingredients of the same
cost (such as coming across 100 gp worth of a 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).

CHAPTER 4 | Skills 102


Chapter 5: Feats

S
trike feats These are effects that modify a You may brew and imbue as much drinks as your Ki
successful attack roll and cost a bonus action. If allows, though the ki dissipates naturally over the course of
a strike effect calls for a saving throw, the DC is three days. This is considered a ki feature, and has the
equal to 8 + proficiency bonus + Strength (or same DC to resist.
Agility if using a finesse or light weapon).
Infusionist
Prerequisite: Four or more caster levels, Intelligence 15 or
Brew Mastery higher
Prerequisites: At least 1 level in the monk class. You gain You gain proficiency with the infusion skill and can make
proficiency in brewer supplies. infused items.
Also, if you have the Ki feature, you can imbue a pint of
drink (alcohol, tea, or any other brew) with a measure of Magical Suffusion
your Ki, reducing your current and maximum Ki pool by Prerequisite: Ability to cast arcane or divine spells, access
the amount of points you use. to cantrips
The drink is suffused with your power, and confers a You gain increased proficiency with the minor spells
benefit to whoever drinks it. Drinking a brew is a bonus called cantrips. Your cantrips count as if you are 4 levels
action, and grants one of the below benefits for eight hours, higher to determine the damage dealt with them.
until they take a long rest, or until they make use of three Cantrips also do not cost any mana for you.
uses of the effect (whichever comes first). After the drink is
consumed, your Ki maximum is restored to normal (and Mystic Blast
can rest to regain the lost Ki). A creature cannot benefit
from more than one brew at any given time, and cannot Prerequisite: Ability to cast arcane or divine spells You can
benefit if they do not require drink or food to stay alive, or if make a ranged spell attack as an action, dealing 1d6
they cannot reasonably process drinks. The brew can also damage per maximum spell level you can access. This
be force-consumed with a melee unarmed attack or as part damage can be dealt to creatures within 30 ft.
of a grapple check. This does not cost mana, and can be done at will as a
You gain one brew recipe per proficiency bonus: supernatural ability, so long as you have at least 1 mana per
• Fortifying Brew (1 Ki point). All creatures who drink d6 of damage. If you are exhausted from low mana, you
this brew increase their maximum hit points by 1 per monk cannot make use of this ability unless you are no longer
level (max is equal to double the imbiber’s original hit exhausted. The damage’s type is chosen by you upon
points). If the character later suffers from a reduction to gaining this feat, and can be Acid, Cold, Electricity, or Fire.
maximum hit points, it is reduced from the benefit of This may be used with the Spell Strike feat.
Fortifying Brew first. This benefit ends if the creature is Special: You may instead deal fel, thunder, unholy, or holy
reduced to 0 hit points. This does not stack with Aid spell. damage with your Mystic Blast, but it deals 1d4 damage
• Elusive Brew (1 Ki point). All creatures who drink this instead per spell level, and you must be able to cast a spell
brew can use a reaction to perform the Dodge action. with the aforementioned descriptors.
• Dizzying Haze (1 Ki point). All creatures who drink this
brew suffer from light obstruction to perception, and lose Improved Regeneration
10 feet of speed for one minute. The creature can make a Prerequisite: Troll, Stamina of 13 or higher
Stamina saving throw to negate the obstruction to vision • Increase your stamina value of 1 to a maximum of 20.
and negate the reduction to speed. If targeted with a fire • You can regenerate 1 hit point per minute. This ability
spell or effect, the creature is set on fire, taking 1d4 fire allows you to stabilize alone, in case you fall unconscious
damage on the start of each of its turns until they use an • You regenerate lost limbs in three days instead of one
action to set it out. This requires an Agility saving throw week, unless they were taken willingly (such as to escape
against your ki DC. Unlike most brews, the benefit of this bonds), or if they are cauterized.
brew can be used once.
• Mana Tea (2 Ki). All creatures who drink this brew can
regain 2 Ki, or 2 points of mana. As normal mana Spell Strike [Strike]
regeneration effects, this effect has a cooldown of an hour When you make a melee or ranged attack, you may use the
(even if used for Ki). Unlike most brews, the benefits of this strike’s bonus action to apply the effects of a direct-target
brew can be used once. spell to the struck creature. The spell targets the creature
• Thunder Focus Tea (2 Ki). All creatures who drink this struck, and cannot target anyone else, such as you, an area,
brew reduce the mana or Ki cost for area-of-effect and or an adjacent creature.
multi-target spells by 1 point. The creature is still entitled a saving throw if the spell
• Tigereye Brew (1 Ki). All creatures who drink this brew allows it, but if the spell targets AC, the effect does not call
can add their Spirit bonus to melee weapon damage rolls. for another roll. This is declared before the strike is made,
• Ki Guard Brew (2 Ki). All creatures who drink this brew and a spell that is designated to discharge is lost
take 2 less points of damage from weapon attack rolls. This harmlessly if the attack fails. This cannot be applied to a
does not stack with the Paladin’s Devotion Aura and similar strike spell.
effects.

CHAPTER 5 | Feats 103


Spell Stance [Stance]
You may cast a single spell as part of entering this stance.
So long as you remain in the stance, the spell remains
active. The spell requires the normal mana cost or
resources, but its casting time is folded into entering the
stance so long as it has a casting time of one action or
quicker.
The spell must have a target of (self) or touch and can
target one allied creature (you are always your own ally).
Examples are Holy Light, See Invisibility, Haste, Tongues,
Mutate, Shield, and most generally 'buff' spells. This feat
can be used once every five minutes.
Improved Regeneration
Prerequisite: Troll, Stamina of 13 or higher
Benefits:
• Increase your stamina value of 1 to a maximum of 20.
• You can regenerate 1 hit point per minute. This ability
allows you to stabilize alone, in case you fall unconscious.

104 CHAPTER 5 | Feats


Chapter 6: Powers and Magic

W
hether it comes in the form of a healer’s Caster Level Spell Level Accessed
gentle touch or the wrath of a warlock’s fiery 1 1 (and cantrips if specified by class)
rain, magic is a way of life in Azeroth. For
good or evil, magic has infiltrated the world 3 2
and shows no sign of leaving. The dark siren 5 3
call of the arcane and the gentle but firm 7 4
tapping of divine energies both color the
world and affect its inhabitants. The way of magic is often a 9 5
dangerous road to travel, yet most set out confidently on a 11 6
journey that they do not expect to end in doom.
The path of the arcane magic user is dark and 13 7
questionable. Arcane power is undeniably the strongest 15 8
magic branch; arcanists can command elements, monsters 17 9
and even undead with their power. It was the use of these
powers, however, that attracted the most destructive forces
to Azeroth — not once, but many times in the past ten For example, a mage (level 10) and a paladin (level 10)
thousand years. Even with history proving time and again have caster levels of 10 and 5, respectively, allowing the
that arcane use leads to damnation, there is no lack of mage to prepare 5th level spells, and the paladin to prepare
arrogant new arcanists on Azeroth who believe that they 3rd level spells.
can control the forces at work. Arcane magic users are Merely having a high enough caster level is not enough to
usually high elves and humans. Demons are the masters of begin casting, however; a character must also prepare and
the arcane, and the Lich King and his Scourge spellcasters access the relevant spell.
are also talented.
The path of the divine is less fraught with paradox and Accessing Spells from 1st level or
doom. Arcane casters call it the weaker path, while divine Higher
casters calmly state that it is the subtler of the two. A spellcaster may ready any spell they can access (and have
Focused on support magic and healing, adherents of the the required minimum caster level). This requires being
divine can also call down the destructive forces of nature. tutored, praying for a spell, studying one, or finding spells in
Divine practitioners are usually orcs, tauren or night elves. scrolls or spellbooks. A spellcaster may always use a
Ironforge dwarves and humans also have their divine spellbook they find, or scribe the spell from a spellbook they
magic users. This chapter introduces the mana system, and don’t own to a spellbook they do own.
the mechanics that facilitate its function. There are several ways to gain access to and ready
spells.
Spellcasting Ability • 1st level: The first level of any spellcasting class
Depending on the character’s class or race, they may gain instantaneously grants a number of readied spells, such as
spellcasting abilities. Spellcasting can either be arcane by gaining a grimoire, spellbook, libram (holy spellbook)
(drawn from studying esoterica, complex ley patterns, and etc.
ancient tomes and runes) or divine (drawn from revering • Higher levels: When leveling up, the spellcaster gains 2
and being granted powers from powerful entities, such as spells of any spell level they can cast. They are treated as if
the Elven goddess Elune, the Holy Light, the Unholy they have spent their pastime performing research (see
Shadow, or the Lich King). Regardless of source, merely below or Discovery on chapter 4).
gaining spellcasting capabilities grants the character the • Scribing a Spell: Drawing new runes with rare inks,
ability to cast spells and maintain a mana pool to fuel their carving a dedication on a shaman totem, or reproducing a
powers. The spellcaster needs to have spells readied and spell in a mage’s spellbook or scroll into another one all
prepared, and also requires the mana necessary to fuel require acute understanding of spellcasting, time, and
them. materials. A character may add new spells into their
The character’s caster level is separate from their spellbook (or class equivalents) by spending 2 hours and 50
character level or hit dice, and determines access to new gold per spell level they scribe.
spell levels (representing mastery of magic), while the • Research: A character can research and create their
spellcaster’s proficiency bonus determines the cost of own spell (effectively preparing a spell in their spell lists
magic spells and mana pool size (which represents their they could not find yet) by spending two weeks in research
practical training). and the cost of scribing the spell. This works exactly as the
skill discovery ability (see chapter 4).
Accessing and Preparing Spells • Tutelage: Spellcasters may gain spells directly from
other spellcasters or magical beings such as celestials, fey,
The caster level of the spellcaster is determined by the demons, undead, or monstrosities. Tutelage costs the same
ability that grants spellcasting. Mages gain 1 caster level for as scribing a new spell, or may be done for free in return for
every level in the mage class, while paladins gain half the a service or fulfilling a quest. Druids, shamans, and
normal rate. A spellcaster can only prepare spells if their warlocks usually resort to being tutored by powerful beings
caster level is 1 or higher. The below table shows the spell (such as Cenarius taught Malfurion Stormrage, the
level accessed by caster level. elementals taught Thrall, and demonic cults teach
warlocks) in exchange for services (usually related to
defeating their enemies or reducing their influence.
CHAPTER 6 | Powers and Magic 105
A conjured creature cannot tutor their conjurer, but a Mana Fountains: Mana fountains are areas where ley
bound creature can. lines intersect and react with pure waters found in the wild
Spells of special power (such as all conjure spells), and or sometimes within temples and arcane studies (which
iconic class spells (Holy Light, Divine Shield, and Revivify are built around it). Those who drink it regain mana (which
for Paladins; Conjure Food and Water and Teleport for requires an action), and those who remain around it gain
Mages; Elemental Shock, Conjure Elemental, Spirit Animal increased clarity (+25% mana regeneration per hour when
(Polymorph), and Astral Recall (Teleportation Circle) for within 30 feet).
Shamans, etc.) might also be granted for free after a side An example of a mana fountain is the high elves’ Sunwell
quest (as determined by the DM). in Quel’Thalas (which, unlike normal mana fountains,
grants the benefits within the city of Silvermoon, and not
just when in proximity), and the night elves’ Moonwells.
Preparing Spells Note. Demons always have mana pools for the purposes of
A character can prepare a base number of spells for every mana-destructive effects such as Mana Burn and Detonate
spell level equal to 2 + double their spellcasting attribute Mana. Creatures that do not have mana (or do not use
modifier. For their highest-level spell, however, they can them) are normally immune to the effects of such spells.
only prepare half the base number, and for their second-
highest, they can only prepare three-fourths the value. Regaining Mana
For example, a 10th level paladin with 16 (+3) Spirit can Depleted mana may be regained by various abilities,
prepare 8 base spells (2 + 3 x 2), and can access up to 3rd resting, drinking potions, or even by certain spells.
level spells. He may only prepare 4 3rd-level spells (since Active Regeneration can fall under several types: using
3rd level is his highest spell level), and 6 2nd level, and he abilities and spells, potions, magical nexi, or magical
may prepare 8 1st level spells normally. vampirism (see below):
Magical Vampirism: One may also feed on a dead or
helpless creature’s mana. By so, the feeding creature can
Mana regain mana equal to one-half the mana the creature has. If
When gaining spellcasting ability, the character also gains a the creature is helpless but not dead, they may roll an
pool of mana points equal to their spellcasting ability score opposed Stamina saving throw--and if they succeed, the
(Intelligence for mages, charisma for paladins, etc.) plus vampirism fails, and cannot be used again for one hour
their proficiency bonus. Mana is spent on casting spells, from the same creature.
and spells fail when the mana pool doesn’t have enough This act is usually seen as an evil (or at least, chaotic)
mana for the spell (unless the spell itself costs 0 mana). act, as drawing mana could have a corruptive influence on
the feeding creature. This also usually has unforeseen
Mana Cost of Spells psychological or physiological aftereffects, such as
The higher the spellcaster’s proficiency bonus, the lower addiction to the act or arcane withdrawal.
the cost of magic spells in terms of mana points. By default,
every magic spell costs 6 mana + 1 mana per spell level – Repeat-casting a Spell
the caster’s proficiency bonus. If the spell cast is 3 levels Repeating the same spell causes a link in ether, halving the
below the caster’s maximum (or is a level 0 spell), the cost mana cost of the same spell if cast twice in a row. This
is halved. reduction stacks with reductions from a different type, but
Strike (and Shot), Stance, and Sigil spells all cost half the cannot lower the cost below 1 mana point. For example A
normal mana cost for a spell of their level. 1st level warlock spends 5 mana to cast Chaos Bolt (level
A character regains mana through the following ways: 1), and 2 mana on Firebolt (level 0). If casting Chaos Bolt
Rest: A character regains a number of mana points equal twice in a row, it will cost 5 mana the first time, and 2 mana
to their proficiency bonus per hour of not casting spells or the second time.
per short rest, and regains all mana points after a full
night’s rest. Spellcasting and Distraction
Mana Restorative Abilities: Abilities such as Invocation,
Ancient Power, and Desperate Prayer all restore mana, as Spellcasting may be interrupted if the spellcaster is
well as certain spells (Life Tap), items (Mana potions), and harmed while casting or channeling the spell (such as
locations (Mana fountains). Unless otherwise stated, a channeling or stance spells, or when struck with a held
character can only use mana restorative abilities 1/hour action). This is called a distraction. When hit this way, the
(such as a drink from a mana potion or mana fountain). spellcaster must succeed on a concentration check
Mana Vampirism: An obscure and often frowned-upon (Stamina saving throw), DC 10 or half the damage dealt
practice, a character may regain mana by feeding on (whichever is higher) or the spell fails (and the mana is
another who has mana remaining as an action by touching spent uselessly). This acts similarly to casting spells in
them and draining out their mana. situations that are difficult to cast spells in (such as while
This drains mana points from a helpless, willing, or dead on being a storm-tossed ship or while being distracted by
creature (up to one-half the target’s remaining mana pool). wind and rain). Auras are also subject to disruption while
If the creature is helpless and not dead or willing, it is active.
entitled a Stamina saving throw (opposed to the drinker’s Heightening Spells: A caster may cast a lower-level
Stamina) to resist. When drained once, a creature cannot spell with additional mana as if it were a few spell levels
be drained again for 24 hours. If done to an unwilling or higher. This is termed heightening. Spells that can be
dead target, this is usually seen as an evil act, which could heightened gain various effects when they are heightened
have corruptive influences on the feeder. at specific spell levels. This can only be done if the caster
level of the spellcaster is high enough to heighten the spell
to said level.

106 CHAPTER 6 | Powers and Magic


A character can always heighten a spell, but it costs one
bonus action if done while spellcasting. In most cases, the
difference between one spell level and another is 1 mana
point.
Mana-Less Casting: Skilled spellcasters can cast magic
on nothing, channeling the mana around them instead of
their own.
Attempting to cast a spell without sufficient mana points
left (or attempting to cast a spell without spending mana at
all) requires a Stamina saving throw to cast a spell. The DC
is equal to 20 + spell level. If successful, the spell is cast, but
count the mana cost against the current pool (this can
reach a negative value, increasing the DC). On a failure, the Relics: Relics are enchanted items of uncommon quality
spellcaster suffers one level of exhaustion. This level of that hold charms that strengthen specific spells the relic is
exhaustion is only lifted when the spellcaster is at full mana attuned to. Usually, relics count as spellbooks or are
points. charms placed on spellbooks. Each character that prepares
Multiclassing: Multiclassing in the World of Warcraft 5e a spell on their spell list through a relic gains the bonus so
RPG is similar to its state in 5e; you add your levels in long as the relic is physically with them.
spellcasting together to determine your total caster level Relics are detailed under the Equipment chapter.
(0.5 for each level in Paladin, 1 for each level in Priest, etc.) Tattoos: A character may tattoo spells onto their skins,
to learn your maximum spell level. You may also make use scales, or clothes to hold their spells besides normal
of both spell lists, but only to the spell level you can access spellbooks. This costs the same as normal scribed spells,
in either lists (a level 1 Mage and level 10 Paladin cannot and the creature's body is treated to be the spellbook. If
cast 3rd level mage spells). The mana is drawn from a killed or reduced to 0 hit points, one tattooed spell may be
single pool. too harmed and rendered unintelligible, and is lost. This
can be done if the damage dealt was acid or fire. This can
Withdrawal (Optional Rule) be fixed by paying half the cost to scribe it. A medium
Arcane magic is known to be addictive--and
character can scribe up to 50 pages worth onto their skin
tapping into the Sunwell’s vast energies more
(such as chest, arms, legs, etc.). For smaller creatures, the
than once and losing it afterwards causes severe pages are halved, and for larger creatures, the pages are
mental and physical stress. If cursed with this doubled.
dreadful affliction, one must meditate for thirty A known spell-tattooist is the demon hunter Illidan
minutes every day (this does not contribute to Stormrage.
short rests), or else suffer disadvantage to their Spells: Whether it comes in the form of a healer’s gentle
saving throws versus magic (and grant advantage touch or the wrath of a warlock’s fiery rain, magic is a way
towards any check to affect them with an arcane of life in Azeroth. For good or evil, magic has infiltrated the
spell), as their bodies begin draw in any kind of world and shows no sign of leaving. The dark siren call of
mana. the arcane and the gentle but firm tapping of divine
Every day without meditating also reduces the energies both color the world and affect its inhabitants.
maximum mana pool by 1 point. If one’s The way of magic is often a dangerous road to travel, yet
maximum mana is reduced to 0 from this effect, most set out confidently on a journey that they do not
they typically transform into mindless mana
addicts, who relentlessly seek out mana fountains
expect to end in doom. Spells can be cast by any character
and similar restorative effects (such as potions)
who has access to mana and a spell list. Whenever a class
and gather there, viciously savaging anyone who references being able to cast spells from a specific spell list,
seeks to take away their light (and are refer to the below list under the appropriate name.
derogatorily known as mana junkies). Meditation Class-specific spell names are italicized.
requires a Spirit score of 13 or higher. Drawing
mana and restoring it actively, such as drinking
from mana fountains, potions, and magical
vampirism (see above) nullifies the effects of
arcane withdrawal for a number of days equal to
their Stamina modifier.

Spellbooks and Relics


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

CHAPTER 6 | Powers and Magic 107


Spell List Heroism
Identify
Alchemist (ALC)
Illusory Script
ALC 0 Cantrips (0 level)
Jump
Acid Splash
Longstrider
Blade Ward
Magic Aura
Create Bonfire
Mutate
Disrupt Undead
Protection, Good/Evil
Fire Bolt
Purify Food/Drink
Guidance
Ray of Sickness
Light
Rejuvenation
Minor Alchemy
Sanctuary
Mending
Shield
Mold Earth
Silent Image
Poison Spray
Sleep
Produce Flame
Hideous Laughter
Frost Bolt
Thunderstorm
Shocking Grasp
Shift Skill
Spare the Dying
Thunderclap ALC 2 (2nd Level)
Vicious Mockery Alter Self
Aid – Increase Toughness
ALC 1 (1st Level)
Berserker Rage
Alarm
Blindness/Deafness
Bind
Blur
Burning Hands
Calm Emotions
Cause Fear
Continual Flame
Command
Darkness
Corpse Explosion
Darkvision
Charm
Dragon Breath
Color Spray
Enhance Ability
Conjure
Enlarge/Reduce
Chromatic Orb
Gentle Repose
Death Coil
Hold
Death Pact
Invisibility
Detect Poison/Disease
Lesser Restoration
Detect Magic
Magic Weapon
Disguise Self
Pass Without Trace
Dissonant Whispers
Protection from Poison
Endure Elements
Ray of Enfeeblement
Entangling Roots
See Invisibility
Expeditious Retreat
Shatter
Explosion – Alchemical Explosion
Silence
Faerie Fire
Spider Climb – Sticky Limbs
False Life
Suggestion
Feather Fall - Bouncy Body
Unholy Frenzy
Fog Cloud
Web
Elemental Armor
Zone of Truth
Grease

108 CHAPTER 6 | Powers and Magic


ALC 3 (3rd Level)
Heroes’ Feast
Blight
Mass Suggestion
Daylight
True Seeing
Death Ward
Deeper Darkness ALC 7 (7th Level)
Dispel Magic Etherealness
Feign Death Finger of Death
Fear Firestorm
Gaseous Form Forcecage
Haste Plane Shift
Nondetection Regenerate
Plant Growth Resurrection
Protection from Energy Sequester
Remove Curse Simulacrum
Revivify Symbol
Slow
Speak with Dead
Death Knight (DKN)
DKN 1 (1st Level)
Stinking Cloud
Bane
Sunbeam
Bind
Vampiric Touch
Cause Fear
Water Breathing
Charm
ALC 4 (4th Level) Command
Compulsion Conjure
Confusion Death Coil
Death Ward Death Pact
Greater Invisibility Detect Evil and Good
Polymorph Detect Magic
Stone Shape Detect Poison and Disease
Stone Skin Divine Favor

ALC 5 (5th Level) Heroism

Cone of Cold Icy Touch

Cloudkill Protection from Evil and Good

Creation Purify Food and Drink

Contagion Runic Array

Dominate Searing Smite

Dream Shield of Faith

Geas Thunderous Smite

Modify Memory Wrathful Smite

Mislead DKN 2 (2nd Level)


Greater Restoration Aid – Unholy Resolve
Raise Dead Branding Smite
ALC 6 (6th Level) Capture Essence
Awaken Corpse Explosion
Disintegrate Desecration
Flesh to Stone Find Steed
Globe, Invulnerability Earth Shield – Bone Shield
Heal

CHAPTER 6 | Powers and Magic 109


DRD 0 Cantrips (level 0)
Create Bonfire
Hold
Control Flames
Lesser Restoration
Druidcraft
Locate Object
Frostbite
Magic Weapon
Guidance
Protection from Poison
Gust
Unholy Frenzy
Magic Stone
Zone of Truth
Mending
DKN 3 (3rd Level) Mold Earth
Aura of Vitality Poison Spray
Blinding Smite Produce Flame
Crusader's Mantle Resistance
Darkness Shape Water
Dispel Magic Shillelagh
Elemental Weapon Thorn Whip
Magic Circle Thunderclap
Remove Curse Wrath
Revivify
DRD 1 (1st Level)
Telekinesis – Death Grip
Absorb Elements
DKN 4 (4th Level) Animal Friendship
Death Ward Beast Bond
Drain Life Bind
Locate Creature Charm
Staggering Smite Conjure
Strangulate Create or Destroy Water
Detect Magic
DKN 5 (5th Level)
Detect Poison and Disease
Banishing Smite
Earth Tremor
Circle of Power
Entangle
Cloudkill
Entangling Roots
Contagion
Fade
Cripple
Faerie Fire
Destructive Wave
Fog Cloud
Death and Decay
Goodberry
Dispel Evil and Good
Ice Knife
Dominate
Healing Word
Geas
Jump
Mass Revivify – Can only target intelligent undead
Longstrider
Mind Freeze
Mark of the Wild
Raise Dead
Moonfire
Teleportation Circle – Only to circles made by Mages or
Warlocks Purify Food and Drink
Hallow/Unhallow Speak with Animals
Rejuvenation
Druid (DRD) Resolve
Swipe and Shred
Thunderstorm

110 CHAPTER 6 | Powers and Magic


DRD 4 (4th Level)
DRD 2 (2nd Level)
Blight
Animal Messenger
Confusion
Barkskin
Control Water
Beast Sense
Detonate Mana
Blink Step
Freedom of Movement
Darkvision
Giant Insect
Dust Devil
Grasping Vine
Earthbind
Hallucinatory Terrain
Enhance Ability
Ice Storm
Find Traps
Locate Creature
Flame Blade
Polymorph
Flaming Sphere
Stone Shape
Gust of Wind
Stoneskin
Heat Metal
Wall of Fire
Hold
Watery Sphere
Lesser Restoration
Locate Animals or Plants DRD 5 (5th Level)
Locate Object Antilife Shell
Moonbeam Awaken
Pass without Trace Commune with Nature
Protection from Poison Control Winds
Skywrite Contagion
Spike Growth Dominate
Tiger’s Maul Geas
Warding Wind Greater Restoration
Insect Plague
DRD 3 (3rd Level)
Maelstrom
Call Lightning
Raise Dead
Cyclone
Reincarnate
Daylight
Scrying
Dispel Magic
Starfall
Erupting Earth
Teleportation Circle – only to natural glades
Feign Death
Tranquility
Lunar Curse
Tree Stride
Meld into Stone
Wall of Stone
Plant Growth
Protection from Energy DRD 6 (6th Level)
Sleet Storm Bones of the earth
Speak with Plants Find the Path
Spirit Infusion Heal
Water Breathing Heroes’ Feast
Water Walk Move Earth
Wind Wall Transport via Plants
Revivify Wall of Thorns
Shooting Star Wind Walk
Slumber
Sunbeam
Sunfire

CHAPTER 6 | Powers and Magic 111


MGE 1 (1st Level)
DRD 7 (7th Level)
Alarm
Fire Storm
Arcane Armor
Mirage Arcane
Arcane Missile
Plane Shift
Bind
Regenerate
Burning Hands
Resurrection
Catapult
Reverse Gravity
Cause Fear
Teleport – only to natural glades
Charm
Whirlwind
Chromatic Orb
DRD 8 (8th Level) Color Spray
Animal Shapes Conjure
Antipathy/Sympathy Comprehend Languages
Control Weather Create/Destroy Water – Can create or destroy only one-
Earthquake half the normal quantity
Feeblemind Detect Magic

Sunburst Disguise Self

Tsunami Earth Tremor


Elemental Armor
DRD 9 (9th Level) Expeditious Retreat
Foresight Explosion
Shapechange Fade
Storm of Vengeance False Life
Feather Fall
Mage (MGE)
Find Familiar
MGE 0 Cantrips (level 0)
Frostfire Bolt
Acid Splash
Fog Cloud
Blade Ward
Grease
Chill Touch
Ice knife
Control Flames
Icy Touch
Create Bonfire
Identify
Dancing Lights
Illusory Script
Fire Bolt
Jump
Friends
Longstrider
Gust
Mage Armor
Light
Mana Shield
Mage Hand
Protection from Evil and Good
Mending
Ray of Sickness
Message
Shield
Minor Illusion
Silent Image
Poison Spray
Sleep
Prestidigitation
Hideous Laughter
Frostbite
Floating Disk
Frost Bolt
Thunderstorm
Shocking Grasp
Unseen Servant
True Strike
Witch Bolt
Thunderclap

112 CHAPTER 6 | Powers and Magic


MGE 3 (3rd Level)
MGE 2 (2nd Level)
Bestow Curse
Alter Self
Blink
Arcane Explosion
Blizzard
Arcane Lock
Clairvoyance
Banishment
Counterspell
Berserker Rage
Create Food and Water
Blindness/Deafness
Dispel Magic
Blink Step
Fear
Blur
Feign Death
Capture Essence
Fireball
Cloud of Daggers
Fire Nova
Continual Flame
Fly
Crown of Madness
Frost Nova
Darkness
Gaseous Form
Darkvision
Glyph of Warding
Detect Thoughts
Haste
Dragon Breath
Hypnotic Pattern
Enlarge/Reduce
Tiny Hut
Flaming Sphere
Lightning Bolt
Freezing Sphere
Magic Circle
Gentle Repose
Major Image
Gust of Wind
Minute Meteors
Hold
Nondetection
Invisibility
Phantom Steed
Knock
Protection from Energy
Levitate
Remove Curse
Locate Object
Sending
Magic Aura
Sleet Storm
Magic Mouth
Slow
Magic Weapon
Stinking Cloud
Mana Burn
Sunbeam
Mirror Image
Telekinesis
Mute
Tongues
Parasite
Vampiric Touch
Phantasmal Force
Water Breathing
Ray of Enfeeblement
Rope Trick MGE 4 (4th Level)
Scorching Ray Arcane Barrage
See Invisibility Arcane Eye
Shadow Strike Black Tentacles
Shatter Blight
Spider Climb Brilliance Aura
Suggestion Confusion
Unholy Frenzy Control Water
Web Detonate Mana
Dimension Door
Drain Mana
Fabricate

CHAPTER 6 | Powers and Magic 113


MGE 6 (6th level)
Arcane Gate
Faithful Hound
Circle of Death
Fire Shield
Contingency
Globe of Invulnerability
Disintegrate
Greater Invisibility
Instant Summons
Hallucinatory Terrain
Irresistible Dance
Ice Block
Eyebite
Ice Storm
Flesh to Stone
Inferno Blast
Guards and Wards
Phantasmal Killer
Mass Suggestion
Polymorph
Move Earth
Private Sanctum
Possession
Resilient Sphere
Programmed Illusion
Secret Chest
True Seeing
Stone Shape
Wall of Ice
Storm Sphere
Stoneskin MGE 7 (7th level)
Wall of Fire Arcane Sword
Etherealness
MGE 5 (5th level)
Finger of Death
Amplify Magic
Forcecage
Animate Objects
Mirage Arcane
Arcane Orb
Magnificent Mansion
CloudkilI
Plane Shift
Combustion
Prismatic Spray
Cone of Cold
Pyroblast
Contact Other Plane
Project Image
Creation
Reverse Gravity
Cripple
Sequester
Death and Decay
Simulacrum
Dominate
Symbol
Dream
Teleport
Flame Strike
Geas MGE 8 (8th level)
Living Bomb Antimagic Field
Legend Lore Antipathy/Sympathy
Mind Freeze Clone
Mislead Control Weather
Modify Memory Demiplane
Passwall Feeblemind
Scrying Horrid Wilting
Seeming Incendiary Cloud
Telepathic Bond Maze
Teleportation Circle Mind Blank
Wall of Force Power Word: Stun
Wall of Stone Sunburst
Telepathy

114 CHAPTER 6 | Powers and Magic


MGE 9 (9th level)
Pass without Trace
Astral Projection
Protection from Poison
Foresight
Shadow Strike
Gate
Silence
Imprisonment
Spike Growth
Meteor Swarm
Power Word: Kill HTR 3 (3rd Level)
Prismatic Wall Conjure Barrage
Shapechange Daylight
Time Stop Lightning Arrow
True Polymorph Nondetection
Weird Plant Growth
Wish Protection from Energy
Speak with Plants
Hunter (HTR) Revivify - Can only revive an animal companion
HTR 1 (1st Level)
Water Breathing
Absorb Elements
Water Walk
Alarm
Wind Wall
Animal Friendship
Beast Bond HTR 4 (4th Level)
Bind Freedom of Movement
Charm Grasping Vine
Conjure Locate Creature
Detect Magic Stoneskin
Detect Poison and Disease HTR 5 (5th Level)
Ensnaring Strike Commune with Nature
Fade Conjure Volley
Fog Cloud Dominate
Goodberry Raise Dead - Can only raise an animal companion
Hail of Thorns Swift Quiver
Hunter’s Mark Tree Stride
Jump
Longstrider Paladin (PLD)
Rejuvenation PLD 1 (1st Level)
Shot Array Bind
Speak with Animals Bless
Charm
HTR 2 (2nd Level)
Command
Animal Messenger
Conjure
Barkskin
Detect Evil and Good
Beast Sense
Detect Magic
Cordon of Arrows
Detect Poison and Disease
Darkvision
Divine Favor
Find Traps
Flash of Light
Flare
Heroism
Hold
Holy Light
Lesser Restoration
Protection from Evil and Good
Locate Animals or Plants
Purify Food and Drink
Locate Object

CHAPTER 6 | Powers and Magic 115


PLD 5 (5th Level)
Banishing Smite
Renewing Light
Circle of Power
Seal Array
Destructive Wave
Searing Smite
Dispel Evil and Good
Shield of Faith
Flame Strike
Thunderous Smite
Geas
Wrathful Smite
Hallow/Unhallow
PLD 2 (2nd Level) Mass Revivify – True Redemption, cannot target undead
Aid – Holy Resolve Raise Dead – Champions Arise
Banishment
Blessing Array Priest (PRS)
Branding Smite PRS 0 Cantrips (level 0)

Consecration Guidance

Denounce Light

Divine Shield Mending

Exorcism Resistance

Find Steed – Divine Steed Smite

Hammer of Justice Spare the Dying

Hold - Repentance Thaumaturgy

Holy Shock PRS 1 (1st Level)


Lesser Restoration Bane
Locate Object Bless
Magic Weapon Bind
Protection from Poison Cause Fear
Shackle Evil Charm
Zone of Truth Command

PLD 3 (3rd Level) Conjure

Aura of Vitality Create or Destroy Water

Blinding Smite Death Coil

Create Food and Water Death Pact

Crusader's Mantle Detect Evil and Good

Daylight Detect Magic

Dispel Magic Detect Poison and Disease

Elemental Weapon Fade

Holy Wrath Fear Ward

Magic Circle Flash of Light

Remove Curse Guiding Bolt

Revivify - Redemption Holy Light

Sunbeam Inner Fire


Mind Blast
PLD 4 (4th Level) Protection from Evil and Good
Aura of Life Purify Food and Drink
Aura of Purity Sanctuary
Death Ward Shield of Faith
Locate Creature Renewing Light
Staggering Smite

116 CHAPTER 6 | Powers and Magic


PRS 2 (2nd Level)
Remove Curse
Aid – Power Word: Fortitude
Revivify
Augury
Sending
Banishment
Speak with Dead
Blindness/Deafness
Spirit Guardians
Calm Emotions
Sunbeam
Continual Flame
Tongues
Denounce
Water Walk
Enhance Ability
Exorcism PRS 4 (4th Level)
Find Traps Control Water
Gentle Repose Death Ward
Hold Detonate Mana
Holy Fire Divination
Lesser Restoration Drain Life
Locate Object Freedom of Movement
Mana Burn Guardian of Faith
Mute Locate Creature
Orb of Annihilation Mind Vision
Prayer of Healing Stone Shape
Protection from Poison
PRS 5 (5th Level)
Shackle Evil
Commune
Silence
Contagion
Spiritual Weapon
Cripple
Warding Bond
Dispel Evil and Good
Unholy Frenzy
Dominate
Zone of Truth
Flame Strike
PRS 3 (3rd Level) Geas
Banshee’s Curse Greater Restoration
Beacon of Hope Hallow/Unhallow
Bestow Curse Hope of Healing
Clairvoyance Insect Plague
Create Food and Water Legend Lore
Daylight Mass Revivify
Dispel Magic Raise Dead
Feign Death Scrying
Globe of Invulnerability - Antimagic Shell Vampiric Aura
Glyph of Warding
PRS 6 (6th Level)
Holy Nova
Blade Barrier
Holy Wrath
Find the Path
Lightwell
Forbiddance
Magic Circle
Harm
Mass Healing Word
Heal
Meld into Stone
Heroes’ Feast
Mind Flay
Planar Ally
Protection from Energy
True Seeing
Power Word Shield
Word of Recall
Psychic Terror

CHAPTER 6 | Powers and Magic 117


PRS 7 (7th Level)
Calm Emotions – Ancestral Calm
Divine Word
Capture Essence
Etherealness
Curse of Agony – Hex of Pain
Fire Storm
Continual Flame
Plane Shift
Darkvision
Regenerate
Dragon Breath – Fire Breath
Resurrection
Dust Devil
Symbol
Earthbind
PRS 8 (8th Level) Earth Shield
Antimagic Field Earthen Grasp
Control Weather Elemental Tongue
Earthquake Enhance Ability
Holy Aura Flame Blade
Flaming Sphere
PRS 9 (9th Level)
Freezing Sphere
Astral Projection
Gust of Wind
Gate
Heat Metal
Mass Heal
Hold
Shaman (SHM) Lava Burst
SHM 0 Cantrips (level 0) Lesser Restoration
Create Bonfire Locate Animals or Plants
Control Flames Locate Object
Blade Ward Pass without Trace
Fire Bolt Protection from Poison
Frostbite Pyrotechnics
Frost Bolt Scorching Ray - Fire Beam
Guidance See Invisibility – Ghost Sight
Invoke Elements Shatter - Erosion
Light Skywrite
Magic Stone Spike Growth - Earth Spikes
Mending Spiritual Weapon
Message Totemic Recall
Mold Earth Warding Wind
Produce Flame Wind Shear
Resistance
SHM 3 (3rd level)
Shocking Bolt
Bloodlust
Shocking Grasp
Call Lightning
Shape Water
Conjure Elemental Totem
Thunderclap
Curse of Elements – Elemental Suffusion
True Strike
Curse of Weakness – Weakening Hex
SHM 2 (2nd level) Cyclone
Ancestral Guardians Daylight
Animal Messenger Dispel Magic - Purge
Banishment Elemental Shock Totem
Barkskin Erupting earth
Berserker Rage – Fury Hex Feign Death
Blessing Array – Only Blessing of Wisdom; named Fireball
Blessing of Water

118 CHAPTER 6 | Powers and Magic


Dominate
Fire Nova
Fire Nova Totem
Glyph of Warding
Flame Strike
Lightning Bolt - Chain Lightning
Geas
Lightning Storm
Greater Restoration
Meld into Stone
Hallow/Unhallow
Protection from Energy
Hope of Healing
Revivify – Ancestral Sight
Legend Lore
Remove Curse – Cleanse Spirit
Maelstrom
Sending
Mass Revivify – Ancestral Vision
Sleet Storm
Raise Dead – Reincarnate
Speak With Dead
Resistance Totem
Spirit Guardians
Scrying
Spirit Infusion
Spirit Link Totem
Spirit Link
Spiritual Reincarnation
Sunbeam
Teleportation Circle – Astral Recall
Tidal Wave
Tranquility
Tongues
Transmute Rock
Wall of Sand
Wall of Stone
Wall of Water
Windfury Tongue
Water Breathing
Water Walk SHM 6 (6th level)
Wind Wall Bones of the Earth
Find the Path
SHM 4 (4th level)
Forbiddance
Arcane Eye – Eye of Kilrogg
Heal
Blight
Healing Stream Totem
Control Water
Heroes’ Feast
Divination - Spirit Visitations
Investiture of Flame
Earthbind Totem
Investiture of Ice
Elemental Bane
Investiture of Stone
Fire Shield
Investiture of Wind
Freedom of Movement – Grace of Air
Mana Tide
Healing Stream
Move Earth
Ice Storm
Primordial Ward
Locate Creature
True Seeing
Polymorph – Spirit Animal or Ghost Wolf
Wind Walk
Resilient Sphere – Solid Wind
Word of Recall
Stone Shape
Stoneskin SHM 7 (7th level)
Wall of Fire Divine Word
Watery Sphere Etherealness – Spirit Walk
Fire Storm
SHM 5 (5th level)
Plane Shift
Commune
Pyroblast – Molten Blast
Cone of Cold
Regenerate
Contact Other Plane
Resurrection
Control Winds
Curse of Shadows – Veil of Shadows

CHAPTER 6 | Powers and Magic 119


WRK 1 (1st Level)
| Reverse Gravity – Upturned Earth| | Windfury Tongue
Totem| | Whirlwind| Absorb Elements
Alarm
SHM 8 (8th level)
Bind
Control Weather
Burning Hands
Earthquake
Cause Fear
Incendiary Cloud
Catapult
Mana Tide Totem
Chaos Bolt
Sunburst
Charm
Tsunami
Color Spray
SHM 9 (9th level) Conjure
Astral Projection Comprehend Languages
Foresight Demon Skin
Gate Detect Magic
Mass Heal Detect Evil and Good
Meteor Swarm Disguise Self
Imprisonment Elemental Armor
Storm of Vengeance Expeditious Retreat
Explosion
Warlock (WRK)
Fade
WRK 0 Cantrips (0 level)
False Life
Acid Splash
Feather Fall
Blade Ward
Fog Cloud
Chill Touch
Grease
Control Flames
Hellish Rebuke
Create Bonfire
Hex Array – Only Death Hex
Dancing Lights
Icy Touch
Fire Bolt
Identify
Friends
Illusory Script
Gust
Immolate
Light
Jump
Mage Hand
Longstrider
Mending
Mage Armor
Message
Mana Shield
Minor Illusion
Mind Blast
Poison Spray
Protection from Evil and Good
Prestidigitation
Ray of Sickness
Frostbite
Shadow Bolt
Frost Bolt
Shield
Shocking Grasp
Silent Image
True Strike
Sleep
Hideous Laughter
Floating Disk
Thunderstorm
Unseen Servant
Witch Bolt

120 CHAPTER 6 | Powers and Magic


WRK 3 (3rd Level)
WRK 2 (2nd Level)
Bestow Curse
Alter Self
Blink
Arcane Explosion
Carrion Swarm
Arcane Lock
Clairvoyance
Banishment
Curse of Elements
Blindness/Deafness
Curse of Tongues
Blink Step
Curse of Weakness
Capture Essence
Dispel Magic
Continual Flame
Fear
Crown of Madness
Fireball
Curse of Agony
Fire Nova
Darkness
Fly
Darkvision
Frost Nova
Detect Thoughts
Gaseous Form
Dragon Breath
Glyph of Warding
Enlarge/Reduce
Haste
Exorcism
Hypnotic Pattern
Flaming Sphere
Magic Circle
Freezing Sphere
Mind Flay – Shadow-Speech
Gentle Repose
Minute Meteors
Gust of Wind
Nondetection
Hold
Phantom Steed
Immolation Aura
Protection from Energy
Knock
Remove Curse
Levitate
Sending
Life Tap
Slow
Locate Object
Spirit Link – Fel Bond
Magic Aura
Stinking Cloud
Magic Mouth
Telekinesis
Magic Weapon
Tongues
Mana Burn
Vampiric Touch
Mute
Orb of Annihilation WRK 4 (4th Level)
Parasite Arcane Eye – Eye of Kilrogg
Pyrotechnics Black Tentacles
Ray of Enfeeblement Blight
Rope Trick Confusion
Scorching Ray Eye Beam – Can deal Fel damage Control Water
See Invisibility Detonate Mana
Shadow Strike Dimension Door
Shackle Evil Drain Life
Shadow Strike Drain Mana
Suggestion Divination
Unholy Frenzy - Curse of Recklesseness Fire Shield
Web Globe of Invulnerability
Greater Invisibility
Hallucinatory Terrain

CHAPTER 6 | Powers and Magic 121


WRK 6 (6th Level)
Arcane Gate
Ice Block
Circle of Death
Ice Storm
Contingency
Inferno Blast
Disintegrate
Locate Creature
Instant Summons
Phantasmal Killer
Irresistible Dance
Polymorph
Eyebite
Private Sanctum
Flesh to Stone
Resilient Sphere
Forbiddance
Secret Chest
Guards and Wards
Soulshatter
Mass Suggestion
Wall of Fire
Possession
WRK 5 (5th Level) Programmed Illusion
Amplify Magic True Seeing
Animate Objects
WRK 7 (7th Level)
Arcane Orb
Arcane Sword
CloudkilI
Etherealness
Combustion
Finger of Death
Cone of Cold
Fire Storm
Contact Other Plane
Forcecage
Contagion
Mirage Arcane
Creation
Magnificent Mansion
Cripple
Plane Shift
Curse of Shadows
Prismatic Spray
Death and Decay
Project Image
Dominate
Pyroblast – Soul Fire
Dream
Reverse Gravity
Flame Strike – Flame Crash
Sequester
Geas
Simulacrum
Living Bomb
Symbol
Legend Lore
Teleport
Mind Freeze
Mislead WRK 8 (8th Level)
Mislead Antimagic Field
Passwall Antipathy/Sympathy
Rain of Fire Clone
Scrying Control Weather
Seeming Demiplane
Soul Stone Feeblemind
Soul Well Incendiary Cloud
Telepathic Bond Maze
Teleportation Circle Mind Blank
Wall of Force Power Word: Stun
Vampiric Aura Sunburst
Telepathy
Trap the Soul

122 CHAPTER 6 | Powers and Magic


WRK 9 (9th Level)
Astral Projection
Demonic Doom
Foresight
Gate
Imprisonment
Meteor Swarm
Power Word: Kill
Time Stop
Weird
Wish

CHAPTER 6 | Powers and Magic 123


Amplify Magic [level 5]
Spell Definitions Abjuration
Array: Spells with the array tag have several sub-spells. Casting Time: 1 action
When preparing a spell with the array tag, you must choose Range: 60 feet (15-foot radius sphere)
to prepare one spell of the array (each of which may have Components: V, S
their own spell levels and different effects). Duration: Concentration, up to 1 minute.
Auras: These spells emit an aura within 15 feet, and You amplify magical effects in the area of effect. All spells
typically remains for a few minutes. If the creature falls cast from or into the area of effect are heightened one spell
unconscious, the aura dissipates, and is otherwise level. If the spell cannot be heightened (or if heightening
considered an active and beneficial spell (unless it is has no effect), it heals 25% more, damages 25% more, or
debilitative). A character can only benefit from one at any remains for 25% longer. Dampen Magic This spell may be
given time (their choice), and may be dispelled as normal. reversely cast. If so, the spells cast into or from the area of
Blessings: This array includes beneficial spells that are effect are counted one level lower (if eligible).
activated by consuming half your movement, and may
target yourself or an ally. A creature can have only one Ancestral Guardians [level 2]
blessing active on them at any given time, with most
blessings active on a duration of five minutes (and are thus Abjuration [Sigil] [Healing]
mostly useful for one encounter). These are considered Casting Time: 1 action
beneficial spells. Range: Touch (one creature)
Channel: These spells are most demanding Components: V, S
concentration spells, and require the investment of one Duration: Up to one minute
action every round to maintain the spell. If the caster You conjure spirits to guard and advise the target in
cannot invest the required actions, the spell ends. Above battle, tapping into the target's ancestral bonds. The target
the required action, the spellcaster cannot move faster than regains 2d4 hit points. At the beginning of every round, the
half their speed. As for all concentration spells, this spell is target must succeed on a Spirit saving throw to regain the
broken if concentration is lost. same amount of hit points again. So long as this sigil is
Sigil: These are spells that have an initial direct effect active, the target also takes 1 less point of damage from
(and a diminished effect on a miss). After the initial effect, weapon and spell attacks and effects for that round. The
the sigil ‘pulses’ every round afterwards, repeating the reduction to damage is an aura effect. Constructs gain no
initial effect every round. A successful saving throw negates benefit from this spell.
the pulses and the extra effects (if the sigil harms), or Heightened: The healing increases by one dice per every
sustains the pulses and extra effects (if the sigil aids). Sigils level above 2nd, and reduction to damage increases by one
usually remain for one minute before dissipating naturally point per every two levels above 2nd.
unless a saving throw roll ends it prematurely. A critical hit
on a sigil effect does not confer the extra damage to Arcane Armor [level 1]
subsequent pulses. Abjuration
Seals: These are personal spells (with a target of ‘you’) Casting Time: 1 action
that are also cast as part of your movement (consumes Range: Personal (Self)
base half movement, cannot be used if already spent). A Component: V, S, M (Focus crystal that costs 10 gp)
creature may be under the effects of one seal at any given Duration: 1 hour
time, and most seals have a duration of one minute. Seals A protective field guards you. Upon casting this spell, you
may be released (termed judgment or release), and impose may choose one magic school or energy type, and gain
the additional effect specified under the spell. advantage to all saves versus that school or resistance
These are considered beneficial spells. Only paladins versus that damage type for the duration of the spell. You,
may cast seals. Death Knights may cast seals, but only however, gain disadvantage to saving throws that belong to
those marked as runic spells. spells that another school (see table below), or vulnerability
Shield: These spells benefit from several priestly to damage from its opposing type. You cannot gain
abilities. resistance to an effect you are already resistant to, but you
Strikes/Shot: These spells cost a bonus action to can gain resistance to an effect you are vulnerable against
activate, and otherwise act on an attacker’s melee or (becoming neutral). You cannot gain vulnerability to an
ranged attack several times before expiring, modifying it effect you are immune to.
appropriately. The user can otherwise declare when to use
them per action, or to withhold the effect until before the Opposing Energy
end of the duration. These are considered beneficial spells. School School Type Opposing Type
Shot spells are strike spells, but are restricted to ranged Abjuration Evocation Fire Cold
weapons. All shot spells belong to the hunter spell list. Illusion Divination Acid Lightning or
Totems: These relics cast specific spells they are imbued Thunder
with as a reaction from the caster. Totems usually remain Conjuration Transmutation
for one minute, and require a reaction to activate each Enchantment Necromancy
Holy Shadow or Fel
round. They can be moved with a bonus action (maximum
speed is equal to the caster’s speed).
Totems have 7 AC, and hit points equal to double the Special: If you are vulnerable to a school or damage type,
level of the caster. Destroying a totem by reducing it to 0 hit you gain disadvantage to saving throws, and attackers that
points deactivates the effect and dispels the spell as normal. affect you using that school or energy type have advantage
Whenever the totem is subjected to a saving throw, they use to attacks against you.
the caster’s bonus.

124 Amplify
CHAPTER 6 Magic [level 5]
| Powers and Magic
Heightened: When cast as a level 6 spell, you gain One fiend or celestial you target must make a Charisma
resistance to the damage type or advantage versus the saving throw. On a failure, you shunt them with abjuration
school chosen without gaining vulnerability or magic to a transitionary state, causing them to become
disadvantage to the opposite type or school. ethereally unstable (gaining resistance to nonmagical
damage and reducing their movement speed by half). At the
end of the duration (if you were able to concentrate for an
Arcane Barrage [level 4] entire minute), they are banished to their original plane of
Evocation existence.
Casting Time: 1 action Heightened: If heightened to level 4, you can target other
Range: 120 feet, (10-foot-radius sphere) creatures as well as fiends and celestials. When banished,
Components: V, S you can instead banish their transformed forms to another
Duration: Instantaneous dimension, where they disappear (are shunted into another
You create two large glowing bursts of violet force, dimension), where they remain in a harmless dimension
sending them to a single enemy within the range. The two until the end of the spell's duration (or until you fail to
intertwine, striking the enemy and creating an explosion of concentrate on the spell).
force, dealing 6d4+6 damage to the target, and to all In this dimension, the creature can still move (at their
creatures and unattended objects within a 10-foot radius normal rate), but cannot attack or interact with those one
sphere of him. Said creatures are also pushed back 5 feet the original dimension, although they can return if it
outwards from the center of the blast. Targeted creatures possesses the ability to plane shift back (in which case it
are entitled an Agility saving throw to negate the push returns in the space it was banished from), but is otherwise
effect, but cannot reduce the damage taken. unharmed. At the end of the duration, it appears in the
Heightened: The spell deals an extra 1d4+1 damage per place it moved.
every level above level 4.
Banshee’s Curse [level 3]
Arcane Explosion [level 2] Necromancy [Sigil] [Curse]
Evocation Casting Time: 1 action
Casting Time: 1 bonus action Range: 60 feet
Components: V Components: V, S
Range: Self (10-foot-radius sphere) Duration: Up to 1 minute
:Duration Instantaneous You suffuse the regretful curse of the banshee on a target
You create a tremendous burst of arcane energy that within range. Make a ranged spell attack against the target.
explodes from you, dealing 2d4+2 arcane damage to all On a hit, the target takes 3d4 damage. The damage is half
creatures and unattended objects in the area, except you. shadow, and half thunder. At the beginning of every round,
Said creatures are also pushed back 5 feet. Targeted they must succeed on a Spirit saving throw to end the spell,
creatures are entitled an Agility saving throw to negate the or take the damage again. So long as the spell is active, the
push effect, but cannot reduce the damage taken. target must roll a d6 whenever they declare an action. On a
Heightened: The spell deals an extra 1d4+1 damage per result of a 2 or lower, the action fails. On a result of 3 or
every level above level 2. higher, the action takes place as normal. This effect cannot
trigger more than once per round. If the ranged spell attack
Arcane Orb [level 5] misses, the spell deals half the initial damage and has no
other effect.
Evocation [Totem] Heightened: The damage increases by one dice per
Casting Time: 1 action every spell level above 3rd.
Components: V, S
Range: 30 feet Berserker Rage [level 2]
Duration: 1 minute
You create a swirling orb of magical force. When you cast Transmutation
this orb, you may use a reaction for it to emit an Arcane Casting Time: 1 action
Explosion centered on the orb itself, as the spell Arcane Range: 30 feet (one creature)
Explosion. This totem otherwise functions as all other Components: V, S, M (a red napkin)
totem spells. Special. Unlike most Totem spells, this can be Duration: Special, up to 1 minute
only cast by the Mage class. You cause one creature to go into a murderous rampage.
The target must succeed on a Stamina saving throw or else
Banishment [level 2] gains the following benefits. A willing creature can choose
to fail on the saving throw.
Abjuration • They have advantage on Strength Checks and Strength
Casting Time: 1 action saving throws.
Range: 60 feet • When they make a melee weapon Attack using
Components: V, S Strength, they gain a bonus to the damage roll equal to
Duration: Concentration, up to 1 minute their proficiency bonus.
• They have Resistance to bludgeoning, piercing, and
slashing damage.
• The target is treated as if distracted for the purposes of
spellcasting (DC is equal to your spell DC).

CHAPTER 6 | Powers and Magic 125


The rage ends early if the target is knocked unconscious, or You can re-negotiate the terms of the binding by re-
if their turn ends without being attacked or attacking a casting the spell so long as it hasn't ended yet. If the terms
hostile creature, or if not taking at least one point of become more difficult, bonded creatures usually take this
damage in that turn. The benefits of this spell are not negatively. A bound creature shows recognizable signs of
gained if the target is wearing heavy armor. being bonded, either by a mark, tattoo, chains, bracers (or
A creature affected by this spell makes another Stamina any form stated by DM-caster adjudication). You can have
saving throw at the end of its turn. On a successful save, multiple bonded creatures, but no more than double your
the effect ends for it. If the rage continues for more than level at the same time. Excess creatures are automatically
two rounds, the creature gains one level of exhaustion at freed, and may choose to return to their normal plane (of
the end of the rage. conjured) or remain in the plane they are currently in. You
A creature cannot benefit from this spell more than once are always aware of how tenuous your hold is on your
per their own proficiency bonus per every long rest. bound creatures and whether a creature breaks free or not.
• Bond Payment It is costly to establish a bond with a
creature. The creature requires a material component
Bind [level 1] (determined by the DM, usually in relation to the creature's
Abjuration type) equal in cost to 100 gp per CR of the creature, which
Casting Time: 1 hour is consumed by the creature. If the creature was bound for
Range: 60 feet a duration instead of a task, the payment changes. If the
Components: V, S, M (100 gp worth of materials per place is hallowed to be friendly to the creature type (Blight
CR) for Undead, Blessed for Celestials, Bloom for Animals and
Duration: Special Plants, Elemental Activity for Elementals), the initial cost of
You bind a creature from the type related to your binding is halved.
spellcasting list (see conjuring and binding under your
class) with a CR equal to the spell's level. At the completion
of casting, the target must make a Charisma saving throw. Duration Binding cost
On a failed save, the target creature is bound to serve you, 1 day 10% binding cost
either for the duration of a task or a certain amount of time 1 week 50% binding cost
(minimum 24 hours). If the creature was summoned or
created by another spell, it can also be bound (though the 1 month 100% binding cost
creature is still entitled a saving throw, although the 1 year 200% binding cost per year
creature must be within range for the entire casting time,
and automatically dispels the Conjure spell. A bound Creatures whose interests align with yours may halve or
creature is not treated as if conjured (it can conjure others waive the payment entirely. A creature already bound can
if able, is not connected telepathically, nor automatically still be subject to this spell, which requires three opposed
friendly to you or your allies, they cannot be dispelled with spellcasting checks to break the first binding (or repel the
dispel magic or similar effects), and is treated as an attempt).
independent character. They can die (granting XP to Special: The binding on undead breaks automatically
whoever defeats them) and gain XP by themselves after the next dawn. Re-binding, however, can be done with
(allowing them to level up, possibly beyond the ability of the an action so long as you are within 100 feet of them (the
binding spell to contain them). Despite the fact that they are undead do not gain another saving throw). Bound undead
not automatically friendly, they cannot refuse a direct order retain their telepathic connection as if conjured (within line
from you, or take direct action against you. Depending on of sight and 100 feet, whichever applies).
your relationship with the servitor, the bound creature may Note: This spell is also known as enslave undead or
attempt to break free of the binding (either by convincing enslave demons (when used against existing undead and
you that it is in your best interests, or conspiring to hurt or fiends, respectively), and Create Undead when used to bind
cripple you to force you to release the spell). permanent undead.
The binding effect is not permanent, however. When Heightening: The maximum CR of the creatures the spell
casting the binding spell, you may choose in which way the can bind is equal to that of the Conjure spell of the same
bond will be broken between you and the servitor: level. Alternatively, the duration can be increased by one
• Bonded for a Task: The servitor learns of a task you give step per level (24 hours - 3 days - 1 week - 1 month - 1 year).
it, and the bond breaks upon its completion (returning to its
original form or native plane of existance). The creature is Blessing Array [level 2+]
still bound to report its success before leaving by any way it
knows. If you are unavailable or they are unable to report to Transmutation [Array, Blessing]
you, they wait until it is certain that you will not return Casting Time: special (half movement)
beyond reasonable doubt, at which point the spell ends Range: Touch
normally. Examples of tasks are delivering a message, Components: V, S
helping you clear a dungeon, casting a spell, or providing Duration: 5 minutes
information. You gain one blessing of the below array:
• Duration of Time: If the creature is bound to serve for a • Blessing of Kings (level 4): You or any target creature
specific pre-determined duration (such as 1 day, week, or gains +2 to all d20 rolls until the duration of the spell ends.
year), and is automatically freed after the duration ends. This applies to attack rolls, saving throws, skill checks, and
It may choose to remain longer, but it is otherwise freed ability checks.
from obedience. Examples of a duration is guarding you for • Blessing of Might (level 2): You gain supernatural
a time, providing council for a time, or providing a awareness of the vulnerabilities in your enemies. You gain
sustained service (such as scouting duties). +2 bonus to damage rolls.

126 CHAPTER 6 | Powers and Magic


While under the benefits of this blessing, your pupils dilate, Duration: Concentration, up to 1 minute
but are not any more sensitive to light than usual. This does Choose a willing creature you can see within range. Until
not stack with Abandonment Aura or similar effects. the spell ends, the target is immune to fear, has +2 to AC,
• Blessing of Protection (level 3): This potent blessing
advantage on Agility saving throws, and can make an
protects the target. The target gains the effect of a Divine additional action on each of its turns, and gains temporary
Shield spell. However, the spell ends for the target if they hit points equal to your spellcasting modifier. This action
attack or cast any spell. can only be used for the attack (one weapon attack only),
• Blessing of Sacrifice (level 1): This potent blessing
Dash, Disengage, Hide, or Use Object action. When the
creates a spiritual connection between you and the subject. spell ends, the target can’t move or take actions until after
Each time the subject takes hit point damage, half of it its next turn.
transfers to you. If you and the subject move out of range of Brilliance Aura [level 4]
each other, the spell ends immediately. The halved damage
is not counted as if resistance, but does not stack with it. Transmutation [Aura]
The target and you must be within clear, unobstructed Casting Time: 1 action
vision and within 15 feet of one another. Range: 15- foot-radius sphere, centered on you
• Blessing of Wisdom (level 2): This powerful blessing Components: V, S
aids spellcasters, aiding their mana expenditures in battle. Duration: 1 minute
For the duration of the blessing, the base spell cost for You surround yourself with a pulsing aura of cerulean
spells cast by the target cost 1 less mana (minimum 1). energy. This aura grants crystalline thought to any two
Heightened: allied spellcasters in range and empowers them to cast
• Blessing of Might: For each level above 2nd, you add +1 their spells with less effort. For the duration of the aura,
to the damage roll increase, to a maximum of +5. and so long as a creature is both friendly and within range,
the mana spell cost for spells cast is reduced by 1
Blink Step [level 2] (minimum 1).
Heightened: For each two spell levels above 4th, you may
Conjuration benefit two additional allied spellcasters, and lower the
Casting Time: 1 bonus action mana cost by an additional point.
Range: Personal
Components: V Capture Essence (Ritual) [level 2]
Duration: Instantaneous
You shunt yourself dimensionally, teleporting yourself to Abjuration [Ritual]
an unoccupied spot in within 30 feet. You cannot teleport Casting Time: 10 minutes
yourself to an area you cannot see, or into an object. Range: Touch
Special: This spell may also be cast as a reaction. In this Component: V, S, M (Focus crystal that costs 50 gp)
case, casting it when being hit gives you resistance to all Duration: Instantaneous, or ten minutes until discharge
physical damage as well as teleports you. You may also You draw an essence-capturing magic circle or seal that
teleport others with you, but each additional creatures can remain up to ten minutes before discharging. While the
halves the distance remaining. seal is active, any creature you designate that is reduced to
0 hit points within 10 feet of the seal (or any surface you
Blizzard [level 3] inscribe it upon) must make a Spirit saving throw or else
Evocation [Channel] have its essence absorbed by the seal in question. The
Casting Time: 1 action creature must have a CR equal to or less than 4. Depending
Range: 150 feet, in a 15-feet-wide, 60-feet-high cylinder. on the creature type, the focus crystal can perform multiple
Components: V, S, M (crushed glass and water) things:
• Humanoid, Giants, Beast, Fey, Monstrosity, Dragon,
Duration: Channeling, up to 1 minute Undead: Soul Gems, which fuel Necromancy devices.
You whisper the magic words, and a cold light emanates Undead can be consumed as Quintessence (see below).
from your hands. At your command, snow, sleet and hail • Elemental: Elemental Gems, which fuel elemental-
batter your foes. The spell calls down freezing sleet, ice powered devices
shards and heavy hail down on the caster’s targets, dealing • Outsiders: Quintessence, which can be consumed
1d6 points of slashing damage, and 3d6 points of cold Construct, Plant, Ooze cannot be targeted by this spell.
damage to the area and every creature in it per round of If the spell is cast ritually with expending double the
concentration. normal mana cost, the target of the effect suffers
The heavy snow obscures all sight, including darkvision, disadvantage to the essence-capturing, and any attempts to
beyond 5 feet. Forty feet high, a cold cloud materializes, release the essence have disadvantage. A creature trapped
imposing the same obscuration to sight, and dealing the in the focus of the spell can be freed by destroying the focus
same damage to all creatures that fly through or under it. or by casting a raising spell (see resurrection under the
Heightened: Per level above 3rd, add one dice to the cold introduction).
damage, per two levels beyond 3rd, add one dice to the Quintessence restores 1d6 hit points or 2 mana points
slashing damage (4d6 cold and 2d6 slashing at 4th level; per CR. This is a mana-restorative effect that imparts
6d6 cold 3d6 slashing 6th level, etc.) incredible pain to the trapped creature.
Heightened: The maximum CR of the creature whose
Bloodlust [level 3] essence is imprisoned is double the spell level.
Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of dried blood or sand)
CHAPTER 6 | Powers and Magic 127
Heightened: When you cast this spell using a spell slot of
Carrion Swarm [level 3] 2nd level or higher, you can target one additional creature
Evocation [Sigil] for each slot level above 1st. They must be within 30ft of
Casting Time: 1 action each other when you target them. You can instead choose
Range: Self to target one additional creature type to the charm spell
Components: V, S, M (a corpse or egg of a beetle, spider, instead (Charm Person at level 2 can be Charm Person and
or other vermin) Elementals).
Duration: Up to 1 minute Combustion [level 5]
You release a torrent of poisonous spiders, beetles and
other vermin from hand to bite and infest your opponents. Evocation
Each creature in a 30-foot cone must make a Stamina Casting Time: 1 action
saving throw, or take 3d8 bludgeoning, piercing, and Range: 60 feet
slashing damage on a failed save, or half as much damage Components: V, S
on a successful saving throw. Duration: Instantaneous
At the beginning of the creature’s turn every round, those You invoke a combustion in a target within range. Make a
who failed the initial Stamina saving take the initial ranged spell attack on a target within range. Targets struck
damage again (Stamina saving throw negates the damage combust, suffering 5d6 fire damage.
and ends the spell). So long as the spell is active for that If the target is already subject to an active sigil spell, you
target, they are considered poisoned until the beginning of may cause up to two sigils to pulse at once (as if two
their turn in the next round. Whenever a creature dies rounds have passed, or one round passed for each sigil, no
while being poisoned by this spell, a carrion beetle is saving throw allowed).
conjured where they once stood (exploding from the If the target is burning, they take triple the normal fire
corpse). The DM has the carrion beetle’s statistics. damage and suffer one level of exhaustion instead (Agility
Heightened: The damage increases by one dice per every saving throw halves the extra damage and negates the
spell level above 3rd. exhaustion).
Special: If you are a corporeal undead, you may target If the ranged spell attack misses, the spell deals half the
one creature that suffers under this sigil, and transfer some initial damage and has no other effect.
of their lost lifeforce to you. You regain hit points equal to
one-half the damage dealt by the spell in the same round. Consecration/Desecration [level
2]
Chaos Bolt [level 1]
Evocation
Evocation Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 60 feet Components: V, S
Components: V, S Duration: Concentration, up to 1 minute
Duration: Instantaneous then 1 round You call upon the Holy Light to sanctify an area of a 15-
You throw a greenish-violet bolt of crackling chaotic foot sphere, dealing 2d8 holy damage to all enemies of the
energies. Make a ranged spell attack on a target within Light within this area of effect. If the enemy is a fiend or
range. Targets struck by this bolt suffer 2d8 fel damage. If undead, they take 50% extra damage and also move at half
the target is already subjected to an active sigil spell, you normal speed. Creatures aligned or who follow the Light
may force the target to suffer a sigil pulse as if one round take no damage. Creatures that are not opposed to it take
passed (no saving throw allowed). half damage. For the duration of the spell, the area of effect
Heightened: When you cast this spell using a spell slot of is treated as hallowed (as per the spell Hallow/Unhallow,
2nd level or higher, the damage increases by 2d6 for each but cannot bind an extra effect to the area).
slot level above 2nd. Special. This spell costs half mana. Special: When cast by a Death Knight or a priest that
follows the Lich King or demonic forces (such as high-level
Charm [level 1] acolytes), this deals shadow damage and increased damage
Enchantment to celestials and those who directly channel the Holy Light.
Casting Time: 1 action This is called Desecration instead.
Range: 60 feet Heightened: The damage increases by 1d8 per level.
Components: V, S
Duration: 1 hour Conjure [level 1]
You attempt to charm one creature you can see within Conjuration, or Transmutation (if Constructs or Plants), or
range. When preparing this spell, you can choose to be able Necromancy (if Undead)
to charm your creature type, beasts, or one creature type Casting Time: 1 hour (or 1 action if animal, fey, or plant)
your class can bind (see binding under spellcasting). It Range: 60 feet
must make a Spirit saving throw, and does so with Components: V, S, M (a focus related to the creature,
advantage if you or your companions are fighting it. If it see material component below).
fails it is charmed by you until the spell ends or until you or Duration: Concentration, up to 1 hour
your companions do something harmful to it. The charmed
creature regards you as a friendly acquaintance. When the
spell ends it knows it has been charmed.

128 CHAPTER 6 | Powers and Magic


You summon a creature from the type tied to your You suffuse a nearby corpse or an undead creature that
spellcasting list (see conjuring and binding under your serves you (conjured, but not bonded) with unholy energies,
class). The creature appears in an unoccupied space you filling it with so much corruption that it explodes then and
can see in range, and is friendly to you and your there. When the corpse explodes, it deals 2d6 shadow and
companions for the duration. Roll initiative for the creature, 2d6 poison damage to all creatures within 10 feet of it
which has its own turns. The creature can telepathically (Agility saving throw halves), and inflicting the poisoned
understand any command, and will execute them (no action condition for one minute (Stamina saving throw negates).
required by you), obeying any command given, so long as An exploded corpse is desecrated and difficult to raise or
they don’t violate its alignment or nature. If you don’t issue animate, and requires that they be healed up to half the
any commands to the creature, it defends itself from hostile damage dealt by corpse explosion. A corpse cannot be
creatures but otherwise takes no actions. The telepathy targeted more than once with the same spell.
only functions if you maintain line of sight to the creature Heightened: You may deal an additional 1d6 shadow and
and remain within 100 feet. 1d6 poison damage per every spell level.
The creature has a maximum CR of 1 per spell level. You Cripple [level 5]
may also divide the CR between multiple creatures (such
as doubling the number of creatures and dividing the CR by Necromancy
2, or tripling and dividing by 3, etc., to a minimum of CR Casting Time: 1 action
1/8). Dispelling one creature dispels the entire spell, Range: 60 feet
however. A conjured creature cannot conjure others even if Components: V, S
they have spells that normally allow them to, and despite Duration: Concentration, up to 1 minute
them obeying their conjurer’s commands, they take their You cripple any living target within range. Make a ranged
own actions and are controlled by the DM (such as which spell attack. On a success, the target takes -2 to AC and to
spells or ability to use, etc.). Agility saving throws, can’t use its reactions, and may make
Once the duration of the spell ends or the creature is either an action or a bonus action every turn (not both).
defeated, it is dismissed to its original plane (or becomes Regardless of the creature’s abilities, it may only make one
inanimate and resumes the object’s purpose in the case of melee or ranged attack on its turn, and they deal only half
undead, plants, and constructs). If your concentration damage with weapon attacks that use Strength or Agility. If
breaks before the spell ends before the duration ends, it the creature attempts to cast a spell with a casting time of 1
becomes independent in its actions, and is controlled by action, roll a d20. On an 11 or higher, the spell doesn’t take
the DM (typically, undead and elementals rampage, effect until the creature’s next turn, and the creature must
constructs and plants act like the objects of their focus, fey use its action on that turn to complete the spell. If it can’t,
and animals defend themselves and seek refuge, and the spell is wasted. At the end of each of the target’s turns, it
celestials and fiends promote their far-reaching aims). An can make a Stamina saving throw against the spell. On a
independent creature must be dismissed with an action, or success, the spell ends.
else it remains until the duration ends.
Material Component: The spell requires a material Curse of Agony [level 2]
component or focus that is related to the conjured creature. Necromancy [Sigil] [Curse]
Fiends and celestials require a consumable such as a page Casting Time: 1 action
of a holy book or a drop of blood. Elementals require Range: 60 feet
burning incense for air, sulfur/phosphorous or a bonfire for Components: V, S
fire, a body of water for water, or a gem for earth). Duration: Up to 1 minute
Constructs, plants, and undead require an object as focus You curse one living target within range with searing
(such as a nearby couch to transmute into the construct, a agony, setting their nervous system ablaze. Make a ranged
tree for a plant, or a corpse for the necromantic powers to spell attack against the target. On a hit, the target suffers
animate into). 2d4 fel damage. At the beginning of their turn every round,
When animating a construct or plant, the focus object they take the initial damage again (Stamina saving throw
must not be harder than iron, be sophisticated in design, negates the damage and ends the spell). So long as the
hold anything within, or nailed into place (such as a door, spell is active, the target is treated as if they gained a level
chest, gadget, a treehouse, or a vehicle). It must be as large of exhaustion for one round (even if they are normally
as the construct (a wooden table for a Wood Golem, or a immune to the condition, so long as they are living) until
pile of armor for Animated Armor). If the construct or plant the beginning of their turn in the next round. If the ranged
is destroyed, the magical energies draw the remains back spell attack misses, the spell deals half the initial damage
to where the original object stood and attempt to reform and has no other effect.
the focus (though it might look damaged). Note. The Heightened: The damage increases by one dice per every
conjured creature is not an actual creature, but is more a level above 2nd.
spell construct (formed of magic, ectoplasm, or temporarily Special: For every failed saving throw to end the spell,
bonded to the realm). Killing it does not reward XP or hurt the target takes one additional dice of damage. This cannot
it in any real way. If you wish to conjure a permanent ally, exceed double the initial damage.
see the Bind spell.
Corpse Explosion [level 2] Curse of Elements [level 3]
Necromancy Necromancy [Curse]
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous

CHAPTER 6 | Powers and Magic 129


    Range: 60 feet You target one creature to be affected by a powerful
Component: V, S cyclone of rising winds. The creature, once affected, is
Duration: Concentration, up to 1 hour entitled an Agility saving throw to be unaffected and be
Upon casting this spell, you must succeed on a ranged moved out of the cylinder radius (to any direction chosen).
touch attack to affect a target within range. On a successful If the character cannot move away, it is affected regardless,
hit, you may curse them with vulnerability to the elements. but takes half damage from any falls or cyclone damage.
The target takes half (50%) extra damage from spells that The creature targeted rises vertically so long as you are
deal any type of elemental damage, or one type of magic concentrating on the spell, and remains in the middle of the
damage (choose one). cyclone (15 feet in the air). At the end of each round, the
creature may make another Agility saving throw to escape
the cyclone, falling out of it and halving fall damage. The
Curse of Shadows [level 5] creature cannot move away unless they can fly and succeed
Necromancy [Curse] in an Acrobatics check against your spell DC. If they
Casting Time: 1 action attempt to cast spells, they are distracted, and all attacks
Range: 60 feet made by them are made with concealment from the winds.
Duration: Concentration, up to 1 hour One creature can be held by the cyclone at any given time.
Upon casting this spell, you must succeed on a ranged You may use your action to drop the original target
touch attack to affect a target within range. On a successful creature and lift another one, or launch the original
hit, you may curse them with the inability to quickly heal. creature from the cyclone with the cyclone’s full force.
The target receives only half (-50%) the normal amount of Dropping a creature forces the original target to suffer fall
healing from spells and effects that restore hit points. This damage from its midair height (15 feet for medium
includes regeneration and similar effects, doubling the creatures, or 1d6 fall damage) and subjects another within
duration between healing (alternatively, halving the healing the cyclone’s area of effect to being lifted by the cyclone,
gained). Alternatively, this spell can weaken the target’s while launching the target raises them to the double their
mana restoration, affecting mana points instead. midair height (30 feet for medium creatures, or 3d6 fall
damage) and drops them from that height to any area
Curse of Tongues [level 3] within 15 feet away. A successful Agility saving throw when
hurled halves the fall damage and drops the creature 5 feet
Necromancy [Curse] away from the cyclone’s area of effect.
Casting time: 1 action You may use your movement to move the cyclone to
Range: 60 feet another area and combine that with lifting a new creature
Components: V, S or hurling an old one. Depending on the creature’s size, its
Duration: 1 hour original height midair might differ. This affects the fall
You target one target within range with the curse of damage the creature takes. Small and Tiny creatures suffer
tongues, stealing their voice and causing them to speak in damage as if they fell 10 and 20 extra feet (or 1d6 and 2d6
no other language than the dark tongue of Eredun. On a extra, respectively) if hurled, while.
failed Spirit saving throw, the target is cursed, causing
them to speak only Eredun. Any spell that has a verbal
component requires double the normal time to cast. If the Size Midair Height
target is a good-aligned character, they take 1 point of Tiny 30
Psychic damage whenever they speak Eredun. This
damage is inflicted once per round of speech. Small 20
Special: Due to the effect being temporary, there is no Medium 15
risk of losing Spirit points by being forced to speak in
Eredun. Creatures that can speak uncorrupted Eredun are Large 10
immune to the effects of this spell. Huge 5

Curse of Weakness [level 3] Heightened: You may target another creature in your
Necromancy [Curse] cyclone effect and increase the midair height by 5 feet per
Casting Time: 1 action every two spell levels above 3rd. All creatures must be at
Range: 60 feet least 10 feet within reach of one another to be affected in
Component: V, S an ongoing cyclone effect.
Duration: Concentration, up to 1 hour
Upon casting this spell, you must succeed on a ranged Death and Decay [level 5]
touch attack to affect a target. On a successful hit, you may Necromancy [Channel]
curse them with weakness. The target deals only half Casting Time: 1 action
damage with weapon and spells attacks (indirect damage Range: 60 feet
such as sigils, bleeding effects, and other abilities are Components: V, S, M (a dead rose)
unaffected). Duration: Channeling, up to 1 minutes
Negative energy infuses a cylinder 15 feet side 60 feet
Cyclone [level 3] high. Living creatures age rapidly, as skin sags and flesh
Evocation sloughs off bones. Structures wither and collapse, suffering
Casting Time: 1 action the effects of decades within few seconds.
Range: 60 feet, in a 10-feet-wide, 30-foot-high cylinder.
Components: V, S
Duration: Concentration, up to 1 minute

130 CHAPTER 6 | Powers and Magic


All living creatures and structures in the area take 2d4 You touch a willing creature who isn’t wearing armor, and
points of shadow damage per round of channeling. Each it until the spell ends, the target’s skin becomes ragged and
creature can make a Stamina saving throw to half damage solid. The target’s base AC becomes 13 + its Dexterity
dealt. modifier, and gains 3 temporary hit points for the duration
The spell deals normal damage to any structure in of the spell. So long as at least 1 temporary hit point
contact with the ground when the spell is cast, and every remains, you have vulnerability against holy damage. The
round until the spell ends. Structures typically have 40 hit spell ends if the target dons armor or if you dismiss the
points at the ground floor, and 10 hit points less per each spell as an action.
successive floor. Typically, it takes one minute of damage to Heightened: When you cast this spell using a spell slot of
reduce a building’s floor to rubble with this spell. 2nd level or higher, a target’s temporary hit points
A collapsing structure damages nearby creatures within increases by an additional 3 for each slot level above 1st.
half the structure’s height. Said creatures must make an Demonic Doom [level 9]
Agility saving throw or else take 5d6 bludgeoning damage,
and is knocked prone, and is buried in the rubble, requiring Conjuration [Sigil]
a DC 20 Strength (Athletics) check as an action to escape. Casting Time: 1 action
The DM can adjust the DC higher or lower, depending on Range: 60 feet
the nature of the rubble. On a successful save, the creature Component: V, S
takes half as much damage and doesn’t fall prone or Duration: Up to 1 minute
become buried. Heightened: The spell deals an additional You curse the target with a terrible fate as fel-fire begins
1d4 for every two spell levels above 5th. to burn them from the inside-out. Make a ranged spell
attack against any target within range. The target suffers
Death Coil [level 1] 9d4 fel damage, and is suffused with fel-fire for one minute.
At the beginning of every round, they take the initial
Necromancy [Healing] damage again (Stamina saving throw negates the damage
Casting Time: 1 action and ends the spell). So long as the spell is active, the spell
Range: 30 feet has advantage to any check to avoid being dispelled. If the
Components: V, S ranged spell attack misses, the spell deals half the initial
Duration: Instantaneous damage and has no other effect. If the creature dies while
Invoking the power of death, you bring the living closer to under the effects of demonic doom, its corpse is destroyed,
the end, and invigoration to the unholy or undead. The and a column of fire appears, dealing 9d8 damage in 10
creature you target regains a number of hit points equal to feet, centered on the corpse. The damage is half fire, and
1d8 + your spellcasting ability modifier if they are undead half fel. A doomguard is summoned on the spot of its death,
or fiends. If you target a living or celestial creature, they and it remains for a minute, as if you conjured it. The DM
take damage equal to the hit points they would normally has the Doomguard's statistics.
gain as shadow damage. If you target an unwilling creature, Special: A doomguard is only summoned if the targeted
you require a ranged spell attack. Constructs gain no effect creature is of CR 2 or higher.
from this spell.
Heightened: The healing increases by 1d8 per level Denounce [level 2]
above 1st.
Abjuration
Death Pact [level 1] Casting Time: 1 reaction
Necromancy Range: 60 feet
Casting Time: 1 action Component: V, S
Range: 30 feet Duration: Instantaneous
Components: V, S Reaction: A creature within range is hit with a critical hit
Duration: Instantaneous You may cast this spell as a reaction against any creature
You siphon death magic from an allied undead or hit with a critical hit. Make a ranged spell attack against the
fiendish creature within range. The target loses 10 hit attacker. On a success, their hit then is no longer a critical
points, which you regain as hit points. The target (if hit.
intelligent) is entitled a Spirit saving throw to negate this Heightened: If heightened to 4th level, this spell can
effect. If the creature is reduced to 0 hit points, it is negate two critical hits; the second denunciation must be
destroyed as normal for its type. Alternatively, you may gain used within an hour of casting (this does not require
2 mana points instead. If the spell is cast for mana, it costs concentration).
none by itself. Detonate Mana [level 4]
Heightened: For each level above 1st, you may drain 10
additional hit points per level or 2 extra mana points. Evocation
Casting Time: 1 action
Demon Skin [level 1] Range: 30 feet
Components: V, S
Conjuration Duration: Instantaneous
Casting Time: 1 action
Range: Personal (Self)
Components: V, S, M (grounded tooth dust)
Duration: 1 hour

CHAPTER 6 | Powers and Magic 131


You target an area with a 10-foot sphere of black-purple Each time the target takes damage, it makes a new Spirit
anti-magic. Where the sphere explodes, all creatures that saving throw against the spell. If the saving throw succeeds,
can use mana lose 1d4+1 mana points, and take 2 arcane the spell ends.
damage for every mana point lost. If the creature loses Special: If choosing to affect beasts, the spell’s level is
more than 3 mana points this way, they are subjected to a decreased to 4th level instead, as their minds are more
dispel magic effect (spell level equal to the Detonate Mana malleable.
spell level – 2). Heightened: When you heighten this to a 6th-level spell
Heightened: The number of mana points drained slot, the maximum duration becomes 10 minutes. This
increases by 1d4 points per every three levels above 4 (2d4 increases to 1 hour to 8 hours on 7th and 8th spell slots.
at level 7). You can instead choose to target one additional creature
Special: Demons always have active mana, and can type to the dominate spell instead (Dominate Person at
always be targeted with mana burn. If they have no mana, level 6 can be Dominate Person and Elementals).
they still take 2 points of Arcane damage per potential Drain Life [level 4]
mana burn point.
Necromancy [Channel]
Divine Shield [level 2] Casting Time: 1 action
Range: 60 feet
Abjuration Components: V, S
Casting Time: 1 action Duration: Channeling, up to 1 minute
Range: Personal (Self) You shoot your hand forward, and drain the life from a
Components: V, S living creature within range, drawing it out from their eyes,
Duration: Concentration, up to 1 minute nose, and mouth in green rope-like streams. The target of
You raise your hand, and are protected by the grace of the this spell loses 10 hit points every round, while you gain
Holy Light. So long as you concentrate, you gain immunity half of all damage in healing. The stream may be blocked
to all types of damage. This shield has 3 hit points per by losing line of sight or effect, or moving at least 60 feet
caster level, and fades prematurely if its maximum away from the target, at which case the spell is dispelled.
absorbed hit point maximum is reached. If the shield Medium creatures or smaller cannot block the stream, but
manages to absorb all damage from the effect, you are Large creatures generally do, as well as anything that
protected against any secondary effects. If you are affected blocks magical vision or effect (such as a sheet of lead, etc.).
by a non-damaging spell, reduce the shield’s hit points by 3 Heightened: The damage dealt increases by 5 hit points
per spell level taken--if it absorbs all the damage, you are for every two spell levels above 4th level.
immune to that one spell.
Heightened: If heightened to 4th level, its maximum Drain Mana [level 4]
duration increases to 5 minutes. If heightened to 6th level,
it is no longer a concentration spell. Necromancy [Channel]
Casting Time: 1 action
Dominate [level 5] Range: 60 feet
Enchantment Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 60 feet You shoot your hand forward, and drain mana from your
Components: V, S target, drawing it out from their eyes, nose, and mouth in
Duration: Concentration, up to 1 minute blue rope-like streams. The target of this spell loses 4 mana
You attempt to beguile a creature you can see within points every round. For every 2 mana points lost from the
range. When preparing this spell, you can choose to be able creature, you gain 1 point. The stream may be blocked by
to dominate humanoids, beasts, or one creature type your losing line of sight or effect, at which case the spell is
class can bind (see binding under spellcasting). dispelled. Creatures the caster’s size or smaller cannot
It must succeed on a Spirit saving throw or be dominated block the stream, but creatures larger than they generally
by you for the duration (as Charm). If you or creatures that do. Mana restored this way cannot exceed your maximum
are friendly to you are fighting it, it has advantage on the mana points. You may also use this to ‘push’ a number of
saving throw. your own mana points to the target equal to the spell level.
While the target is dominated, you have a telepathic link You (or any other target) can benefit from this spell only
with it as long as the two of you are on the same plane of once every hour, as a normal mana-restoring effect.
existence. You can use this telepathic link to issue Heightened: You increase the mana stolen by 1 hit mana
commands to the creature while you are conscious (no points for every spell level, and the healing appropriately
action required), which it does its best to obey. You can (minimum 1).
specify a simple and general course of action, such as Earthbind [level 2]
Attack that creature, Run over there, or Fetch that object. If
the creature completes the order and doesn't receive Evocation
further direction from you, it defends and preserves itself to Casting time: 1 action
the best of its ability. You can use your action to take total Range: 90 feet
and precise control of the target. Until the end of your next Components: V, S
turn, the creature takes only the actions you choose, and Duration: Instantaneous, plus concentration (up to 1
doesn't do anything that you don't allow it to do. During this minute)
time you can also cause the creature to use a reaction, but
this requires you to use your own reaction as well.

132 CHAPTER 6 | Powers and Magic


• Frost or Lightning only: The target is chilled for one
You target any flying or air-bound creature within range, round.
bringing the creature crashing down to the ground. The • Fire only: Target is scorched for one round.
target must pass a Strength or Agility saving throw (its Heightened: The temporary hit points increase by 5 for
choice) or else loses altitude at a rate of 40 feet per round. every level above 1st.
If the creature hits the ground as a result of this spell, they
take 1d6 damage, plus the normal damage from falling. Elemental Shock [level 1]
The caster can steer the target to fall to any point within 30
feet when casting this spell. After the creature falls to the Evocation
ground, the caster can maintain concentration to keep it Casting Time: 1 action
earthbound, reducing its fly speed to 0 so long as the Range: 60 feet
creature fails to make its save. The targeted creature can Components: V, S
use an action to break out of this effect and attempt to pass Duration: Instantaneous, plus 1 round
a Strength or Agility saving throw. If it succeeds, it regains You send a resounding burst of elemental energy, dealing
its full fly speed. If the target is larger than the caster, they 2d6 damage from any of the elemental damage. Depending
have advantage on their saving throw. on the element, the target is affected by the following, until
the beginning of their turn in the next round. With a
Earthbind Totem [level 4] successful Stamina saving throw, the target resists the
secondary effect, and halves the initial damage:
Evocation [Totem] • Storm (lightning): The target takes disadvantage to
Casting Time: 1 action attack rolls.
Range: 30 feet • Earth (acid): The target is pushed 10 feet in any
Components: V, S direction you choose.
Duration: 1 minute • Fire (fire): The target takes additional 1d6 fire damage
Once you place this totem, you may use a reaction to • Frost (cold): The target is chilled for one round.
target any creature within 90 feet of it with the effect of Heightened: The initial damage increases by 1d6 per
Earthbind, as the spell Earthbind. The totem automatically level above 1st.
concentrates on any target you choose. This totem Special: This spell costs half normal mana.
otherwise functions as all other totem spells.
Earth Shield [level 2] Elemental Shock Totem [level 3]
Transmutation [Sigil] Abjuration [Totem]
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Up to 1 minute Duration: 1 minute
You conjure a shield of earth to guard and protect a Once you place this totem, you may use a reaction to
creature within range. The target gains resistance against target any creature within 30 feet of it with a blast of
the first weapon attack they take in a combat round. At the elemental energy, as the spell Elemental Shock. This totem
beginning of every round, the target must succeed on a otherwise functions as all other totem spells.
Spirit saving throw to retain the bonus to another round. Heightened: The totem remains for one more minute per
So long as this sigil is active, the target also gains a +2 level above 3rd.
bonus to their AC. The reduction to damage is an aura Elemental Tongue [level 2]
effect.
Heightened: For each spell level above 2nd, you gain Evocation [Strike]
resistance to another attack taken in the same combat Components: V, S
round. Duration: 1 minute, or two uses (whichever comes first)
You may apply this strike to any melee weapon attack.
Elemental Armor [level 1] This deals additional 2d6 damage, chosen from any type of
elemental damage. This deals an additional effect as
Abjuration Elemental Shock.
Casting Time: 1 action Heightened: You deal an additional 1d6 elemental
Range: Self damage or one additional use from any of the above
Components: V, S, M (an object struck by the element) elements per level above 2nd.
Duration: 1 hour
A protective magical field surrounds you, manifesting as Entangling Roots [level 1]
a spectral element. You can choose to make the armor
Frost, Fire, or Lightning. You gain 5 temporary hit points Conjuration
for the duration of the spell. If a creature hits you with a Casting Time: 1 action
weapon or spell attack while these hit points remain, they Range: 60 feet
may either (depending on what you wish during casting). Components: V, S
• The attacker take 1 point of elemental per point of Duration: Concentration, up to 1 minute
damage they deal (maximum equal to the remaining
temporary hit points). The target must be within melee
reach.
• You may gain resistance against the damage (only if the
armor’s element matches the damaging element). This
reduces the temporary hit points by 5.
CHAPTER 6 | Powers and Magic 133
By targeting one creature within range, you sprout thorny Casting Time: 1 action
vines and weeds that constrict on them. The creature must Range: 15 feet
succeed on a Strength saving throw or else be restrained Components: V, S
by the entangling weeds so long as you concentrate. While Duration: 1 minute
the creature is restrained, they take 1d4 damage every Once you place this totem, it emits an aura with a
round (the type is either piercing, slashing, or bludgeoning). reaction. This aura spreads in a 15-foot pulse, granting all
They may use an action every round to make a Strength allies advantages to saving throws versus fear effects.
check against your DC again. On a success, it frees itself, Special: Priests can cast this spell, unlike most totem
and the plants wilt away. spells.
Heightened: The damage dealt increases by 1d4 per level Fire Nova [level 3]
above 1st and can entangle another creature within 5 feet.
Evocation
Exorcism [level 2] Casting Time: 1 action
Range: Personal (self)
Evocation Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet You release a burst of flame in the area, creating a
Components: V, S burning sphere centered on you, igniting the very air
Duration: Instantaneous around you. Any creature within a 20-foot radius sphere
You call upon the Holy Light (or forcefully expel fel or suffer 8d6 fire damage, and are entitled an Agility saving
shadow magic from the target) to harm fiends or undead. throw to half damage. The heat spreads around corners. If
Make a ranged spell attack. If the target is a fiend or a target struck by this spell has been harmed by the
undead, they take 4d10 holy damage. If the target is a Elemental Shock (Fire) or Firebolt spells and failed their
creature under a possession or magic jar spell by an saving throw to half damage, they take 4d6 or 2d6 extra
undead or fiend, only the possessing creature takes the damage, respectively, on the start of their round, and are
damage, and the victim may re-roll against the possession scorched for one round.
effect with advantage. Heightened: When cast from a 4th level spell slot or
If the target is charmed or dominated by an undead or higher, the initial damage increases by 1d6 per spell level
fiend, the target creature may (instead of being damaged) above 3rd.
have the spell dispelled if it is of a spell level 2nd or lower,
and requires a spellcasting ability check against a DC of 10 Fire Nova Totem [level 5]
+ spell level. The caster has advantage in the ability check if
the caster of the effect is evil or is using it for evil means. Evocation [Totem]
Heightened: The damage increases by 2d10 for each Casting Time: 1 action
spell level above 2nd. Range: 30 feet
Components: V, S
Explosion [level 1] Duration: 1 minute
Evocation Once you place this totem, you may use a reaction to
Casting Time: 1 action have it release the effects of a 3rd level Fire Nova, as the
Range: 30 feet spell of the same name. Neither you nor your totems can be
Components: V, S, M (empty egg shell) harmed by this ability. This totem otherwise functions as all
Duration: Instantaneous, or up to 3 rounds other totem spells.
You draw power into the focus, and then release it to Heightened: When heightened, treat the Fire Nova spell
explode either instantaneously or up to three rounds. This as if heightened 1 level.
explosion deals 2d6 concussive damage in a 10-foot radius Flare [level 2]
sphere and knocks them prone. This also deals 1 additional
point of damage per dice to all areas adjacent of the blast. If Evocation
the targets can pass an Agility saving throw, the damage is Casting Time: 1 action
halved and they are not knocked prone. Range: Maximum range of ranged weapon
Heightened: For each level above 1st, you add an Components: V, S, M (ranged weapon)
additional 1d6 damage (and one point of splash damage). Duration: 1 minute
Special: When preparing the spell, you can instead make You shoot a blazing projectile that arcs through the air, to
the explosion deal fire, cold, lightning, or acid damage. any point within range. the projectile sheds medium light
for its active duration, removing most conditions that allow
Fade [level 1] a creature to hide and revealing what is in the location
(such as darkness or light mist). This spell dispels a 10-foot
Illusion cube of fog or mist (or attempts to as dispel magic, if a Fog
Casting Time: 1 action Cloud spell is at its level or higher).
Range: Touch
Components: S Flash of Light [level 1]
Duration: Concentration, up to 1 minute
Any creature you touch is heavily obscured from all Evocation [Healing]
viewers for one minute, or until they attack a creature. Casting Time: 1 reaction or bonus action
Range: 60 feet
Fear Ward [level 1]
Abjuration [Totem]

134 CHAPTER 6 | Powers and Magic


    Components: V, S Frostfire Bolt [level 1]
Duration: Instantaneous Evocation
Reaction: A creature in range is hit with an attack, or an Casting Time: 1 action
undead or fiend moves within range. Range: 60 feet
A creature of your choice that you can see is healed 1d4 Components: V, S
+ your spellcasting modifier. If the target is an undead or Duration: Instantaneous, plus 3 rounds
fiendish creature, the target takes the damage specified as You shoot a bolt of blue fire and red ice at a single enemy
Holy damage. This has no effect on constructs. If you target within range. Make a ranged spell attack, and on a success,
an unwilling creature, you require a ranged spell attack. the target takes 2d6 damage. The damage is half fire, and
Heightened: The healing increases by 1d4 for each level half cold. The target is also chilled for three rounds.
above 1st. Heightened: The damage increases by 1d6 fire and 1d6
frost each.
Freezing Sphere [level 2]
Evocation Globe of Invulnerability [level 4]
Casting Time: 1 action Abjuration
Range: 30 feet Casting Time: 1 action
Components: V, S, M (small crystal sphere) Range: Self
Duration: Instantaneous, or up to 1 minute. Components: V, S, M (a glass or crystal bead that
You create a frigid globe of transparent blue ice shatters when the spell ends)
brimming with elemental energies. Once you cast this spell, Duration: Concentration, up to 1 minute
you can retain the globe or throw it up to the range of the An immobile, faintly shimmering barrier springs into
spell, causing it to explode in a 10-foot radius sphere. The existence in a 10-foot radius around you and remains for
explosion releases a burst of numbing cold. All creatures in the duration. Any spell of 3rd level or lower cast from
the area must succeed on a Stamina saving throw or take outside the barrier can't affect creatures or objects within
4d8 cold damage in the area on a failed saving throw, or it, unless the spell is cast using a higher level spell slot.
half the normal amount passing the save. If the globe Such a spell can target creatures and objects within the
strikes a body of water or a liquid with similar freezing barrier, but the spell has no effect on them. Similarly, the
points, the spell freezes the liquid within its active radius to area within the barrier is excluded from the areas affected
a depth of 6 inches for 1 minute. by such spells.
Creatures that were swimming or that were in the water Heightened: When you cast this spell using a spell slot of
at the moment must succeed on an additional Strength 5th level or higher, the barrier blocks spells of one level
saving throw as an action versus your spell DC or be higher for each slot level above 4th.
restrained.
You can throw the sphere further than the spell's normal Hammer of Justice [level 2]
range by retaining it and releasing it via a sling with an Evocation [Strike]
attack action (up to the sling's normal range). After 1 Casting Time: 1 bonus action
minute of being conjured, the sphere shatters. Range: melee
Heightened: When cast from a level 3 spell slot, the Components: V
damage increases by 2d8 per level above 3rd. When Duration: 1 minute, or two uses (whichever comes first)
heightened to 4th level, the range increases to 100 feet, and You may apply this strike to any melee weapon attack. On
the radius increases to 20 feet. When heightened to 6th a successful damage roll, the target of this ability must
level, the range increases to 300 feet, and the radius succeed on a Stamina saving throw or else be stunned until
increases to 30 feet. When heightened to 8th level, the the beginning of their turn in the next round.
range increases to 400 feet, and the radius increases to 40
feet.
Special: The spell can freeze damaging surfaces (such as Hammer of Wrath [level 2]
fires and liquids) that deal less damage on average than the Evocation [Strike]
spell itself. Since lava deals 20d6 points of fire damage Casting Time: 1 reaction
(average 70), only a level 8 Freezing Sphere (average 72) Range: 60 feet
can freeze a surface of lava. Components: V
Duration: Instantaneous
Frost Nova [level 3] Reaction: A creature is reduced to below one-half hit
Evocation points
Casting Time: 1 action Make a melee weapon attack roll against a creature
Range: 150 feet within 60 feet as if they were in melee range. A spectral
Components: V, S, M (drop of water) version of your weapon flies ahead and strikes the foe at a
Duration: Instantaneous distance, dealing damage equal to your normal melee
You release a burst of frost in the area, creating a attack, plus an additional 2d8 thunder damage.
freezing blast centered on you, igniting the very air around Heightened: The extra thunder damage increases by 1d8
you. Any creature within a 20-foot radius sphere suffer 8d6 for each level above 2nd.
cold damage and the chilled condition, and are entitled an
Agility saving throw to half damage (a successful save
negates the condition). The cold spreads around corners.
Heightened: The damage increases by 1d6 for each level
above 3rd.

Frostfire Bolt [level 1] CHAPTER 6 | Powers and Magic 135


Energy Protection: Affected creatures in the area have
Hallow/Unhallow [level 5] resistance to one damage type of your choice, except for
Evocation bludgeoning, piercing, or slashing.
Casting time: 24 hours Energy Vulnerability: Affected creatures in the area have
Range: Touch vulnerability to one damage type of your choice, except for
Components: V, S, M (500 gp in oils and incense, which bludgeoning, piercing, or slashing.
the spell consumes) Elemental Activity (Elemental power only): The hallowed
Duration: Until dispelled area is attuned to elementals. It is treated as an inverted
You touch a point and infuse an area around it with holy magic circle, but only for the purposes of binding
(or unholy, ancient, or elemental) power. The area can have elementals. If convinced to perform a task that serves the
a radius up to 60 feet, and the spell fails if the radius elemental powers, you gain advantage to Charisma checks
includes an area already under the effect a hallow spell. to convince them, and the gold cost for the spell is reduced
Depending on your casting class, you can rely on one by three-fourths.
power. You may repeat a hallow on another area within the Everlasting Rest: Dead bodies interred in the area can’t
radius of the original hallow, in which case the chained be turned into undead.
spell costs less materials (15 CP per 60 feet of hallowed Extradimensional Interference: Affected creatures can’t
ground). move or travel using teleportation or by extradimensional
Druids rely on the power of ancients; priests can rely on or interplanar means so long as they are within the area.
holy or unholy power; paladins rely on holy power; death Fear: Affected creatures are frightened while in the area.
knights rely on unholy power; and shamans rely on Silence: No sound can emanate from within the area,
elemental power. The affected area is subject to the and no sound can reach into it.
following effects. First, celestials, elementals, fey, fiends, or Tongues: Affected creatures can communicate with any
undead (chosen by the caster) can’t enter the area, nor can other creature in the area, even if they don’t share a
such creatures charm, frighten, or possess creatures within common language.
it. Any creature charmed, frightened, or possessed by such Special: When hallowing inside a building, the spell’s
a creature is no longer charmed, frightened, or possessed effects are limited by it, becoming a shapeable spell. So
upon entering the area. You can exclude one or more of long as the spell’s area of effect fills at least half the
those types of creatures from this effect. If such barred building, it can be treated as affecting all of it.
creature attempts to enter the area, it must succeed on Healing Stream [level 4]
three Charisma saving throws. If it fails on two saving
throws, it cannot attempt re-entry for one week. Evocation [Healing]
Second, you can bind an extra effect to the area. Choose Casting Time: 1 action
the effect from the following list, or choose an effect offered Range: 60 feet
by the DM. Components: V, S
Some of these effects apply to creatures in the area; you Duration: Instantaneous
can designate whether the effect applies to all creatures, You may target a single creature with a chained healing
creatures that follow a specific deity or leader, or creatures spell. The target is healed 6d8 hit points, and the spell’s
of a specific sort, such as orcs or trolls. When a creature effects are then transferred (and diminished) to another
that would be affected enters the spell’s area for the first creature you choose within 30 feet of the original target.
time on a turn or starts its turn there, it can make a The secondary target heals 4d8 hit points, and the effect
Charisma saving throw. On a success, the creature ignores arcs again, losing two dice for each target after the first.
the extra effect until it leaves the area. This spell has no effect on constructs and undead.
Bloom (Ancient power only): The area blooms of plant Heightened: The healing increases by 1d8 for each level
life. It gains 4 cp worth of herbalism and alchemy above 4th.
materials, or can support large trees. This can be even used
in hostile environments (such as deserts or in the Outland), Healing Stream Totem [level 6]
but it is more easily dispelled (dispeller gains advantage to Evocation [Totem] [Healing]
dispel). Casting Time: 1 action
Blight (Unholy only): The area is blighted to kill plants Range: 30 feet
and corrupt all life. It loses three-quarters of all herbalism Components: V, S
and alchemy materials, and sterilizes the land (as if salted). Duration: Concentration, up to 1 minute
In a blighted area, undead can rest and restore hit dice Once you place this totem, you may use your reaction
normally without using magic or special abilities (such as every round to cause it to emit healing energies as the spell
cannibalism or vampirism). Binding undead in an area of Healing Stream, restoring 8d6 hit point per round to all
blight costs only one-half the normal cost. creatures within 30 feet. This healing acts exactly as
Blessed (Holy only): The area is blessed to provide all normal healing from the Healing Stream spell.
allied creatures with the benefits of the Bless spell (useable Heightened: The Healing Stream spell is heightened
up to three times at any given 24 hours). accordingly.
Courage: Affected creatures can’t be frightened while in
the area from any source.
Darkness: Darkness fills the area. Normal light, as well Healing Ward [level 1]
as magical light created by spells of a lower level than the Evocation [Totem] [Healing]
slot you used to cast this spell, can’t illuminate the area.
Daylight: Bright light fills the area. Magical darkness
created by spells of a lower level than the slot you used to
cast this spell can’t extinguish the light.

136 CHAPTER 6 | Powers and Magic


    Casting Time: 1 action Holy Fire [level 2]
Range: 30 feet Evocation [Sigil]
Components: V, S Casting Time: 1 action
Duration: 1 minute Range: 60 feet
Once you place this totem, you may use your reaction Components: V, S
every round to cause it to emit healing energies, restoring 1 Duration: Up to 1 minute
hit point per round to all creatures within 30 feet. This A blast of holy fire burns a creature within range,
healing acts exactly as normal healing from the Holy Light creating a pulsing blaze within their very spirit that throws
spell. off their aim. Make a ranged spell attack against the target.
Heightened: The ward heals one additional hit point, or On a hit, the target is affected by the holy fire, taking 2d4
remains for one additional minute per spell level. holy damage. At the beginning of every round, they take the
initial damage again (Spirit saving throw negates the
Hex Array [level 1+] damage and ends the spell). So long as the spell is active,
Transmutation [Array] the target takes double damage against any Smite spell you
Casting Time: 1 action cast. If the ranged spell attack misses, the spell deals half
Range: 60 feet the initial damage and has no other effect.
**Components: V, S Heightened: The damage increases by one dice per every
Duration: Instantaneous level above 2nd.
You inflict one hex of the below array: Special: This may be cast as unholy fire, dealing shadow
• Love Hex (level 1): This acts as the Charm spell, but can
damage instead.
affect any creature type, so long as that find you attractive. Holy Light [level 1]
• Death Hex (level 1): You place a curse on a creature that
you can see within range. Until the spell ends, you deal an Evocation [Healing]
extra 1d6 shadow damage to the target whenever you hit it Casting Time: 1 action
with an attack. Also, choose one ability when you cast the Range: 30 feet
spell. The target has disadvantage on ability checks made Components: V, S
with the chosen ability. Duration: Instantaneous
• Dream Eat (level 2): You can deal 2d6 psychic damage With the grace of the Holy Light, you bring life to the
to a sleeping target per spell level, healing one-half the living, and harm to the unsanctified. The creature you
damage you deal. If the target dies from this, they are target regains a number of hit points equal to 1d8 + your
instead trapped in eternal sleep (this is treated as a curse spellcasting ability modifier. If you target an undead or a
effect. Breaking the curse awakens the target normally). fiend with this ability, they take Holy damage equal to the
This effect has a concentration duration up to 1 hour. hit points they would normally gain. If you target an
• Spell Steal Hex (level 5): This acts as the Spell Steal unwilling creature, you require a ranged spell attack.
spell. This still requires you to prepare the Dispel Magic Constructs gain no benefit from this spell.
spell. Heightened. Heightened: The healing increases by 1d8 per level
• Death Hex: When you cast this spell using a spell slot of above 1st.
3rd or 4th level, you can maintain your concentration on
the spell for up to 8 hours. When you use a spell slot of 5th Holy Nova [level 3]
level or higher, you can maintain your concentration on the Evocation
spell for up to 24 hours. Casting Time: 1 action
Hold [level 2] Range: Personal (Self)
Components: V, S
Enchantment Duration: Instantaneous
Casting Time: 1 action You release a burst of holy energy a 30-foot radius
Range: 60 feet sphere. All living creatures are healed 3d8 hit points. This
Components: V, S, M (a small, straight piece of iron) damage heals the living and harms the undead (as holy
Duration: Concentration, up to 1 minute damage). Unwilling targets are entitled a Spirit saving
You attempt to hold a creature you can see within range. throw to half damage. The light spreads around corners.
When preparing this spell, you can choose to be able to Heightened: The damage and healing increases by 1d8
hold one creature type your class can bind (see binding for each level above 3rd.
under spellcasting). It must make a Spirit saving throw. If it
fails, it is paralyzed until the spell ends. At the end of each Holy Shock [level 2]
of its turns, the target can make another saving throw. On a Evocation [Healing]
success, the spell ends on the target. Casting Time: 1 action
Special: If choosing to exclusively affect beasts, the Range: 30 feet
spell’s level is decreased to 1st level instead, as their minds Components: V, S
are more malleable. Duration: Instantaneous
Heightened: When you cast this spell using a spell slot of
3rd level or higher, you can target one additional creature
for each slot level above 3rd. They must be within 30ft of
each other when you target them.
You can instead choose to target an additional creature
type to the hold spell instead (Hold Person at level 2 can be
Hold Person and Elementals at level 3).

Holy Fire [level 2] CHAPTER 6 | Powers and Magic 137


You release a burst of energy that heals or harms. You may You surround yourself with a burning green fire. For the
target a creature as a ranged spell attack. On a success, it duration of the aura, any creature that attacks you with a
either regains 1d8 + your spellcasting ability modifier or is weapon in reach or who begins its round within 5 feet of
dealt the same amount of Holy damage. This can only heal you takes 2d6 fire damage, with an Agility save to halve
the living. On a ranged dice result of 18 to 20, this is damage. You may also use a bonus action on your turn to
considered a critical hit and either heals or harms double add half your total fire damage to any of your attacks. The
normal damage. If the caster has the Holy Vision ability, the latter effect is a strike effect.
attack is a critical hit on a dice result of 16-20. Heightened: The damage dealt by your aura increases by
Heightened: The healing increases by 1d8 per two levels 1d6 per level above 2nd.
above 2nd. Immolate [level 1]
Holy Wrath [level 3] Evocation [Sigil]
Casting Time: 1 action
Evocation Range: 60 feet
Casting Time: 1 action Components: V, S
Range: Personal (Self) Duration: Up to 1 minute
Components: V, S You infuse your target with flickering green hellfire. Make
Duration: Instantaneous a ranged spell attack against a creature within range. On a
You release a burst of holy energy the area, creating a hit, the target is affected by the spell, taking 1d6 damage.
holy blast centered on you. All fiends and undead within a This damage is treated as both fire and fel, whichever is
20 foot radius sphere take 6d6 holy damage, and are more advantageous. At the beginning of their turn every
entitled a Spirit saving throw to half damage. The light round, they take the initial damage again (Spirit saving
spreads around corners. throw negates the damage and ends the spell). So long as
Heightened: The damage increases by 2d8 for each level the spell is active, the target suffers -4 to the first saving
above 3rd. throw they make until the beginning of their turn in the
next round. If the ranged spell attack misses, the spell deals
Ice Block [level 4] half the initial damage and has no other effect.
Abjuration Heightened: The damage increases by one dice per spell
Casting Time: 1 reaction level above 1st.
Range: Personal (Self)
Components: V, S Inferno Blast [level 4]
Duration: Concentration, up to 1 hour Evocation [Sigil]
Reaction: You are targeted with an attack or harmful Casting Time: 1 action
effect. Range: 60 feet
You become encased in a block of ice, protecting you Components: V, S
from damage. You gain 40 temporary hit points, and Duration: Up to 1 minute
resistance to all types of damage except fire, as well as You infuse your target with pure arcane flame. Make a
immunity to cold damage. So long as the temporary hit ranged spell attack against a creature within range. On a
points remain, this effect remains. While encased in ice hit, the target is affected by the spell, taking 4d6 fire
and concentrating, you are incapacitated. When the ice is damage. At the beginning of every round, they take the
destroyed or when you cease concentration, you may cast initial damage again (Agility saving throw negates the
any spell as a reaction (so long as its normal casting time is damage and ends the spell). So long as the spell is active,
1 action or quicker). the blast from the spell target's splashes on the area around
the target. All creatures adjacent to the target take half the
Icy Touch [level 1] initial damage the target takes. If the ranged spell attack
Evocation misses, the spell deals half the initial damage and has no
Casting Time: 1 action other effect.
Range: Touch Heightened: The damage increases by one dice per spell
Components: V, S level above 4th.
Duration: Instantaneous
You reach forward, freezing your target’s joints and Inner Fire [level 1]
breath. Make a melee spell attack against a creature you Transmutation
touch. If you succeed, the target takes 3d6 cold damage, Casting Time: 1 action
and are chilled for one round. Range: 30 feet
Components: V, S
Immolation Aura [level 2] Duration: Five minutes
Evocation [Aura] The benevolent holy light burns within a creature within
Casting Time: 1 action range. The creature is empowered to do great deeds. The
Range: Personal (Self) creature gains +1 to damage rolls, and their armor
Components: V, S increases by +1. These bonuses do not stack with the
Duration: Concentration, up to 1 hour benefits of auras or spells that increase damage by a
numeric amount.

138 CHAPTER 6 | Powers and Magic


Heightened: You can increase the bonus to AC and damage Range: Personal (Self), 100-foot line, or 100 feet (one
rolls by +1 each for every two levels above 1; (+2 at spell creature), see description
level 3, +3 at spell level 5, +4 at spell level 7, and +6 at spell Components: V, S, M (a bit of fur and a rod of amber,
level 9). crystal, or glass)
Duration: Instantaneous
A stroke of lightning forming a line of 100 feet long and 5
Invoke Elements [level 0] feet wide blasts out from you in a direction you choose.
Evocation Each creature in the line must make an Agility saving
Casting Time: 1 action throw. A creature takes 8d6 lightning damage on a failed
Range: 30 feet save, or half as much damage on a successful one.
Components: V, S Alternatively, you may cause the lightning bolt to lance and
Duration: Instantaneous jump between multiple targets instead of affecting
You can create one of the following effects: creatures in a line. The spell affects up to two targets
• You create a tiny, harmless illusion that predicts the within 150 feet. Creatures struck by this take the damage
weather for the next 24 hours as normal. The lightning ignites flammable objects in the
• Your voice booms three times as loud; you conjure a area that aren’t being worn or carried.
spark of lightning or flame that can light or snuff a small Heightened: When cast from a 4th level spell slot or
campfire, torch, or candle higher, the damage increases by 1d6 per spell slot above
• Cause such flames to flicker and change color for 1 3rd. If casting the spell to leap between targets, the spell
minute can affect an additional target per every two levels
• You cause harmless tremors for 1 minute heightened above 3rd (3 at 5th, 4 at 7th, and 5 at 9th)
• You chill, warm, a small amount of liquid, or freeze it for
1 minute. Lightning Orbs [level 1]
You can have up to three of these 1-minute effects active Evocation
at once. Casting Time: 1 action
Range: 30 feet
Lava Burst [level 2] Components: V, S, M (a bit of fur and a rod of amber,
Evocation [Sigil] crystal, or glass)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 60 feet You conjure orbs of lightning to surround a creature
Components: V, S within range. Any object or creature that starts its turn
Duration: Up to 1 minute within 5 feet of the creature or comes within that range is
You blast your target with sticky elemental lava. Make a affected by the lightning orbs on a failed Agility saving
ranged spell attack against the target. On a hit, the target is throw, taking 1d8 lightning damage, and can’t take
affected by the spell, taking 2d6 fire damage. At the reactions until their next turn. The lightning ignites
beginning of every round, they take the initial damage again flammable objects in the area that aren’t being worn or
(Agility saving throw negates the damage and ends the carried.
spell). So long as the spell is active, the target suffers Heightened: The damage increases by 1d8 per every two
additional half damage (+50%) from any Elemental Shock spell slots above 2nd.
spell you cast. If the ranged spell attack misses, the spell
deals half the initial damage and has no other effect. Lightning Storm [level 3]
Heightened: The damage increases by one dice per spell Evocation
level above 2nd. Casting Time: 1 action
Special: If the victim of this spell is targeted with any Range: Personal (Self)
water or cold spell or effect, the lava solidifies, inflicting a Components: V, S
slow effect instead of increased vulnerability to elemental Duration: Instantaneous
shock spells. You release a storm of lightning in the area, electrifying
the very air around you in a burst of lightning. Any creature
Life Tap [level 2] within a 20-foot radius sphere suffers 8d6 lightning
Necromancy damage, and are entitled an Agility saving throw to half
Casting Time: 1 action damage. The lightning creeps around corners, and does not
Range: Personal (Self) harm the character's totems. All targets harmed by this
Components: V, S, M (Drop of warlock’s blood) spell that have failed their saves to half damage have a 50%
Duration: Instantaneous chance to either be pushed back 10 feet or lose their
You draw a drop of blood, and sacrifice your life-force for reactions for their round.
mana. You lose one-fourth your maximum hit points and Heightened: When cast from a 4th level spell slot or
regain up to one-fourth your maximum mana points. You higher, the initial damage increases by 1d6 per spell slot
may benefit from this spell only once every hour, as a mana- above 3rd.
restorative effect.
Special: This spell does not cost mana. Lightwell [level 3]
Evocation [Totem] [Healing]
Lightning Bolt [level 3] Casting Time: 1 action
Evocation Range: 30 feet
Casting Time: 1 action Components: V, S

CHAPTER 6 | Powers and Magic 139


Duration: 5 minutes Casting Time: 1 action
You call down a well of light for ten minutes that lands on Range: 30 feet
the five-foot square specified. Whenever a creature touches Components: V, S
the lightwell, you may use your reaction to heal them 1d8 + Duration: Instantaneous
spellcasting modifier in hit points. This is treated as a Holy You target a creature that has mana within 30 feet. A ray
Light spell (level 1). A single creature cannot benefit from of black-purple anti-magic leaps out, and strikes the target,
the lightwell more than three times before they require a draining them of mana. You must make a ranged spell
rest. attack with the ray. On a success, the target loses 1d4+1
Heightened: The lightwell remains for five more minutes mana points. For every mana point lost, the target takes
more per every spell level above 3rd, to a maximum of 30 two points of arcane damage. The target is entitled a Spirit
minutes, and the spell level of the Holy Light spell saving throw. On a success, the mana and hit points lost
increases by one level per level heightened. are halved.
Special: Priests can cast this spell, unlike most totem Heightened: The number of mana points drained
spells. increases by 1d4 points per every three levels above 2 (2d4
at level 5, 3d4 at level 8).
Special: Demons always have active mana, and can
Living Bomb [level 5] always be targeted with mana burn. If they have no mana,
Evocation [Sigil] they still take 2 points of arcane damage.
Casting Time: 1 action
Range: 60 feet Mana Shield [level 1]
Components: V, S Abjuration
Duration: Up to 1 minute Casting Time: 1 action
You infuse your target with a seed of arcane fire or frost Range: Personal (Self)
in the target’s chest cavity (or comparable part of their Components: V, S, M (a sapphire worth at least 10 gp,
body). Make a ranged spell attack against the target. On a which the spell consumes)
hit, an elemental bomb nests into the target, dealing 4d6 Duration: 1 hour
fire or cold damage. At the beginning of every round, they You raise a transparent blue shield of force. This effect
take the initial damage again (Stamina saving throw remains only so long as you have at least 1 mana point in
negates the damage and ends the spell). So long as the your pool. For every 1 point of damage you take that are not
spell is active, the damage from the spell is added up to a internal (such as from starvation), you may sacrifice 1 mana
total number of damage. If the spell ends without being point to negate. Effects that target your mana pool do so
dispelled, the target (and every creature within 10 feet directly. This cannot reduce the damage below half the
away) suffer the total damage dealt by the spell (Stamina original damage dealt.
saving throw halves the damage for the target, and Agility Heightened: A single mana point can absorb 1 additional
save halves for those adjacent). If the ranged spell attack hit point per every three levels above 1 (2 hit points per
misses, the spell deals half the initial damage and has no mana at spell level 4, 3 hit points per mana point at level 8).
other effect.
Heightened: The damage increases by one dice per spell Mana Tide [level 6]
level above 5th.
Transmutation [Aura]
Lunar Curse [level 3] Casting Time: 1 action
Necromancy [Curse] Range: Personal (Self)
Casting Time: 1 action Components: V, S
Range: Touch Duration: 1 minute
Components: V, S You surround yourself with an aura of unbridled primal
Duration: Concentration, up to 1 minute mana. This aura grants any two allied spellcasters within a
You touch a humanoid to imbue a sliver of the lunar 15 foot-radius sphere the power to cast their spells with
curse within them. If the creature fails on a Spirit saving less effort. For the duration of the aura, the mana cost for
throw and you maintain concentration and line of sight to it spells cast by them is reduced by 1 mana (minimum 1).
for up to 1 minute, the creature is cursed to turn into a Mana Tide Totem [level 8]
were-creature (such as a Worgen or werewolf).
The cursed creature begins suffering psychological Transmutation [Totem]
torment and their body begins their transfiguration. For Casting Time: 1 action
three days, they will avoid gatherings of their same kind. At Range: 30 feet
this stage, a break curse can reverse the spell if the target Components: V, S
can succeed on a spellcasting check versus your own, or Duration: 1 minute
one dispel magic for each of the three days of Once you place this totem, you may use a reaction to
transformation. Otherwise, this moves to the third stage. have it release the effects of a 7rd level Mana Tide, as the
At the end of the three days, the target's transformation spell of the same name. This totem otherwise functions as
will be complete, and they will become Worgen (or any all other totem spells.
were-creature chosen by you). Initially-transformed worgen
cannot transform back to humans (or their original
creature type) until after 1 week of rampaging violence.
Mana Burn [level 2]
Evocation

140 CHAPTER 6 | Powers and Magic


Heightened: The damage taken increases by one dice per
Mark of the Wild [level 1] every level above 3rd.
Transmutation Mind Freeze [level 5]
Casting time: 1 action
Range: 30 feet Abjuration
Components: V, S, M (a piece of bark or leaf) Casting Time: 1 reaction
Duration: Concentration, up to 1 minute Range: 60 feet
You bless a creature with the mark of the wild. Whenever Components: S
the creature makes an attack roll or saving throw before Duration: Instantaneous, plus Concentration for up to 1
the spell ends, they can roll 1d4 and add the value to their minute
result. Alternatively, when subject to elemental damage, Reaction: When you see a creature within 60 feet casting
they can roll 1d4 and reduce the value from the damage a spell.
they take. You attempt to interrupt the creature by freezing its
tongue in its place, and its hands from performing the
Mass Revivify [level 5] spell’s gestures. If the caster is casting a spell of 5th level or
Necromancy lower, they automatically fail, and the target is silenced (as
Casting Time: 3 rounds the spell Mute), and Deafened (as Deafness). If they are
Range: 30 feet casting a spell of 6th level or higher, make an ability check
Components: V, S, M (diamonds or alchemical reagents using your spellcasting ability versus a DC of 10 + spell’s
worth 300 gp per target, which the spell consumes) level. On a success, the creature’s spell fails and is silenced
Duration: Instantaneous as per the spell Mute. This spell effect can remain for as
Choose up to 6 targets within 30 feet of a point you long as you concentrate.
choose within range. Each creature that has died within the Heightened: The interrupted spell is automatic if the
last minute returns to life with 1 hit point. This spell can't spell’s level is less than or equal to Mind Freeze’s level.
return to life a creature that has died of old age, nor can it Mind Vision [level 4]
restore any missing body parts.
Special: This spell can target any creature type except Divination
Constructs and Outsiders. Casting Time: 1 action
Range: 60 feet
Mind Blast [level 1] Components: V, S
Evocation [Sigil] Duration: Concentration, up to 1 minute
Casting Time: 1 action You focus your mental powers into seeing through the
Range: 60 feet target’s eyes, hearing through their ears, and sensing
Components: V, S through them. The target shares all images, sounds, words
Duration: Up to 1 minute and sensory messages they receive with you. You may (so
You concentrate, searing your enemy’s mind with a surge long as the spell is active) attempt to charm or dominate
of psychic energy that causes it to reel internally. Make a the target with another spell, and both spells can be
ranged spell attack against a creature within range. On a concentrated on at the same time. This link can be broken
hit, the target takes 1d4 psychic damage. At the beginning with a successful Spirit saving throw.
of every round, they take the initial damage again Minor Alchemy [level 0]
(Charisma saving throw negates the damage and ends the
spell). So long as the spell is active, the target has Transmutation
disadvantage to their next skill check until the beginning of Casting Time: 1 action
the next round. If the ranged spell attack misses, the spell Range: Touch
deals half the initial damage and has no other effect. Components: V, S
Heightened: The damage increases by one dice per spell Duration: Concentration, up to 1 hour
level above 1st. You can temporarily alter the physical properties of one
nonmagical object, changing it from one substance into
Mind Flay [level 3] another. You perform a special alchemical procedure on
Evocation [Sigil] one object composed entirely of wood, stone (but not a
Casting Time: 1 action gemstone), iron, copper, or silver, transforming it into a
Range: 60 feet different one of those materials. For each 10 minutes you
Components: V, S spend performing the procedure, you can transform up to 1
Duration: Up to 1 minute cubic foot of material. After 1 hour, or until you lose your
You focus your mental powers into creating a nexus of concentration, the material reverts to its original substance.
damaging psychic power in your enemy’s mind. Make a The residual effects of alchemy can be noticed with a
ranged spell attack against a creature within range. On a successful Alchemy or Perception check.
hit, the target takes 3d4 psychic damage. At the beginning Moonfire [level 1]
of every round, they take the initial damage again
(Charisma saving throw negates the damage and ends the Evocation [Sigil]
spell). So long as the spell is active, the target is slowed Casting Time: 1 action
until the beginning of their turn in the next round.
If the ranged spell attack misses, the spell deals half the
initial damage and has no other effect.

CHAPTER 6 | Powers and Magic 141


    Range: 60 feet Components: V, S
Components: V, S Duration: Concentration, up to 1 minute
Duration: Up to 1 minute You target a creature within range, forcing it to make a
You call down a 5-foot wide, 30-foot high cylinder of Spirit saving throw. If it fails, the target is silenced and
astral moonlight that suffuse the target’s very core. Make a deafened, preventing it from performing the verbal
ranged spell attack against the target. On a hit, the target components of spells, and rendering it immune to Thunder
takes 1d4 holy damage. At the beginning of every round, damage and effects.
they take the initial damage again (Spirit saving throw Heightened: You may target another creature within 30
negates the damage and ends the spell). So long as the feet of the original target for every spell levels above 2nd (2
spell is active, the target takes -4 to their saving throws creatures at level 4, 3 at level 6, and 4 at level 8).
against the Sunfire spell. If the ranged spell attack misses, Orb of Annihilation [level 2]
the spell deals half the initial damage and has no other
effect. Evocation
Heightened: The damage taken increases by one dice per Casting Time: 1 action
every level above 1st. Range: 50 feet
Special: If the target is shapeshifting, or is under the Components: V, S
effects of a polymorph spell or comparable effect, they must Duration: Instantaneous
make a saving throw whenever they take the initial damage You throw a crackling sphere of black and purple energy
or else revert to their normal form. This cannot overwhelm at a target or 5-foot-intersection in range. This requires a
curse effects unless Moonfire is cast from a level 5 spell ranged spell attack against a primary target or 5-foot
slot. square. The orb deals 4d6 points of fel damage on the
target (or target 5-foot-square). The target’s maximum hit
Mutate [level 1] points is reduced by one-half damage dealt by this spell.
Creatures within 5 feet of the impact take half the fel
Transmutation [Array] damage and their hit points are not reduced (Agility saving
Casting Time: 1 action throw halves the damage). A creature cannot be drained
Range: Touch more than once per day from this spell, and multiple
Components: V, S, M (hair, nail clip, or a piece of the applications overlap. If targeting an object or a structure
target’s body) (such as a wall), the spell deals triple normal damage, and
Duration: 10 minutes ignores hardness.
You transmute the touched target to gain one of the Heightened: You may increase both the initial and
below mutations. You can choose one of the following secondary damage by 1d6 per level above 2nd.
mutations in the array:
• Adhesive: The target becomes stickier. They gain
advantage to grapple checks and checks related to climbing Parasite [level 2]
or holding Conjuration [Sigil]
• Attribute Boost: The target gains +2 to one attribute, Casting Time: 1 action
but -2 to the opposite attribute. Strength is opposed to Range: 60 feet
Intelligence, Agility to Spirit, and Stamina to Charisma. Components: V, S
• Bite: The target gains a bite melee weapon attack. Bite Duration: Up to 1 minute
is treated as a light natural attack, and deals piercing You summon a parasitic conjured creature into the
damage as a dagger of the target’s size (1d4 for medium target. Make a ranged spell attack against any creature
creatures). within range. The target suffers 2d6 poison damage. At the
• Claws: This is treated as Bite, but instead deals beginning of every round, they take the initial damage again
slashing damage, and is treated as a shortsword of the (Stamina saving throw negates the damage and ends the
target’s size (1d6 for medium creatures). spell). So long as the spell is active, the target is treated as
• Longer Limbs: One of the target’s limbs lengthen. This if poisoned.
increases the target’s reach by 5 feet for attack rolls done If the ranged spell attack misses, the spell deals half the
through that limb (bite, kick, armed melee attacks, etc.) or initial damage and has no other effect. If the creature dies
movement speed (if legs or tails) by 10 feet. while under the effects of parasite, its poisonous fume
• Resistant Skin: The target gains energy resistance 5 arises from the corpse, dealing 2d6 damage in 10 feet,
against one energy type. centered on the corpse.
• Thicker Skin: The target gains a natural armor bonus The parasite is summoned on the spot of its death, and it
equal to +2. This does not stack with normal armor. remains for a minute, as if you conjured it. You can implant
• Sensitive Eyes: The target’s eyes become more any creature that as part of the spell so long as it is one size
sensitive. They gain darkvision 60 feet, or increase the category smaller than the target, and if the conjure spell
range of existing darkvision by 30 feet. you refer to is lower than the parasite spell in spell level.
Heightened: You can increase the bonus to attribute Heightened: The damage increases by 1d6 per spell level
mutation or armor by +1 for every spell level above 1st above 2nd.
level, or energy resistance by 5 points above level 1.
Alternatively, you may add another mutation for every two Power Word: Shield [level 3]
spell levels this is heightened. Abjuration
Casting Time: 1 action
Mute [level 2]
Illusion
Casting Time: 1 action
Range: 60 feet

142 CHAPTER 6 | Powers and Magic


    Range: 30 feet You project a phantasmal current of fear all around you,
Components: V, S creating a blast of mental energy. Each creature within a
Duration: One hour 20-foot radius sphere centered on you must succeed on a
The utterance of the holy word of shielding grants any Spirit saving throw or drop whatever they are holding and
one ally within range 15 temporary hit points. All damage become frightened for the duration. While frightened, the
taken by the ally is deducted from the shield first, unless creature can only use the Dash action to move away from
the damage is internal. A creature can benefit from this you by the safest route available to it unless there is
Power Word only once for any given hour. nowhere to move. If the creature ends its turn in a location
Heightened: Increase the temporary hit points gained by where it does not have line of sight to you, they can make a
this spell by 10 points per level above 3rd. Spirit saving throw. On a successful save, the spell ends for
that creature.
Polymorph [level 4] Pyroblast [level 7]
Transmutation Evocation [Channel]
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Components: V, S
Components: V, S, M (a caterpillar cocoon) Range: 150 feet
Duration: Concentration, up to 1 hour Duration: Channeling, up to 1 minute
This spell transforms a creature that you can see within You raise your hands, creating and channeling a ball of
range into a new form. An unwilling creature must make a yellow-gold flames that gradually increases in size,
Spirit saving throw to avoid the effect. The spell has no brightness, and power. You can unleash the Pyroblast at the
effect on a shapechanger or a creature with 0 hit points. same round, in which case it will deal 12d6 fire damage in
The transformation lasts for the duration, or until the target a 20-foot sphere. It may be channeled however (using an
drops to 0 hit points or dies. The new form can be any action and no extra mana). For each action invested, you
beast whose challenge rating is equal to or less than the add 1d6 fire damage to the damage dealt (up to a
target's (or the target's level, if it doesn't have a challenge maximum equal to 150% of the base damage, or 18d6 for
rating). The target's game statistics, including mental ability 7th level). Each creature in the area of effect must make a
scores, are replaced by the statistics of the chosen beast. It successful Agility saving throw to half damage. The fire
retains its alignment and personality. The target assumes damages objects in the area and ignites flammable objects
the hit points of its new form. When it reverts to its normal that aren’t being worn or carried.
form, the creature returns to the percentage of hit points its Heightened: Increase the base damage by 1d6 for each
old form ended with (for example, ending the spell at ½ hit level above 7th, increasing the maximum possible damage.
points would leave the target with half their normal hit Special: Some effects count as a round of channeling for
points). If the spell ended from the target’s hit points being a pyroblast spell.
reduced to 0 or below, the target reverts back with 1 hit
point. The creature is limited in the actions it can perform Rain of Fire [level 5]
by the nature of its new form, and it can't speak, cast spells,
or take any other action that requires hands or speech. The Evocation [Channel]
target's gear melds into the new form. The creature can't Casting Time: 1 action
activate, use, wield, or otherwise benefit from any of its Range: 150 feet
equipment. Components: V, S, M (brimstone or phosphorus)
Duration: Channeling, up to 1 minute
Hope of Healing [level 5] You whisper the magic words, and a hot, red light
Evocation [Healing] emanates from your hands. At your command, small
Casting Time: 1 action meteorites crash against the designated area in a 15-feet-
Range: 60 feet wide, 60-foot-high cylinder. The spell calls down burning
Components: V, S meteorites down on your targets, dealing 2d4 points of fire
Duration: Instantaneous damage and 2d4 points of bludgeoning damage to the area
Choose up to 6 creatures within 30 feet of a point you and every creature in it per round of concentration.
can choose within range. Each creature regains 3d8 + your The rain sets fire to combustibles and damages objects
spellcasting modifier hit points. This has no effect on in the area. It can melt metals with low melting points,
undead and constructs. such as lead, gold, copper, silver or bronze. Sixty feet high, a
Heightened: The hit points regained increases by 1d8 for burning cloud materializes dealing the same damage to all
each spell level above 5th. creatures that fly through or under it.
Heightened: Per level above 5th, add one dice to the fire
damage, and the level afterwards, add one dice to the
Psychic Horror [level 3] bludgeoning damage (3d4 fire 2d4 bludgeoning 6th level,
Illusion 3d4 fire 3d4 bludgeoning at 7th level, etc.)
Casting Time: 1 action
Range: Personal (Self) Raise Dead [level 5]
Components: V, S Necromancy
Duration: Concentration, up to 1 minute Casting Time: 1 hour
Range: touch
Components: V, S, M (a diamond or alchemical reagents
worth 500 gp, which the spell consumes)

CHAPTER 6 | Powers and Magic 143


    Duration: Instantaneous Once you place this totem, you may use a reaction target
You return a dead (or destroyed intelligent undead) any creature within 30 feet and grant them resistance to
creature you touch to life, provided that it has been dead no one elemental type in response to an attack (choose
longer than 10 days. The creature returns to life with 1 hit between acid, fire, cold, lightning, and thunder).
point. This spell also neutralizes any poison and cures Resolve [level 1]
nonmagical Diseases that affected the creature at the time
it died. This spell doesn't, however, remove magical Transmutation [Stance]
Diseases, curses, or similar effects, if these aren't first Casting Time: 1 reaction
removed prior to casting the spell, they take effect when the Components: S
creature returns to life. This spell closes all mortal wounds, Range: Personal (Self)
but it doesn't restore missing body parts. Coming back Duration: 1 minute, or one use (whichever comes first)
from the dead is an ordeal. The target suffers from Reaction: You are subjected to forced movement.
resurrection sickness (see resurrection under chapter 1: You enter a stance that represents the swaying reeds in
introduction). the face of a storm. When you are subject to physical forced
movement (such as being pushed, knocked prone, or
Rejuvenation [level 1] tripped), you can use this stance to gain advantage to any
check (or an opposed Strength check if no check is
Evocation [Sigil] [Healing] available). If you successfully remain unmoved, you gain an
Casting Time: 1 action attack of opportunity against them or may cast a cantrip.
Range: 60 feet
Components: V, S Resurrection [level 7]
Duration: Up to 1 minute
With the grace of the nature, you envelop one living Necromancy
creature within range with a blessing that rapidly closes Casting Time: 1 hour
wounds and rejuvenates the target. The target regains 1d4 Components: V, S, M (a diamond or alchemical reagents
hit points. At the beginning of their turn every round, the worth 1,000 gp, which the spell consumes)
target must succeed on a Spirit saving throw to regain the This acts as the Raise Dead spell, but you can raise a
same amount of hit points again. So long as the spell sigil dead creature that has been dead for no more than 100
is active, the target also gains resistance to poison damage, years, that didn't die of old age, and that isn't Undead. The
or suppresses one level of exhaustion until the beginning of character returns to life with all its hit points. Unlike Raise
their turn the next round. Constructs gain no benefit from Dead, this spell restores any missing body parts, including
this spell. ones that are required for survival (heart, head). Coming
Heightened: The healing taken increases by one dice per back from the dead is an ordeal. The target suffers from
every level above 2nd. resurrection sickness as per Raise Dead. Casting this spell
Special: If the target is reduced to 0 hit points or below, to restore life to a creature that has been dead for one year
they automatically stabilize. or longer taxes you greatly. Until you finish a Long Rest,
you can't cast Spells again, and you have disadvantage on
Renewing Light [level 1] all Attack rolls, Ability Checks, and saving throws.
Evocation [Sigil] [Healing] Heightened: By heightening Resurrection two levels (to
Casting Time: 1 action level 9), it becomes True Resurrection. The material
Range: 30 feet component increases to 25,000 gp, and the spell becomes
Components V, S stronger as per the following:
• The target cannot have been dead for more than 300
Duration: Up to 1 minute years.
You place a mark of the light on the target within range, • The target does not suffer from resurrection sickness.
suffusing them with holy power. The target regains 1d4 hit • You do not suffer a penalty for casting the spell,
points. If you target an undead or a fiend with this ability, regardless of how long the creature has been dead.
they take Holy damage equal to the hit points they would • The spell does not need a corpse, and can create a new
normally gain. If you target an unwilling creature, you body if the old is unavailable (although this requires
require a ranged spell attack. knowing the target’s name).
At the beginning of every round, the target must succeed • If the target is an intelligent undead and their soul is
on a Spirit saving throw to regain the same amount of hit free and willing to be targeted (not imprisoned, compelled,
points again (or to end the spell if it harms them). So long or currently animated), the spell creates a new living body
as the spell is active, the first creature that attacks the for them, effectively returning their creature type to their
target has disadvantage to the attack roll. This bonus original (humanoid if a Forsaken).
remains until the beginning of the target's next turn. • You have advantage to attempting to free an imprisoned
Constructs gain no benefit from this spell. soul if you are attempting a true resurrection.
Heightened: The healing taken increases by one dice per
every level above 2nd. Revivify [level 3]
Resistance Totem [level 5] Necromancy
Casting Time: 1 action
Evocation [Totem] Range: Touch
Casting Time: 1 action Components: V, S, M (diamonds or alchemical reagents
Range: 30 feet worth 300 gp, which the spell consumes)
Components: V, S
Duration: 1 minute

144 CHAPTER 6 | Powers and Magic


    Duration: Instantaneous After the bleeding effect deals 10 hit points, the worms
You touch a creature that has died within the last minute. increase in size, and form a visible tumor under the target’s
That creature returns to life with 1 hit point. This spell skin. At this point, releasing the rune has an additional
can't return to life a creature that has died of old age, nor effect.
can it restore any missing body parts. Release:
Special: This spell can target any creature type except Releasing the rune has the following effect when
Constructs and Outsiders. released.
• Blood Rune: If releasing the rune with a Runic Strike,
the target takes bleed damage equal the rune’s damage per
Riptide [level 1] hit for one minute. A successful Stamina save halves the
Evocation [Sigil] [Healing] damage and the duration.
Casting Time: 1 action • Frozen Wastes Rune: The target of the Death Knight’s
Range: 60 feet Runic Strike instantly suffers 4 cold and shadow damage,
Components: V, S and chills the target for one round.
Duration: Up to 1 minute • Worms Rune: If the target suffers at least 10 damage,
You may target a living creature within range with a the tumor explodes, dealing 5d6 shadow damage to the
curative blast of waters. The target regains 1d4 hit points. target and healing all undead creatures and harming all
If you target an undead or a fiend with this ability, they take living creatures within 30 feet of the targeted creature
holy damage equal to the hit points they would normally evenly. The damage healed is equal to the bleed damage
gain. If you target an unwilling creature, you require a taken, and the target (and affected creatures) are entitled a
ranged spell attack. At the beginning of every round, the saving throw to halve the damage taken.
target must succeed on a Spirit saving throw to regain the Heightened:
same amount of hit points again (or to end the spell if it • Devouring Plague: The base damage increases by 1d6
harms them). So long as the spell is active, a single spell damage per level above 1st.
that affects the target is subject to a dispel attempt (as if a • Blood and Frozen Wastes: The damage taken per hit
Dispel Magic spell was 1st level). This bonus remains once increases by 2 per spell level.
per casting of riptide. Constructs gain no benefit from this
spell. Seal Array [level 1+]
Heightened:* The healing taken increases by one dice Transmutation [Seal]
per every level above 2nd. The effective level of the dispel Casting Time: special (half movement)
magic also increases by one level. Range: Personal (Self)
Components: V, S
Runic Array [level 1+] Duration: 1 minute
Necromancy [Array, Rune, Strike] You gain one seal of the below array. If any spell of this
Casting Time: 1 bonus action array is used, you may release the seal, granting you the
Range: Personal (any melee weapon) benefit of a crusader strike as if you sacrificed mana for a
Components: V spell of the seal you chose:
Duration: 1 minute or one strike per level • Seal of Insight (level 3): While under the effects of this
You gain one rune of the below array. If any spell of this seal, each time you strike an opponent in melee, you reduce
array is used, you may release the rune, granting you the the mana cost of your paladin spells by 1 mana (minimum
benefit of a runic strike as if you sacrificed mana for a spell 1) for the next round. This does not stack with other mana-
of the rune you chose: reduction effects.
• Plague Rune (DKN 1): You may apply this strike to • Seal of Justice (level 2): While under the effects of this
infect the target with the blood or icy plague. This attack seal, each time you strike an opponent in melee, you reduce
deals +1d6 poison or cold damage (your choice), and target their speed by 10 feet. This penalty stacks, and is removed
must succeed on a Stamina saving throw or be poisoned after 1 round.
for 1 minute. • Seal of Light (level 2): While under the effects of this
• Blood Rune (DKN 2): While under the effects of this seal, each time you strike an opponent in melee, you heal
rune, the first attack you make in a round against a living +2 hit points. You may halve the amount of hit points
target deals +2 shadow damage. You may heal with the gained and grant them to any ally within 30 feet.
value of the damage dealt, or may grant half the final hit • Seal of Righteousness (level 1): Any weapon you wield
points to any ally within the range of any of your active deals +2 of holy or fire damage on your first attack with it
auras. This has no effect against undead or constructs. each round. This is an aura bonus. Release.
• Frozen Waste Rune (DKN 1): Any weapon you wield • Seal of Light: You (or any ally within 30 feet) regain 1d8
deals +2 of cold or shadow damage on your first attack with hit points.
it each round. • Seal of Righteousness: The target of the Paladin’s
• Vampiric Rune (DKN 2): Half of the damage dealt by Crusader Strike instantly suffers 4 holy or fire damage.
your first hit in the round is counted as healing for you. You Heightened:
may grant this healing to any ally within 30 feet. • Seal of Light: The value of healing increases by 2 per
• Worm Rune (DKN 4): While under the effects of this level above 2nd. Upon releasing the seal, you regain an
rune, your strikes infuse the enemy with a virulent magical additional 1d8 hit points per level as well.
ailment that spawns a worm under the target’s skin. A • Seal of Righteousness: The target instantly suffers
living target suffers 2d6 bleed damage for every round so extra 1d8 Holy damage, atop the normal damage they take.
long as the rune is active.

CHAPTER 6 | Powers and Magic 145


Evocation
Shackle Evil [level 2] Casting Time: 1 action
Necromancy Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: Instantaneous
Components: V, S, M (a dip of holy water or a bone) You release a blast of lightning towards any creature or
Duration: Concentration, up to 1 minute object within range. Make a ranged spell attack. On a hit,
Choose any two undead or fiends that you can see within the target takes 1d8 lightning damage, and there is a 25%
range. The targets must succeed on a Spirit saving throw chance they cannot use their reaction for that round. When
or be paralyzed for the duration. At the end of each of their you reach 5th level, you can release two blasts of lightning
turns, the targets can make another Spirit saving throw. On at the same time. When you reach 11th and 17th level, you
a success, the spell ends for the target. can release 3 and 4 blasts at the same time, respectively.
Heightened: You can target an additional undead or Each blast can target the same target or others within 30
fiendish creature for each level above 3rd. The targets must feet of one another.
be within 30 feet of each other when you target them.
Shooting Star [level 3]
Shadow Bolt [level 1] Evocation
Evocation Casting Time: 3 rounds
Casting Time: 1 action Range: 1 mile
Range: 60 feet Components: V, S
Components: V, S Duration: Instantaneous
Duration: Instantaneous You point to the open sky, and bring your finger down in
You shoot a blast of shadowy energy at a creature within the span of 3 rounds, tracing a bright shooting star of pure
range. Make a ranged spell attack against the target. On a energy to fall from the heavens. Choose one point you can
hit, the target takes 1d8 shadow damage. If the creature see within range from the start of casting to the end (which
suffers from a sigil effect, it triggers instantaneously as if must be the same point during casting). Each creature in a
another round passed (no saving throw). 10-foot radius sphere at the point of impact must make an
Heightened: For every level above 1st, you may deal an Agility saving throw as a shooting star blazes down to
additional 1d8 points of shadow damage with the bolt. smash into the area. A creature or object struck by the star
takes 3d6 concussive damage and 2d6 arcane damage
Shadow Strike [level 2] when failing their saving throw (or half that on a successful
saving throw). The area struck has debris of the shooting
Evocation [Sigil] star (which is difficult terrain and is made of no special
Casting Time: 1 action material). The debris sheds arcane light in a 10-foot radius
Components: V, S, M (knife) for 1 hour before cooling down.
Range: 60 feet Heightened: When heightened to level 5, you gain an
Duration: Up to 1 minute additional shooting star once per 2 levels beyond 3rd.
A shimmering black knife streaks forward and strikes Special: This spell requires line of sight to the sky,
one creature within range. Make a ranged spell attack although it does not require a specific time. If the spell is
against the target. On a hit, the target suffers 2d4 shadow cast at night, the shooting star deals the additional damage
damage. At the beginning of their turn every round, they as holy instead of arcane.
take the initial damage again (Spirit saving throw negates
the damage and ends the spell). So long as the spell is Shot Array [level 1+]
active, the target is treated as if they are blinded against
you until the beginning of their turn the next round. If the Transmutation [Shot]
ranged spell attack misses, the spell deals half the initial Components: V
damage and has no other effect. If the creature dies while Duration: 1 minute or two arrows per spell level
under the effects of shadow strike, you are aware of their (whichever is sooner)
general location to up to one mile. You gain one shot of the below array:
Note: Despite the name, Shadow Strike is not a strike • Arcane Shot (level 2): Your shots are transformed into
spell. missiles made of pure force, dealing their damage in
Heightened: The damage taken increases by one dice per arcane damage, plus an additional 1d3 points of arcane
every level above 2nd. damage. If the creature you successfully shoot has the
benefits of a beneficial spell, it is also subjected to a 1st-
Shift Skill [level 1] level Dispel Magic spell. This allows you to remove 0-level
spells, and must make an ability check versus a spell level
Transmutation of 1 or above). This dispel effect cannot dispel a spell level
Casting Time: 1 action higher than that of Arcane Shot.
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
You imbue a creature with a measure of your skill. The
target gains a bonus to a single skill check equal to +2. This
does not stack with an existing proficiency bonus.
Heightened: For every level above 1st, the bonus
increases by +1 (maximum +6 at spell level 4).
Shocking Bolt [level 0]
146 CHAPTER 6 | Powers and Magic
• Wyvern Shot (level 3): Your arrow is enchanted with a
• Black Arrow (level 3): Your shots are transformed into
missiles made of unholy energy. The shot deals an debilitative agent. If you strike an enemy with this hit, you
additional 3d4 points of shadow damage to the target. If a reduce the target’s maximum hit points by 3d4 for one
creature is killed by this strike, they are animated as per hour. This damage to hit points is halved on a successful
the spell Animate Dead (spell level 1). This raises the target Stamina saving throw. A creature cannot be affected by this
from the fresh corpse. The killed creature is not raised if more than once at any given hour, and when the duration
they are normally immune to the effect. Knowledge of this ends, their maximum is restored. If a creature’s maximum
shot is typically a secret, and is usually used by the is reduced below their current hit points, the excess is
Forsaken, the Scourge, and ruthless independents. treated as temporary hit points (if the maximum is restored,
• Concussive Shot (level 2): Your arrows are destructively
these temporary hit points return to be actual hit points).
concussive. Targets hit by this shot spell must make a Heightened:
• Arcane Shot: The strike’s damage increases by 1d3 and
Stamina saving throw or else take two of the following the dispel magic effect increases by 1 level per level above
penalties until the end of their next round (the penalty is 2nd.
chosen by you): • Black Shot: The strike’s damage increases by 1d4 per
o Speed is halved. each spell level beyond 3rd. The spell level also increases
o Target takes -2 to AC and Agility saving throws. by 1.
o Target cannot take reactions. • Concussive Shot: The duration remains for one round
o Can use either an action or bonus action, and cannot more per level above 2nd. At the end of the target’s round,
make more than one attack every round. they are entitled another save to end the concussive effect.
o If casting a spell, roll a d20. On an 11 or higher, the • Searing Shot: The shot deals +1d6 damage (chosen
spell doesn’t take effect until the creature’s next turn, and during casting) per level above 1st.
the creature must use its action on said turn to complete • Tranquilizing Shot: You roll an additional 2d8 of
the spell. tranquilizer per level above 1st.
• Counter Shot (level 1): You may use your reaction to
• Venom Shot: You roll an additional 1d8 poison damage
shoot a creature attempting to cast a spell. This deals per level above 1st.
damage normally, and imposes disadvantage on checks to • Venom Shot: For every level above 2nd, you deal an
concentrate on the spell when taking damage. additional 1d2 mana damage.
• Scorpid Shot (level 2): Your arrow is enchanted with a
• Wyvern Shot: You roll an additional 1d4 points per level
venomous agent. If you strike an enemy with this hit, they above 3rd.
are poisoned. The effect remains for one minute. On a
successful Stamina saving throw, the enemy negates this Slumber [level 3]
effect.
• Searing Shot (level 1): Your shots are infused with Enchantment
searing flame. They deal +1d6 fire damage. Casting Time: 1 action
• Stopping Shot (level 1): If you use this shot as a held Range: Touch
action, this deals damage normally, and reduces the Components: V, S
creature’s move speed to 0. On a successful Stamina saving Duration: Instantaneous
throw, their speed is instead reduced by half. This spell sends a willing creature that can sleep into
• Tranquilizing Shot (level 1): Your shot are enhanced magical sleep. The caster may designate up to three
with a sleeping agent. If you strike an enemy with this hit, conditions to cause the sleeper to wake up (such as after 24
roll 5d8. If the total number is equal to or less than the hours, when a horn is blown, etc.), but only conditions the
target’s current hit points, they fall unconscious for one sleeping target would be able to perceive should they be
minute. A sleeper may be awakened if taking damage or awake. While resting this way, the sleeper does not age,
when targeted with an action (like shaking or slapping and all poisons, curses, and diseases are suspended (they
them). Undead and creatures immune to being charmed continue acting once you awaken).
are immune to this effect. A creature may roll a Stamina
saving throw to reduce the duration of sleep to one round. Soul Stone [level 5]
• Venom Shot (level 1): Your arrow is enchanted with a
poisonous agent. If you strike an enemy with this hit, you Necromancy
deal an additional 1d8 poison damage. This damage is Casting Time: 1 action
halved on a successful Stamina saving throw. Range: Personal (Self)
• Viper Shot (level 1): Your arrow is enchanted with an
Components: V, S
anti-magic agent. If you strike an enemy with this hit, they Duration: 1 hour
lose 1d2 mana points. For every mana point lost, the target Once you cast this spell, you create a crystal-like green
takes 2 points of Arcane damage. This damage is halved on stone that resembles a heart. You may grant other
a successful Spirit saving throw. creatures a soul stone with each casting. A creature that
• Wing Clip Shot (level 2): Your arrow is enchanted to
possesses a soulstone can restore themselves to life for up
strike a creature’s hamstring or movement joint. If you to 1 minute after they die.
strike an enemy with this hit, they take an additional +1d6 Heightened: You create an additional soul stone for each
damage, have their speed reduced by 10 feet, and can’t take casting per level above 5th.
reactions until the start of their next turn. Special: A creature benefitting from a soul stone takes -1
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 spell more than once in a single 24 hours period.

CHAPTER 6 | Powers and Magic 147


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

148 CHAPTER 6 | Powers and Magic


You may apply this strike to any melee natural unarmed Once invisible, it is effectively active. If a creature moves
attack. You may choose one aspect to strike as: within 10 feet of the totem during its activity, you are
• Bear: You may initiate a grapple as part of the strike.
notified of the presence, and you are aware of their
• Eagle: Your movement after this strike does not provoke
creature type and direction of movement (but nothing
attacks of opportunity. more).
• Wolf: You may (as a bonus action) knock the target
If you use your reaction to send the mental command, the
prone if they fail an Agility saving throw. totem explodes into a shower of sparks easily seen from up
to a mile, lighting up the totem and the area for one round.
All creatures 10 feet away from the totem must make an
Spiritual Reincarnation [level 5] Agility saving throw or be stunned until the beginning of
Conjuration their turn the next round.
Casting Time: 1 action Heightened: The trap remains for ten more minutes
Range: Personal (Self) more per every level, to a maximum of 100 minutes.
Components: V, S, M (rare oils and herbs or alchemical
reagents worth 500 gp, which the spell consumes). Strangulate [level 4]
Duration: Instantaneous, plus up to 1 minute Necromancy
After you cast this spell, your soul is tethered to your Casting Time: 1 action
body beyond the limited scope of death. If you die Range: 60 feet
afterwards, you may spend mana equal to half the cost of Components: V, S
this spell level to keep your soul tethered around your Duration: Concentration, up to 1 minute
corpse for up to 1 minute. So long as your soul is tethered Choose a humanoid that you can see within range. The
this way, you can return to your body and revive it (as the target must succeed on a Stamina saving throw or be
spell revivify). If you do not return to your body within the paralyzed and lifted ten feet above the ground for the
minute of tethering, the spell ends, and you die normally. duration. On each of their turns, the target may make
This spell may be detected as if a normal active spell (via another saving throw. On a success, the spell ends for the
detect magic or abilities that detect magical auras). If the target, and they drop without taking falling damage. While
spell is dispelled, you die as if you didn’t return to your body. the creature is paralyzed this way, they are also choking.
After the spell’s effects end, the target is affected by the
Starfall [level 5] Mute spell for one round per round of complete
Evocation [Channel] strangulation.
Casting Time: 1 action
Range: Personal (Self) Sunbeam [level 3]
Components: V, S Evocation
Duration: Channel, up to 10 minutes Casting Time: 1 action
You point to the open sky, calling down a cylinder of Range: Self
normal light centered on you, 60 feet wide, and 100 feet Components: V, S, M (A lens)
high. At the beginning of every round where you channel Duration: Concentration, up to 1 minute
the spell (the first round does not count), choose any two A beam of brilliant light flashes out from a brilliant mote
points within the cylinder. A shooting star of energy crashes in your hand in a 5-feet-wide, 30-feet long line. Each
down on that point. Every creature within a 5-foot radius of creature in the line must make a Stamina saving throw. On
that point must make an Agility saving throw. A creature or a failed save, a creature takes 3d8 Holy damage and is
object takes 3d6 concussive damage and 2d6 arcane blinded until your next turn. On a successful save, it takes
damage on a failed save, or half that on a successful saving half as much damage and isn’t blinded by this spell. Undead
throw. and oozes have disadvantage on his saving throw. You can
Special: This spell requires line of sight to the sky, alter the line of radiance as an action on the beginning of
although it does not require a specific time. If the spell is any turn until the spell ends. Your hand emits bright light in
cast at night, the shooting star deals additional holy a 30-foot radius and dim light for an additional 30 feet. The
damage instead of arcane damage. light is treated as sunlight.
Heightened: When heightened to level 7, you can call Heightened: The spell’s reach increases by 10 feet per
three meteors instead of two. This increases by one meteor spell level above 3rd, and increases in damage by 1d8 per
for every 2 spell levels beyond 7th (3 at level 7, 4 at level 9). spell level.
Stasis Trap [level 1] Sunfire [level 3]
Conjuration [Totem] Evocation [Sigil]
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 120 feet
Components: V, S Components: V, S, M (Leaf of any plant)
Duration: 10 minutes Duration: Instantaneous, plus one minute
You plant the totem in the ground anywhere within 30 You call down a beam of brilliant sunlight that suffuses
feet. It is visible for 1 round, before becoming invisible for the target’s being. Make a ranged spell attack against the
the rest of its duration (gaining advantage to Stealth, with a target. On a hit, the target takes 1d4 arcane damage. At the
Stealth bonus equal to yours). beginning of every round, they take the initial damage again
(Spirit saving throw negates the damage and ends the
spell).

CHAPTER 6 | Powers and Magic 149


So long as the spell is active, the target takes -4 to their Evocation [Channel]
saving throws against the Sunfire spell. If the ranged spell Casting Time: 1 action
attack misses, the spell deals half the initial damage and Range: Personal (Self)
has no other effect. Components: V, S, M (a live rose)
Heightened: The damage taken increases by one dice per Duration: Channeling, up to 1 minute
every level above 1st. A healing rain infuses the area around you in a cylinder
15 feet wide, and 60 feet high. Living creatures within the
cylinder heal rapidly, and seem to grow younger and
Swipe and Shred [level 1] healthier. All living and natural creatures (including natural
Evocation [Strike] structures) in the area are healed 2d4 points of damage per
Components: V, S round of channeling. Undead and constructs gain no
Duration: 1 minute, or one use (whichever comes first) benefit from Tranquility.
You may apply this strike to any melee natural unarmed
attack. This deals additional 1d6 damage, and the target Unholy Frenzy [level 2]
suffers disadvantage to attack rolls for one round. Necromancy
Heightened: You deal an additional 1d6 damage per spell Casting Time: 1 action
level above 2nd. Range: 30 feet
Components: V, S
Telekinesis [level 3] Duration: Concentration, up to 1 minute
Transmutation The caster imbues his target with the endurance and
Casting Time: 1 action energy of the undead. The transmuted creature moves and
Range: 30 feet acts quicker than normal. Choose a creature that you can
Components: V, S see within range. Until the spell ends, the target’s speed is
Duration: Concentration, up to 1 minute doubled, it gains a +2 bonus to AC, it has advantage on
You can manipulate creatures or objects within range Agility saving throws, and it gains an additional action on
with your mind. If attempting to move a creature, make an each of its turns. That action can be used only to take the
ability check with your spellcasting ability opposed by the Attack (one weapon attack only), Dash, Disengage, Hide, or
creature's Strength check. If you win, you can move the Use an Object action. For each round of acting under the
creature up to 15 feet, and the creature is restrained. You spell, the target of this spell takes 3 (1d6) points of damage.
can move an unattended object up to 500 lb. up to 15 feet This damage bypasses resistances, and is untyped. A
within the range of this spell. You can channel this spell to Stamina may be rolled, but a successful save removes both
suspend a creature in mid-air, or to damage it every round the benefits and penalties of the spell. When the spell ends,
by constricting (dealing 1d6 per spell level). If the target is the target can’t move or take actions until after its next turn,
larger than you, it has advantage to the saving throw. as a wave of lethargy sweeps over it.
Special: Death Knights usually call this spell Death Grip,
and mages and warlocks often use this spell to restrain and Vampiric Aura [level 5]
bring down aerial creatures (calling it Aerial Shackles Transmutation [Aura]
instead). Casting Time: 1 action
Heightening: Per every 2 levels above 3rd level, you Range: 15 foot-radius sphere, centered on you
increase the spell's range by 30 feet, speed of movement by Components: V, S
15 feet per round, and the maximum mass of moved Duration: 1 minute
objects by 500 lb. You surround yourself with a pulsing aura of crimson
energy. This aura grants a ghoulish hunger to all friendly
Tiger's Maul [level 2] creatures around you and empowers them to invigorate
Transmutation [Strike] themselves on the blood of the enemy. For the duration of
Components: V, S the aura, and so long as a creature is both friendly and
Duration: 1 minute, or two uses (whichever comes first) within range, the creature regains 1d4 + spellcasting
You may apply this strike to any melee natural unarmed modifier hit points whenever they successfully damage a
attack. This deals additional 2d6 damage, and allows you to living creature. The benefits of this spell may be used once
make an attack roll to trip the target. If the creature is per round per every creature.
already prone by this ability, it provokes an attack of
opportunity from you (and only you) when it stands up. Wind Shear [level 2]
Heightened: You deal an additional 1d6 damage per level Evocation
above 2nd. Casting Time: 1 reaction
Range: 60 feet
Totemic Recall [level 2] Components: S
Evocation Duration: Instantaneous
Casting Time: 1 action Reaction: If a creature within range casts on or
Range: Personal (Self) concentrates on a spell or uses a ranged attack.
Components: V, S, M (splinter of wood)
Duration: Instantaneous
You may recall any and all of your totems within 60 feet.
You regain mana equal to 1 per totem recalled.
Special: This spell does not cost mana.
Tranquility [level 5]
150 CHAPTER 6 | Powers and Magic
You release shearing line of wind towards any creature that
is the process of casting or concentrating on a spell. Make a
ranged spell attack. On a hit, the target takes 2d8 slashing
damage, and they must succeed on an opposed spell attack
or concentration check (you gain advantage to your
attempt, or may impose disadvantage on theirs) or else lose
their spell. If the spell's level is lower than the Wind Shear
spell, success is automatic.
Heightened: For each spell level above 2nd, the initial
blast increases in damage by 1d8.
Windfury Tongue [level 5]
Evocation [Strike]
Components: V, S
Duration: 1 minute, or five uses (whichever comes first)
You may apply this strike to any melee weapon attack.
When you manifest the effect, roll a d%. On a result of 70 or
higher, you may make another attack with the same action.
This effect may manifest multiple times on the same round.
Heightened: The required result to trigger the extra
attack is reduced by 10% points per level above 5th, to a
maximum of a success on a 30% or higher.
Windfury Tongue Totem [level 7]
Evocation [Totem]
Components: V, S
Range: 30 feet
Casting Time: 1 action
Duration: 1 minute
Once you place this totem, it emits an aura with a
reaction. This aura spreads in a 15-foot pulse, granting all
allies the effect of a Windfury tongue (second attack on a
14 on a d20).
Heightened: As Windfury Tongue.
Wrath [level 0]
Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You release a blast of nature magic towards any creature
or object within range. Make a ranged spell attack. On a hit,
the target takes 1d8 bludgeoning and slashing or lightning
damage (choose one), and you can cast entangling roots for
half normal mana with a bonus action if targeting the same
creature. The spell's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

CHAPTER 6 | Powers and Magic 151


Chapter 7: Equipement
Adventuring Gear
Gear Name Cost Mass Properties Sword, two- 15 1d6 slashing 10 Finesse
Powder 25 2 lb. 2 pounds of gunpowder, or 12 bladed gp lb.
Horn gp uses Syringe 5 gp 1 piercing ½ Light
Powder Keg 350 20 20 pounds of gunpowder, or 120 lb.
gp lb. uses Totem, Tauren 10 1d12 10 Heavy, two-
Ammunition gp bludgeoning lb. handed
Bullets (20) 1 gp 1 lb. Firearm deals piercing damage Warglaive 15 1d6 slashing 2 lb. Finesse, light
gp
Pellets (20) 1 gp 1 lb. Firearm deals bludgeoning
damage
DESCRIPTION
Fuel
Attack Claws: These claws may be attached to a hand, and
Coal 12.5 1 lb. One battery grants 1 charge to allow for a user to perform somatic components without
gp electric devices (can refuel) occupying the hand. They are usually favored by orcish
Battery 50 l lb. One battery grants 1 charge to shamans who enter melee after conjuring elementals or
gp electric devices (can refuel) placing totems. This is a simple weapon. Bayonet This
Gas/Oil 50 1 Grants 1 charge to oil/gas devices dagger-like blade can be attached to a firearm, allowing it to
(Pint) gp pint make melee weapon attacks. If successfully making a melee
attack, the user can shoot as a bonus action (which resolves
DESCRIPTION as a Touch-Blast Strike).
Garrote Wire: This weapon can be used to start a grapple
Powder Horn: Carrying two pounds of gunpowder, this fire with an attack roll instead of using an Athletics check, but
and water-resistant horn is required almost always for a suffers disadvantage to the roll if the target is aware of the
tinker on the go. attacker.
Powder Keg: Containing twenty pounds of gunpowder, this Greathammer: This iconic paladin weapon is favored by
keg is very flammable, but it is a sure sight for sore dwarven the Order of the Holy Light. A character proficient with mauls
eyes. If exposed to flame, the barrel explodes for 10d6 is also proficient with greathammers after a week of training.
concussive damage in a 200 feet sphere, with a DC 10 Agility Moonglaive This exotic weapon has three dagger-like blades
save to half damage. If left exposed, the damage is instead fire jutting from its sides. Uncommonly seen but easy to train
damage. with, Moonglaives are favored by the night elves of Kalimdor.
Gunpowder deals 1d6 fire damage to each creature in 10 This is a simple melee weapon.
feet per 1 pound of mass. Setting an ounce of gunpowder to Spiked Chain: A 10-foot chain marked with a large hook,
burn brightly, shedding bright light in 30 feet for 1 round, and this spiked chain is a dangerous and rare weapon to see in
dim light in the same radius for another round, before the battlefield.
extinguishing. Exploding gunpowder cannot deal more than Sword, Two-Bladed: Typically used only by elven
10d6 at any time (with 10 pounds and upwards of mass), but swordsmen of great agility, the two-bladed sword is almost
its range does increase by 10 feet for every pound. iconic of the high elven military Two-bladed swords can be
used to attack as if using two weapons, despite being a single
Weapons and Armor weapon that is used with one hand. . A character proficient
Weapon with longswords is also proficient with two-bladed swords
Name Cost Effect Mass Properties after a week of training.
Attack Claws 2 gp 1d4 2 lb. Finesse, light Syringe: This needle is specifically-designed to inject injury
slashing poisons, plagues, and offensive potions into targets who are
Bayonet 10 1d4 1 lb. Finesse, light stabbed with it. After a successful attack roll, you may use a
gp piercing bonus action to inject the target with the contents of the
Garrote Wire 1 sp 1d4 - Finesse, light, two-
syringe.
slashing handed Totem, Tauren: Large, unwieldy, but very intricately-made,
tauren totems are iconic of the tauren peoples.
Greathammer 10 2d6 10 Heavy, two-handed Warglaive: This night elf weapon is a crescent-shaped blade
gp bludgeoning lb. about 4 feet long with a hilt in the center of the back edge.
Moonglaive 10 1d6 3 lb. Finesse, Thrown Demon hunters favor these weapons. A character proficient
gp slashing (Range 20/60) with shortswords is also proficient with warglaives after a
Spiked Chain 15 1d6/1d6 10 Finesse, heavy, week of training.
gp slashing lb. reach, two-handed

CHAPTER 6 | Powers and Magic 152


Demonic Figurine: This onyx figurine is told of in legends
Infused Items as powerful artifacts send by the Burning Legion to pave the
Item Name Rarity Mass Properties world for its inevitable return. Featuring a baleful demon with
Amulet (Spell Uncommon ½ lb. Spell: Counterspell (3rd claws outstretched and a single hoof raised, the figurine can
Shield) level) be pointed to a creature, unleashing a ray of doom. This is
Book of the Rare 2 lb. Spell: Animate Dead
treated as the Demonic Doom spell, and the figurine
dead (5th level) maintains channeling until the entire duration has ended. The
figurine possesses malevolent cunning, and uses the spell to
Crystal Ball Uncommon 1 lb. Spell: Clairvoyance (3rd wreak the most devastation it could before it is ended.
level) Destroying a figurine unleashes the Doomguard
Demonic Legendary 1 lb. Spell: Demonic Doom instantaneously for its full duration.
Figurine (9th level) Hearthstone: This stone is given to every adventurer who
Hearthstone Rare 1 lb. Teleport Circle (5th leaves his city. A user may have only one hearthstone at any
level) given time, and it is attuned as a Teleport Circle. Requiring
Horn of Uncommon 2 lb. Ability: Devotion Aura
one minute to activate, the hearthstone teleports the user to
Stormwind where they last called home. When used, it takes a day to
recharge. An adventurer may alter his hearthstone’s location
Mana Stone Rare 1 lb. Increases mana to any indoor building he has spent more than 24 hours in,
regeneration (4th level) which replaces the teleport circle’s location.
Horn of Stormwind: This lion-emblazed horn grants (when
DESCRIPTION blown as an action) all creatures within 20 feet the benefits of
Amulet: This acts as a 3rd-level counterspell spell, but the a Paladin’s Devotion Aura (Proficiency +2) for one hour. This
effect must include you as a target. This can be used 1/day. does not stack with a paladin’s aura, but does still cancel out
Book of the Dead: This ancient, musty tome is decorated a Death Knight’s Aura of Abandonment, and can be
with inlaid bones from various creatures. The cover and suppressed for 1 minute with a Dispel Magic spell if targeting
spine are made from dried skin stretched and treated to the horn. This can be used 3 times/day.
remain flexible. The ink used to write the magical words and Mana Stone: This cerulean-blue semi-solid stone is nearly
runes inside is blood drawn from the veins of living creatures translucent, and shines with an internal blue light. While the
killed as sacrifices when the book was completed. Activating stone is in the possession of a caster, their passive mana
this book requires tearing out its spine and destroying it regeneration (such as from resting) increases by 25%. This
utterly. When the spine is torn, the pages disintegrate, and boost stacks atop the increase from resting near a mana
the spells bound in the book are unleashed, animating up to fountain. A mana stone might be crushed in a caster’s fist,
two medium or small skeleton or zombie warriors (equipped restoring up to 3d4 mana points instantaneously and
with shields and swords) and two medium or small skeleton destroying the mana stone. These stones are said to be
archers (equipped with bows and twenty arrows each). So shards of enchanted runestones that are dipped in mana
long as you possess the spine, you may command the undead fountains, but such rumors are unsubstantiated, as the secret
mentally with a bonus action as long as they are within 60 of creation is in the elusive hands of the most talented
feet of you. This otherwise acts as a 5th level Animate Dead infusionists. This is treated as a non-consumable (although it
spell. After 24 hours, however, regardless of what happens, can be consumed).
the skeletons disintegrate and lie still, and the Book is utterly Weapon and Armor Infusions:
consumed. Weapons may be enchanted with the secret knowledge of
Crystal Ball: This sphere of green glass is inlaid with a infusionists. Infusions are rarely found, and infused weaponry
golden base, and may be pointed at a direction to see distant common to the Warcraft universe are stated below.
events up to a mile away as clear as if one is adjacent to it. Also, a bullet, arrow, or thrown weapon can also be infused
When activated, the crystal ball may scry up to any point of to contain a shot effect if it is prepared specifically to hold it
sight within a mile that you can see, or allows you to see an with the Infusion skill. Ammunition are treated as both
obvious location that is unfamiliar to you and is obstructed by consumables and ammunition (enchanting 10 pieces of
an object (such as behind a corner, behind a door, below a ammunition costs one-fourth the normal cost of the same
trapdoor). This orb functions as long as you can expend a quality). Despite the names below, ammunition infusions can
bonus action, up to a maximum of ten minutes. The orb be used interchangeably between ammunition such as
creates an invisible magical sensor on the location it arrows, crossbow bolts, bullets, and more. Ammunition
observes, which can be seen if observers can see invisibility infusions fade after a successful hit.
or have truesight, and cannot be attacked or interacted with For the purposes of spellcasting ability rolls, treat the
(though it can be dispelled as a 3rd level spell). This can be bonus as +4.
used 1/day.
Infusions
Infusion
Name Rarity Properties
Storm Uncommon Extra thunder damage
Hammer 1/proficiency, returns (See below)
True Uncommon Can bounce 1/proficiency per
Moonglaive round

153 CHAPTER 6 | Powers and Magic


Ammunition Infusions: You gain a +1 bonus to attack and damage rolls made with
this magic weapon. Upon a successful attack against a
creature, you may declare that the weapons’ blight ability
Ammunition Rarity Effect activates as a bonus action. If blight takes place, the target
must succeed against a Stamina saving throw of 15 or be
Arcane Axe Uncommon Shot [Arcane Shot]; +1d3 arcane subject to a random disease (as the contagion spell). This
damage and dispel magic (1st
level)
property can't be used again until the next dawn.
Brainsplinter: Weapon (dagger), very rare (requires
Fire Arrow Uncommon Shot [Searing]; +1d6 fire damage attunement)
Black Bullet Rare Shot [Black Arrow]; +3d4 You gain a +2 bonus to attack and damage rolls made with
shadow damage and animate this magic weapon. When striking a spellcaster, the dagger’s
undead I damage lingers and disrupts concentration (DC 10 or half
Sleep Dart Uncommon Shot [Tranquilizing Shot]; or 5d8
damage as normal) for 1d4 rounds after being hit. If hit again,
hit points of sleep the counter resets. Activating this quality costs a bonus
action, and is a strike effect.
Dawn's Edge: Weapon (battleaxe), rare
DESCRIPTION You gain a +1 bonus to attack and damage rolls made with
Storm hammer (Wildhammer Dwarf Attunement): This this magic weapon. The battleaxe has 3 charges. While using
weapon acts as a normal light hammer, but deals one extra it, you can use an action and expend 1 charge to cast the
point Thunder damage per Proficiency of the user on impact. Daylight spell (centered on the battleaxe), or a bonus action to
When thrown, a storm hammer returns at the same round, ignore the damage resistance of an undead or fiendish
and may be used again. creature for 1 minute per charge expended. You may also cast
True Moonglaive (Night Elf Attunement): This weapon acts the Detect Evil and Good spell as a bonus action by
as a normal moonglaive, but it gains the ability to bounce. A expending 1 charge (the range increases to 60 feet).
bounce allows the user to attack another creature within The battleaxe regains all charges by the next dawn.
range of the first one, or return to the user’s hand. The Hammer of the Titans: Weapon (greathammer), rare
enchanted moonglaive may bounce once per proficiency of You gain a +1 bonus to attack and damage rolls made with
the user. A non-night elf may use this weapon, but requires this magic weapon. The greathammer may be swung hard at
training and sanctioning by the night elven Sisterhood of the ground as an action. All creatures within 10 feet suffer
Elune. the damage of a normal attack and must pass a Strength
saving throw of 15 or fall prone.
Named Infused Items Mana Blade: Weapon (shortsword or dagger), rare
You gain a +1 bonus to attack and damage rolls made with
Embrace of the Twisting Nether: Armor (chainmail), rare this magic weapon. Upon a successful attack against a
(Requires attunement) creature, you may declare that the weapons’ mana burn
You gain a +1 bonus to AC while you wear this magic ability (as a 3rd-level spell) activates as a bonus action as a
armor. By speaking the command word, you become ethereal [strike] effect. Once used, this property cannot be used again
(as if subject to the banishment spell). The banishment spell until the next dawn.
remains for full duration (one minute) unless the command Mana blades are often used (and sought) by the enemies of
word is spoken to cancel it. If the command word is not spellcasters and supernatural creatures such as demon-
spoken and the duration of one minute passes, you are hunters, as the weapon’s mana burn ability can be used to cut
banished to the Twisting Nether, the realm of demons and out and burn out the eyes of a willing or helpless creature
chaotic energy. This property of the armor can't be used again blinds the creature permanently, and counts as the
until the next dawn. prerequisite to qualify for the demon hunter archetype.
Annihilator: Weapon (battleaxe), rare Phantom Blade: Weapon (longsword), rare
You gain a +1 bonus to attack and damage rolls made with You gain a +1 bonus to attack and damage rolls made with
this magic weapon. Whenever this wicked-looking, dark this magic weapon. Upon a successful attack against a
purple battleaxe deals damage to a creature benefitting from creature, you may declare that the weapons’ phantom touch
an armor bonus to AC, it reduces their bonus to AC by 1 ability activates as a bonus action. If phantom touch takes
point. The penalty to armor remains for until the target place, the targeted creature is subject to a Faerie Fire spell
creature has a short rest. (centered on the creature only) for one minute. If affected
Arcanite Reaper: Weapon (greataxe), rare once, the creature is immune against further uses for 24
This axe is made out of arcanite, one of the hardest hours.
substances in existence (AC 23, immune to nonmagical The Planar Edge: Weapon (battleaxe), very rare (requires
weapon damage, and has 30 hit points), and deals double attunement)
damage to objects. You gain a +1 bonus to attack and damage rolls made with
Black Grasp of the Destroyer: Wondrous Item, uncommon this magic weapon. While wielding it, you can use it to cast
This heavy steel gauntlet has runes carved into the the gate spell as an action, and it remains open for 2d4
knuckles and the back of the hand. With a touch, this allows rounds. This property of the battleaxe can't be used again
the user to cast dispel magic (as the 3rd-level spell). This until the next dawn.
property can't be used again until the next dawn. Sageblade: Weapon (shortsword), rare (requires
Blight: Weapon (glaive), rare attunement)

CHAPTER 6 | Powers and Magic 154


You gain a +1 bonus to attack and damage rolls made with You gain +2 to attack and damage rolls made with this
this magic weapon. While wielding this shortsword, you may magic weapon. While wielding this weapon, you gain a +2
use your Intelligence or Charisma to attack and damage rolls bonus to AC (natural armor). This stacks with other sources
with the sageblade instead of Strength or Dexterity. You may of natural armor. As a reaction, you may grant yourself spell
also gain the benefit of the Spell Strike feat for up to three resistance (advantage to any saving throw) against a spell that
times. The Spell Strike property can’t be used again until the targets you. After benefitting three times from the spell
next dawn. resistance property, it can’t be used again until the next dawn.
Saronite Mindcrusher: Weapon (mace), rare Quel’Serrar, sometimes known as the Prismatic Blade, was
You gain a +1 bonus to attack and damage rolls made with forged by dragons and granted to the night elves during the
this magic weapon. You may declare a mind crushing strike, War of the Ancients. Currently, it remains dull and forgotten,
dealing 1 point of mana burn for every 4 points of damage though it can be reforged by heating in dragon-fire, and being
dealt. This otherwise acts as the mana burn spell. This only quenched in dragon blood (which gives it the reputation of
functions against arcane spellcasters and fiends. This is a being a dragon-slaying blade).
strike effect that costs a bonus action, and can be used 3 Sulfuron Hammer: Weapon (maul), very rare (requires
times before it can’t be used again until the next sundown. attunement)
Scimitar of the Sirocco: Weapon (scimitar), very rare You gain a +3 bonus to attack and damage rolls made with
(requires attunement) this magic weapon. This weapon can be perfected into
You gain a +2 bonus to attack and damage rolls made with Sulfuras, Hand of Ragnaros, a legendary weapon (see below).
this magic weapon. It also has the following additional Sulfuras, Hand of Ragnaros: Weapon (maul), legendary
properties. When one of these properties is used, it can't be (requires attunement)
used again until the next dawn: You gain a +3 bonus to attack and damage rolls made with
• Flame: While wielding this weapon, you may brandish it
this magic weapon. It also has the following additional
at any area within 100 feet, causing a column of fire to rise properties. When one of these properties is used, it can't be
up, as per the Flame Strike spell. used again until the next dawn.
• Pyroblast: You may cast the Pyroblast spell (while
• Scorch Strike: When you hit with a melee attack using the
scimitar, you can cause the target to take an extra 2d6 fire channeling, the hammer increases in brightness).
• Immolation Aura: You may cast the Immolation Aura spell
damage. This is a strike effect that costs a bonus action. (spell level 5). This does not require concentration, and
• Searing Blitz: Before you attack with the scimitar, you
may declare a searing blitz. When you move, you gain +2 to continues until its full duration ends.
• Elemental Tongue: You may cast the Elemental Tongue
AC versus attacks of opportunity, and leave a trail of lingering (Fire). This deals 3d6 damage upon a hit, and can be used up
flame behind you. This trail can have a maximum length of to 3 times before this property is considered to be used once.
half your speed, acts as normal fire, and deals 1d6 fire This can be created by obtaining the Eye of Sulfuras, a
damage to creatures moving through it. It remains for one Sulfuron ingot, and the smithing plans that show the
minute, and is 5-feet wide and 5-feet high. hammer’s internal construction with the Sulfuron Hammer,
Staff of Sorcerer-Thane Thaurissan Weapon (staff), very and passing a DC 20 skill check with smith’s tools.
rare (requires attunement by a druid, mage, shaman, or Truesilver Champion: Weapon (greatsword), rare (requires
warlock) attunement)
You have resistance to fire damage while you hold this You gain a +2 bonus to attack and damage rolls with this
magic staff. If you already have resistance, you are immune to magic weapon. While holding this weapon, you may utter the
fire damage. inscription upon the blade, granting you 15 temporary hit
The staff has 10 Charges. While holding it, you can use an points. Once this feature is used, it cannot be used again until
action to expend 1 or more of its Charges to cast one of the the next dawn.
following Spells from it, using your spell save DC: Burning Anathema and Benediction: Weapon (staff), legendary
Hands (1 charge), Fireball (3 charges), or Wall of Fire (4 (requires attunement)
charges). This staff can be wielded as a magical quarterstaff that
The staff regains 1d6 + 4 expended Charges daily at dawn. grants a +3 to attack and damage rolls made with it. The staff
If you expend the last charge, roll a d20. On a 1, the staff has 50 charges. It regains 4d6+2 expended charges daily at
blackens, crumbles into cinders, and is destroyed. Sorcerer- dawn. If you expend the last charge, roll a d20. On a 1, the
Thane Thaurissan was the leader of the Dark Iron dwarves ancient wood that keeps the Anathema and Benediction
during the War of the Three Hammers. When he lost heads away from one another crumble, and the two gravitate
Ironforge to the Bronzebeard clan, Thaurissan retreated to towards one another, before clashing, and disappearing. On a
the Redridge Mountains and founded a city in his name. In a 20, the staff regains 1d6 charges. After one year of
desperate attempt to defeat his enemies, Thaurissan disappearing, the staff re-forms elsewhere in Azeroth with full
accidentally summoned the demigod Ragnaros, which charges.
resulted in the sorcerer-thane's immediate death and the • Strike of the Cursed and Blessed: When you hit with a
formation of the volcanic peak of Blackrock Mountain. melee attack using the staff and use 1 charge, you can expend
Quel’Serrar: Weapon (longsword), rare 1 charge to cause one of the two opposing heads to strike. If
choosing Anathema, the staff deals an extra 2d8 shadow
damage to any target it hits. If choosing Benediction, the staff
instead deals 2d8 holy damage to any target it hits. This is a
strike effect and requires a bonus action to activate as
normal.

155 CHAPTER 6 | Powers and Magic


• Channel Divinity: You can use 3 charges to regain a use of
Atiesh, Greatstaff of the Guardian is a powerful staff
your channel divinity ability (if you have it). This can be used passed down through the line of the Guardians of Tirisfal up
once until the next dawn. until and including Medivh, the last Guardian. It is currently
• Spells: While holding this staff, you can use an action to
wielded by Medivh's former apprentice, Khadgar. The staff
expend 1 or more of its charges to cast one of the following was born from the "seed of hate" and grants its wielder
spells from it, using your spell save DC: "power unending". It was passed down by each Guardian of
o Death Ward (4 charges) Tirisfal to its successor. This ancient wooden staff has a red
o Finger of Death (7 charges) sash tied to the head, on which a raven was sculpted.
o Holy Aura (8 charges) Frostmourne: Weapon (greatsword), artifact (requires
o Holy Wrath (heightened to 4th level; 4 charges) attunement)
o Holy Light (heightened to 4th level; 4 charges) This greatsword can be wielded as a magical greatsword
o Death Coil (heightened to 4th level; 4 charges) that grants a +3 to attack and damage rolls made with it. It
o Animate Undead (heightened to 4th level; 4 charges) scores a critical hit on a roll of 19 or 20, and deals an extra
o Dispel Magic (3 charges) 2d10 slashing damage to undead.
o Protection from Evil and Good (1 charge) If the sword isn't bathed in blood within 1 minute of being
o Hallow/Unhallow. drawn from its scabbard, its wielder must make a DC 15
Charisma saving throw. On a successful save, the wielder
take 3d6 psychic damage. On a failed save, the wielder is
Artifacts dominated by the Lich King (either via the spirit of Ner’Zhul
Atiesh, Greatstaff of the Guardian: Weapon (staff), artifact or by the blade’s own consciousness which serves it), as if by
(requires attunement) the dominate monster spell, and the sword demands that it be
This staff can be wielded as a magical quarterstaff that used to serve the Scourge. The spell effect ends when the
grants a +3 to attack and damage rolls made with it. If sword's demand is met.
attuned to the greatstaff, you may use an action to summon it • Soul Stealer: The sword traps the souls of the dead. You
to your possession, regardless of where it currently is (this gain the Blood Death Knight’s Blood Strike ability. If this
acts as a plane shift spell). strike reduces the target to 0 hit points, it also steals the soul
The staff has 50 charges. It regains 4d6+2 expended of the target, and retains it in the blade (as the Capture
charges daily at dawn. If you expend the last charge, roll a Essence spell, level 10, or CR 20). The sword can contain up
d20. On a 1, the staff temporarily loses its powers for until the to 200 CR in the blade. You have advantage to any roll to keep
next dawn and becomes a +1 magical quarterstaff. the souls imprisoned in the sword.
• Guardian Magic: While attuned to the artifact, any spell While attuned to the artifact, any necromancy or abjuration
you cast is treated as heightened by one level, and you gain spell you cast is treated as heightened by one level, and you
advantage to all dealings with outsiders, fey, undead, and gain advantage to all dealings with undead.
elementals. • Spells: While the sword is on your person, you can use an
• Spells: While holding this staff, you can use an action to action to cast one of the following spells (saving throw 18)
expend 1 or more of its charges to cast one of the following from it: enslave undead (level 5), death coil (level 5), or finger
spells from it, using your spell save DC: of death. Once you use the sword to cast a spell, you can't cast
o Fear (3 charges) that spell again from it until the next midnight. You can also
o Gate (9 charges; opens to anywhere, or Karazhan if cast Speak with Dead at will any corpse or use the spell to
unspecified) speak to any soul trapped in the blade (forcing them to speak
o Glyph of Warding (can heighten to any level; 1 charge per what they know).
level) • Telepathic Speech: While the sword is on your person,
o Phantom Steed (3 charges) you have a telepathic bond with the Lich King, and he is able
o Plane Shift (7 charges) to target you for any enchantment or necromancy spells (such
o Polymorph (4 charges) as dominate person, possession, or animate undead). If you
o Private Sanctum (heightened to 6th level; 6 charges) are the Lich King, your telepathic bond extends to anyone
• Watchers: While attuned to this artifact, ravens are drawn who willingly serves you (including enslaved and animated
to you and often remain close, observing and warning you of undead).
any dangers they can notice. • Sentience: Frostmourne is a sentient lawful evil weapon
• Destroying the Staff: The only way to destroy the staff is with an Intelligence of 15, a Spirit of 13, and a Charisma of
either to have it cloven in two by a Titan’s weapon, affected by 16. It has hearing and darkvision out to a range of 120 feet.
the elemental attacks of the four Elemental Lords of Azeroth • Personality: The sword's purpose is to serve the Lich
for one entire day, being consumed by an Old God for one King wholly and fully. Killing the enemies of the scourge
hour, or being targeted with an archdemon’s spell (if said spell (members of the Alliance or Horde, followers of the Holy
is 9th level or higher). The destruction of the staff breaks it Light, and the Burning Legion if the Lich King wills it),
into forty-two pieces (the head, tail, and forty shards), and serving the Cult of the Damned, and slaying servants of good
curses it to be bound with a powerful demon (Atiesh, the all help fulfill this goal.
Hand of Sargaras; treat as an Eredar Warlock). If the staff’s • Destroying the Sword: The sword is destroyed should the
pieces are ever brought together again, the demon arises to Lich King himself be destroyed by fel or holy magic, and if it
kill the collector and retrieve the staff to his demon master. is targeted with a wish spell and a Charisma check contested
with the Charisma of the sword.

CHAPTER 6 | Powers and Magic 156


The sword must be within 30 feet of the creature, or the spell Ragnaros succeeded; however, Thunderaan's power could
fails. If the sword wins the contest, nothing happens, and the not be completely taken into his form. What remained of
wish spell is wasted. If the sword loses the contest, it is Thunderaan was placed in a talisman of elemental binding,
destroyed. The shards of a destroyed Frostmourne can be which was broken into two pieces. The pieces were then
used to forge Shadowmourne. given to the Firelord's two lieutenants, Baron Geddon and
Shadowmourne can take the form of a greatsword, Garr, respectively the left and right halves. These two halves
longsword, greathammer, or greataxe. Its rarity decreases to are known as the [Bindings of the Windseeker].
Legendary (and thus can be destroyed without special Wondrous Items
conditions), its personality changes to follow the crafter’s, and
loses the following features: Telepathic Speech and Soul Mystic Wand: Wondrous Item, Common (requires
Stealer, but retains all other features (bonus to attack and attunement by a spellcaster)
damage, spells, sentience, and magical weapon status). A wand of minor power allows you to gain the benefits of
Frostmourne is a powerful blade crafted by demons on the the Mystic Blast feat without gaining the feat itself. Each
orders of Archimonde, bound with Ner’Zhul’s spirit into a wand is attuned to a specific energy type.
shard of ice, and then hurled as a comet onto the highest The common version of the wand deals one dice of damage
peak of Icecrown, Azeroth’s Roof of the World. Its greatest (1d6 fire, cold, lightning, or acid, or 1d4 holy, unholy, fel, or
(and only) wielder was Prince Arthas, now known as the Lich arcane). For each step of rarity, it deals an additional dice (up
King after his mental union with Ner’Zhul. Frostmourne, as to 5 dice at Legendary, as below).
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 Rarity Dice of damage
width of the sword give hints of the thousands of tortured Common 1 dice
souls imprisoned in the wicked soul-stealing blade. The relic Uncommon 2 dice
of the master of the dead, it holds great power over them.
Thoridal, the Stars’ Fury: Weapon (longbow), artifact Rare 3 dice
(requires attunement) Very Rare 4 dice
This bow can be wielded as a magic longbow that grants a
+3 to attack and damage rolls made with it. Thoridal can Legendary 5 dice
generate its own spectral arrows when used to attack, or can
use normal arrows. Suffused Arrows. Quilen Statuette: Wondrous Item, Rare
When you expend an arrow to attack with Thoridal, it deals You can use an action to hold the statuette aloft and speak
an additional 1d8 arcane damage on a hit, even when the the command word. Doing so conjures a Quilen, as if you had
arrow has its own special effect (such as an Arrow of Slaying). cast the animate constructs spell (spell level 5). The statuette
• Spectral Arrows: If you do not use a projectile, the bow can't be used this way again until the next dawn.
creates its own spectral ammunition. The attack deals extra This statuette, carved during the brief reign of Mogu
damage equal to your Charisma modifier on a hit, and half emperor Kang of Pandaria, was part of an experiment to bind
the damage dealt is arcane damage. Spectral arrows are Quilen servants in small stones. This experiment was
white and translucent, and whoever sees it in flight at first abandoned as the Quilen thus bound were greatly diminished
believes it is a shooting star. in power and thus deemed unworthy.
• Arrowsmith: Whoever is attuned to Thoridal can craft Voodoo Doll: Wondrous Item, Rare (requires attunement
magical arrows as if they were infusionists (using their own by any spellcaster who can cast Speak with Dead)
proficiency bonus for Infusion), though the arrows are A voodoo doll seems innocent, but it is actually a house of a
designed to be used exclusively by the bow. Hexer spirit. Hexer spirits bound to a voodoo doll are
The legendary bow resonates with the power of the servitors to whoever is attuned to the doll, serving them in
Sunwell. The origins and history of the weapon remain a return for favors. A voodoo doll may be attuned with a target
mystery. with one hour of contact with a remaining body part or piece
Thunderfury, Blessed Blade of the Windseeker: Weapon (such as a finger, hair, or fingernail).
(longsword), artifact (requires attunement) So long as the target does not take the measures to end the
This bow can be wielded as a magic longsword that grants bond (such as by replacing the finger or removing a hand,
a +3 to attack and damage rolls made with it. While wielding cutting all their hair, or clipping all their fingernails, as
this longsword, you have resistance to lightning and thunder determined by the DM), the Hexer spirit is always aware of
damage. Thunderfury, Blessed Blade of the Windseeker is where the target is, as if under the effects of a Locate
the legendary sword once wielded by Thunderaan, Prince of Creature spell. The Hexer spirit can be allowed to leave the
Air. The prince, son of Al'Akir the Windlord, was attacked by voodoo doll to use its Carry Voodoo power, which allows the
Ragnaros the Firelord, in an attempt to heighten the already owner of the doll to cast a spell for the Hexer to carry. See the
impressive power that the fire elemental held. Hexer’s entry in the monster manual for more details.
Wisp Amulet: Wondrous Item, Rare
The wearer of this amulet may transform into a wisp for up
to 1 minute. This is a polymorph effect. This property of the
amulet can’t be used again until the next sundown.
Puzzle Box of Yogg-Saron: Wondrous item, very rare
(requires attunement)

157 CHAPTER 6 | Powers and Magic


This cube of metallic-like material is actually a puzzle box. Its
sides can be manipulated by pushing and twisting, though it 12 The void sucks at your soul. It is content to feast slowly
is unknown of anyone managed to solve it. 13 The drowned god's heart is black ice
The user may attempt a DC 25 Intelligence check to begin
cracking the puzzle box. Upon each success, the bearer of the 14 It is standing right behind you. Do not move. Do not
box gains an additional ability as they make significant breathe
advancement to opening the puzzle-box. The user should 15 Have you had the dream again? A black goat with
record successes and failures simultaneously. seven eyes that watches from the outside
16 Open me! Open me! Open me! Then only will you
know peace
Successes Ability
17 You resist. You cling to your life as if it actually matters.
1 Can cast Confusion 1/day You will learn
2 Advantage to saving throws versus mind- 18 The tortured spirits of your ancestors cling to you,
affecting effects screaming in silence. Apparently they are quite
3 Gain +1 to Intelligence numerous
4 Can cast Mind Blank 1/day 19 Beneath the shadow of the darkened spire, there is no
light, no mercy, only void, and the chaos within
5 Gain +1 to Intelligence
20 You will all be alone in the end
6 Gain immunity to Confusion effects, and has a
permanent tongues effect
Armor Sets
Blackened Defias Armor: Armor (leather), variant (requires
Failures Ability attunement), pieces (Armor, gloves, boot, belt)
1 Afflicted with short-term madness whenever
Commonly worn by commanders of the Defias
failing a check to use the puzzle box Brotherhood, this suit of dark armor is ideal camouflage for
skulking rogues. The Defias set is a suit of black leather
2 Madness can only be suppressed, but Lesser armor that completely covers the wearer’s body, save for her
Restoration no longer removes it fingers and face – the latter is usually hidden behind one of
3 Take -1 to Wisdom the brotherhood’s trademark red scarves.
4 Take disadvantage to saving throws versus
Uncommon: If possessing one set piece, dim light doesn’t
illusions, and suffers long-term madness when impose disadvantage on your Spirit (Perception) checks
failing a check to use the puzzle box instead relying on sight.
Rare: If possessing two to three set pieces, climbing
5 Take -1 to Wisdom doesn’t halve your speed, and you can make a running long
6 Gain one indefinite madness jump or a running high jump after moving only 5 feet on foot,
rather than 10 feet.
Whenever attempting to solve the puzzle-box, the user Very Rare: If possessing all set pieces, you may cast the
hears one of the below quotes in their mind (as telepathy, Fade spell at will, or the Invisibility spell three times before
choose randomly). the power of the armor is expended, replenishing after the
next sundown.
Cenarion Raiment: Armor (studded leather), variant
d20 Verse (requires attunement), pieces (Vestments, helm, bracers, belt)
1 At the bottom of the ocean even light must die Created in Moonglade by the druids of the Cenarion Circle,
the Cenarion raiment is worn by some of its most powerful
2 The silent, sleeping, staring houses in the backwoods
always dream. It would be merciful to tear them down
champions as they strive to protect and preserve nature
against the unnatural forces that threaten it. The Cenarion
3 There is no sharp distinction between the real and the raiment features a thick brown leather robe covered in leaves
unreal and other symbols of nature – most prominently the sticks
4 Even death may die and leaves protruding from the wearer’s shoulders and the
antlers resting upon his head.
5 There is a little lamb lost in dark woods Uncommon: If possessing one set piece, other creatures
6 All places, all things have souls. All souls can be don’t gain advantage on attack rolls against you as a result of
devoured being hidden from you.
7 What can change the nature of a man? Rare: If possessing two to three set pieces, you may use the
druid’s wild shape ability as a 2nd level druid. If you already
8 Do you dream while you sleep or is it an escape from
the horrors of reality?
have the wild shape ability, you may use wild shape one more
time per rest, or gain one Blessed Beast feral wild shape
9 Look around. They will all betray you. Flee screaming option to benefit from one wild shape attempt (chosen once
into the black forest attuned to the armor).
10 In the land of Ny'alotha there is only sleep
11 Y'knath k'th'rygg k'yi mrr'ungha gr'mula

CHAPTER 6 | Powers and Magic 158


Very Rare: If possessing all set pieces, the horns of the The robes of the magi of the Magical Kingdom of Dalaran
raiment remain in wild shape, granting you a natural attack are scholars, rulers, and forces that fight evils such as the
that deals 2d6 damage. Before going into a wild shape, you Burning Legion, the Scourge, and even renegade mages
can designate three spells to be cast upon your horns, which within their own ranks. The Robes of the Violet Citadel are
can then either be discharged as per the Spell Strike feat on suffused with magical powers that support and protect the
the target of your natural attack or be cast by touching the magi that earned the right to wear them. These violet robes
target with your horns. After exiting a wild shape, your next are threaded with gold and blue that have high collars, and a
conjure (plants) spells costs half normal mana. black skullcap lined with silver thread (or a wide hood for
Judgment Armor: Armor (plate), variant (requires female magi).
attunement), pieces (Plate, crown, bindings, belt) *Uncommonmimoza You have advantage on Stamina
Though the Silver Hand is a noble establishment, there saving throws that you make to maintain your concentration
comes a time when pleasantries must end and justice must on a spell when you take damage.
be done. The commanding, faceless aspect of justice and *Raremimoza If possessing two to three set pieces, you
judgement is represented by this armor, which is worn by have the constant benefits of Mage Armor, and you gain 10
paladins acting as inquisitors and executioners as they deliver temporary hit points at the beginning of every day.
sentence upon the enemy. *Very Raremimoza If possessing all set pieces, you always
Clad in black, red, and gold, paladins in this full-body armor have the spells Blizzard (3rd level), Blink Step (2nd level) and
cut an imposing figure. The armor is a combination of both Conjure Elemental spells prepared (choose one elemental,
cloth and leather for easier movement as well as metal plates spell is 3rd level) and cast either of them three times before
to protect vital areas. Each piece is ornately detailed with the next sundown.
some sort of imagery that represents justice. Silver Hand Blessed Plate: Armor (plate), variant (requires
Uncommon: If possessing one set piece, you have a +5 attunement), pieces (Plate, gauntlets, greaves, belt)
bonus to your passive Spirit (Perception) and passive This set of armor is worn by the Knights of the Silver Hand
Intelligence (Investigation) scores. in battle, this armor is blessed by the Holy Light to aid the
Rare: If possessing two to three set pieces, you may cast righteous men and women of the Order against evil
the Bless or Aid spells up to three times (total of both spells) influences. Made of steel and silver and gold, and mantled
before the power of the armor is expended (an, replenishing with a blue cloak, the knights of the order fight with the full
after the next sundown. If you already have the spell readied, righteous cause of the Alliance.
you may instead cast the spell for half normal cost so long as Uncommon: If possessing one set piece, you may treat the
you wear the armor. Sunbeam spell as a 2nd level spell. It is always prepared so
Very Rare: If possessing all set pieces, you may cast the long as you wear the armor.
Arcane Armor spell up to three times before the power of the Rare: If possessing two to three set pieces, you gain 30
armor is expended, replenishing after the next sundown. The temporary hit points at the beginning of every day. These
spell is heightened to 6th level and remains for one hour. You temporary hit points may only be used to reduce damage to
also have the constant benefits of the Bless and Aid (3rd-level; your maximum hit points (such as by the draining attacks of
or +10 to your maximum hit points) spells active. undead), and do not apply against normal damage.
Plagueheart Raiment: Armor (cloth), variant (requires Very Rare: If possessing all set pieces, when you heal a
attunement), pieces (Robe, circlet and mask, gloves, sandals) creature with a Holy Light spell or Lay on Hands, a radiant
Originally designed by Burning Legion mad scientists, this burst of light protects them. Hostile creatures within 5 feet of
colorful set is known to be worn by agents of the Legion who a creature healed by this spell must make an Agility saving
deal with biological and chemical warfare, as well as living throw or be blinded for 1 round. If the hostile creatures are
members of the Cult of the Damned that need protection fiends or undead, they may instead take holy damage equal to
from the Scourge’s plague. While designed as protective gear, 1 point per paladin level (your choice).
as a result of its origins, the gear collects and stores plagues Relics
within itself, offering these plagues as an added level of
defense. This unusual, chaotic-looking armor features Relics are divided on a class-by-class basis. All relics weigh 2
patterns of black, orange, yellow, and bright green. Curved pounds.
spines protrude from the shoulders, and the wearer’s face is
obscured by a strange, bug-eyed mask.
Uncommon: If possessing one set piece, your spells that Classes Relics
requires you to make an attack roll have their ranges doubled. Idol Druid, Hunter
Rare. If possessing two to three set pieces, and can exert an Spellbooks Mages, Warlocks
aura of necrosis as a 6th-level death knight.
Very Rare: If possessing all set pieces, you have the Librams Holy Priests, Paladins
constant effects of Water Breathing, Darkvision, and Demon Sigils Death Priests, Death Knights
Skin (3rd-level; or 9 temporary hit points), except that you do
not need to breathe at all. The Demon Skin spell’s temporary Fetishes Shamans
hit points replenish once per hour.
Robes of the Violet Citadel: Armor (cloth), variant (requires
attunement), pieces (Robe, skullcap or hood, gloves, boots)

159 CHAPTER 6 | Powers and Magic


Potion Name Quality Spell (Level)
Relic Name Type Benefit
Alarm Potion Common Alarm (1st level)
Bones Sigil Bone Shield (Earth Shield):
Can extend the sigil for one Alchemist’s Fire Common Fire Bolt (Cantrip)
round for free (1/2)
Corpses Sigil Corpse Explosion: Half mana, Alchemist’s Frost Common Frost Bolt (Cantrip)
does not affect you or allies (1/2)
Despair Sigil [Rune] spells: Half mana Antimagic Potion Rare Globe of Invulnerability
Divinity Libram Flash of Light: Half mana Elemental Armor Common Elemental Armor (1st
Potion level)
Claw Idol [Strike] spells: Add Spirit
modifier to damage (min. 1) False Life Potion Common False Life (1st level)
Crying Idol Carrion Swarm: Half mana Healing Potion Common Holy Light (1st level)
Wind Healing Potion, Common Holy Light (2nd level)
Eternal Libram Consecration: Fiends & Major
Rest Undead restrained 1 round Healing Potion, Uncommon Holy Light (3rd level)
(Spi save negates) Greater
Guarded Sigil Death Pact/Death Coil: Gain Life Potion Uncommon Revivify (3rd level)
Evil +Spirit as temporary Hit
Points for 1 hour Light Potion Common Light (Cantrip)
(1/2)
Grace Libram Dispel Magic: Advantage to
dispel necromancy and Mana Potion Special Drain Mana (4th level)
conjuration
Mind Scream Potion Common Vicious Mockery
Health Idol Rejuvenation: Half mana (1/2) (Cantrip)
Hope Libram Libram [Seal] spells: Half mana Mutation Potion Common Mutate (one mutation)
Impact Fetish Elemental Shock: Add +Spirit Rejuvenation Potion Common Rejuvenation (1st level)
to damage dealt.
Skill Potion Common Shift Skill (1st level)
Inner Libram Inner Fire: Half mana
Passion Sparing Potion Common Spare the dying
(1/2) (cantrip)
Lifebringer Libram Holy Light: Half mana
Smoke Bomb Common Fog Cloud (1st level)
Lunar Idol Idol Moonfire and Moonbeam:
Half mana
DESCRIPTION
Righteous Libram Holy Fire: Can extend the sigil
Fire for one round for free Alarm Potion: By using this potion, you become mentally
aware of any creature of a size of Tiny or larger entering a 20-
Solar Idol Idol Sunfire and
Sunbeam: Half
foot cube. Your awareness reaches up to 1 mile. The imbiber
mana can designate creatures that do not trigger the alarm.
Alchemist’s Acid: By using this potion, up to two creatures
Steamcaller Fetish Healing Stream: Half mana or objects within 5 feet of one another take 1d6 acid damage.
Storm Fetish Lightning Bolt and Lightning The damage increases by 1d6 per every five levels of
Storm: Half mana Alchemist.
Surging Fetish Riptide: Half mana Alchemist’s Fire: By using this potion, the creature or
Seas object takes 1d10 fire damage. If an object is unattended and
flammable, it catches on fire. The damage increases by 1d10
Vengeful Sigil
Heart
Death Coil: Half mana per every five levels of Alchemist.
Alchemist’s Frost: By using this potion, the creature or
Walking Sigil Animate Dead: Telepathic object takes 1d8 cold damage and suffers the chilled
Dead communication is up to 1 condition for one round. The damage increases by 1d8 per
mile every five levels of Alchemist.
Wracking Libram Holy Wrath, Exorcism: Half Antimagic Potion: By using this potion, a barrier arises on
mana the creature and up to 10 feet from it, blocking spells with a
spell level of 3 or less. This remains for one minute.
Alchemical Items - Potions Elemental Armor Potion: By using this potion, a protective
These items replace the alchemical mixtures in the Player’s sheet of the elements surrounds the target, acting as the
Handbook. All potions (regardless of form) weigh 1 pound Elemental Armor spell for up to 1 hour or until the spell’s
(unless the container is heavier), and can be used by imbibing benefit is consumed (whichever comes first).
or pouring on a creature or object (whichever applies better). False Life Potion: By using this potion, the character gains
They can be used at touch range (imbibing or pouring), or 1d4 + 4 temporary hit points that remain for one hour.
thrown (range 20/60 feet).
CHAPTER 6 | Powers and Magic 160
Healing Potion: By using this potion, character regains 1d8 + This is a magical manufactured poison, created by mixing
4 hit points (if living), or takes 1d8 + 4 holy damage (if undead deathweed (a natural herb) and essence of pain (a magical
or fiend). component derived from blood of weak demons).
Life Potion: By using this potion, the creature is revived to Paralytic Poison (Injury, Uncommon): A creature subjected
life and restored to 1 hit point. This must be used within a to this poison must succeed on a Stamina saving throw or
minute of death, and does not work against creatures that become poisoned for 1 minute. The Poisoned creature is
died of old age, and cannot restore body parts. paralyzed as the Hold spell. On a successful saving throw
Light Potion: By using this potion, a bright glow emits, (made only once per turn), the poison ends. This is a magical
shining brightly for 20 feet, and dimly for 20 feet beyond that. manufactured poison, created by mixing deathweed (a
This remains for 1 hour. natural herb) and dust of decay (a magical component
Mana Potion: By using this blue potion, the character derived from cremated undead).
regains mana points. Serpent Venom (Injury, Uncommon): A creature subjected
• Minor: Uncommon, restores 4 MP.
to this poison must succeed on a Stamina saving throw,
• Moderate: Rare, restores 6 MP. Greater: Very Rare,
taking 10 (3d6) poison damage on a failed save, or half as
restores 8 MP. much damage on a successful one.
Mind Scream Potion: By using this potion, the creature This is a mundane natural poison, created from drawing
takes 1d4 psychic damage, and suffers disadvantage to their poison from a snake’s venom sacs. The rarity affects the
next attack. venom’s power:
Mutation Potion: By using this potion, the character gains
one mutation from the Mutate spell. This remains for ten Rarity Damage
minutes.
Rejuvenation Potion: By using this potion, the creature Common 1d6
regains 1d4 hit points. At the beginning of the creature’s turn Uncommon 3d6
the next round, they must succeed on a Stamina saving throw Rare 5d6
to regain another 1d4 hit points, and is resistant to poison
damage, or can suppress one level of exhaustion until the Very rare 7d6
beginning of their turn the next round. This can be repeated Legendary 9d6
up to one minute.
Skill Potion: By using this potion, the creature’s skill Shadow Wound Poison (Injury, Rare): A creature subjected
becomes greater, gaining a bonus to a single skill check: to this poison must succeed on a Stamina saving throw or
• Minor: Common, +2 become poisoned for 1 hour. The Poisoned creature recovers
• Moderate: Uncommon, +3 only one-half the normal amount of healing from spells and
• Greater: Rare, +4 effects that restore hit points. This includes regeneration and
• Supreme: Very rare, +5 similar effects, doubling the duration between healing
• Legendary: Legendary, +6 (alternatively, halving the healing gained).
Sparing Potion: By using this potion, a creature that has 0 This is a magical manufactured poison, created by mixing
hit points becomes stable. This has no effect on undead or deathweed (a natural herb) and essence of agony (a magical
constructs. component derived from blood of strong demons).
Smoke Bomb: By using this potion, a 20-foot-radius sphere Mind-numbing poison (Injury, Uncommon): A creature
of fog arises from the point of use. The sphere spreads subjected to this poison must succeed on a Stamina saving
around corners, and its area is heavily obscured. It lasts for throw or take 5 (2d4) psychic damage. At the beginning of
1d6x10 minutes (30 minutes) or until a wind of moderate or every round the poison remains active, the character takes 5
greater speed (at least 10 miles per hour) disperses it. (2d4) psychic damage again, and is treated as if distracted for
the purposes of casting and concentrating on spells. The DC
POISONS of the distraction is 10 + ½ the damage dealt by this poison.
Exhumed Corpse Fumes (Inhaled, Common): A creature On a successful saving throw, the poison ends.
subjected to this poison must succeed on a Stamina saving This is a magical manufactured poison, created by mixing
throw or take 7 (2d6) poison damage. At the beginning of deathweed (a natural herb) and essence of mana (a magical
their turn every round the poison remains active, the component derived from blood of spellcasters).
character takes 7 (2d6) poison damage again, and is treated Truth Serum (Uncommon, Ingested): A creature subjected
as if poisoned until the beginning of their turn the next round. to this poison must succeed on a DC 11 Stamina saving
On a successful saving throw, the poison ends. throw or become poisoned for 1 hour. The Poisoned creature
This is a magical manufactured poison, created by mixing can't knowingly speak a lie, as if under the effect of a Zone of
deathweed (a natural herb) and essence of death (a magical Truth spell.
component derived from the corpses of burnt undead). This is a magical manufactured poison, created by mixing
Crippling Poison (Injury, Uncommon): A creature subjected peacebloom (a natural herb) and essence of mana (a magical
to this poison must succeed on a Stamina saving throw or component derived from blood of spellcasters).
become poisoned for 1 minute. The Poisoned creature is
slowed as the spell of the same name. On a successful saving
throw (made only once per turn), the poison ends.

161 CHAPTER 6 | Powers and Magic


Name Quality Damage Mass Properties
DISEASES AND PLAGUES Bomb, Legendary 5d6 6 lb. 6 EP: 20 ft. sphere
Crypt Fever (Common, Contact): Any creature that is affected Big One (disadvantage 1
round)
by this disease suffers a weakened immune system, and must
succeed on a DC 13 Stamina saving throw against disease or Bomb, Common 1d6 3 lb. 3 EP: 10 ft. sphere
become poisoned until this disease is cured. Stun (Thunder Wave)
So long as the creature is poisoned, they a -2 penalty to all Bomb, Common 1d6/1d10 1 lb. 2 EP: 10 ft. sphere
saving throws against disease and poison effects, and suffers Fire (Firebolt)
two additional points of poison damage if inflicted by any Bomb, Uncommon 1d6 3 lb. 3 EP: 10 ft.
disease or poison. Symptoms manifest 2d4 hours after Smoke sphere, (fog cloud,
infection and include fever and coughing, and while in the 1 minute.)
grips of this disease, victims’ skins pale.
Any creature comes into touch contact with an infected Bomb, Common
Flash
0 1 lb. EP 1: 10 ft. sphere
(disadvantage 1
creature once they begin showing their symptoms must make round)
a DC 8 Stamina saving throw or also become infected with
this disease. Once a creature succeeds on this save, it is Grenade, Common 2d6 2 lb. 2 EP: 10 ft. sphere
immune to being infected from that particular infected Hand
creature for 24 hours. Grenade, Uncommon 3d6 3 lb. 3 EP: 10 ft. sphere
At the end of each long rest, an infected creature can make Heavy
a DC 13 Constitution saving throw. On a successful save, the Mortar Common 2d6 3 lb. 3 EP: 10 ft. sphere
penalty to saving throws and additional poison damage taken Shell (Sapper)
is reduced by 1 point. When the effect drops to 0, the creature Mine, Common 4d6/1d6 2 lb. 2 EP: 5 ft. sphere
recovers from the disease. Breach (Sapper)
Undead Plague (Rare, Ingested): Any creature that is
affected by this disease must succeed on a DC 15 Stamina Mine, Common 2d6 2 lb. 2 EP: 10 ft. sphere
saving throw against disease or become poisoned until the Default
disease is cured. Every 24 hours that elapse while poisoned, Mine, Rare 4d6 5 lb. 5 EP: 20 ft. sphere
the target must repeat the saving throw, reducing its hit point Goblin
maximum by 3 (1d6) on a failure. This is considered a poison Mine, Rare 4d6 5 lb. 5 EP: 20 ft. sphere
effect, and resistance against poison halves the reduction. Sapper (Sapper)
The disease cannot reduce the target’s maximum hit points
below 1, but if the creature dies and the disease remains Rocket, Common
Default
2d6 2 lb. 2 EP: 10 ft. sphere
(60/120 ft.)
uncured, it rises as an undead creature bound to the service
of the Lich King as if the Bind spell was cast on it. Rocket, Common 1d6 2 lb. 2 EP: 10 ft. sphere
If succeeding on three saving throws, the disease becomes Fire (60/120 ft.),
latent, but does not fade away. So long as the disease firework
remains, the reduction to maximum hit points cannot be Rocket, Rare 10d6/2d6 5 lb. 5 EP: 25 ft. sphere
removed, and it can be awakened again by another dose of Siege (60/120 ft.),
the plague. This disease, despite being ingested, corrupts the (Sapper)
air and earth it affects, affecting any exposed food with the Torpedo Common 2d6 2 lb. 2 EP: 5 ft. sphere
plague. When particles of the plague fall on the earth, strange (60/120 ft.)
fungus grows, giving a hint to the disease’s origin. This land is (Water)
considered blighted (as per the Hallow/Unhallow spell,
although the land is not also unhallowed). DESCRIPTION
The plague can be suppressed with the lesser restoration Bomb, Big One: This powerful bomb deals 5d6 concussive
spell or a restoration spell, and the reduction to maximum hit damage in a 20-foot sphere, and imposes disadvantage for all
points can also be removed with the greater restoration spell, rolls to creatures targeted by it for one round. A successful
but the plague cannot be cured save by a wish spell or the saving throw halves damage and negates the disadvantage.
divine intervention ability (if it opposes that of the semi-divine Bomb, Concussion: This bomb deals 1d6 concussive
Lich King). This is a magical manufactured disease, created damage and a shockwave in 10 feet. Creatures in range of the
by an unknown fungus and suffused with necromantic magic. shockwave take an extra 1d6 are pushed 10 feet away from
So far, only the Cult of the Damned know how to make it. the area of the explosion, as are unsecured objects. The
Engineered Items bomb’s boom can be easily heard out to 300 feet. A successful
save halves both damage rolls, and are moved back only half
Explosives: Stores sell grenades, mines, and rockets as if the normal distance.
designer’s Int modifier is +2. Bomb, Fire: This bomb deals 1d6 concussive damage in 10
feet, and on its direct target, it deals an additional 1d10 fire
damage. If the target is an object, it sets it on fire. This bonus
damage targets only the original target, or the 5-foot square
the bomb was thrown at.

CHAPTER 6 | Powers and Magic 162


Bomb, Smoke: This bomb deals 1d6 concussive damage in Gun, Rare 3d8 / 15 4 EP: Heavy, two handed,
10 feet, and it creates a 10-foot radius sphere of fog. This fog Machine 3 lb. (automatic 30’)
heavily obscures the area for one minute, or until a moderate Longrifle Rare 3d8 15 4 EP: Heavy, two-handed
or greater wind disperses it. /3 lb. (400/1,600); (Sniper)
Mine, Breaching: This is a breaching charge that may be Pistol, Common 2d4 / 5 2 EP: Light, one-handed
attached to a door or a wall. This deals 4d6 concussive Flintlock 2 lb. (150/600)
damage to structures (typically destroying them), and 1d6
damage to any creature within 5 feet of the explosion radius. Pistol, Uncommon 3d4 / 5 4 EP: Light, one-handed
Revolver 6 lb. (150/600)
It requires a DC 12 save to half damage. This comes with a
free delayed fuse (1d4 rounds until explosion). Siege Uncommon 3d12 50 3 EP: Heavy, Mounted
Flashbang: This bomb deals no concussive damage, but Cannon / 1 lb. (400/1,600), (Siege)
imposes disadvantage for all rolls to creatures affected by it Sniper Rare 2d8 / 15 4 EP: Heavy, two-handed
for one round with an explosion of light and noise. A Rifle 2 lb. (400/1,600); (Silent,
successful saving throw negates the condition. Sniper)
Mine, Default: This mine triggers whenever any creature
appears within its area of explosion. If a creature comes that DESCRIPTION
close, it explodes, dealing 2d6 concussive damage to it and
Boomstick: Known as a favored dwarven weapon,
any creature within 10 feet. It requires a DC 12 save to half
damage. boomsticks are intricately designed with special markings to
Mine, Goblin: This mine triggers whenever any creaturedenote the company, issue date, and a small piece of war
advice in dwarven. Blunderbuss A larger, heavier, and easier-
appears within its area of explosion. If a creature comes that
to-use boomstick, the Blunderbuss can be altered to shoot a
close, it explodes, dealing 4d6 concussive damage to it and
cone of bullets in a 15-foot cone, dealing 2d8 damage, with an
any creature within 20 feet. It requires a DC 15 save to half
damage. Agility save to half. As Blunderbusses do not require attack
Grenade, Hand: This grenade may be thrown within 30 rolls (though still requiring an attack action), they do not
require proficiency to use, and can be used while adjacent to
feet. On the area of impact, it deals 2d6 concussive damage
an enemy without penalty. A Blunderbuss is also known in
in a 10-foot sphere. It requires a DC 12 save to half damage.
some circles as a scattergun.
Rocket, Default: This rocket may be aimed and shot to any
creature within 60-120 feet. On impact, it deals 2d6 Crossbow, Auto: This crossbow acts as a heavy crossbow
that deals 1d10 piercing damage. This does not have the
concussive damage to the target and to any creature or item
loading quality.
10 feet close to it. It requires a DC 12 save to half damage.
Crossbow, Air: This crossbow acts as a light crossbow that
Rocket, Siege: This rocket is designed to drill and destroy
deals 1d8 piercing damage. It is silent when shot.
fortifications. Upon impact, it deals 10d6 concussive damage
to the target and to any creatures and items close to them Gun, Machine: This gun deals 3d8 piercing damage to any
number of creatures standing in a 5-foot wide line 30 feet
(typically destroying them). As it is designed against objects
and structures, it deals only 2d6 damage to creatures. away. This requires an Agility save to half damage. Machine
guns do not require training to use.
Torpedo: This rocket is designed to be used underwater in
a more compact explosion. Upon impact, it deals 2d6 Longrifle: Favored of the iconic dwarven sniper, longrifles
concussive damage to the target and to any creatures and have great range, great damage, and great practical use. They
items close to them in a 5-foot radius sphere. are however expensive, and difficult to deploy ideally.
Firearms and Crossbows: Pistol, Flintlock: Known as a good backup weapon, the
flintlock pistol does not deal a lot of damage compared to its
heavier counterparts, but both can be used easily (as they are
Damage/Ammo light weapons).
Name Quality Mass Properties Pistol, Revolver: A great backup weapon, the revolver
Boomstick Common 2d6 / 2 15 lb. 2 EP: balances good damage with a great ammunition reserve. Very
Medium, reliable.
two-handed Siege Cannon: This huge-sized piece of artillery can blast
(200/800) through walls like paper (dealing 6d12 to walls and
Blunderbuss Uncommon 2d8 / 2 15 lb. 3 EP: Heavy, fortifications due to the siege modification). This acts as a
two-handed huge rifle, and increases in dice to d12.
(scattershot, Sniper Rifle: A moderately powerful and long-range
15’) precision silenced weapon.
Crossbow, Common 1d10 / 1 15 lb. 2 EP: Heavy, Gadgets: Gadgets consume 1 charge per use. Gadgets take
Auto two-handed 1 minute to be reused after a use unless otherwise specified.
(80/320)
Crossbow, Common 1d8 / 1 5 lb. 2 EP:
Air Medium,
two-handed
(80/320),
(Silent)

163 CHAPTER 6 | Powers and Magic


DESCRIPTION
Name Rariy Mass Properties Antimagic Ray: When used, this wand-like gun shoots a
Antimagic Rare 15 4 EP: Heavy gadget; 2nd
purple anti-magic ray. If this strikes a spellcaster, it burns 1d4
Ray lb. level Mana Burn, arcane mana points from them, as per the spell Mana Burn.
crystal Elementals required for the anti-magic ray device are pure
mana elementals (such as mana wyrms and arcane
Army Knife Common 5 lb. 2 EP: Light gadget; 1st level
Prestidigitation, mechanical
elementals).
Army Knife: When used, this device summons all tools an
Auto-Factory Rare 15 4 EP: Heavy gadget; 2nd adventurer needs, such as a hammer, a pair of scissors, etc.,
lb. level Animate Construct, just short of Alchemy and Poisoning tools, and includes 60
Oil feet of spider-silk rope. It requires a minute to summon up a
Buzz Saw Common 5 lb. 2 EP: Light gadget; 1st level single use of this army knife, and fifteen to return one charge
Swipe and Shred, Oil in (which is independent from the fifteen minutes it takes to
Caltrop Common 5 lb. 2 EP: Light gadget; 1st level recharge it). It may also deal damage as a normal dagger.
Bomb Catapult Auto-Factory: Usually employed by goblin tinkers in war,
this large object unfolds to resemble a horse-sized factory.
Flamethrower Common 15
lb.
2 EP: Heavy gadget; 1st
level Burning Hands, fire
The whirrs and whistles inside are indicative of some process
crystal within. The factory remains active for 2d4 minutes, and
churns out a Challenge 1/4 construct (Mechanostrider
Flashlight Common 5 lb. 1 EP: Light gadget; 0 level statistics) once every five rounds. The constructs conjured by
(1/2) Light, fire crystal or battery the auto-factory are controlled by the user of the device, but
Fog Machine Common 15 2 EP; Heavy gadget; 1st the user can command only one construct every round, while
lb. level Fog Cloud, air crystal the others repeat the same action given to them until the
Frost Gun Common 15 2 EP: Heavy gadget; 2nd factory stops working. The auto-factory is costly, however. For
lb. level Freezing Sphere, ice each construct created, the factory requires one vial of
crystal phlogiston, and 5 lb. (or 50 gp) of raw materials.
Ice Cannon Rare 15 4 EP: Heavy gadget; 2nd Buzz Saw: This gadget can be used by any character
lb. level Ice Knife, battery proficient with a shortsword. This weapon (when active and
consuming 1 charge for Phlogiston), deals 2d6 slashing
Jumper
Cables
Legendary 15
lb.
6 EP: Heavy gadget; 3rd
level Revivify, soul gem
damage (plus the user’s Strength or Agility as normal)
instead of the normal damage for a shortsword, and target
Locator Common 5 lb. 2 EP: Light gadget; 1st level has disadvantage to attack rolls for one round. This otherwise
Alarm, mechanical acts as a gadget that replicates the Druid’s Swipe and Shred
Mind Remote Common 5 lb. 2 EP: Light gadget; 1st level spell.
Charm Person, mechanical Caltrop Bomb: When used, this box releases a four bags of
Mortar Rare 15 4 EP: Heavy gadget; 2nd
caltrops into the air to fall over an area within 30 feet, filling a
lb. level Catapult, oil; quick use 10-foot square area. Any creature that enters the area must
succeed on a DC 15 Agility saving throw or stop moving and
Pulley Gun Rare 15 4 EP: Heavy gadget; 2nd take 1 piercing damage. Until the creature regains at least 1
lb. level Catapult, mechanical hit point, its walking speed is reduced by 10 feet. A creature
Rocket Boots Legendary 15 6 EP: Heavy gadget; 3rd moving through the area at half speed doesn't need to make
lb. level Fly, fire crystal or oil the saving throw. Once used, this can be refilled with
Launcher Rare 15 4 EP: Heavy gadget; 2nd replacement caltrops. There is a 75% chance that a used bag
lb. level Catapult, Oil; quick of caltrops can be used again.
use Flamethrower: The flamethrower can be aimed and used
Launcher, Rare 15 4 EP: Heavy gadget; 2nd with an action. If no malfunction occurs, it releases a 15-foot
Cluster lb. level Catapult, Oil; Multiple cone of flames. Targets in the cone must make an Agility
saving throw. On a failed save, the targets take 3d6 points of
Reflective Common 10
Cylinder lb.
2 EP: Medium gadget; 1st
level Absorb Elements,
fire damage, or half the amount on a successful save. The
Mechanical flames ignite any flammable objects in the area that are not
being worn or carried.
Remote Common 5 lb. 2 EP: Light gadget; 1st level Flashlight: The flashlight can be aimed and activated with
Command, battery an action. If no malfunction occurs, it emits a 20-foor radius
Spring Boots Common 5 lb. 2 EP: Light gadget; 1st level glow of bright light, and emits 20 feet of dim light after that. If
Jump, mechanical directed, it turns instead into a cone with a range of 60 feet of
Sun Gun Legendary 15 6 EP: Heavy gadget; 3rd bright light, and 60 feet of dim light afterwards. A charge is
lb. level Sunbeam, fire crystal used once per hour.
Fog Machine: When used, this box creates a billowing
Trap
Launcher
Rare 15
lb.
4 EP: Heavy gadget; 2nd
level Catapult, Oil
sphere-shaped cloud of fog that spreads on a 20-foot radius.
The area is heavily obscured, and it remains for an hour or
Water Gun Common 10 2 EP: Medium gadget; 1st until a moderate or stronger wind disperses it (10 mph+).
lb. level Catapult, mechanical

DESCRIPTION CHAPTER 6 | Powers and Magic 164


The cloud of fog is centered on the fog machine, or can be Pulley Gun: This hand-cannon can shoot one to two ropes
shot out as a large cloud to appear in another area 120 feet at opposite ends. Each rope has a hook at its end, and each
away. This is fueled by a tapped air elemental spirit or an extend to up to 90 feet per action of use. If the hooks target
elemental air crystal. an object, they attach to it, and can carry up to 140 pounds of
Frost Gun: The frost gun can be used with an action, weight. If the hook targets a creature, they take 3d8 piercing
creating a brilliant blue freezing ray up to 30 feet away that damage, and the hooks are destroyed. A pulley gun has a
creates a 10-foot radius explosion of frozen air to emit from wheel for transport along the ropes, and allows for movement
the location of the ray's impact. All creatures hit by the ray or at a rate of 60 feet per round either up or down the ropes’
in the explosion's radius must succeed on a Stamina saving ends. A pulley gun that shoots one rope but can be used twice
throw or else take 4d8 points of cold damage, or half of that is known as a mechanical grappling hook.
on a successful saving throw. If the ray or the radius strikes Rocket Boots: These heavy boots strapped with a small
or includes a body of water or a liquid with similar freezing backpack may be activated with an action. Per use, this
points, the ray freezes the liquid within its active radius to a consumes one pint of oil, and gives the user a flying speed of
depth of 6 inches for 1 minute. Creatures that were 60 feet, usable for one minute. At the end of the duration, the
swimming or that were in the water at the moment must user falls unless they are on solid ground. The device cools
succeed on an additional Strength saving throw as an action down for one minute after it stops being used. The backpack
against the DC of the device or be restrained. After 1 minute can hold up to eight pints of oil for the rocket boots.
of being conjured, the ice shatters. Launcher: This heavy machine is typically set on the user’s
Special: The gun can freeze damaging surfaces (such as shoulder. When loaded with a pint of oil and an explosive of
fires and liquids) that deal less damage on average than the any kind, it launches it further than its normal range,
gun itself. increasing its original range by 90 feet. This applies to the
Ice Cannon: This mini-cannon shoots a large shard of frost maximum range it can launch. On impact, any explosive deals
that deals 1d10 piercing damage in 60 feet. On the area of an additional 2d6 concussive damage atop the normal
impact, the shard explodes, dealing 3d6 cold damage to all damage. A launcher may be loaded with up to eight pints of
creatures in 5 feet from the point, with an Agility save to half oil, and may be used again in 1d4 rounds. If used for a mine,
damage. it can be planted instead of exploding.
Jumper Cables: This backpack may be hooked up with any Launcher, Cluster: This heavy machine is typically set on
creature that died within one minute. If activated without an the floor before the user. When loaded with a pint of oil and
issue, the creature is revived, and returned to life with 1 hit up to four explosives, it launches them all within their normal
point and no mana. This cannot return a creature that died of range with a single action. This applies to all explosives. A
old age. This gadget requires 300 gold pieces’ worth of focus cluster launcher adds +1d6 concussive damage per explosive
crystals per use of activation. used. A cluster launcher may be loaded with up to eight pints
Locator: This eye-like gadget can sense creatures that of oil or phlogiston, and may be used again in a minute.
approach within 20 feet of its position whenever a creature of Reflective Cylinder: The reflective cylinder is a 2-foot long,
the size Tiny or larger enters. The locator, once activated, 8-inch thick cylinder that is usually strapped to the back of
remains active for 2d4 hours, and has a chance to the user, and is attached to a winding mechanism in the
malfunction at the end of each hour. The locator may either user's hand. The cylinder can be deployed as a reaction when
let out an audible alarm that can be heard clearly within 60 the user takes elemental damage, unfurling and countering
feet, or send a single mental ping to the one who set it up. the elemental damage with a sheet of specially-treated and
Mind Remote: This strange-looking hat has a hypnotic reinforced glass. The user gains resistance to the elemental
pattern attached to it. When the gadget is active, the mind damage, and the next time the user hits with a melee attack
remote can focus on any person within 30 feet. They must on the next turn, the reflective cylinder reflects 1d6 points of
make a Spirit save or else be charmed for one hour, or until the absorbed damage to the target of the user's attack. The
you or your companions do something harmful to it. It gains character must be able to use their hands or similar limbs to
advantage to the save if you or your companions are harming deploy the cylinder.
it. It takes a minute of tinkering to provide another up another Remote: This small machine can activate any mine, gadget,
charge for the gadget. or construct that is keyed to it. Keying a technological device
Mortar: This heavy machine is typically set on the floor. to a remote takes one minute and a DC 10 Engineering
When loaded with a pint of oil and a bomb or grenade, it check. Using a remote is a bonus action on the creature’s
launches it further than a normal creature could, for an arc up round, or a reaction outside their round. Each use consumes
to 90 feet away, and 30 feet high. When the bomb lands, it one charge of battery power, and the remote can hold up to
explodes as typical for its type. On the 5-foot square area of eight batteries at any given time. A remote can activate a
impact, however, the bomb lands with a powerful explosion, device as long as both of them are within 150 feet of each
adding 2d6 concussive damage to the bomb’s normal other. This effect can penetrate barriers, but 2 feet of rock, 2
damage. A mortar may be loaded with up to eight pints of oil, inches of common metal, or a thin sheet of lead.
and may be used again after 1d4 rounds.

165 CHAPTER 6 | Powers and Magic


Wapon
Spring Boots: These pair of springy boots triples your Name Quality Mass Properties
jumping distance for 1 minute per use. Sun Gun The sun-gun
can be focused and used with an action. If no malfunction Freezing Common 1 lb. 2 EP: Freezes target (one
Trap minute), deals 1d4 cold
occurs, it releases a foot beam of brilliant and wholesome damage
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 Oil Slick Commonp 1 lb. 2 EP: Makes the ground
light must make a Stamina saving throw. On a failed save, the Trap slippery for one minute
targets take 3d8 points of holy damage and is blinded until Immolation Rare 2 lb. 4 EP: Burns the target with
the beginning of your next turn, or half the amount of damage Trap intense flames
on a successful save. Undead and oozes suffer disadvantage Wagon Common 1 lb. 2 EP: Deals 1d8 damage and
to this save. At the beginning of your round, you may redirect Clamp restrains.
the light normally. This sheds bright light for 30 feet and dim
light for the next 30 feet after that. The light is treated as DESCRIPTION
sunlight.
Trap Launcher: This heavy machine can lob a trap to up to Freezing Trap: This trap unleashes a super-compressed blast
90 feet, priming the trap on the point of impact. The trap of cold that freezes the triggering creature for one minute,
launcher may be loaded with up to eight pints of oil, and may and deals 1d4 cold damage to them. While frozen, the target
be used again after a cooldown of one minute. is restrained. A successful Stamina save halves the damage
Water Gun: The water pump is a 2-foot long, 8-inch thick dealt, and reduces the restraint for one round. A creature may
cylinder that can hold up to 3 gallons of any liquid (or 16 use its action to break the ice.
quarts). The water pump can be used with an action to Oil Slick Trap: This trap spews slippery oil in a 10-foot
release one quart of liquid in a line up to 90 feet away, radius, rendering it into difficult terrain for one minute. Each
stopping at impact with the first object. The target must creature who enters, is within the radius when the trap is
succeed on an Agility saving throw or else take 1d8 triggered, or ends their turn in this area must make an Agility
bludgeoning damage on a failed save and a secondary effect save or fall prone.
depending on the liquid. A successful save halves the initial Immolation Trap: This trap burns the triggering creature
damage and negates the secondary effect. for one minute, dealing 2d6 fire damage. Over the next
• Water: If the liquid is water, attack also extinguishes minute, whenever the creature starts its turn, it must roll a
flames. Fire-based creatures or those vulnerable to water d20. On a 9 or lower, the effect triggers again, dealing an
take double damage from this and do not employ any additional 1d6 damage or giving them disadvantage to any
resistances towards this damage. next d20 roll. After triggering twice, the trap’s effects ends.
• Oil: If the liquid is oil or another flammable liquid, the Wagon Clamp: This trap clamps down on the triggering
user may use a bonus action to set the liquid on fire as it is creature or vehicle for one minute, dealing 1d8 piercing
released (necessitating another malfunction check), setting damage to the wheel (possibly breaking it). While captured,
the liquid is set aflame (regardless of malfunction). Targets the target is restrained. A successful Stamina save by the
who failed their save take 1d6 fire damage and are ignited vehicle or creature halves the damage dealt and reduces the
until they extinguish the flame with an action and a restraint for one round. A creature may use its action to open
successful Agility save (taking an additional 1d6 points of the clamp. Most wooden wheels have 5 (2d4) hit points. This
damage per round until they pass a DC equal to the gadget's costs 10 gp, weighs 1 lb., and requires 2 EP. This is usually
DC). used to destroy vehicle wheels, but can be employed as bear
• Contaminated Water: If the liquid is a contaminated water traps.
or liquid (such as sewage water), the target must also save Constructs:
versus any contact, injury, or ingested poison or disease that
is carried by the water. If using sewage water, the target is
most likely to be contaminated by Crypt Fever, Filth Fever, Construct CR Properties
Slimy Doom, and Blinding Sickness (see Contagion for Battle 4 Construct
details, duration 7 days), although other diseases or poisons Chicken
may be built into the waters. Combat 1 Construct (Mecha (Suit)
Traps: Traps are often-hostile gadgets that perform a single Armor
use (and are thus prices as consumables). They can be
deployed and primed with an action, and they become active Glaive
Thrower
1 Construct (Vehicle, push)
after being primed by one round. Whenever a creature moves
to 10 feet or closer to a trap, it triggers and discharges its Gyrocopter 1 Construct (Vehicle, requires Proficiency
effect. The DCs are equal to that of a device. Traps act like +3)
gadgets, but have only one charge, and cost only one-tenth (as Shredder 2 Construct (Mecha)
consumables of the same rarity). Traps that are used must be Steam 2 Construct (Vehicle)
fixed, which costs half the time and cost to make them. Engine
Turret 1/4 Shoots firearms/crossbows (requires
remote)
Zeppelin 3 Construct (Vehicle)

CHAPTER 6 | Powers and Magic 166


Chapter 8: Classes in Lore

D
ue to natural affinities, historic inclinations, and Human alchemists usually share the perception of power
cultural reasons, each race in Azeroth has and mystery with mages. Isolated hermits may follow the
certain ways to approach each class, archetype, path of the mutant, while more studious ones take the path of
and talent choice. Here are a few examples the transmutor. Orc traditions of alchemy are rare, but an
drawn from the increasing amount of orcs studied troll alchemy from witch
doctors. Orcs often take the path of the mutant.
Pandaren traditions of alchemical discovery are well-
ALC: Alchemists entrenched, and almost always follow the path of the
transmutor. Such potions often have tasty twist, or touch of
Draenei alchemists are often support-based, and although alcohol in them, as the tradition of alchemy with pandaren
they are few in number and influence, are appreciated for originates from the culture’s appreciation to fine drink.
what they could lend to war efforts, especially healing or Tauren traditions of alchemy are very rare, but a few are
exorcism potions. Draenei often take the construct exploring this new art, and usually take the path of the
homunculi, crafting constructs that appear as Elekk, the transmutor.
draenei racial mount. Troll: • Forest Trolls and Ice Trolls have ancient traditions
Dwarves: of mixing shamanistic powers and alchemy as shamanistic
• Ironforge dwarves appreciate the flexibility potions serve. witch doctors. Taking the voodoo out of the potion is hard, but
Ironforge dwarf alchemists often use potions to support their possible. Forest troll alchemists usually take the transmutor
allies and scatter their foes, such as the explosion and mold or mutant paths, and they soon develop their own aura of
earth potions. Ironforge dwarves often take the explosive mystery and ‘get-out-of-de-way-I’m-brewin’.
weird science. Worgen history of alchemy is still new, but is rapidly
• Wildhammer dwarves have always relied more on the developing as Wargen alchemists attempt to find a way to lift
shaman’s magic than the alchemist’s potions, and are rare their curse. Worgens’ sporadic inclinations often lead them to
among Wildhammers. take the mutant path, however.
• Dark Iron dwarves are excellent alchemists, and usually
focus on fire-based offensive and support potions. Their DKN: Death Knights
volcanic homeland (Blackrock Mountain and the surrounding
areas) provide many nodes for alchemy. The first death knights were made by the orc warlock
Elves: Gul’dan, creating them by bonding the dead knights of
• Night Elves of Kalimdor do not have a strong tradition of Stormwind with the spirits of his Shadow Council warlocks.
alchemy, preferring to instead rely on divine magics for Mounted on skeletal steeds and bearing scepters of power,
support. they served as terrible foes who scattered the Grand Alliance
• High Elves and Blood Elves of Quel’Thalas often treat with their horrific powers. Second and third generation of
alchemy as an inferior art to arcane magic, but would be death knights in lore were introduced during the Second War
foolish to discount its flexibility, and are thus rare. Whether and during the War of the Lich King—these are undead who
they be mana, healing, or revivifying potions, High and Blood were trained and cursed by the dark blade Frostmourne to
Elves learn to respect alchemy—at least as a tool. carry out the Lich King’s will. Humans, especially former
Forsaken alchemy is more than an economic commodity or paladins, make up the most of Death Knight orders.
a frivolity—it is the origin of their suffering. As most Forsaken Draenei Death Knights are new, as per the War of the Lich
were created after succumbing to the Lich King’s dreaded King, being third-generation Death Knights. Their previously-
Undead Plague, most see alchemy as a tool that could make holy powers become tainted and lost, gaining a necromantic
or break them. Being undead, Forsaken alchemists find twist instead.
surviving failed experiments easier, should they explode into Elves:
poisonous fumes (only so long as the poisons or diseases are • Night Elves that were forced into servitude often eschew
not magical in nature). Forsaken alchemists are always in heavy armor and rely on stealth, or choose to be battle-
demand, as healing does not come easily to the dead. Most archers, drawing shortsword runeblades only to end
choose to join the apothecary path, joining the secretive wounded enemies.
Grand Apothecary Society of Undercity, and few choose to • High Elves and Blood Elves forced into servitude to the
take the path of the mutant, becoming undead monstrosities. Lich King are usually the embittered remnants of the citizens
Gnomes compete for dominance with goblins over of Quel’Thalas slain in Arthas’s march to conquer Silvermoon
alchemy. Gnome alchemists primarily choose to support their during the Third War (making most of them second or third-
allies with healing and battlefield support potions. To generation death knights). Such elves are usually thought to
gnomes, alchemy is a long game that emphasizes preparation be dead by their surviving families.
for every contingency, survivability, and sustainability. Forsaken Death Knights personify tragedy and spiritual
Gnomes usually take the path of the transmutor. Goblins find misfortune; slain and raised to the service of the Lich King
themselves the kings of the alchemical profession. A goblin once, and then bonded to the Frozen Throne once more,
alchemist takes advantage of explosion potions to scatter Forsaken death knights are bitter, cynical individuals whose
their enemies and destroy their fortifications, and mutation lifetime of suffering caused them to make and break more
potions to empower homunculi and their allies. Goblins often oaths and bonds than one could normally do with one
take the path of the mutant or the transmutor. lifetime.
CHAPTER 8 | Classes in Lore 167
Those who do not adopt such an outlook are usually intensely • High Elf tradition of druids is hidden and often confused
spiritual, seeing their constant brushes with the afterlife as a for esoteric arcane techniques. Finding spiritual connection
message to them. with their distant night elven brethren after the high elves’
Humans were the original and first Death Knights. Arthas exile, high elf druids aided in crafting and raising the
Menethil, the once crown prince of Lordaeron and Lich King Runestones that protected the forests of Quel’Thalas against
was the first human Death Knight to adopt the mantle by the sight of the Burning Legion. Circles of high elf druidism
choice. Many paladins traveled to Northrend to possibly hunt are most likely faded or dead following the conquest and
down the mystery of the undead plague after it devastated the razing of Silvermoon by the Scourge, though should these
Eastern Kingdoms, though few managed to survive the exceptional elves survive, their knowledge and touch with
journey, and many succumbed to the same dark path Arthas nature will surely help heal the land from the unholy blight
followed, choosing to serve their once crown-prince and the Scourge left.
breaking their holy oaths. Forsaken and Humans traditions in druidism are primitive
Orc tradition in being Death Knights is shrouded in and mostly faded, usually reserved for village wise-folk in
mystery and myth. Originally, the wicked warlock Gul’dan Tirisfal Glades before the Third War devastated Lordaeron.
bound the souls of the Shadow Council (warlocks that once Should these mysterious druids survive both Arthas’s
served him) into the corpses of the strongest knights of undoing of their homeland and the following Forsaken
Stormwind during the beginnings of the Second War, conquest of the land, they might have many things to share
granting the undead creatures scepters of power, first among with the world. Those who have survived to become Forsaken
which was Teron Gorefiend. These orc spirits bound in are often known as blight druids—mysterious figures who
human bodies have a stronger tradition of warlock and fel eschew shapeshifting and focus on alchemical remedies to
magic than most Death Knights, and it shows in their list of ailments that affect the dead.
chosen spells; taking spells that intersect and cross over from Tauren druids have a complex history. It is believed that
the Warlock and Death Knight spell lists. Tauren learned druidism from Cenarius the same way Night
Troll: Elves did, with Cenarius appearing to them in a different
• Ice Trolls death knights are the only type of Troll familiar form, with the tauren Xarantaur possibly being an earlier
with the art. Due to powerful ice troll witch doctor magics student than Malfurion Stormrage. However, due to tauren
and potions (which conferred protection against the undead nomadic lifestyles, several calamities that decimated their
plague) and a strong Ice Troll state of Zul’Drak in Northrend numbers in Kalimdor, and a propensity for adopting
(which protected against repeated Scourge incursions and shamanistic traditions and ancestor-worship, druidism faded
starvation tactics), the Scourge was unable to fully conquer over the millennia. Tauren druids are adept shapeshifters to
them until the War of the Lich King took place. However, the large creatures, and often cast druid spells that deal
Lich King crippled their numbers, suffusing many trolls with elemental damage.
necromantic magic. A few ice troll death knights emerged Troll:
from this, often wandering the wastes half-mad. • Forest Troll and Ice Troll druids are connected with the
Loa in a way different than Witch Doctors or Shadow
DRD: Druids Hunters. Whereas the two channel their semi-divine powers,
Dwarves: druids (or shapeshifters) channel their animal forms.
• Wildhammer Dwarves have a minor tradition in druidism,
Worgen traditions in druidism are new, taught by Night
but they usually lean to shamanism instead. Those who do Elves once the Worgen chose to join the Alliance to temper
take this path often choose to adopt a gryphon as a flying their natural shapeshifting tendencies with distinct druidic
form, and a wolverine for a ground form. traditions thousands of years old.
Elves: HTR: Hunters
• Night Elves were the first druids, learning from Cenarius,
the demigod son of Elune (the goddess of the moon) and Dwarf:
Malorne (the Ancient stag-god, bound to earth). The first of • Ironforge Dwarf traditions are usually sharpshooting,
such students is the archdruid Malfurion Stormrage (and his eschewing magical talents and substituting them with
twin brother, the wayward Illidan). It was through Malfurion precision dwarven engineering. Animal companions of
Stormrage was druidism introduced into night elves as a dwarves are usually those found in the high altitudes of Khaz
cultural and religious movement, and it was druidism which Modan, such as bears or boars.
was a strong weapon that was ultimately instrumental in • Wildhammer Dwarves who take the path of the hunter
stopping the Burning Legion from conquering Azeroth in the often join the gryphon riders—adopting a gryphon as an
War of the Ancients ten-thousand years before the First War animal companion once they acquire an egg and are powerful
even started. Night elf druids draw from a powerful and enough to assert control over the fiercely independent
ancient tradition, as druids have been awakened from creatures. Wielding stormhammers (see magic items) or
enchanted slumber during the Third War to fight once more taking the Heroic Throw talent, these hunters clear the skies
against the Legion and its demon pawns. of any threat to the Alliance, be they ground forces, troll bat
Night elven druids fall into distinct orders, depending on riders, or even dragons.
which wildshape form they prefer: the Druids of the Claw
(bears), Talon (stormcrows), Fang (snakes), Antler (stags), and
the Pack (or Scythe, wolves).

168 CHAPTER 8 | Classes in Lore


Elf: MGE: Mages
• Night Elf hunters usually join the ranks of the army,
especially the respected Sentinels as archers or huntresses Draenei mages are well-respected, often employed in war
(who employ thrown moonglaives (see equipment). Animal efforts to raise up abjurations and ward off demons or
companions of night elves are usually saber cats (who also capture them (via banishment, magic circle, and capture
double as combat mounts). essence), as well as supporting and empowering allied troops
• High Elf and Blood Elf hunters with special skills join the and debilitating enemies (via time magic such as haste or
ranks of the ancient and prestigious Farstrider order, led by slow) and employing dimensional magic such as plane shift
the Ranger-General of Silvermoon (often kept in House to lead charges. Such mages often take the arcane
Windrunner). Silent and adept in deploying guerrilla tactics, specialization.
these rangers have guarded the forests of Quel’Thalas Dwarves have a weak tradition in arcane magic, except the
against its many foes ever since the exile of High Elves from odd infusionist-focused crafter (often known as runemages).
Kalimdor. Slipping as ghosts between the woods, dancing a Among Dark Iron dwarves, however, their natural inclination
deadly dance with troll hunters, be they axe-throwers or to fire magic and their elemental overlords’ hatred to demons
headhunters, Farstriders are always a sight to sore Elven lead them to adopting arcane magic to burn and debilitate
eyes. The most renowned ranger-general is Sylvannas their foes, often taking the fire specialization.
Windrunner. Elves:
Chosen talents are usually suffused arrows, primeval • Night Elves have long since shunned arcane magic for
awareness, favored terrain (forests), dread ambusher, and what it has done to the world, and due to it being the beacon
master of tactics, or talents that help infiltration and sabotage that attracted the attentions of the Burning Legion. Night
of enemy ranks. Animal companions of night elves are usually Elves who answered the call to master the arcane arts are
dragonhawks (who often double as flying mounts), or none at known, however, such as Illidan Stormrage, who walked the
all as the hunter relies on themselves or their allies instead. page of the mage, then warlock, then demon hunter. The
Gnomes and Goblins often become sharpshooters due to Highborne, an ancient faction of Night Elves who refused to
their natural aptitude for engineered weapons. Animal abandon the art after the conclusion of the War of the
companions are usually eschewed due to proficiency with Ancients were exiled by the great druid Malfurion Stormrage.
engineering, taking constructs instead, or a vicious raptor in These elves have sailed across the sea to a new land, and
case of goblins. Orcs of the Horde first learned the ways of named it Quel’Thalas, slowly changing in appearance to
the hunter from forest trolls on Lordaeron, or developed such become High Elves.
skills from evolving their scouting traditions from Draenor. • High Elves may not have invented arcane magic, but they
Animal companions for orcs are usually boars. did invent organized study and utilization of it. It was the
Forsaken hunters are often known as dark rangers. High Elves who taught humanity to wield magic, and high
Reflections to Quel’Thalas’s Farstriders just as a Death elven mages are known as the authors of many (if not nearly
Knights to a Paladin, these hunters adopt elven traditions all) ancient spellbooks and treatises on mysterious ley magic.
with a deathly twist, employing poisons, conjuring undead via High elven mages often look down upon other spellcasters
black arrows, preparing spells such as Silence and taking and employ pure arcane spells with pride (such as arcane
talents like the Suffused Arrows, Terrifying Tracker, Essence missile, mana burn, detonate mana, and teleport), and are
Touch, Iron Willed Hunter, or Magic-User’s Nemesis, these overwhelmingly of the arcane specialization.
dark rangers are a terror to enemies of the Forsaken who find • Blood Elves who survived the coming of Arthas and the
easily themselves all alone or separated from their allies. Scourging of Quel’Thalas have grown embittered indeed; the
Forsaken animal companions are usually wildlife who carry scourge’s necromantic magics has sullied their land and slew
mundane plagues the Forsaken is immune to. Human and 90% of their populace, scarring their homeland. Many mages
Worgen traditions usually follow elven or dwarven traditions. have abandoned their old magics, taking up fel magic and
Tauren have been masters of the hunt since the dawn of becoming Warlocks instead. Those few who didn’t are known
the world. Such tauren are usually known as plains walkers, as magisters, and act similarly in fashion as how high elves
and employ thrown spears (taking the Heroic Throw talent). acted, though focusing more on destruction than utility.
Trolls: Forsaken mages who take the path of the school of
• Forest Trolls and Ice Trolls traditions are either necromancy are often ostracized as Lich-Kings-to-be, causing
headhunting, axe-throwing, or even bat-riding. Headhunters many Forsaken mages to take the frost or arcane
are spear-throwers who often rely on rage carrying them specialization (if not turning to the Warlock’s fel magics). In
through thick and thin, releasing spears or setting traps from most cases, however, Forsaken mages take a supporting role
the shadows or behind the cover of trees. Axe-throwers are in Forsaken armies, slowing down and debilitating their foes.
more versatile, using handaxes as melee and ranged Gnomes who take the path of the mage adopt high elven
weapons, favoring their versatility, often taking the Leap practices in working the arcane, finding themselves well
talent). Animal companions for trolls are usually raptors suited (and possibly even poised to surpass the old masters).
drawn from distant isles. Gnome mages see little conflict in the idea of mixing magic
The Shadow Hunter archetype is one trolls often takes to and engineering, and are often the pioneers in arcane
cement their authority by tapping into shamanistic and technologies, such as crafting arcane golems, magical
ancestral magic touched and tempered with Loa power. sensors, and other technologies.

MGE: Mages CHAPTER 8 | Classes in Lore 169


Goblin mages are inclined to adopt the fire specialization and Dwarves who take up paladinhood are universally
choice transmutation spells, often adopting such spells into Ironforge dwarves, as the tradition of the Holy Light is
potion forms. Although goblins are relatively new to accessing powerful among their people, despite new discoveries of their
arcane power, they adopt it with zeal, usually employing such Titan origins. Most dwarven paladins belong to the Order of
magics to gain an edge over rivals in business and politics. the Silver Hand.
Human mages have founded the city of Dalaran, and make Elves who take the holy vows are only High Elves or Blood
some of the most distinguished and powerful mages of Elves. Although High Elves have membership in the Silver
Azeroth. Although high elves perfected the study of magic, Hand, having retained their ties with the Alliance as the
humans institutionalized it, founding Dalaran to be a neutral priestly brethren despite Quel’Thalas’s distance, Blood Elves
observer in the use of magic. Powerful organizations such as are a weapon of necessity. Following the re-opening of the
the mysterious Guardians of Tirisfal, Tirisgarde, and the Dark Portal, newly Horde-aligned Quel’Thalas has attacked
Council of the Six protected Azeroth from the Burning and defeated a Draenei garrison, capturing the Naaru M’uru.
Legion, Guardians, and regulated arcane magic, respectively, To feed their mana addition, the elves began to drain mana
aided with the wisdoms learned by the tales the High Elves from it, but Magister Astalor Bloodsworn felt this was not the
gave regarding the War of the Ancients. Human mages array true potential of their treasure; he drained holy power from
across all specializations, and few study specific schools of the Naaru, and granted it to blood elf warriors, turning them
magic in a more focused way. Diversity in approaching the into paladins. Lady Liadrin, a former priestess of the Holy
arcane is the rule, not the exception with humans. Light found this development intriguing, and volunteered to
Orc and Troll mages are very few, as orcs with the aptitude be the first of the Blood Knights. The order became an elite
for spellcasting often lean towards shamanism (for divine) or force in the army of Silvermoon, despite the consternations of
warlock (for arcane). the few remaining faithful and traditional elements of blood
elven society (especially the Farstriders). Employing red
MNK: Monks ranseurs (treat as a pike), Blood Knights fight alongside
Monks who take the brewmaster tradition often take the spellbreakers, farstriders, and magisters to protect
Brew Mastery feat to augment their versatility. Quel’Thalas, although they believe the Light has forsaken
Dwarves monks are few and far in between, but are often them.
temped to join the ranks of Brewmasters, regardless of clan, Humans have a strong tradition to hold up to. Archbishop
once the wandering monk Chen Stormstout challenged the Alonsus Faol perceived that the pious Clerics of Northshire,
great Dwarven brewer Grimbooze Thunderbrew into a who suffered such terrible attrition in the First War, were ill-
brewing contest. This amicable interaction initiated many suited for the dangers of combat. Along with many of the
dwarves into the idea of unarmed combat, and once Chen surviving priests, he sought those of only the greatest virtue
left, began exploring the idea of being a monk in a wholly among the knighthood of Lordaeron and tutored them in the
organic way. When Chen returned to aid King Magni ways of holy magic, or sought out priests with strong
Bronzebeard fight in the Third War against the Scourge, physiques and combat training. Led by Uther the
more dwarves tested their new traditions of monkhood Lightbringer, it rested upon these paladins — christened the
against Chen’s, enriching both the dwarven and pandaren Knights of the Silver Hand — to heal the wounds sustained
schools of monkhood. Human who took up the monk class in combat and to restore faith in the promise of freedom from
usually learned the path from the dwarves. orcish tyranny. The Order of the Silver Hand suffered greatly
Orc monks are few—Orgrimmar’s beginning was aided by in the Third War: Lordaeron, the spiritual heart of humanity
the wandering Brewmaster Chen Stormstout, and few orcs fell; Prince Arthas Menethil, one of the most promising
have taken up the golly monk’s path. paladins betrayed the order and disbanded it; the remaining
Pandaren are the original monks of the Warcraft universe, knights splintered and either fell to extremism (forming the
learning a combat dance to train themselves to revolt against Scarlet Crusade), forsook their vows and joined their once-
their oppressive Mogu overlords, Pandaren managed to brother (became Death Knights in service to the Scourge), or
overcome and overthrow their oppressors, and ushered in a were scattered to help as much as they could in a broken
golden age where reason, gentleness, and reflection world. Despite this, the Order found a new home in
dominated Pandaria for 10,000 years. Pandaren monks Stormwind, and will stand fast and faithful—once they
usually join the powerful Shado-Pan, and these often-serious protected all Mankind against the demonic-driven Horde,
monks may eschew alcohol for tea, or see it as a way to now they will stand to protect all Life.
connect to their subconscious. Forsaken who once walked the path of the Light could not
Worgen are unusual monks, who learned to exercise better channel holy power without feeling immense pain—a stark
control over their Worgen shape, and hopefully weaken the difference from the serenity and comfort it once provided.
curse enough to suppress it. 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.
PLD: Paladins Tauren paladins are something of a curiosity—some would
Draenei who walk the righteous path of the paladin have explain their origins as druids who followed the sun rather
done so for tens of thousands of years. Nearly immortal with than the moon, and some would point to ancient traditions
the aid of the blessed Naaru, Draenei paladins have fought lost even to Tauren, who once heard the whispers of the Holy
the Burning Legion across countless battlefields, and are an Light eons ago. Although few druids can explain the
inspiration to their allies and a terror to their enemies. intricacies of the origin of their strength, tauren paladins
Draenei paladins often take the Holy or Retribution paths. exist regardless, channeling light drawn from the sun.

170 CHAPTER 8 | Classes in Lore


Suffused with divine powers, these warriors are known as This philosophy centers around self-empowerment and a
Sunwalkers. desire to balance life with death. One darker path a few
Forsaken have taken secretly is the death priesthood, either
PRS: Priests of willingness to sacrifice anything for survival, lingering
Draenei have been worshipers of the Light for at least as long loyalties to the Lich King, or another secretive purpose.
as they have known the Naaru, and draw their wisdom and Death priests in Forsaken society are often obliterated once
power from them, becoming the first known race that has discovered, as few Forsaken wish to relinquish their wills
adopted the holy priesthood. The most well-known draenei again to the Dark Lord of the Dead.
priest is the prophet Velen. Gnomes approach the Holy Light differently, but with no
Dwarves: less devotion.
• Ironforge dwarves that followed the Holy Light were
Goblins priests are uncommon, and their culture’s
many before the Third War and the recent discoveries of the inclination to seek out power and influence often leads them
Titans, the possible fathers of the dwarves. Despite an to adopt the discipline or shadow priesthoods.
apparent conflict of faith (as the Titans wielded pure arcane Humans formed the Clerics of Northshire, human priests
rather than divine might), dwarf priests remain as pillars of who served the kingdom of Stormwind during the First War.
order in their respective societies. Humans have heard the whisperings of the Holy Light eons
• Wildhammer dwarves lean more towards shamanism, but
ago, and tapped into this power, forming cults around its
may take up the discipline priesthood once they learn of the study, and then instituted churches. Expressions that signal
balance between Light and Shadow. the Holy Light’s dominion over human mentality makes itself
• Dark Iron dwarves, should they turn to faith, often choose
shown with the farewell expression, ‘Light be with you’, or the
to heed the echoes of the Void and become Shadow Priests, curse ‘Light burn you!’. Such priests take the path of the Holy
due to the history of Elemental (and thus Old God) dominion priesthood. Few humans who are sensitive to such whispers
over their peoples. heard the Void instead, joining the elusive Shadow
Elves: priesthood. These men and women feel drawn to join dark
• Night Elves of Kalimdor have a ten-thousand year old
orders such as the apocalyptic Cult of the Twilight Hammer
tradition of a female-only priesthood, the Sisterhood of Elune. to bring darkness to Azeroth, but are not compelled to.
Night elf priestesses of this sisterhood are proficient archers Should they master theses shadowy psychic powers, shadow
and support their allies from a distance, raining arrows and priests can gain strength as manipulators and controllers of
spells into enemy ranks, and supporting allies who fall back. nations. Disillusioned and power-hungry priests, as well as
• High Elves of Quel’Thalas who never left the priesthood
those who fear age and loss of beauty may turn to the Cult of
remained true to their former human and dwarven allies, the Damned (previously, the Brotherhood of Eternal Life).
despite the high elves' official departure from the Alliance These priests join the ranks of the damned as death priests
following the Second War. Many altruistic priests of who serve the Lich King in return for eternal life and to
Quel'Thalas refused to abandon their roles as healers and escape a dark afterlife.
agreed to remain in Lordaeron, despite the edicts from their Orc priesthoods are uncommon, as shamanism is closer to
reclusive masters in Silvermoon. After the Third War, many their cultural traditions. Cultists who hear the call of the Lich
joined holy orders such as the Scarlet or Argent Crusades. King or the echoes of the Void join the death or shadow
High elf priests often take the Holy specialty. priesthoods, respectively.
• Blood Elves of Quel’Thalas who have taken up the
Pandaren practices show they have an understanding of
moniker and the thirst for vengeance still wield the Light due the Holy Light. They, like some practitioners of the faith,
to their burning conviction. Although their experience and believe in peaceful resolutions at all times. Their clerics
knowledge of the Holy Light aided Silvermoon (now Horde- emphasize the control of negative emotions like fear, sorrow,
aligned) to capture and drain holy magic from the Naaru to anger, fury, or any other form of emotional turmoil. The
empower their Blood Knight brothers, their conviction never clerics of this race do in fact refer to the power they wield as
wavered in the righteousness of their cause (though their "the Light." Although their inclinations align with holy
methods still invokes doubt in many cases). Forsaken who priesthoods, Pandaren priests are few, and shamanism is
once followed the tenets of the Holy Light altered their more common.
philosophy upon their transformation. Most Forsaken have Tauren priesthoods are relatively new and mysterious
abandoned religion, just as they believe it abandoned them. institutions, as shamanism is more entrenched and
Some still adhere to their old faiths, such as the Holy Light. established. These priests tap into the Sun for divine power,
Priests of the Holy Light in particular struggle to reconcile drawing from the Holy Light of creation, becoming part of the
the philosophy that guided their life with their unfortunate holy priesthoods.
new condition. Some balance their old beliefs with their new Troll:
• Forest Trolls and Ice Trolls, much like the witch doctors of
forms, but most Forsaken priests belong to The Cult of troll tribes, are comprised of spiritual advisers and
Forgotten Shadow, adopting the shadow priesthood. Lost and caretakers. With trolls being naturally superstitious and
hurt, these priests founded a new religion based on a self- spiritual, it allows the various troll priests to manipulate the
centered version of their former faith. spiritual energy of the world in order to either heal or harm
their targets.

CHAPTER 8 | Classes in Lore 171


The Loa (semi-divine animal spirits) have elements of Light Humans and Worgen who take up the rogue path are
and Shadow within them, leaving the troll priests who draw usually agents of a guild or state (such as the SI:7 of
their power from them to be of the discipline priesthood. Stormwind, the Defias Brotherhood, the Syndicate, or
Tapping into darker voodoo magic, however, reaches into the Ravenholdt). Humans trained by other races usually adopt
Void, treating the priest as of the shadow priesthood. their paths (such as a human who was raised by high elves or
Worgen history of any priesthood is still new, and follows dwarves), but their diversity leads to them being equally adept
their human origins. at taking any role. Outlaw human rogues are often
swashbucklers upon the high seas or highwaymen. Worgen
RGE: Rogues who take up this path often utilize their alternate forms to
Draenei rogues are few and far in between except among the serve as terror troops who slay stragglers in a dramatic or
Broken—who lean towards the subtlety specialization, due to terrifying way.
shadow or fel influence on them. Orc rogue traditions are not unheard of, but are rare,
Dwarves: usually either taking the outlaw or assassination
• Ironforge dwarves who take up the rogue class often
specializations. Garona Halforcen is perhaps the most
serve as elite scouts or infiltrators, taking the assassination famous half-orc assassin, who slew King Llayne of
specialization, or the outlaw if sailors on airships or one of Stormwind, sealing humanity’s defeat in the famous war. Orc
the Alliance’s naval fleets. rogues usually operate in cells, and take talents that would
• Wildhammer dwarves who take up the rogue class often
support one another and aid in infiltration (such as master of
take the outlaw specialization, serving as ambushers and tactics and master of intrigue). Strength-based orc rogues are
scouts in the highlands, often taking the hunter talent favored also sometimes sought for as bouncers in goblin towns.
terrain (hills) Troll:
• Forest Trolls and Ice Trolls traditions in the rogue class
• Dark Iron dwarves who take up the rogue class act as
Ironforge dwarves in this respect, but also lean towards are used in parallel with the hunter class—aiding in
employing poisons and traps and talents such as the flash infiltration, scouting, poisoning, and intimidation of their foes.
bomber, and hunter’s dread ambusher. SHM: Shamans
Elves:
• Night Elves who take the rogue path are either advanced Draenei shamans are common among the Broken, as many
scouts that serve the Sentinels, or one of the mysterious turned to follow the elements after losing their connection
Wardens, who hunt and capture enemies of the Night Elves. with the Holy Light, with Elder Akama being prime. A few
Sentinels who do not take the hunter class take the unbroken Draenei may also take up the shaman path, often
assassination specialization. Wardens take up the subtlety walking down the Enhancement path, and employing the use
specialization, and prepare spells that would incapacitate and of two weapons (usually hammers or axes) and channeling
capture their quarries (such as shadow strike), evade their fire or lightning through their strikes.
enemies (blink step), and talents that would help initiate and Dwarves:
escape combat (fan of knives, hunter’s dread ambusher, and • Wildhammer dwarves who take up the shaman class are
leap). very common, and often invoke not only elemental power, but
• High Elves and Blood Elves who take up the rogue path also tapping into ancestral magic. Due to dwarves’ affinity
often take up the subtlety or assassination specializations, with earth magic (being descendent from Earthen), the path
focusing on talents that have an ambushing or magical theme of the shaman comes easy to them when conversing with
(hunter’s dread ambusher, cloak of shadows). earth spirits, and is similarly easy to negotiate with air spirits,
Forsaken who take up the rogue class often take the as Wildhammer dwarves balance both being Wildhammer
Lightslayer path, extinguishing light wherever they find it — and being dwarf.
specifically, the followers of the Holy Light. The lightslayer Elves:
embraces the teachings of the Forgotten Shadow and • Night Elves who take the shaman path are very rare, but
develops personal power by slaying their hated foes. are not wholly ignored. Often serving as guardians to crypts
Embracing the subtlety path and chosen hunter talents and meditators to ancestors, their presence has become
(favored enemy, scarred hunter, fading shadow, hunter’s more pronounced following the Third War, when Night Elves
sense, and primeval disruption), these fanatical assassins put lost their immortality, and when many of them were slain
out the Holy Light to make way for the Forsaken’s way of life. during the Battle of Mount Hyjal. Often called night elf
Since the awakening of the Lich King, a few Lightslayers have witches, these shamans eschew displays of elemental might,
joined the Scourge, hunting in the darkness and making and focus more on invoking ancestral spirits and
many moves against the Lord of the Frozen Throne end with communicating with them.
a knife in the dark. Goblins who take up the shaman’s path often see it as a
Deathstalkers are Forsaken rogues who take up the challenge. Lacking traditional spiritualism, goblins make use
assassination specialization and focus on poisons and of sharp tongues and quick wit to negotiate their way to
ambushing, and often employ high elven or blood elven power. Often employed in driving ships faster by invoking air
ambush tactics. spirits or healing a particularly accident-prone cartel boss,
Gnomes and Goblins who take up the rogue path usually goblin shamans walk a very thin line between profiteering
take the assassination rogue and employ poisons (usually from their craft and the demands of spirits (although many
inhaled) and explosives or alchemical products, respectively. goblins are fond to discover that their natural predilection
Taking the reliable talent and flash bomber talents to aid towards exploding things sets well with fire spirits).
them to avoid malfunctions and quickly deploy or use potions.

172 CHAPTER 8 | Classes in Lore


Often called planar dealers, goblin shamans are too shrewd TNK: Tinkers
by half for one who is unprepared to deal with them.
Orc tradition in shamanism is wholly original and has a Draenei who take up the tinker class are well-versed in the
very long history. On Draenor, (now Outland) the orcs were gadgeteer path, either due to creating and maintaining
shamanistic and practiced ancestral worship. Elemental crystalline Naaru technology, or through the creation of
influence on Draenor was significant, and orcish shamans powerful defensive turrets. Draenei tinkers often pair up with
found the strength in the elements to bring down ogre high mages to fuel their arcane-engine devices, and are widely
society, becoming free to dominate the land. Ever since the considered to be the innovators behind this technology.
Burning Legion turned its eye on Draenor, however, Dwarves are the first tinkers of Azeroth, having advanced
shamanism began to dwindle and weaken. Some of the most from normal blacksmithing to crafting the first firearms and
vilified orcs were once shaman; Zuluhed the Whacked, explosives. Wildhammer dwarves shirk from these disruptive
Ner'zhul (now the Lich King), and even Gul'dan (the first technologies, but Ironforge and Dark Iron dwarves both
Orcish warlock) were all shaman. The archdemon Kil'jaeden maintain them and utilize them on large scales.
distorted the shaman's connection with their spirits in the Elves do not often take up the tinker path, most preferring
sacred mountain of Oshu'gun, taking on the form of the to follow the path of the arcane or nature magic to fulfill their
shaman's ancestors to convince them that the Draenei were needs.
enemies. The ensuing massacres upon several draenei Gnomes learned engineering from the dwarves, and
hunting parties offended the spirits, who eventually denied surpassed their teachers. Most gnomes take the gadgeteer
the shaman their powers. Cut off from their elemental path, maintaining scouting vehicles or protective suits such
powers, former shaman turned to the powers of the Burning as the Gnomish Combat Suit and employing rocket-
Legion, becoming warlocks (though many tried to hang onto launchers. Gnome tinkers prefer efficiency and reliability,
their roots, it was impossible), and were used as pawns to often sacrificing power for sustainable use. Well-known
invade Azeroth, bringing forth the First War. gnomish inventions are the gyrocopter, mind-control helmet,
Shamanism in the orcs was all but nonexistent until Thrall, and the army knife.
son of the deceased Durotan and future chieftain of the Goblin rivalries with gnomes usually centers around
Frostwolf clan, grabbed hold of the reins of Warchief of the innovations in alchemy and engineering. Usually taking the
New Horde. This ushered in a new generation of shamanism, bomber or gadgeteer path, these goblin tinkers prefer
breaking the crippling lethargy of the captive orcs while grandiose projects and spectacular explosions. Well-known
outlawing the dark magic of the Burning Legion. At the time goblin inventions are the shredder mecha, jumper cables, and
of the internment camps, "shaman" was a derogatory term for rocket boots.
someone who told fantastical and unbelievable stories. Forsaken tinkers are uncommon, but not unknown.
Shamanism is now in good repute, though, as the New Horde Working with necromancy engines and similar weird
was led for a long time by Thrall, a shaman of great power. sciences with fellow alchemists, these tinkers are known for
Orcish shamans are often spread across Elemental and several innovations that reach beyond the grave. Well-known
Enhancement specializations, and ones who frequently forsaken inventions include the reflective cylinder and the
employ divinations (such as Clairvoyance, or Far Sight as meat wagon vehicle. Human tinkers are not common, and
known for shamans) are known as Far Seers, a name that usually gather in guilds and organizations where funding is
transcends the limits of race. Orc shamans often employ available. Human tinkers of Stormwind may have been
spells such as Bloodlust, Elemental Armor (preferring wronged enough to turn to serving the Defias Brotherhood,
Lightning Shield), Dispel Magic (or Purge), as well as which managed to infiltrate most tinker guilds in Stormwind.
Earthquake. Pandaren shamans are not unknown, but not
particularly many. Pandaren have affinities to all elements, WRK: Warlocks
but earth and water most strongly, and this is reflected in the Draenei warlocks are few and isolated individuals, as the
spells a Pandaren shaman prepares. Tauren shamans are heavy prejudice against the use of fel magic makes such
almost universally known as Spirit Walkers, taking the activities subject to immediate scrutiny and investigation.
Restoration path and focusing on divinations and abjurations. Draenei, the exiled ones, fled their homeland Argus once two
Troll shamans are very common. It is unknown to the of its three political leaders took the path of warlock magic
shamans of other races if the semi-divine Loa act as spirits a (Kil’jaeden and Archimonde, although Velen aided the others
shaman must negotiate with, as troll shamans have several escape). Draenei warlocks who accept the taint change in
unique powers, taking the Witch Doctor path. A witch appearance and increase in size, becoming Eredar warlocks.
doctor’s invocations are closer to that of a priest’s prayers; a Most Eredar warlocks take the path of destruction, although
witch doctor can strike lightning into their foes with the a few take the path of demonology.
power granted by the Loa Storm-God Shango, and aid allies Elves:
by mending their wounds with the might of the Loa Healing- • Night Elves have an ill experience with fel magic; those
God Lokou. They would also have to be clever, cunning and who took up the path either abandoned it entirely under
ruthless in order to save their tribe, or stop anyone who came threat of death or became demon hunters instead, such as
in their tribe’s way. Illidan Stormrage.
• High Elves have compunctions regarding fel magic, and
rightly fear and shun it, preferring traditional arcane magic,
either for its root in their culture, fear, or distrust of the
chaotic magics.

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• Blood Elves make common warlocks, especially after the Night elven warriors often take up the arms specialization,
destruction of the Sunwell, the font of the high elves’ arcane such as Commander Jerod Shadowsong, although due to the
magic. Many blood elves who once walked the path of the natural affinities of night elves towards nature, most take the
mage abandoned it to walk the path of the destruction hunter path instead.
warlock, naming themselves blood mages. • High Elves and Blood Elves who take the warrior path
Gnomes and Goblin warlocks are often inconspicuous, for often end up as spellbreakers (taking the specialization of the
many underestimate their small statures and assume same name) or blademasters (agile combatants who take up
weakness. To compensate, gnome and goblin warlocks often talents that grant them mobility and versatility, such as wind
take the demonology or destruction paths. walk, weapon mastery, retaliation, and heroic leap, similar to
Forsaken warlocks are very common, often taking the orcish blademasters, though traditions are definitely from
affliction path to whittle down their foes and cripple them in different origin).
battle. The Dreadlords, agents of the Burning Legion have Gnomes and Goblins make for rare warriors, and often
found common cause with the forsaken in fighting the Lich take the path of the rogue or hunter instead. The few daring
King once he turned his back on the Legion, and when one who decide to defy the limitations of their stature often adopt
such dreadlord (the demon Varimathras) was bound by the ‘dirty fighting’ techniques, such as choosing certain talents
forsaken leader Sylvannas Windrunner, the demonic powers from the various talent lists, such as heroic leap, insightful
of the fel were freely given by the dreadlord adviser of the combatant, and dread ambusher.
Banshee Queen. Forsaken warriors are common and spread across multiple
Humans who walk the warlock path are often failed specializations. They usually adopt talents that increase their
students of mage academies who yearn for an easy route to power at the expense of their safety, such as reckless attack,
power, or especially brilliant ones who believe they might rage, and heroic leap, as Forsaken can naturally heal
succeed where other warlocks have failed. themselves faster than others with cannibalize. Forsaken
Orc tradition in the warlock class are well-ingrained; warriors are also adept at ambushing, either by lying in wait
Gul’dan was the first orc warlock, and it was his lust for underground or underwater, and often take the dread
power that was his greatest strength and weakness. Orc ambusher talent as well.
warlocks often follow the destruction or affliction paths, and Human warriors often take the arms or protection
usually shun the demonology path, having well-recognized specialization, and most prefer the action surge talent for its
the dangers of allowing demons to get too close. flexibility. One of the most well-recognized human warriors
Trolls who take the warlock path are few and far in hail from Stormwind, such as King Varian Wrynn. Human
between, as those with spellcasting aptitude often take the mounted warriors include various orders such as the Knights
path of the priest or witch doctor instead. of Stormwind, whose ability to run down enemies was
instrumental in granting humanity the edge in several battles
WAR: Warriors during the First War.
Draenei natural affinities lead many to adopt the paladin Orcs warriors often take up the arms specialization, and
class rather than the warrior class. A few however distinguish choose a series of talents that are often referred to as
themselves as pure warriors, often leading the charge and blademaster (as high elven blademasters). Other warriors
raising banners, guiding their allies with powerful shouts and prefer a more brutal fighting style by channeling their natural
opening up enemies’ ranks with talents such as shout, and reserves of fury, taking talents that augment it as brutal
heroic leap. A few draenei gladiators remain from the days of critical, persistent rage, and reckless attack, and often taking
imprisonment by the orcs—those who retain their talents up the fury specialization. Orc mounted warriors include
often tap into inner reserves of strength by using the fury orcish raiders, whose hit and run tactics and proficient use of
talent, and obliterate enemies by employing hammer and axe. nets is a professional harassing force.
Dwarf: Trolls of every type are well-known warriors, often
• Ironforge dwarves who take up the warrior path often end
channeling their reserves of fury as the orcs, but adopting the
up taking the mountain king specialization. In most cases, fury specialization and utilizing axes instead. The survivability
however, Ironforge dwarves choose talents that increase their of troll berserkers is legendary, and many take a few hunter
survivability and deal damage in an area. talents such as dread ambusher and favored terrain, as well
• Wildhammer dwarves who take the warrior path are
as favored enemy to make a deadly hunter-warrior hybrid.
often known as highlanders, taking the arms specialization Worgen warriors are new, but are well-respected for their
and focusing on talents that increase their survivability and viciousness. Employing their natural weapons means most
mobility, often also taking the favored enemy or favored worgen warriors are capable of combat when deprived of
terrain talents. their weapons, and most worgen take talents that increase
• Dark Iron dwarves who take the path of the warrior are
their damage and mobility.
often vanguards of the armies of Blackrock Mountain, taking
the protection specialization and protecting allies.
Elves:
• Night Elves who take the warrior path often take up the
bow or greatsword and choose talents that aid their allies and
slow their foes, such as the hamstring talent and chosen
abilities from the hunter talent list.

174 CHAPTER 8 | Classes in Lore


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

CHAPTER 8 | Classes in Lore 175


March 31 (2.5): Intro: Clarified resurrection in lore, added Magic and Spells: Cantrip number now tied to 1st level
conditions to simplify cold magic’s speed reductions, added spells prepared. Added new spells for Alchemist (Bomb,
scorched and chilled conditions, and clarified an ambiguity in Mutation, Shift Skill), altered existing spells (frost/fire armor
5e regarding choking (making garrotes and choking someone rolled into Elemental Armor and granted for Shamans,
to unconsciousness possible mechanically). Entangling Roots added to Alchemist, brilliance aura lowered
Races: Rebalanced (mostly by nerfing) racial talents and to level 4, Aerial Shackles, Telekinesis, and Death Grip rolled
reconsolidating others (Stoneform split into permanent into a low level Telekinesis 3, DKN, MGE, and WRK,
natural armor and a 1/long rest ability, arcane legacy, unshackled Charm and Dominate spells from being Person-
rage/berzerking, and war stomp) into others. Monster, and made them specific to creatures the class can
Rebalanced all races using the Detect Balance homebrew bind, renamed Conjure/Charm/Hold/Dominate/Bind
tool, boosting most (gnome, draenei, goblins, orcs, pandaren) Creature to Conjure/Charm/Hold/Dominate/Bind only, and
and nerfing a few (night elves can no longer hide as a bonus cut extraneous verbiage) Overhauled Invigorate/Debilitate
action, worgen form lost some powers) (HoT/DoT) into Sigil spells (Ancestral Guardian, Banshee's
Classes: Added the Alchemist Class (repurposed Curse, Carrion Swarm, Curse of Agony, Demonic Doom,
Apothecary subclass, rolled the Apothecary subclass and Earth Shield, Holy Fire, Immolate, Inferno Blast, Lava Blast,
made two others: mutant and transmutor) Added class Living Bomb, Mind Blast, Mind Flay, Moonfire, Parasite,
talents (warriors can now rage, turned shout into a talent, Rejuvenation, Renewing Light, Riptide, and Shadow Strike).
including many others (hunter, rogue, and warrior, simplified Removed Lightning Shield (rolled into elemental armor),
fan of knives and other rogue talents), most are Swiftmend (rolled side powers to Rejuvenation), Nature's
interchangeable, allowing a hunter to take the warrior’s Seed (no clear role in overhaul), and Water Shield (allowed
heroic throw, a rogue to take the hunter’s umbral sight, and Shamans to cast Blessing of Wisdom), cleaned up death pact
the warrior to take the rogue’s misdirection to simulate troll and lightning bolt (made chain lightning a shaman name),
headhunters, forsaken deathstalkers/lightslayers, and high Mind Blast/Flay are Cha saves instead of Spi, changed Soul
elven blademasters, respectively, as well as to provide for Fire to be a Warlock version of Pyroblast (due to closeness)
most racial archetypes without making them actual Also nerfed Death and Decay, and unified spell format.
archetypes, but chosen abilities. Added Two Weapon Fighting Equipment: Added magic weapons (Mana Blade, Aetish,
style for Death Knights, modified Hunter’s/Warlock’s bonded Frostmourne/Shadowmourne), and based items on rarity
companion, incorporated several conceptual changes from rather than price
Unearthed Arcana’s Ranger class into the Hunter, modified
Frost Mages for more parallel with Fire Mages, clarified
Paladin Seals and Crusader Strike, and Moon Priesthood
powers, added Tinker Notebook Removed Lightslayers and
folded powers into hunter and rogue talents.
Cleaned up all spell lists and unified their format.
Monk lost Brewer ability.
Skills and Tools: Added CP and alternate crafting (via
crafting points) rules, added malfunctioned condition for
devices, fixed existing skills to accommodate Clarified Touch-
Blast Strike and explosive fuses Clarified and simplified
gathering materials from creatures (harvesting) and objects
(scavenging). Clarified the cost of consumables under the
Item Creation Table Feats
Brew Mastery feat introduced, which is the Monk Brewer
ability, now turned into a feat instead to simplify the monk
and augment their versatility should they choose to take it. It
still requires Ki, and is one of the more class-oriented feats.

176 CHAPTER 8 | Classes in Lore

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