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World of Warcraft RPG, 5th Edition

5E RPG CONVERSION
Version 2.4

“The sands of time have run out.”


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

Credits
House Rules Conversion Djmove, Arrius Nideal

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

Warcraft Inspiration and Blizzard Entertainment. Inc


Setting

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

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

Credits

Chapter 1: Introduction

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Chapter 2: Races

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

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

Draenei

Gnomes

Goblins

Forsaken

Humans

Orcs

Pandaren

Tauren

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

Worgen

Half-breed Races: Mixed Traits

Chapter 3: Classes and Specializations

Classes

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

Druid (DRD) (Balance, Feral, Restoration)

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

Mage (MGE) (Arcane, Fire, Frost)

Monk (MNK) (Brewmaster, Mistweaver, Windwalker)

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

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

Rogue (RGE) (Assassination, Combat, Subtlety)

Shaman (SHM) (Elemental, Enhancement, Restoration)

Tinker (TNK) (Bomber, Gunner, Gadgeteer)

Warlock (WKR) (Affliction, Demonology, Destruction)

Warrior (WAR) (Arms, Fury, Protection)

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

Chapter 4: Skills and Professions

Gathering Skills

Production Skills

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

Chapter 5: Feats

Chapter 6: Powers and Magic

Altars of Resurrection

Casting Spells

Mana System
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Spell List

Spell Descriptions

Chapter 7: Equipment

Adventuring Gear

Weapons and Armors

Weapon and Armor Infusions

Magic Items

Relics

Alchemical Items

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

Changelog

To Be Added

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

Old Class Names New Class Names


Cleric Priest
Fighter Warrior
Ranger Hunter
Sorcerer Warlock

Old Spell Names New Spell Names


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

Old Energy Name New Energy Name


Force Arcane
Radiant Holy
Necrotic Fel

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

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

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

Languages. Spoken languages in Azeroth are Common (spoken by humans, and most other races),
Draconic (restricted; spoken by dragons), Dwarven (spoken by dwarves), Eredun (restricted; spoken by
demons, see below), Gnomish (spoken by gnomes), Elven (Darnassian, spoken by Night Elves and
Thalassian, spoken by Highborne and High Elves), Goblin (spoken by goblins), Kalimag (spoken by
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elementals, Ignan for fire, Aquan for water, Terran for earth, and Auran for air elementals), Low Common
(Spoken by furbolgs, gnolls, kobolds, ogres, most humanoids and giants), Orcish (spoken by orcs), Nazja
(spoken by Naga), Taur-ahe (spoken by Tauren), and Titan (spoken by titans), Draenei (spoken by
Draenei, Broken and Lost Ones)
Restricted languages may only be granted as racial or class features. Languages must also be learned
from a source.

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

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

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


Male Names. Kazdin, Hagrim, Dondar, Soldrin. Iron dwarves against all races, and in their
Female Names. Kella, Lorim, Ar-ya, Senica. service to Ragnaros, they see only rivals,
Family Names. Beastclaw, Greatbeard, potential thralls, and enemies.
Thundertamer, Windseer. Ability Score Increase. Your Intelligence score
increases by 1.
Mountain Dwarf (Bronzebeard) Dwarven Combat Training. You have
“For Khaz Modan!” proficiency with firearms and explosives of all
As a mountain dwarf, you probably hail from the types, even if you do not have proficiency in
Bronzebeard clan and its allies, and live in Khaz engineering.
Modan. Ironforge dwarves are stout and powerful, Fire-Lord’s Favor. You have resistance to fire
with short muscular bodies, and prefer tying their damage.
hair (male or female) in ornate braids.
Affiliation. Alliance. While the dwarves of Male Names. Beld, Franclorn, Lokhtos, Grall.
Ironforge appreciate the fighting skill of the Horde, Female Names. Aster, Channis, Mogran, Wellia.
it is with grim eyes that they look upon the orcs Family Names. Angerforge, Darkbargainer,
and their allies, the trolls and the Forsaken. Firesmite, Forgewright.
Although the dwarves have held dealings of
commerce and diplomacy with the high elves, Draenei
they keep the people of Quel’Thalas at an arm’s “The Legion’s end draws near.”
distance. While the night elves may share the As one of the enlightened cousins of the Eredar,
same allegiances, the dwarves look upon them the Draenei arrived in Azeroth after the reopening
with suspicion and some trepidation. Humans, of the Dark Portal. Living out the last centuries in
however, are the staunch and constant allies of exile and escape from the Burning Legion, the
the dwarven people and find welcome, favor and Draenei are steadfast champions of the Light, and
kindness when in dwarven lands. will do anything in their power to prevent another
Ability Score Increase. Your Strength score world from falling to the Flame.
increases by 1. Draenei Traits
Dwarven Combat Training. You have Ability Score Increase. Your Strength increases
proficiency with firearms and explosives of all by 2, and your Spirit increases by 1.
types, even if you do not have proficiency in Age. A typical draenei claims adulthood around
engineering. 100 years old, and can live to about ten thousand
Resilience. You have advantage against years old. As befitting their Eredar heritage,
poisons, and have resistance against poison Draenei have hooved feet, tendrils that grow from
damage. This does not stack with Stoneflesh, and the neck and short tails. Males’ skulls are rigid
is a constant bonus. (giving the appearance of a bone plate under their
skin), while females grow foot-long, graceful
Male Names. Barab, Aradun, Thorin, Magni, curved horns.
Garrim, Wendel, Thurimar. Males range anywhere from seven feet tall to
Female Names. Chise, Helge, Ferya, Furga, eight feet tall and weigh on average around 300
Krona, Imli. or 400 pounds. Females stand at six to seven feet
Family Names. Thunderforge, Bronzebeard, tall and only weigh around 170 or 250 pounds
Hammergrim, Thornsteel, Chunderstout. when fully grown.
Speed. Your base walking speed is 30 ft.
Darklands Dwarf (Dark Iron) Darkvision. You can see in dim light within 60
“You shall serve.” feet of you as if it were bright light, and in
As a darklands dwarf, you probably hail from the darkness as if it were dim light. You can’t discern
Dark Iron clans, lead by the Sorcerer-thane color in darkness, only shades of gray.
Thaurissan. Reviled as betrayers of their fellow Heroic Presence. You can inspire yourself or
dwarves, and living in the mountain-halls of others through your mere presence. To do so,
Blackrock Mountain, Dark Iron dwarves are you use a bonus action on your turn to choose
slaves to the great elemental Firelord Ragnaros, one creature (even yourself) within 60 feet of you
and serve him in the latent volcanic mountain. who can see or hear you. That creature gains one
Dark Irons seem identical to Ironforge dwarves, Heroic die, a d6.
except that their skin tones are ashen and gray, Once within the next 10 minutes, the creature can
and their eyes are golden-red. roll the die and add the number rolled to one
Hoarse of voice and prone to undertone ability check, attack roll, or saving throw it makes.
muttering, Dark Irons do not inspire trust easily. The creature can wait until after it rolls the d20
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before deciding to use the Heroic Presence die, Mystic Senses. Whenever you make any check
but must decide before the DM says whether the related to magical items, lore, or spells, you are
roll succeeds or fails. Once the Heroic Presence considered both proficient and having Expertise.
die is rolled. it is lost. A creature can have only You may apply double your proficiency bonus.
one Heroic Presence die at a time. You can use Keen Senses. You are proficient with the
this feature a number of times equal to your Perception skill.
Charisma modifier (a minimum of once). You Elven Combat Training. You have proficiency
regain any expended uses when you finish a long with the longsword, longbow, rapier, and
rest. shortbow.
Gift of the Naaru. You can use your bonus action Languages. You can speak, read, and write
to channel holy energy, casting the Renewing Common and Elven (either Darnassian or
Light spell as if cast as a 1st level spell. This can Thalassian). Elvish is fluid, with subtle intonations
be used once until a short or long rest. and intricate grammar. Elven literature is rich and
At 6th level, you gain another use of the ability or varied, and their songs and poems are famous
choose to heighten the spell’s effective level to a among other races. Many musicians learn Elven
3rd level spell. You can make the same choice at so they can add Elvish ballads to their repertoires.
11th and 16th levels (4th or 5th level, or additional
uses). While a creature benefits from this ability, Subrace. Ancient divides among the elven
they have a glowing blue sigil above their people resulted in two main sub-races: high
forehead (shedding light equal to Dancing Lights). elves, and night elves, Choose one of these
Shadow Resistance. You have resistance to fel subraces.
damage.
Gemcutting. You are proficient with the High Elves (Quel’dorei)
jewelcrafting kit. “For Quel’Thalas!”
Languages. You can speak, read, and write As a high elf, you hail from Silvermoon in
Common and Eredun. The Eredun Draenei speak Quel’Thalas or Dalaran. High elves stand slightly
is an altered dialect that is less corrupt, and thus taller than humans do.
does not impose penalties when speaking. The elves are slim, with sharp symmetrical
features, often an exaggeration of perfect beauty.
Male Names. Kozza, Shunn, Thylon, Velen The high elves are uniformly fair in complexion,
Female Names. Fetwa, Daalny, Corevva, with white to flaxen colored hair. Their eyes are
Tanmatra incredibly intense in color, seeming to glow with
Family Names. Draenei do not have family an inner light. While many high elves have blue or
names, but take a title according to their deeds. green eyes, violet and red are not unheard of.
Affiliation. Alliance. Most of the high elves have
Elves placed themselves under a self-imposed exile,
Elven Traits ashamed of the damage that they have wrought
Ability Score Increase. Your Agility score upon the world of Lordaeron with their abuse of
increases by 2. arcane magic. While humans still accept the high
Age. Although elves reach physical maturity at elves because of the aid that both races provided
about the same age as humans, the elven each other during the most recent attacks of the
understanding of adulthood goes beyond physical Burning Legion, many of the other races will only
growth to encompass worldly experience. deal with the high elves if absolutely necessary.
A high elf typically claims adulthood around the This is especially true after the acts of Kael’thas
age of 60 and can live to be 750 years old. Sunstrider.
A night elf claim adulthood and live up to five The night elves in particular do not care for the
times said age (adulthood at 300 and live up to company of high elves and in some cases can be
3,750 years old). Until the World Tree was openly hostile toward their sun-blessed brethren.
destroyed, the Night Elves were immune to aging The passing of time may heal these wounds, but
effects. the use of arcane magic will always draw a rift
Speed. Your base walking speed is 30 feet. between these two breeds of elf.
Darkvision. Accustomed to twilit forests and the Size. A high elf is usually a little over 6 feet in
night sky, you have superior vision in dark and height and weighs between 100 to 175 pounds,
dim conditions. You can see in dim light within 60 depending on gender.
feet of you as if it were bright light, and in Ability Score Increase. Your Intelligence score
darkness as if it were dim light. You can’t discern increases by 1.
color in darkness, only shades of gray. High Magic. You know the Prestidigitation cantrip
and can cast it normally (even if you do not have

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access to spells or cantrips). When you reach 3rd Blood Magic. This acts as High Magic. While you
level, you can also cast Detect Magic as a spell. use abilities granted by this ability, your eyes glow
When you reach 5th level, you can also cast the a pale fel green instead of High Elves’ blue.
Mute spell. Instead of the Prestidigitation cantrip, you may
Intelligence is your spellcasting ability for these choose the Thaumaturgy cantrip instead, and
spells, and you use your mana pool for these gain the Mana Burn spell instead of Mute.
abilities (even if you are not normally a
spellcaster). While you use such abilities (and Note: Blood Elves are identical to High Elves in
after using them for one hour), your eyes glow a racial bonuses and names. However, their culture
pale blue. is more warped due to their insatiable thirst for
If you can already cast such spells (and have a vengeance: most have abandoned worship of the
sufficiently high caster level), they are always Light, and their allegiances have also changed,
prepared for free. and most suffer psychologically from extensive
Arcane Legacy: The high elves are uniquely use of mana vampirism (see Chapter 6: Powers
attuned to magic. If you have levels in a and Magic), due to the Sunwell’s corruption and
spellcasting class, you suffer no reductions to subsequent destruction.
your number of prepared spells, and have two A GM is advised to consider applying the mana
additional points of mana (+2 MP) above your withdrawal optional rule with blood elves.
normal maximum. If you do not cast spells, you
know an additional cantrip, chosen from the Night Elves (Kaldorei)
wizard spell list. Intelligence is your spellcasting "The horn has sounded, and I have come as
ability for this purpose. promised. I smell the stench of decay and
Extra Language. You can speak, read, and write corruption in our land. That angers me greatly."
one extra language of your choice. -Malfurion Stormrage
Male Names. Mariel, Athaniar, Anandor, As a night elf, you hail from Darnassus in
Tharama, Viridiel, Malanior. Kalimdor. The race’s prominent eyebrows, long
Female Names. Anarial, Freja, Driana, Coria, pointed ears and natural aspects imply a feral
Alanassori, Azshara. grace. Skin tones range from pale white to blue or
Family Names. Boughstrider, Dawnblade, even ruddy red, and their hair ranges in color
Lightbringer, Morningray, Suntreader. from bright white to woodland green to lustrous
black.
Blood Elves (Sin’dorei) Affiliation. Alliance. The night elves are
“Power! My people are addicted to it... a members of the Alliance, but they are not the
dependence made manifest after the Sunwell was most trusted or highly regarded members of this
destroyed.” group of races.
-Kael’Thas Sunstrider Although honorable and just, the night elves’
natural distrust has tainted their relations
Following the Third War (year 20), 90% of the somewhat. Combined with their mystical
High Elven population was slain during the Siege appearances and mysterious natures, interactions
of Silvermoon and the Razing of Quel’Thalas. with other races become uncomfortable at times.
Prince Kael’Thas Sunstrider renamed his people There is a strong streak of isolationism in the
the Blood Elves (Sin’dorei) following this terrible Kaldorei, for they are uncomfortable leaving the
event. verdant mists of Teldrassil.
With their homeland destroyed, their forests Size. Night elves are imposing in stature, males
burned and corrupted, and their beloved sacred being on average 7 feet tall. Male Kaldorei are
Sunwell sullied, the Blood Elves underwent mana very muscular, with broad chests and shoulders,
withdrawal. indicative of the strength that lies within both their
minds and bodies.
Affiliation. Horde. Most of the blood elves have
joined the New Horde, invited to do so by the Female night elves are lithe and curvaceous, yet
Banshee Queen Sylvanas Windrunner. still muscular and strong.
Ability Score Increase. Your Spirit score
increases by 1.
Nature Resistance. You have advantage on
saving throws against poison, and you have
resistance against poison and electricity damage.

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Mask of the Wild. You can attempt to hide even Artificer’s Lore. Whenever you make an
when you are only lightly obscured by foliage, Intelligence (History) check related to magic
heavy rain, falling snow, mist, and other natural items, alchemical objects, or technological
phenomena. devices, you have expertise instead of just
Shadowmeld. When you are in dim or dark light, proficiency.
you gain advantage on Stealth checks, and can Escape Artist. You have advantage on all saving
Hide as a bonus action. throws to escape grapples, bonds, or other
movement-restricting abilities or effects that
Male Names. Ilthilior, Mellitharn, Khardona, hamper your freedom of movement.
Andissiel, Mardant, Tanavar. Extra Language. You can speak, read, and write
Female Names. Keina, Deliantha, Meridia, Freja, one extra language of your choice.
Alannaria, Nevarial. Tinker. You have proficiency with the
Family Names. Moonblade, Glaivestorm, Engineering skill.
Proudstrider, Oakwalker, Nightwing, Staghorn. Languages. You can speak, read, and write
Common and Gnomish. The Gnomish language,
Gnomes which uses the Dwarvish the script, is renowned
for its technical treatises and its catalogs of
“Up and away!”
knowledge about the natural world.
As one of the gnomish peoples of the Alliance,
you are comfortable standing with your more
Male Names. Kiggle, Grobnick, Kazbo, Hagin,
physically and politically-apt allies to cover you as
Snoonose.
you go about your businesses. Proficient in the
Female Names. Beggra, Nefti, Sorassa,
higher arts of engineering and arcana, gnomes
Gamash.
are behind many developments in the intellectual
Family Names. Spinpistol, Airslicer, Bombtosser,
and creative sides of the Alliance, creating spells,
Greatgear, Mekkatorque.
gadgets, and vehicles to propel their human,
elven, and dwarven friends (as well as their new
allies in the Alliance) to a better tomorrow. Goblins
“Time is money, friend!”
Gnomish Traits
Ability Score Increase. Your Intelligence score Goblins value technology as a useful aspect of
increases by 2, and your Stamina increases by 1. commerce. Some say that their advantage — and
Age. Adulthood at 40, can live up to be 500. their curse — is to be the primary users of
Alignment. Alliance. Gnomes are great friends of technology in a world governed by magic. While
the Ironforge dwarves and have fought and died dwarves and gnomes share a similar gift, goblin
alongside human soldiers. They are wary of the technology is more far-reaching and sinister and
high elves, but so is everyone else, so they don’t makes a larger impact on the natural world.
feel too bad about that. They battled the Horde in They employ vast teams of engineers who
the Second War and have a bit of a grudge expand on current technology and produce
against orcs, but gnomes are a kindly and gadgets to suit a wide array of applications. They
forgiving lot and are willing to give the orcs a constantly build and repair machines and work on
second chance. new ideas. Unfortunately, goblins alternate
Gnomes and goblins have always been rivals — passionate genius with wandering focus. Their
though whether this rivalry is a friendly or brutal lack of discipline means that many creations end
one depends on the individuals involved. Gnomes up half finished as something else catches their
have not been on Kalimdor long enough to form attention.
proper opinions about its denizens. Tauren and As one of the goblin-folk, you have a reputation
night elves both seem rather rustic for gnome for money-grabbing, dishonest work, and
sensibilities — but they can make friends with unreliability.
anyone. Loyalty to money means you always have
Size. Gnomes range from between 3 to 4 feet tall customers in a war-torn world.
and average around 40 pounds. Your size is Trader’s Lore. Whenever you make an
Small. Intelligence (History) check related to magic
Speed. Your base walking speed is 25 feet. items, alchemical objects, or technological
Darkvision. You have superior vision in dark and devices, you can add twice your proficiency
dim conditions. You can see in dim light within 60 bonus, instead of any proficiency bonus you
feet of you as if it were bright light, and in normally apply.
darkness as if it were dim light. You can’t discern Best Deals Anywhere: Anything you purchase
color in darkness, only shades of gray. costs 10% less, and anything you sell grants you
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10% more of its value. You gain proficiency with force. Hailing from the twisted, skittering darkness
the Charisma (Persuasion) skill. of Undercity, the Forsaken are nominally allied
Living Better. You have proficiency with the with the Horde but serve only themselves. Their
Alchemy skill. You can create alchemical mixtures objectives are twofold: eliminate the Scourge, and
as if you had one level in any spellcasting class establish a place for themselves on Azeroth.
you choose. If you later gain levels in a Four years ago, the high elven Ranger General
spellcasting class, you may reference said Sylvanas Windrunner fell in combat against the
spellcasting spell list for alchemical recipes. This Scourge. Prince Arthas raised her as a banshee
level does not actually allow you to cast spells, and compelled her to follow his command. When
only to know them enough to create alchemical the Lich King’s power waned in the incidents
mixtures of such spells. surrounding the Frozen Throne, Sylvanas
Goblinoid Traits harnessed her fury and tore herself free from his
Ability Score Increase. Your Intelligence score skeletal grasp. She freed many other undead as
increases by 2, and your Charisma increases by well, and recruited powerful allies from the
1. Burning Legion and the surrounding ogre clans.
Age. Goblins typically reach adulthood around 20 Sylvanas dubbed her new force the Forsaken,
years old, and live to be 100 years old. and the undead established their capital in the
Affiliation. Independent or Horde. Goblins hired labyrinthine crypts beneath Lordaeron’s capital
themselves out to the Horde in the Second War, city. Their sprawling, subterranean realm is called
but now they belong only to themselves and Undercity.
whoever pays the most. Constantly building and As a forsaken undead, your alliance with the
inventing requires massive resources, both for Horde started out as necessity and convenience,
creating the machines themselves and and your previous life bears witness to the many
maintaining those that actually work. tragedies of Azeroth’s reality. Needing both time
Cannibalizing old machines only partially sustains and help to fight against their former Scourge
this fervent activity of creation, so goblins rely on masters, the Forsaken have a reputation of utter
trade with as many races and cultures as ruthlessness, human experimentation, and moral
possible. They are the quintessential merchants, ambiguity.
peddling all manner of exotic goods for the
highest possible prices. Forsaken traits
Size. Goblins range from between 3 to 4 feet tall You count as undead for the purposes of healing
and average around 40 pounds. Your size is spells and effects that target undead, or living,
Small. whichever is most disadvantageous. For this
Speed. Your base walking speed is 25 feet. purpose, you cannot be healed by the Holy Light
Darkvision. You have superior vision in dark and spell, but are healed by the Death Coil spell, and
dim conditions. You can see in dim light within 60 can be targeted by the Death Pact and Protection
feet of you as if it were bright light, and in from Good and Evil. You may declare whether or
darkness as if it were dim light. You can’t discern not you are of elven or human origin before you
color in darkness, only shades of gray. rose, and are counted as being elven or human
Tinker. You have proficiency with the much for all intents and purposes that specify
Engineering skill. race (such as gaining use of elf and human-
Languages. You can speak, read, and write specific weapons).
Common and Goblin. Ability Score Increase. Two different ability
scores increase by 1.
Male Names. Zautso, Beedle, Chizbolt, Nuzak, Age. Forsaken are undead, and thus do not age,
Jastor, Jareth. and only die of violence or poisons and diseases
Female Names. Lystis, Mefeero, Sazai, Rossa. that can affect the undead.
Family Names. Steamgear, Boltnose, Manclamp, Affiliation. Horde, or independent. Though the
Leafgrinder, Gringott, Gallywix Forsaken do not trust anyone and no one trusts
them, they are members of the Horde and, for
Forsaken now, do their best to help their allies and placate
their ambassadors. Forsaken have even less love
“We are the forsaken. We will slaughter anyone
for the Alliance, particularly because they clash
who stands in our way”
constantly with the human organization called the
-Lady Sylvanas Windrunner”
Scarlet Crusade. Some have thrown their lot with
the Burning Legion, believing that only it is potent
Undead humans and elves freed from the Lich
enough to defeat the Lich King.
King’s control during the second stage of the
Third War, the Forsaken are a strange and dark
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Size. Forsaken vary based on their original form Stromgarde, or the rebuilt capital of Stormwind,
before death—those who were medium before amongst other nations.
death are medium. Despite all their tragedies, humans remain hardy
Shadow Resistance. You have resistance to Fel and brave — thoroughly committed to building
damage and bleed effects. strong societies, reinforcing their kingdoms and
Will of the Forsaken. You are immune to charm, reclaiming their nations. Years of war have
fear, and sleep effects, and have advantage on all tempered human resolve, and they are more
mind-affecting spells of descriptors other than the hardened and determined than ever before.
above.
Cannibalize You can consume the corpse of any Human traits
natural creature as part of spending a hit dice to Ability Score Increase. Two different ability
heal yourself. Eating a creature takes a minute, scores increase by 1.
and allows you to gain 50% increased benefit Age. Humans reach adulthood at the age of 15.
from spending a hit dice. A natural creature may and live up to be 80.
be cannibalized once before their corpse Affiliation. Humans tend toward no particular
becomes unusable. alignment. The best and the worst are found
Forsaken Alchemy. You have proficiency with among them. Most are loyal to the Grand
the Alchemy skill. You can create alchemical Alliance, but there are pockets of independents,
mixtures as if you had one level in any horde-allied, or even those tied to the Burning
spellcasting class you choose. If you later gain Legion or Scourge as demon-worshipping
levels in a spellcasting class, you may reference Warlocks and Scourge-following Necromancers,
said spellcasting spell list for alchemical recipes. respectively.
This level does not actually allow you to cast Size. Humans vary widely in height and build,
spells, only to know them enough to create from barely 5 feet to well over 6 feet tall.
alchemical mixtures of such spells. Regardless of your position in that range, your
Speed. Your base walking speed is 30 feet. size is Medium.
Languages. You can speak, read, and write Skillful. You gain proficiency with one skill or tool
Common and one extra language of your choice, of your choice.
typically based upon the language you spoke Feat. You gain one feat of your choice.
before being turned into a Forsaken. Every Man for Himself. You have advantage on
Male Names. Roderick, Magan, Danforth, any saving throw versus effects that hinder
Lansire. movement or control over your body, mind, or
Female Names. Yellen, Limmy, Sarias, Mierelle. actions (such as charms, paralyzing effects,
Family Names. Dartfall, Blacksling, Ghoulhunter, slowing effects, and fear effects).
Blastlich. Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write
Humans Common and one extra language of your choice.
“Go with honor, friend.” Humans typically learn the languages of other
Humans are among the youngest races on peoples they deal with, including obscure
Azeroth, but they make up for it by being the most dialects. They are fond of sprinkling their speech
populous. With life spans generally shorter than with words borrowed from other tongues: Orc
the other races, humans strive all the harder to curses, Elvish musical expressions, Dwarvish
achieve great heights in empire building, military phrases, and so on.
exploration and magical study. This aggressive
and inquisitive nature leads the human nations to Male Names. Merander, Gyram, Derrick, Hebry.
become active and influential in the world. Female Names. Lilla, Merian, Richelle, Ammi.
As a human, your people value virtue, honor and Family Names. Renn, Townguard, Silversmith,
courage, though like all races they also pursue Runetouch.
power and wealth. Humans have spent
generations battling dark forces and have lost Orcs
some of their greatest kingdoms to them. This “Lok’tar ogar!”
loss embitters humans, and they have a warlike To their enemies, they are brutal and fearsome
view of diplomacy — swing first, ask questions opponents, without parallel in their ferocity and
later. Aided by belief in the Holy Light, humans cunning. To their allies, they are noble and
have fought the hardest and endured the most honorable, following the traditions of a
during the wars against the Horde and the rediscovered past.
Burning Legion. You may hail from the ruins of The orcs of Azeroth are part of a race that has
once-glorious Lordaeron, the island-nation of Kul once again found its true spirit, shunning the cruel
Tiras, the mountains of Alterac, the highlands of
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practices of arcane and demonic magic for the Orcish Combat Training. You have proficiency
paths of wisdom and power. Some orcs still hang with all axes, attack claws, and the shortbow.
on to the arcane practices of the past, but their Languages. You can speak, read, and write
time is fading. Common and Orcish. Orcish is a harsh, grating
The concept of honor pervades all echelons of language with hard consonants.
orcish society. Even the naming of an orc is Male Names. Grom, Thrum, Drog, Gorrum, Harg,
temporary until he has performed a rite of Thurg, Karg.
passage. Once an orc has brought honor to his Female Names. Groma, Hargu, Igrim, Agra,
name and the name of his clan, the elders give Dragga, Grima.
him a second name based upon his deed. For an Family Names. Doomhammer, Deadeye,
orc, honor is as important as his clan, and most Foebinder, Elfkiller, Skullsplitter, Axeripper,
will die defending either clan or personal Tearshorn, Fistcrusher.
reputation. This is a new development for the
orcs; before, when led by the forces tainted by the Pandaren
Burning Legion, the orcs were a bestial force
“You seem a little parched.”
barely controlled by demonic magic.
As one of the orcish people, you may hail from
As a Pandaren, you are an honorable and filled
the exodus lead by Warchiefs Thrall and Grom
with a love of good company, good food -- and
Hellscream, and belong to the core tribes that
every now and then, a good friendly brawl -- .
form the new Horde, such as the Warsong Clan,
The pandaren have been content to live in
Frostwolf, and Bleeding Hollow clan, or you may
seclusion, allowing their culture to flourish and
belong to one of the sinister demon-worshipping
thrive away from the influence of the outside
tribes, such as the Laughing Skull or the Burning
world.
Blade Clans.
However, every now and then, a pandaren is born
Orcish Traits
with a thirst for adventure that rivals his or her
Ability Score Increase. Your Strength score
thirst for a strong drink, and he or she strikes out
increases by 2, and your Stamina increases by 1.
to explore beyond Pandaria’s shores. One of the
Age. Orcs mature and age a little faster than
most famous of such wanderers was the
humans, reaching adulthood around the age of 20
brewmaster Chen Stormstout, who set out looking
and rarely live up to be 100 years old.
for exotic ingredients for his special ale and
Affiliation. Horde. Thrall formed the Horde with
wound up an integral part of the founding of the
determination and sheer will, and created an
Horde. During the bleak days that preceded the
alliance of races that has shaken the foundations
sundering of the world, when demons flooded
of the world to its core. Having destroyed the
onto Azeroth and threw the entirety of the mortal
legacy of Grom Hellscream by bringing the orcs
realm into jeopardy, the last Emperor of the
out of the depths of demon worship and servitude
pandaren discovered a way to protect his land
to unseen powers, Thrall rules the Horde in
from devastation. His deal with fate shrouded his
Kalimdor with wisdom and temperance. The orcs
land within an impenetrable mist for ten thousand
are as much a part of the Horde as the Horde is
years, but the nature of his transaction has left
part of what the orcs have become.
Pandaria haunted ever since.
Size. Orcs are somewhat larger and bulkier than
As a Pandaren, you may have been one of the
humans, and they range from 5 to well over 6 feet
wanderers that left the misty island to explore the
tall. Your size is Medium.
outside world and bring news back home.
Speed. Your base walking speed is 30 feet.
Your allies might wonder from where you came
Darkvision. You have superior vision in dark and
and whether they could visit your home, you know
dim conditions. You can see in dim light within 60
that the mists shall only lift when the time is right.
feet of you as if it were bright light, and in
Pandaren Traits
darkness as if it were dim light. You can’t discern
Ability Score Increase. Your Stamina score
color in darkness, only shades of gray.
increases by 2, and your Spirit by 1.
Menacing. You gain proficiency in the
Age. Pandaren reach adulthood on about the age
Intimidation skill.
of 80, and can live up to be 350.
Battle Rage. You can rage as a level 1 barbarian.
Affiliation. Independent, Horde, or Alliance.
If you gain levels in Barbarian, you increase the
Pandaren drift across affiliations, doing whatever
total times per long rest you can rage by 1.
they wish and making friends in either sides.
Relentless Endurance. When you are reduced
Size. Your size is medium. Pandaren average 5
to 0 hit points but not killed outright, you can drop
1/2 feet in height, and make assured and precise
to 1 hit point instead. You can’t use this feature
movements, despite them often reaching the
again until you finish a long rest.
weight of 400 pounds.
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Speed. You have a base walking speed of 30 Forsaken with more than a nod and a place to set
feet. their withered feet.
Inner Peace. You are proficiency with the Insight Size. Tauren are much larger than other races.
and Perception skills. In addition, while you are Males average 7 1/2 feet tall and 400 pounds,
wearing light or no armor, you gain +1 to Armor while females are usually a bit shorter and lighter.
Class. Tauren are mostly muscle, having incredibly
Bouncy. You can use your reaction when you fall developed physiques and brawny frames most
to reduce any falling damage you take by an suitable for combat. They are medium sized.
amount equal to five times your Stamina modifier. Speed. You have a base walking speed of 30
Tavern-Brawler. You are proficient with feet.
improvised weapons such as kegs and chairs, Gore. You can use an attack action to make a
and can deal 1d4 plus your Strength with gore
unarmed strikes. Whenever you attack with your horns. It is a melee unarmed
make an unarmed attack, you can use a bonus attack that deals 1d8 piercing damage plus your
action to make an attempt to grapple them. If you Strength modifier. When benefitting from your
gain the ability to improve your damage dice with plainswalker bonus to speed, your first attack with
unarmed strikes, the dice improves to d6. a gore can knock an enemy prone (as a push).
Male Names. Huojin, Aiguo, Dac Kien. The DC is equal to your Warstomp DC.
Female Names. Jinjing, Xueyou, Ling, Vuong. Self-Mastery. You have proficiency in either
Family Names. Stoneclaw, Firespear, Spirit (Nature) or Spirit (Perception), and
Silentrunner, Winterwalker, Rainsword, proficiency with the Herbalism skill.
Brewscroll, Whitebrow. Plainswalker. You have advantage when making
Languages. You can speak, read, and write any check to recall a path you have traveled, or to
Common and Pandaren. guide yourself and others through any terrain to
find food, natural foes (or avoiding them), or
Tauren shelter. Also, if using the Dash action three times
in a row, you gain a +20 bonus to your base
“Walk with the earth mother.”
speed until you stop dashing.
The plains of Kalimdor have long been a home to
War Stomp. You can stomp the ground with your
these tremendous nomads. The tauren are a race
hooves as a bonus action, creating a shockwave.
of shamans, hunters and warriors who long ago
All creatures within five feet from you must
developed a complex culture and system of living
perform an Agility saving throw, (DC 8 + your
without the aid of stonework, steel or conquest.
proficiency bonus + Strength) or be knocked
This is not to say that the tauren are a race of
prone, and take 2 (1d4) points of bludgeoning
pacifists, for when they are angered they are
damage .
capable of retaliating with swift and decisive
This can be done once per Proficiency bonus,
brutality.
and you regain all uses after a short rest. The
As one of the Tauren peoples of Kalimdor, you
damage increases by 1d4 for every two points of
prefer to act instead of talk, and seem to be
Proficiency bonus (maximum 3d4 at Proficiency
brooding for most observers. Tauren rarely speak
+6).
unless there is a true reason to, preferring to act
Languages. Common, Taur-ahe. The language
instead of talk. However, once a tauren has
of the tauren is often harsh and low sounding,
learned to interact with a companion, there seems
which is reflected in the names of their children.
to be a more open and enthusiastic exchange of
words.
Male Names. Azok, Bron, Turok, Garaddon,
Hruon, Jeddek.
Tauren Traits
Female Names. Argo, Serga, Grenda, Beruna,
Ability Score Increase. Your Strength increases
Halfa.
by 2 and your Spirit by 1.
Family Names. Darkthorn, Thunderhoof,
Age. A Tauren typically claims adulthood around
Stormhorn, Quillsplitter, Stonebreaker,
the age of 50 and can live to be 150 years old.
Plainstalker, Spiritwalker
Affiliation. Horde. When the tauren first
encountered the orcs of Thrall’s Horde, the tauren
recognized the orcs as spiritual brethren. No Trolls
other race shared such a similar outlook on the Several troll subspecies exist, and they are —
world, and the shamans of both races met almost universally -- evil and depraved. Jungle
frequently to discuss the matters of the spirit trolls are wild humanoids that live in Azeroth’s
world. While the tauren see the orcs and trolls as wilderness, and Ice trolls are known as the
potential friends to welcome, they rarely trust the descendants of a vicious civilization that (to this
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day) resists the Lich King’s dominion in have the thrown or ammunition properties, except
Northrend. During Thrall’s exodus from firearms (unless proficient otherwise).
Lordaeron, the Horde rescued the Darkspear tribe Male Names. Drak, Gul, Zol, Vol, Ros, Mig, Gal,
of jungle trolls from the mysterious Sea Witch. Doth, Mag, Ran, Vis.
The Darkspear tribe owes Thrall and the orcs a Female Names. Moor, Mesk, Dan, Mel, Shi, Mith,
great debt, and allied themselves with the Horde Hai, So, Lith, Arn, Din, Mak.
in gratitude. Their relationship with the noble orcs Family Names. Trolls usually employ titles rather
and tauren has begun to change the Darkspear than family names, but commonly take their tribe
trolls’ savage natures. name as a family name.
Jungle trolls are sly and cunning, and their society
is tribal and highly regimented. Males control Subrace. Ancient divides among the troll-folk
everything; females exist only to make more resulted in two main subraces: forest trolls, and
trolls. Each tribe includes a chieftain, who is either ice trolls. Choose one of these subraces. Jungle
the most powerful warrior in the tribe or the most trolls (such as the Revantusk tribe) are treated as
accomplished witch doctor; the chieftain leads his forest trolls.
soldiers in raids against other creatures.
A tribe of trolls also includes one or more witch Forest Troll (Darkspear)
doctors who assist the chieftain with advice and “What’cha want me do?”
spells. Trolls are adept hunters and daring
adversaries. As a forest troll, you belong to the Darkspear tribe
As a troll, you are viewed as vicious, brutal and or its associates.
evil, and history lends credence to this reputation. Affiliation. Horde or Independent. Darkspear
Waging constant wars against civilization and jungle trolls are steadfastly loyal to the orcs.
attempt to reclaim past glories is a fervent call for Though they practice voodoo and many retain
your people, who are seen (and are commonly their savage natures, Thrall lets them live in his
are) a lurking menace in any wilderness area and borders and generally do what they want. They
willingly ally themselves with other dark powers to feel a great debt to the orcs, and their time
achieve their goals. fighting alongside the tauren has made them
Darkspear trolls of the Horde, however, deny this friends of these creatures as well. They are
legacy. The Horde has taught them camaraderie, suspicious of the Forsaken, but so is everyone
restraint and, to a lesser extent, kindness. Trolls else.
are famous for their ability to heal their wounds The Darkspear tribe doesn’t really hate the
rapidly. Alliance races, but their loyalty to the Horde and
their bloodthirstiness make the Alliance a great
Trollish Traits target.
Ability Score Increase. Your Agility score Ability Score Increase. Your Agility score
increases by 1, and your Stamina increases by 1. increases by 1
Age. Trolls reach adulthood at the age of 18, and
live up to be 80 years old. Berserking. You can rage as a level 1 barbarian.
Size. Trolls are larger and bulkier than humans, If you gain levels in Barbarian, you increase the
and they average around 7 feet tall and 200 total times per day you can rage by 1.
pounds, although their lanky build and slouched Dark Promises. You have proficiency with the
pose undermines their height. Your size is Alchemy skill. You can create alchemical mixtures
Medium. as if you had one level in any spellcasting class
Speed. Your base walking speed is 30 feet. you choose. If you later gain levels in a
Darkvision. You have superior vision in dark and spellcasting class, you may reference said
dim conditions. You can see in dim light within 60 spellcasting spell list for alchemical recipes. This
feet of you as if it were bright light, and in level does not actually allow you to cast spells,
darkness as if it were dim light. You can’t discern only to know them enough to create alchemical
color in darkness, only shades of gray. mixtures of such spells. Alternatively, you may
Rapid Regeneration. Whenever you rest, you gain proficiency with Intimidation and Stealth.
gain double the hit point recovery benefit from
expending hit dice, and can regrow a lost limb
after a week of losing them, unless the limb was
Ice Troll (Drakkari)
“You got it...heh heh eh…”
lost through your own will or through magic.
Languages. You can speak, read, and write
As an ice troll, you belong to the tribes in
Common and Zandali.
Northrend or high mountains in Azeroth,
Troll Combat Training. You have proficiency
commonly the Drakkari or Frostmane tribe,
with the battleaxe, handaxe, and all weapons that
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respectively. Ice trolls average one foot higher It were the night elves who (by happenstance)
than other trolls. created the curse in the first place. Obliged to
help their newfound allies, they re-introduced
Affiliation. Independent. Ice trolls are steadfastly them to the Alliance.
loyal to themselves above all others, and typically There are those among the Gilneans, however,
show loyalty to their tribes and kings, although who cling to hope. Many believe that a cure for
they often also see the uses of allying with the the worgen curse may exist, although others have
Horde (especially those who might share their nearly given up, fearful that if they should lose
ancestral hate to the Alliance’s dwarves, elves, hope, their humanity will be lost forever.
and humans).
Ability Score Increase. Your Stamina score Worgen Traits
increases by 1 Ability Score Increase Your Agility score
Cold Resistance. You have resistance to Cold increases by 2 and your Strength score increases
damage. If you ever gain cold resistance later, by 1.
you gain immunity to cold instead. Affiliation. Independent or Alliance. The Worgen
Hostile Homeland. You treat arctic terrain as of Gilneas re-joined their brethren of the Alliance
favored terrain, as a 1st level Hunter. If you ever once the Worgen Curse spread through their
become a hunter or gain a favored terrain, you people, but in most cases, Worgen prefer to cater
may choose another while retaining the benefits to their own hungers and ambitions.
of Hostile Homeland. Size. Worgens are about the same size as
humans when in humanoid and Worgen form.
Worgen Your size is Medium.
Speed. Your base walking speed is 30 feet.
“Get gabbing or get going.”
Darkvision. Your curse grants you the ability to
The worgen's first verified appearance in the
see in dark conditions. You can see in dim light
Eastern Kingdoms has been traced back to the
within 60 feet of you as if it were bright light, and
Third War, when the archmage Arugal utilized the
in darkness as if it were dim light. You can’t
wolf-beasts as a weapon against the Scourge.
discern color in darkness, only shades of gray.
Arugal's weapons soon turned against him,
Worgen Curse. On your turn, you can shift to
however, as the curse of the worgen rapidly
your worgen form as a bonus action. Shifting lasts
spread among the human population,
until you end it on your turn as a bonus action.
transforming ordinary men and women into
While shifting, you gain temporary hit points equal
ravenous, feral creatures. Arugal adopted many
to your level + your Stamina bonus (minimum of
of the worgen as his own and retreated to the
1). You also gain features described below. You
former mansion of Baron Silverlaine, the estate
must finish a long rest before you can gain
now known as Shadowfang Keep. The curse,
temporary hit points again, though you can
however, was not contained. It persisted in the
transform whenever you wish.
lands of Silverpine and extended even into the
Darkflight. Shifting Feature. While shifted, you
walled nation of Gilneas, where the curse rapidly
can use the Dash action as a bonus action.
reached pandemic levels.
Flayer. Shifting Feature. While shifted, you can
The citizens of the human nation of Gilneas found
make a bite or claw attack as an action. This is a
themselves trapped, with no hope of escape.
melee weapon attack that uses Strength for its
They retreated deeper within the isolated domain,
attack roll and damage bonus and deals 1d6
and there they survived, fearful of the savage
piercing damage. If this attack hits a target that is
presence that lurked just outside the barricades.
your size or smaller, the target is also grappled.
Tensions among the displaced citizens escalated
Viciousness. Shifting Feature. While shifted, you
over time, resulting in a civil war that now
can make an unarmed strike as a bonus action
threatens to destabilize the embattled nation even
with your claws.
more.
Aberration. You have advantage to saves
Records indicate that the worgen, a race of lupine
against poison, and resistance against poison
humanoids, existed for a time in Kalimdor. Other
and fel damage.
evidence also suggested that the Worgen were
Languages. You can speak, read, and write
from a different world, that came through portals
Common.
by Archmage Arugal. More recent evidence
Worgen Names follow the same conventions as
suggested that their true origin might have a
human names.
connection to the night elves and a secretive
druidic order from Kalimdor's distant past.

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Half-breed Races
The warcraft universe also has its share of mixed-origin characters(or half races). One of the more famous
examples are Garona Halforcen and the half elven Alodi, the first Guardian. Mixed races are treated as
both races with spells, magic effects, and mechanical purposes, but may be looked down upon by their
parent races.

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

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

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Chapter 3: Classes and Specializations


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

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

Druid (DRD) (Balance, Feral, Restoration)

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

Mage (MGE) (Arcane, Fire, Frost)

Monk (MNK) (Brewmaster, Mistweaver, Windwalker)

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

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

Rogue (RGE) (Assassination, Combat, Subtlety)

Shaman (SHM) (Elemental, Enhancement, Restoration)

Tinker (TNK) (Bomber, Gunner, Gadgeteer)

Warlock (WKR) (Affliction, Demonology, Destruction)

Warrior (WAR) (Arms, Fury, Protection)

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

Death Knight (DKN)


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

CREATING A DEATH KNIGHT


Special: Any paladin may convert each level it has to a death knight by making a pledge to the Undead
Scourge (typically as consequence of soul-stealing or exposure to a runeblade). This typically corrupts
them, and makes returning to their previous class difficult if not impossible. Levels are exchanged on a 1:1
basis.
CLASS FEATURES Hit Points at Higher Levels 1d10 (or 6) + your
As a death knight, you have the following class Stamina modifier per death knight level after 1st
features.
HIT POINTS PROFICIENCIES
Hit Dice 1d10 per death knight level Armor All armor, shields
Hit Points at 1st Level 10 + your Stamina Weapons Simple weapons, martial weapons
modifier Tools None
Saving Throws Stamina, Spirit
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Skills Choose four from Athletics, Insight, ● (a) a priest’s pack or (b) an explorer’s
Intimidation, Medicine, Deception, and Religion. pack
QUICK BUILD ● Chain mail and an unholy symbol
You can make a death knight quickly by following
these suggestions. First, Strength should be your Special: One (or both, if using two weapons to
highest ability score, followed by Charisma. fight) of your starting weapons is a runeblade, a
Second, choose the noble or criminal sword imbued with the power of the Lich King and
background. his blessing. Runeblades have three benefits:
1. They serve as spellbooks and store spells.
EQUIPMENT 2. You gain advantage to saving throws
You start with the following equipment, in addition against any effect that controls your
to the equipment granted by your background: character or alters their alignment against
● (a) a martial weapon and a shield or (b) the Lich King’s will.
two martial weapons 3. The blade serves as an unholy symbol.
● (a) five javelins or (b) any simple melee The power of the runeblade also grows with that
weapon of the death knight, and the blade’s infusion
scales with your level (see the Infusion skill).

Death Knight Class


Level Proficiency Features
1st +2 Divine Sense, Corrupting Touch
2nd +2 Fighting Style, Spellcasting, Runic Strike, Spellcasting
3rd +2 Aura (Abandonment), Unholy Oath
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Cursed Carrier, Aura (Necrotic)
7th +3 Unholy Path feature
8th +3 Ability Score Improvement
9th +4 -
10th +4 Aura (Unholy)
11th +4 Improved Runic Strike
12th +4 Ability Score Improvement
13th +5 -
14th +5 Dispelling Touch, Aura (Distracting)
15th +5 Unholy Path Feature
16th +5 Ability Score Improvement
17th +6 -
18th +6 Aura (Vulnerability), Aura Improvement
19th +6 Ability Score Improvement
20th +6 Unholy Path Feature
Divine Sense Corrupting Touch
The presence of strong evil registers on your Your cursed touch can cause unholy wounds. As
senses like a noxious odor, and powerful good an action, you may declare a Corrupting Touch,
rings like heavenly music in your ears. As an expending half or all of your maximum mana pool,
action, you can open your awareness to detect gaining a pool of healing with a value equal to
such forces. Until the end of your next turn, you your proficiency modifier times the mana spent.
know the location of any celestial, fiend, or Each point of the pool heals 1 hit point to an
undead within 60 feet of you that is not behind undead creature, or deals 1 point of Fel damage
total cover. to a living creature (in this case, it requires a
You know the type (celestial, fiend, or undead) of melee spell attack). You may use Corrupting
any being whose presence you sense, but not its Touch as a bonus action when targeting yourself
identity (the lich Kel’Thuzad, for instance). Within (which heals you regardless whether you are
the same radius, you also detect the presence of currently undead or alive). All excess hit points
any place or object that has been consecrated or from healing or damaging are lost.
desecrated, as with the hallow spell. Alternatively, you can expend hit points from your
You can use this feature a number of times equal pool to inflict one disease or one poison of your
to 1 + your Charisma modifier. choice that you are the carrier to. Each disease or
When you finish a long rest, you regain all poison requires hit points from the Corrupting
expended uses. Touch pool equal to half the saving throw of the
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poison or disease. The target may still make a Spellbook – Runeblade


saving throw against this disease as normal. At 2nd level, your runeblade contains three 1st-
You can choose be a carrier to up to three level death knight spells of your choice. When
separate poisons or diseases on your person. you level up, you gain 2 additional death knight
This feature has no effect on constructs. spells of your choice. You may also acquire new
spells by research, tutelage, or from the
Spellcasting spellbooks and scrolls of spellcasters who have
By 2nd level, you have learned to draw on divine spells you can cast.
magic through meditation and prayer to cast Your runeblade is effectively your spellbook, and
spells as a priest does. The death knight uses the you may add spells by scribing with runic inks.
paladin’s spell list, but removes Holy Light, Seals,
Blessings, and other effects that heal the living Spellcasting Focus
and similar effects (including revivify), and gains You can use an unholy symbol (found in chapter
the ability to cast Animate Dead, Death Coil, 5) as a spellcasting focus for your death knight
Runes, as well as all spells that raise and control spells, or you can treat your runeblade as your
the dead, as well as all spells that on the Death focus.
Knight list.
Each death knight also adds Teleportation circle Fighting Style
to their list of spells, but may only teleport to At 2nd level, you adopt a style of fighting as your
places with sigils made by other death knights specialty. Choose one of the following options.
(typically bases of operations such as temples, You can’t take a Fighting Style option more than
necropoli, etc.). This requires possessing your once, even if you later get to choose again.
Runeblade.
Defense
Conjuring and Binding While you are wearing armor, you gain a +1
A death knight can conjure and bind (also known bonus to AC.
as animate and enslave, respectively) undead
and fiends. Dueling
When you are wielding a melee weapon in one
Preparing and Casting Spells hand and no other weapons, you gain a +2 bonus
Each death knight level provides you with 0.5 to damage rolls
caster levels in the death knight class. You follow with that weapon.
the normal
progression to unlock spell levels (see the table Great Weapon Fighting
under the Mana section). When you roll a 1 or 2 on a damage die for an
You can change your list of prepared spells by attack you make with a melee weapon that you
consulting your runeblade’s runes (treat as a are wielding with
spellbook), which takes 1 minute per spell level to two hands, you can reroll the die and must use
alter the readied spell. Unlike arcane spellcasters, the new roll. The weapon must have the two-
you can choose any spell you prepared before in handed or versatile property for you to gain this
your runeblade (treat as a spellbook), regardless benefit.
of whether you currently own it or not.
Protection
Spellcasting Ability When a creature you can see attacks a target
Charisma is your spellcasting ability for your other than you that is within 5 feet of you, you can
death knight spells, since their power derives use your
from the strength of reaction to impose disadvantage on the attack
your convictions. You use your Charisma roll. You must be wielding a shield.
whenever a spell refers to your spellcasting
ability. In addition, you Runic Strike
use your Charisma modifier when setting the Starting at 2nd level, when you hit a creature with
saving throw DC for a death knight spell you cast a melee weapon attack, you can expend mana
and when making equal to one death knight spell to deal fel damage
an attack roll with one. to the target, in addition to the weapon’s damage.
Spell save DC = 8 + your proficiency bonus + The extra damage is 2d8 for a 1st-level spell, plus
your Charisma modifier 1d8 for each spell level higher than 1st, to a
Spell attack modifier = your proficiency bonus + maximum of 5d8. The damage increases by 1d8
your Charisma modifier if the target is an celestial or a paladin.

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If you have a rune active, you may also strike Distraction At level 14, you have the aura of
without expending mana, and instead impose distraction. All hostile creatures suffer
judgment by releasing the rune, ending its effects disadvantage on Stamina saving throws to
prematurely for an additional effect. Despite the maintain their concentration on spells. Once per
name, Runic Strike does not count as a Strike proficiency bonus, you may use your reaction to
effect, and does not require the expenditure of a force a hostile creature to treat its spellcasting as
bonus action. distracted (requiring them to pass a concentration
check or lose the spell). This opposes
Aura Concentration aura, and both effects are
Starting at 3rd level, you may exert an aura you suppressed.
can emit in a 15-foot radius sphere centered on
you as a bonus action. You may maintain Vulnerability At level 18, you have the aura of
concentration with this effect for up to 1 hour. vulnerability. All hostile creatures are lightly
Unlike most effects that require concentration, vulnerable against one energy type (choose once
you may also maintain concentration on spell at emitting the aura between acid, cold, electricity,
the same time. You still suffer the chance to lose or fire). Affected creatures take bonus damage
the aura (DC 10 or half damage Stamina saving equal to double your proficiency bonus (cannot
throw). Once the aura ends, you cannot exert it exceed double the original damage). This can be
again until you rest (but you can exert other resisted to negate the effect once per round. This
auras). opposes Resistance Aura, and both effects are
All effects are treated as unholy and fel effects suppressed.
that have no saving throw, but can be negated by
Protection From Evil and Good and suppressed Unholy Path
for 1 minute with dispel magic and similar When you reach 3rd level, you walk a path that
abjurations. If you are rendered unconscious, the defines you as a death knight forever. Up to this
effect ends automatically. If an aura can be time you have been in a preparatory stage,
resisted, it is a Spirit saving throw with a DC committed to the path but not yet sworn to it. Now
equal to your spell DC. you choose the Path of Blood for vengeance,
Aura bonuses do not stack with other aura Path of Frost for cool disregard for life, or Path of
bonuses. Creatures affected by auras the Unholy to defy the heavens, all detailed at the
automatically sense where they are emanating end of the class description.
from. Your choice grants you features at 3rd level and
again at 7th, 15th, and 20th level. Those features
Abandonment At level 3, you have the aura of include path spells and the Channel Divinity
abandonment. All hostile creatures take extra feature.
damage from Weapon attacks equal to your
proficiency bonus. This opposes Devotion Aura, Path Spells
and both effects are negated. Each path has a list of associated spells. You
gain access to these spells at the levels specified
Necrotic At level 6, you have the aura of necrosis. in the path description. Once you gain access to a
All hostile creatures that are reduced to 0 hit path spell, you always have it prepared. Path
points restore 1d4 hit points to you and a number spells don’t count against the number of spells
of allies equal to your proficiency bonus. You do you can prepare each day.
not heal if the character is stabilized. This If you gain a path spell that doesn’t appear on the
opposes Retribution Aura, and both effects are death knight spell list, the spell is nonetheless a
negated. death knight spell for you.

Unholy At level 10, you have the aura of the Channel Divinity
unholy. All allied creatures within range gain +10 Your path allows you to channel divine energy to
foot movement increase on their speed, and fuel magical effects. Each Channel Divinity option
regenerate one hit point per proficiency bonus provided by your path explains how to use it.
every hour. This does not stack with other When you use your Channel Divinity, you choose
regenerative abilities such as restoring hit dice which option to use. You must then finish a short
from resting, and has no effect on constructs. or long rest to use your Channel Divinity again.
This opposes Crusader aura, and both effects are Some Channel Divinity effects require saving
suppressed. throws. When you use such an effect from this
class, the DC equals your death knight spell save
DC.

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By default, you may always Turn Good, and gain


an additional choice from your Path. Cursed Carrier
Starting at 6th level, you can carry diseases in
Turn Good your body, and spread them by touch (if contact),
As an action, you present your unholy symbol and scratch (if injury), breath (if inhaled), or spit (if
speak a prayer censuring humanoids, celestials, ingested). You can carry up to three diseases of
and beasts, using your Channel Divinity. Each your choice with this ability, above the normal
humanoid, celestial or beast that can see or hear three added by Corrupting Touch.
you within 30 feet of you must make a Spirit
saving throw. Improved Runic Strike
If the creature fails its saving throw, it is turned for By 11th level, you are so suffused with the might
1 minute or until it takes damage. A turned of the Lich King that all your melee weapon
creature must spend its turns trying to move as strikes carry his unholy power with them.
far away from you as it can, and it can’t willingly Whenever you hit a creature with a melee
move to a space within 30 feet of you. It also can’t weapon, the creature takes an extra 1d8 fel
take reactions. For its action, it can use only the damage. If you also use your Runic Strike with an
Dash action or try to escape from an effect that attack, you add this damage to the extra damage
prevents it from moving. If there’s nowhere to of your Runic Strike.
move, the creature can use the Dodge action.
Dispelling Touch
Ability Score Improvement Beginning at 14th level, you can use your action
When you reach 4th level, and again at 8th, 12th, to end one spell on yourself or on one willing
16th, and 19th level, you can increase one ability creature that you touch. You can use this feature
score of your choice by 2, or you can increase a number of times equal to your Charisma
two ability scores of your choice by 1. As normal, modifier (a minimum of once). You regain
you can’t increase an ability score above 20 using expended uses when you finish a long rest.
this feature.
Aura Improvement
Extra Attack Beginning on 18th level, you have advantage to
Beginning at 5th level, you can attack twice, concentrate on auras, and the range increases to
instead of once, whenever you take the Attack 30 feet.
action on your turn.

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

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

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

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

Blood Tap. Starting at 7th level, you may expend a hit dice to restore mana equal to 2 per hit dice
expended as a bonus action. This may be used so long as you have unused hit dice.
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Bloodforge. Starting at 15th level, whenever you slay a creature with your Death Pact spell, you may opt
to regain hit dice equal to the creature’s CR instead of healing yourself. Death Pact is always prepared for
you.

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

Path of Frost
A frost path death knight is a harbinger of doom, channeling runic power and delivering vicious weapon
strikes.
Death Knight Level Spell
3rd Bane, False Life
5th Darkness, Ray of Enfeeblement
9th Animate Dead III, Blizzard
13th Blight, Confusion
17th Cone of Cold (Howling Blast), Insect Plague

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

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

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

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

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

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

Channel Divinity.
Bolster Undead. You can use your Channel Divinity to guard undead against being turned, as well as
empowering them. All and any undead under your command within 30 ft. of you may add your Proficiency
bonus to attack rolls, skill checks, damage rolls, and saving throws for one minute, and may ignore one
Turn Undead attempt. You cannot benefit from the numeric bonus, but can ignore one Turn Undead
attempt on use. This bonus remains for one hour.
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Undead Companion. Starting when you gain this Grave March. Beginning at 7th level, your Unholy
archetype at 3rd level, you may raise an undead Aura can be used in conjunction with any other
ghoul to accompany you on your adventures. aura. Targets that benefit from your Unholy Aura
Choose an undead (preferably a ghoul) that is no also have advantage to all saves that hinder or
larger than Medium and that has a challenge arrest movement, or effects that hinder or remove
rating of 1/4 or lower (appendix D presents control over their actions.
statistics for the zombie or skeleton as examples).
Add your proficiency bonus to the undead’s AC, Army of the Dead. Starting at 15th level, your
attack rolls, and damage rolls, as well as to any Animate Undead (Conjure Dead) spell is
saving throws and skills it is proficient in. Its hit inherently stronger than others. When you start
point maximum equals its normal maximum or casting Animate Undead and choose the undead
four times your death knight level, whichever is creature you want to conjure, temporary undead
higher. Your undead companion improves in CR (choose up to 10 undead creatures to spawn
the higher your level becomes, for a CR during your spellcasting time, with a collective CR
parameter of 1 CR per every 4 levels of death equal to three times the Animate Undead spell
knight (improving to 1 CR at level 4, 2 CR at level level) begin spawning on the first round after you
8, 3 at level 12, 4 CR at level 16, and 5 at level start casting and begin acting so long as you
20). When reaching 8th level, you can choose a continue to cast the Animate Undead spell. These
Large creature. temporary undead followers are friendly to you
The undead obeys your commands as best as it and your allies, and are controlled as normal
can. It takes its turn on your initiative, though it summons (but do not count against your limit of
doesn’t take an action unless you command it to. summoned undead). They remain for 10 minutes
On your turn, you can verbally command the before falling inactive. This does not require
undead where to move (no action required by corpses to be present--undead sprout from the
you). You can use your action to verbally very ground. However, this cannot be used on
command it to take the Attack, Dash, Disengage, hallowed ground, and the undead must be able to
Dodge, or Help action. Once you have the Extra dig out of the earth.
Attack feature, you can make one weapon attack
yourself when you command the beast to take the Unholy Champion. Starting at 20th level, the
Attack action. You may split the allotted CR Lich King has blessed you with fel zeal, allowing
between several undead. you to become surrounded with dark energies. As
Bonding with an undead requires spending one an action, you can be surrounded by a thick
hour animating it, and the next hour drawing from miasma that spreads out for 30 feet, and gain the
any superficial memories before its death. You following benefits for 1 minute:
may raise your enemies to serve as undead ● At the beginning of your transformation
companions, so long as their CR are within the you are instantly healed for 3d8+10 HP.
above guidelines. Most death knights take low- ● Become resistant to damage from good
level ghouls, before being able to bond with aligned targets (or magical weapons).
greater targets. ● Any undead in the miasma regains 2d6 hit
points every round. This cannot exceed
half total hit points.

Druid (DRD)
Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can
unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance,
binding them with enchanted vines, or ensnaring them in unrelenting cyclones.
The druids of Azeroth nearly all belong to the circle of Cenarius. Druids otherwise corrupted still belong to
the same circle. Azerothian druids are more limited in the shapes they may choose when transforming, but
they gain an additional ability to empower said form.
CREATING A DRUID Armor: Light armor
Weapons: Clubs, daggers, darts, javelins,
QUICK BUILD maces, quarterstaffs, sickles, slings, spears
You can make a druid quickly by following these Tools: Herbalism kit
suggestions. First, Spirit should be your highest Saving Throws: Stamina, Spirit
ability score, followed by Stamina. Second, Skills: Choose two from Arcana, Animal
choose the hermit background. Handling, Insight, Medicine, Nature, Perception,
Religion, and Survival
PROFICIENCIES
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CLASS FEATURES You start with the following equipment, in addition


As a druid, you have the following class features. to the equipment granted by your background:
HIT POINTS ● (a) a quarterstaff, or (b) any simple
Hit Dice 1d8 per druid level weapon
Hit Points at 1st Level 8 + your Stamina modifier ● (a) five javelins or (b) a sling and 10
Hit Points at Higher Levels 1d8 (or 5) + your bullets
Stamina modifier per druid level after 1st ● Leather armor, an explorer’s pack, and a
druidic focus
EQUIPMENT

Druid Class
Level Proficiency Features
1st +2 Druidic, Spellcasting
2nd +2 Wild shape, Druidic Circle, Ancient Power
3rd +2 -
4th +2 Ability Score Improvement, Wild shape improvement (Water)
5th +3 -
6th +3 Druid Circle Feature
7th +3 -
8th +3 Ability Score Improvement, Wild shape improvement (Air)
9th +4 -
10th +4 Druid Circle Feature
11th +4 -
12th +4 Ability Score Improvement, Wild shape improvement (Plant)

13th +5 -
14th +5 Druid Circle Feature
15th +5 -
16th +5 Ability Score Improvement
17th +6 -
18th +6 Timeless, Beast Spells
19th +6 Ability Score Improvement
20th +6 Archdruid
Druidic A druid can conjure animals, elementals, fey, and
You know Druidic, the secret language of druids, plants, and may bind elementals and plants.
fey, and spirits of the wild. You can speak the
language and use it to leave hidden messages. Preparing and Casting Spells
You and others who know this language Each druid level provides you with 1 caster level
automatically spot such a message. Others spot in the druid class. You follow the normal
the message’s presence with a successful DC 15 progression to unlock spell levels (see the table
Spirit (Perception) check but can’t decipher it under the Mana section).
without magic. If you can speak druidic, you can You prepare the list of druid spells that are
communicate with all other druids and all fey available for you to cast, choosing from the druid
creatures, even if you don’t otherwise share a spell list.
language. You can also change your list of prepared spells
when you finish a long rest by meditating in
Spellcasting nature. Preparing a new list of druid spells
Drawing on the divine essence of nature itself, requires time spent in prayer and meditation: at
you can cast spells to shape that essence to your least 1 minute per spell level for each spell on
will. You cast Druid spells. your list.
You can also change your list of prepared spells
Cantrips when you finish a long rest by meditating in
At 1st level, you know two cantrips of your choice nature. Unlike arcane spellcasters, you can
from the druid spell list. You learn additional druid choose any spell you prepared before in your
cantrips of your choice at higher levels, equal to druidic idol (treat as a spellbook), regardless of
half your Druid level + 2 (maximum 4). whether you currently own it or not.
Conjuring and Binding Spellcasting Ability

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Spirit is your spellcasting ability for your druid retain all of your skill and saving throw
spells, since your magic draws upon your proficiencies, in addition to gaining those
devotion and attunement to nature. You use your of the creature.
Spirit whenever a spell refers to your spellcasting ● If the creature has the same proficiency as
ability. In addition, you use your Spirit modifier you and the bonus in its stat block is
when setting the saving throw DC for a druid spell higher than yours, use the creature’s
you cast and when making an attack roll with one. bonus instead of yours. If the creature has
Spell save DC = 8 + your proficiency bonus + any legendary or lair actions, you can't
your Spirit modifier use them.
Spell attack modifier = your proficiency bonus + ● When you transform, you assume the
your Spirit modifier beast’s hit points and Hit Dice. When you
revert to your normal form, you return to
Spellbook – Idol the number of hit points you had before
At 1st level, your idol contains six 1st-level druid you transformed. However, if you revert as
spells of your choice. When you level up, you a result of your polymorphed form
gain 2 additional druid spells of your choice. You dropping to 0 hit points, any excess
may also acquire new spells by research, damage carries over to your normal form.
tutelage, or from the spellbooks and scrolls of For example, if you take 10 damage in
spellcasters who have spells you can cast. animal form and have only 1 hit point left,
Your idol is effectively your spellbook, and you you revert and take 9 damage. As long as
may add spells by meditating with it and inhaling the excess damage doesn’t reduce your
herbal vapors. normal form to 0 hit points, you aren’t
knocked unconscious.
Spellcasting Focus ● You can’t cast spells unless those noted
You can use a druidic idol as a spellcasting focus by other abilities, and your ability to speak
for your druid spells. or take any action that requires hands is
limited to the capabilities of your beast
Druid Circle form. Transforming doesn’t break your
At 2nd level, you choose to identify with a circle of concentration on a spell you’ve already
druids: the Circle of the Balance to preserve the cast, however, or prevent you from taking
order of nature, the Circle of the Feral Beast to actions that are part of a spell, such as
act within nature’s order, or the Circle of call lightning, that you’ve already cast.
Restoration to keep and preserve living things, all ● You retain the benefit of any features from
detailed at the end of the class description. Your your class, race, or other source and can
choice grants you features at 2nd level and again use them if the new form is physically
at 6th, 10th, and 14th level. capable of doing so. However, you can’t
use any of your special senses, such as
Wild Shape darkvision, unless your new form also has
Starting at 2nd level, you may choose a land- that sense.
bound beast to morph into as a bonus action. You ●
You choose whether your equipment falls
can use this ability a number of times equal to to the ground in your space, merges into
your proficiency bonus before requiring a long your new form, or is worn by it. Worn
rest. The creature selected can be any beast that equipment functions as normal, but the
cannot fly or swim naturally, such as a wolf, lion, DM decides whether it is practical for the
bear, tiger, etc. You remain in this form a number new form to wear a piece of equipment,
of hours equal to half your druid level (round based on the creature’s shape and size.
down). Your equipment doesn’t change size or
You then revert to your normal form unless you shape to match the new form, and any
expend another use of this feature. You can equipment that the new form can’t wear
revert to your normal form earlier by using a must either fall to the ground or merge
bonus action on your turn. You automatically with it. Equipment that merges with the
revert if you fall unconscious, drop to 0 hit points, form has no effect until you leave the
or die. form.
While you are transformed, the following rules
apply: Starting at 4th level, you may choose a creature
● Your game statistics are replaced by the with natural swimming capabilities and
statistics of the beast, but you retain your underwater breathing, such as a sea lion, a seal,
alignment, personality, and Intelligence, a fish, a shark, etc.
Spirit, and Charisma scores. You also
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At 8th level, you may choose a creature with you can’t increase an ability score above 20 using
natural flying capabilities (such as giant eagles, this feature.
dragonhawks, storm-crows, or vultures) to the list
of creatures you can transform to. Timeless
At 12th level, you may take the form of a tree or Starting at 18th level, the primal magic that you
plant, and add Minor Ancients to the list of wield causes you to age more slowly. For every
creatures you can transform to. 10 actual years you live, your body ages one year
The four chosen creature forms (one from each only.
category) cannot be changed later. Creatures you
may transform to have a maximum CR of your hit Beast Spells
dice divided by 8 (¼ at level 2, ½ at level 4, 1 at Beginning at 18th level, you can cast many of
level 8, and 2 at level 16). your druid spells in any shape you assume using
Wild Shape. You can perform the somatic and
Ancient Power verbal components of a druid spell while in a
Starting at 3rd level, you have learned to regain beast shape, but you aren’t able to provide
some of your mana by invoking ancient powers. material components.
With a 3-turn action, you can regain mana equal
to 4 + your Druid level. When used, you do not Archdruid
regenerate mana by rest or time for the next four At 20th level, you can use your Wild Shape an
hours. This ability can be used after restoring unlimited number of times.
mana from a different source. Additionally, you can ignore the verbal and
somatic components of your druid spells, as well
Ability Score Improvement as any material components that lack a cost and
When you reach 4th level, and again at 8th, 12th, aren’t consumed by a spell. You gain this benefit
16th, and 19th level, you can increase one ability in both your normal shape and your beast shape
score of your choice by 2, or you can increase from Wild Shape.
two ability scores of your choice by 1. As normal,

Druid Circles
Druids may choose from one of the below three circles.
Each druid also adds Teleportation circle to their list of spells, but may only teleport to their counterpart in
the emerald dream.

Balance
The Balance archetype improves your command of solar and lunar energies.
Druid Level Circle Spells
3rd barkskin, entangling roots
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride
Eclipse Pool. Starting at 2nd level, whenever you Moon-Kin. Starting at 6th level, you may
successfully deal Arcane or Holy damage to an transform into a wildkin. When transformed,
enemy through a Druidic spell or ability, you gain however, you may still cast druidic spells of the
one Eclipse point. You cannot gain more than one Transmutation and Evocation schools. When in
per round. Eclipse points may be used to this form, such spells cost 1 mana less than
empower your abilities. For every Eclipse point normal. You lose the ability to rage as a wildkin,
you have, you may deal an additional 1 point of however.
Arcane or Holy damage with spells and abilities
that deal direct Arcane or Holy damage. You may Shooting Star. Starting at 10th level, you may
have a maximum number of points equal to 2 plus reroll the damage roll for any spell you cast by
your Proficiency bonus, and they remain for one expending an Eclipse Point.
hour after being acquired.
World in Balance. Starting at 14th level, you can
Balance of Sun and Moon. Also starting at 2nd command the world to hear your call, and call a
level, you may expend one Eclipse point when solar or lunar eclipse (depending on the time).
casting a spell that deals Arcane or Holy damage, Solar Eclipse (Day only). The sun’s light is
and deal 1d4 points of damage of that type. covered by a shadow which blankets the earth in
a 5-mile radius centered on the druid for one
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hour. The area becomes dim light or normal light the earth in a 5-mile radius centered on the druid
(your choice), and creatures sensitive to sunlight for one hour. The area becomes either dim or
do not take penalties from sunlight. All your spells normal light (your choice), and creatures sensitive
that deal Arcane damage do so as if your Eclipse to moonlight or sunlight take penalties (depending
pool was full. You also gain one Eclipse Point per on your wish) when in the area. All your spells
minute. that deal Holy damage do so as if your Eclipse
Lunar Eclipse (Night only). The moon’s light is pool is full. You also gain one Eclipse Point per
bright and cloaked in the shadow which blankets minute.

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

Restoration
The Restoration archetype improves on your ability to heal the wilderness and its many creatures.
Druid Level Circle Spells
3rd rejuvenation, pass without trace
5th daylight, swiftmend
7th divination, freedom of movement
9th dream, tranquility
Healing Lore. When you choose this archetype any eligible target within a range equal to the
at 2nd level, you may alter the target of an spell’s original range. The spell’s effects take
invigorate spell effect as a bonus action, targeting place at the new target’s turn as usual.
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have more than one seed active at any given


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

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

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

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

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

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

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

Hunter Class
Level Proficiency Features
1 +2 Favored Enemy, Natural Explorer
2 +2 Fighting Style, Spellcasting

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3 +2 Hunter Archetype, Primeval Awareness


4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Favored Enemy and Natural Explorer Improvements
7 +3 Hunter Archetype Feature
8 +3 Ability Score Improvement, Land’s Stride
9 +4 -
10 +4 Natural Explorer Improvement, Hide in Plain Sight
11 +4 Hunter Archetype Feature
12 +4 Ability Score Improvement
13 +5 -
14 +5 Favored Enemy Improvement, Vanish
15 +5 Hunter Archetype Feature
16 +5 Ability Score Improvement
17 +6 -
18 +6 Feral Senses
19 +6 Ability Score Improvement
20 +6 Foe Slayer
Favored Enemy means.
Beginning at 1st level, you have significant Even when you are engaged in another activity
experience studying, tracking, hunting, and even while traveling (such as foraging, navigating, or
talking to a certain type of enemy. Choose a type tracking), you remain alert to danger.
of favored enemy: aberrations, beasts, celestials, If you are traveling alone, you can move stealthily
constructs, dragons, elementals, fey, fiends, at a normal pace.
giants, monstrosities, oozes, plants, or undead. When you forage or gather, you find twice as
Alternatively, you can select two races of much food as you normally would.
humanoid (such as gnolls and orcs) as favored While tracking other creatures, you also learn
enemies. their exact number, their sizes, and how long ago
You have advantage on all opposed checks they passed through the area.
against your favored enemies, as well as on You choose additional favored terrain types at 6th
Intelligence checks to recall information about and 10th level.
them (such as Perception versus Stealth, Insight
versus Bluff, Perception to track, and Persuasion Fighting Style
to convince), and when making an attack against At 2nd level, you adopt a particular style of
them, you deal 2 extra points of damage. fighting as your specialty. Choose one of the
When you gain this feature, you also learn one following options. You can’t take a Fighting Style
language of your choice that is spoken by your option more than once, even if you later get to
favored enemies, if they speak one at all. choose again.
You choose one additional favored enemy, as
well as an associated language, at 6th and 14th Archery
level. As you gain levels, your choices should You gain a +2 bonus to attack rolls you make with
reflect the types of monsters you have ranged weapons.
encountered on your adventures.
Defense
Natural Explorer While you are wearing armor, you gain a +1
You are particularly familiar with one type of bonus to AC.
natural environment and are adept at traveling
and surviving in such regions. Choose one type of Dueling
favored terrain: arctic, coast, desert, forest, When you are wielding a melee weapon in one
grassland, mountain, swamp, or caves and hand and no other weapons, you gain a +2 bonus
underground. to damage rolls with that weapon.
When you make an Intelligence or Spirit check
related to your favored terrain, your proficiency Two-Weapon Fighting
bonus is doubled if you are using a skill that When you engage in two-weapon fighting, you
you’re proficient in. can add your ability modifier to the damage of the
While traveling for an hour or more in your second attack.
favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel. Spellcasting
Your group can’t become lost except by magical Drawing on the divine essence of nature itself,
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you can cast spells to shape that essence to your strike feat for most purposes except where
will. You cast Hunter spells and add Shot spells to otherwise noted.
your spell list. Some hunters eschew the arts of nature magic,
and instead focus entirely on technology.
Conjuring and Binding They can lose access to all spells other than Shot
A hunter can conjure animals, elementals, fey, spells, and instead gain the Sharpshooter feature
and plants, and may bind elementals and plants. instead of the Spellcasting Feature.
Beast master hunters often take bound animals
as their animal companions to honor them. Note. Sharpshooter. At level 2, you may remove
all non-shot spells from your spell list, and instead
Preparing and Casting Spells gain proficiency in the Engineering skill and
Each hunter level provides you with 0.5 levels in engineering weapons (such as firearms and
the hunter class. You follow the normal explosives). In effect, you can still cast hunter
progression to unlock spell levels (see the table spells, but only those that are [shot] and [strike]
under the Mana section). spells.
You prepare the list of hunter spells that are If you already have proficiency in Engineering,
available for you to cast, choosing from the hunter you instead gain expertise to all Engineering-
spell list. related checks (although this does not improve
When you do so, you may ready a number of the strength of technologically-crafted items).
hunter spells equal to half the number you can
prepare normally for your Spirit modifier (or 1 + Hunter Archetype
spirit modifier), and you do not need to reduce the At 3rd level, you choose an archetype that you
number of spells prepared for the highest and strive to emulate: the Beast Master who bonds
second-highest levels as other casters. with an animal, a Marksman who always finds
When you level up, you can exchange the spells their target and excels in bringing them down, and
known with others you qualify for. You cannot a Survivalist, who has several terrain-based
otherwise change your spells other than by abilities and is an expert ambusher, all of which
leveling up and exchanging them, or by training are detailed at the end of the class description.
under another ranger, druid, or fey creature (see Your choice grants you features at 3rd level and
tutilage under magic). again at 7th, 11th, and 15th level.

Spellcasting Ability Primeval Awareness


Spirit is your spellcasting ability for your hunter Beginning at 3rd level, you can use your action
spells, since your magic draws upon your and expend mana equal a spell to focus your
attunement to nature. You use your Spirit awareness on the region around you. For 1
whenever a spell refers to your spellcasting minute per level of the spell you expended, you
ability. In addition, you use your Spirit modifier can sense whether the following types of
when setting the saving throw DC for a druid spell creatures are present within 1 mile of you (or
you cast and when making an attack roll with one. within up to 6 miles if you are in your favored
terrain): aberrations, celestials, dragons,
Spell save DC = 8 + your proficiency bonus + elementals, fey, fiends, and undead. This feature
your Spirit modifier doesn’t reveal the creatures’ location or number.
Spell attack modifier = your proficiency bonus +
your Spirit modifier Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
Spellbook – Idol 16th, and 19th level, you can increase one ability
At 2nd level, your idol contains three 1st-level score of your choice by 2, or you can increase
hunter spells of your choice. When you level up, two ability scores of your choice by 1. As normal,
you gain 2 additional hunter spells of your choice. you can’t increase an ability score above 20 using
You may also acquire new spells by research, this feature.
tutelage, or from the spellbooks and scrolls of
spellcasters who have spells you can cast. Extra Attack
Your idol is effectively your spellbook, and you Beginning at 5th level, you can attack twice,
may add spells by meditating with it and inhaling instead of once, whenever you take the Attack
herbal vapors. action on your turn.

Shot Spells Land’s Stride


Shot spells may be cast as a bonus action when Starting at 8th level, moving through nonmagical
attacking with a ranged weapon, and counts as a difficult terrain costs you no extra movement. You
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can also pass through nonmagical plants without to leave a trail. When you are subjected to an
being slowed by them and without taking damage effect that attempts to detect or identify you (such
from them if they have thorns, spines, or a similar as a Scry spell), you gain advantage to all saves
hazard. In addition, you have advantage on versus such effects. If you succeed on an
saving throws against plants that are magically opposed Spirit check, you can also reverse the
created or manipulated to impede movement, spell (if possible, gaining a momentary glimpse of
such those created by the entangling roots spell. who is attempting to scry on you).

Hide in Plain Sight Feral Senses


Starting at 10th level, you can spend 1 minute At 18th level, you gain preternatural senses that
creating camouflage for yourself. You must have help you fight creatures you can’t see. When you
access to fresh mud, dirt, plants, soot, and other attack a creature you can’t see, your inability to
naturally occurring materials with which to create see it doesn’t impose disadvantage on your
your camouflage. Once you are camouflaged in attack rolls against it. You are also aware of the
this way, you can try to hide by pressing yourself location of any invisible creature within 30 feet of
up against a solid surface, such as a tree or wall, you, provided that the creature isn’t hidden from
that is at least as tall and wide as you are. You you and you aren’t blinded or deafened.
gain a +10 bonus to Agility (Stealth) checks as
long as you remain there without moving or taking Foe Slayer
actions. Once you move or take an action or a At 20th level, you become an unparalleled hunter
reaction, you must camouflage yourself again to of your enemies. Once on each of your turns, you
gain this benefit. can add your Spirit modifier to the attack roll or
the damage roll
Vanish You can choose to use this feature before or after
Starting at 14th level, you can use the Hide action the roll, but before any effects of the roll are
as a bonus action on your turn. Also, you can’t be applied.
tracked by nonmagical means, unless you choose

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

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

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

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

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

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

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

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

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

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

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

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

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

CREATING A MAGE

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

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

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

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

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

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

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

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

Conjuring and Binding


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

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

Preparing and Casting Spells


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

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

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

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

Ability Score Improvement


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

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

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

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

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

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

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

Abjuration Mastery: Spell-Flare. At 10th level, you may twist a spell when it is dispelled by your abjuration
spells. Whenever you dispel an ongoing magical effect on a target, you may opt to deal 1d4 Arcane

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damage per spell level dispelled to the target. This damage cannot be resisted, and applies only once per
round. Whenever you cast dispel magic, mana burn, and mana shield, it costs you one less point of mana.
You may also sacrifice all your Arcane Spheres to reduce mana cost of one spell cast. The reduction in
mana cost is one point less per Arcane Sphere removed (minimum mana 1). This may be used once per
hour.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

CREATING A MONK

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

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

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

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

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

Monk Class
Level Proficiency Martial Arts Unarmored Movement Features
1st +2 1d4 — Unarmored Defense, Martial Arts
2nd +2 1d4 +10 ft. Ki, Unarmored Movement, Brewer
3rd +2 1d4 +10 ft. Monk Tradition, Deflect Missiles
4th +2 1d4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 +15 ft. Ki-Empowered Strikes,
Monk Tradition feature
7th +3 1d6 +15 ft. Evasion, Stillness of Mind
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8th +3 1d6 +15 ft. Ability Score Improvement


9th +4 1d6 +15 ft. Unarmored Movement improvement
10th +4 1d6 +20 ft. Purity of Body
11th +4 1d8 +20 ft. Monk Tradition feature
12th +4 1d8 +20 ft. Ability Score Improvement
13th +5 1d8 +20 ft. Tongue of the Sun and Moon
14th +5 1d8 +25 ft. Diamond Soul
15th +5 1d8 +25 ft. Timeless Body
16th +5 1d8 +25 ft. Ability Score Improvement
17th +6 1d10 +25 ft. Monk Tradition feature
18th +6 1d10 +30 ft. Empty Body
19th +6 1d10 +30 ft. Ability Score Improvement
20th +6 1d10 +30 ft. Perfect Self

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

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

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

Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki (or Chi within Pandaren
circles). Your access to this energy is represented by a number of ki points. You have a number of Ki points
equal to your monk level.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of
Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you
draw all of your expended ki back into yourself.

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

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

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

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Step of the Wind


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

Imbue into Brew


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

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

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

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

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

Ability Score Improvement


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

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

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

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

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

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

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

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

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

Tongue of Sun and Moon


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

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

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

Monk Traditions
Brewmaster
Brewmaster monks are focused on evading blows and empowering themselves and their allies through
their brews, and make the most common of monk adventurers.
Brewmaster Focus. Upon reaching 3rd level and gaining this monk tradition, you gain two new brews to
your repertoire.
● Elusive Brew. All creatures who drink this brew can use a reaction to dodge. This can be used
three times before the effect dissipates (8 hours or until a long rest).

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● Dizzying Haze. All creatures who drink this brew suffer from light obstruction to perception, and
lose one-fourth of their speed. The creature can make a Stamina saving throw to negate the
obstruction to vision and reduce their speed lost to half against one use. This can be used three
times before the effect dissipates.
If targeted with a fire spell or effect, the creature is set on fire, taking 1d4 fire damage on the start of
each of its turns until they use an action to set it out. This requires an Agility saving throw against
the monk’s ki DC.
You may also add the following Ki power to your repertoire.
● Breath of Fire. As an action, you can cast Burning Hands as a 1st level spell. This effect is voice-
based, requiring that you be able to speak (and are not silenced), but does not require gestures.
Cost: 2 Ki + 1 per spell level above 1st (maximum 1 level per 3 monk levels)

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

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

Mistweaver
Mistweaver monks are focused on empowering and supporting allies, and are usually the most elusive of
the monk disciplines.
Mistweaver Focus. Upon reaching 3rd level and gaining this monk tradition, you gain two new brews to
your repertoire.
● Mana Tea. All creatures who drink this brew can regain 2 points of mana or Ki. As normal mana
regeneration effects, this effect has a cooldown of an hour (even if used for Ki). Cost: 2 Ki.
● Thunder Focus Tea. All creatures who drink this brew reduce the mana or Ki cost for area-of-effect
and multi-target spells by 1 point. This can be used three times before the effect dissipates, or for 8
hours (whichever comes first). Cost: 2 Ki.
You may also add the following Ki power to your repertoire.
● Soothing Mist. As an action, you may expend Ki and gain a cloud of healing mists. The creature
gains 5 hit points for every Ki point invested. You may target a creature up to 30 feet away (or a
number of creatures within 30 feet of one another), and distribute healing amongst as many
creatures as you wish. If benefitting from Thunder Focus Tea, the this is treated as an eligible spell
effect.
Alternatively, you can expend hit points from your pool of healing to cure the target of one disease
or neutralize one poison affecting it, with a number of hit points required equal to one-half the saving
throw DC of the poison (round up). You can cure multiple diseases and neutralize multiple poisons
with a single use of Soothing Mist, expending hit points separately for each one. This feature has no
effect on constructs or undead. Cost: 1 Ki for 5 hit points.

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

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

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

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

Windwalker Ki. Upon reaching 6th level, you gain the following new Ki powers and add them to your
repertoire.
● Destroy Ki [Strike]. As an action, you can cast Mana Burn as a 3nd level spell. This requires
touching the effect or creature that is subject to the effect, and does not require vocal components.
You may alternatively add this to an existing attack with a bonus action (in which case, this
becomes a [Strike] effect). Cost: 3 Ki + 1 per spell level above 3rd (maximum 1 level per 3 monk
levels).
● Rising Sun [Strike]. As a bonus action, you may perform an upwards kick, dealing unarmed
damage and imposing an additional effect. You may also choose between dealing extra 2d6
damage, or weakening your target for one minute. The weakness increases the damage the target
takes from you by 1d6 extra damage for one minute. They may make a Strength saving throw
against your DC to half the direct damage and negate the vulnerability.
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Combo Attacks. Starting at 11th level, you score a critical hit on a 19-20. If you already possess this
range, the range increases by 1 point (18-20). When you score a critical hit, you may either use any one Ki
ability with no action or Ki cost (such as flurry of blows, Rising Sun, your Superior Martial Arts abilities, or
Quivering Palm once you gain it), or choose to regain 2 Ki.

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

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

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

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

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

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

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

Paladin Class
Level Proficiency Bonus Features
1st +2 Divine Sense, Lay on Hands
2nd +2 Crusader Strike, Fighting Style, Spellcasting
3rd +2 Aura (Devotion), Holy Oath
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Divine Health, Aura (Retribution)
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7th +3 Holy Oath feature


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

Divine Sense
The presence of strong evil registers on your Defense
senses like a noxious odor, and powerful good While you are wearing armor, you gain a +1
rings like heavenly music in your ears. As an bonus to AC.
action, you can open your awareness to detect
such forces. Until the end of your next turn, you Dueling
know the location of any celestial, fiend, or When you are wielding a melee weapon in one
undead within 60 feet of you that is not behind hand and no other weapons, you gain a +2 bonus
total cover. You know the type (celestial, fiend, or to damage rolls with that weapon.
undead) of any being whose presence you sense,
but not its identity (the lich Kel’Thuzad, for Great Weapon Fighting
instance). Within the same radius, you also detect When you roll a 1 or 2 on a damage die for an
the presence of any place or object that has been attack you make with a melee weapon that you
consecrated or desecrated, as with the hallow are wielding with
spell. You can use this feature a number of times two hands, you can reroll the die and must use
equal to 1 + your Charisma modifier. When you the new roll. The weapon must have the two-
finish a long rest, you regain all expended uses. handed or versatile property for you to gain this
benefit.
Lay on Hands
Your blessed touch can cure wounds. As an Protection
action, you may declare a Lay on Hands, When a creature you can see attacks a target
expending half or all of your maximum mana pool other than you that is within 5 feet of you, you can
(choose one), gaining a pool of healing with a use your
value equal to your proficiency modifier times the reaction to impose disadvantage on the attack
mana spent. Each point of the pool heals 1 hit roll. You must be wielding a shield.
point to a living creature, or deals 1 point of Holy
damage to an undead or fiendish creature (in this Crusader Strike
case, it requires a melee spell attack). You may Starting at 2nd level, when you hit a creature with
use Lay on Hands as a bonus action when a melee weapon attack, you can expend mana
targeting yourself. All excess hit points from equal to one paladin spell to deal holy damage to
healing or damaging are lost. the target, in addition to the weapon’s damage.
Alternatively, you can expend hit points from your The extra damage is 2d8 for a 1st-level spell, plus
pool to cure one disease or one poison of your 1d8ach spell level higher than 1st, to a maximum
choice. Each disease or poison requires spending of 5d8. The damage increases by 1d8 if the target
hit points from the healing pool equal to half the is an undead or fiend.
saving throw of the poison or disease. You may If you have a seal active, you may also strike
cure multiple diseases or poisons this way. This without expending mana, and instead impose
feature has no effect on constructs. judgment by releasing the seal, ending its effects
prematurely for an additional effect. Despite the
Fighting Style name, Crusader Strike does not count as a Strike
At 2nd level, you adopt a style of fighting as your effect.
specialty. Choose one of the following options.
You can’t take a Fighting Style option more than Spellcasting
once, even if you later get to choose again.
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By 2nd level, you have learned to draw on divine Starting at 3rd level, you may exert an aura you
magic through meditation and prayer to cast can emit in a 15-foot radius sphere centered on
spells as a priest does. The paladin uses his core you as a bonus action. You may maintain
spell list, but adds Seal spells as well as the concentration with this effect for up to 1 hour.
spells in this document. Unlike most effects that require concentration,
you may also maintain concentration on spell at
Conjuring and Binding the same time. You still suffer the chance to lose
A paladin can conjure and bind celestials. the aura (DC 10 or half damage Stamina saving
throw). Once the aura ends, you cannot exert it
Preparing and Casting Spells again until you rest (but you can exert other
Each paladin level provides you with 0.5 caster auras).
levels in the paladin class. You follow the normal All effects are treated as unholy and fel effects
progression to unlock spell levels (see the table that have no saving throw, but can be negated by
under the Mana section). Protection From Evil and Good and suppressed
You can change your list of prepared spells by for 1 minute with dispel magic and similar
consulting your libram (treat as a spellbook). abjurations. If you are rendered unconscious, the
Preparing a new list of paladin spells requires effect ends automatically. If an aura can be
time spent in prayer and meditation and reading resisted, it is a Spirit saving throw with a DC
your prayer book. It takes one minute per spell equal to your spell DC.
level to alter a prepared spell. Aura bonuses do not stack with other aura
bonuses. Creatures affected by auras
Spellcasting Ability automatically sense where they are emanating
Charisma is your spellcasting ability for your from.
paladin spells, since their power derives from the
strength of Devotion At level 3, you have the aura of
your convictions. You use your Charisma devotion. All allied creatures reduce the number
whenever a spell refers to your spellcasting of hit points they take from Weapon Attack rolls
ability. In addition, you by a number equal to your proficiency bonus. This
use your Charisma modifier when setting the cannot reduce the damage below 1 point. This
saving throw DC for a paladin spell you cast and opposes Abandonment Aura, and both effects are
when making negated.
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + Retribution At level 6, you have the aura of
your Charisma modifier retribution. Whenever an allied creature is
Spell attack modifier = your proficiency bonus + damaged with a melee weapon attack, the
your Charisma modifier attacker (if within 5 feet) takes 1d4 holy damage
per attack. This is applied once per proficiency
Spellbook – Libram bonus in the same round, and does not cost a
At 2nd level, your libram contains three 1st-level reaction. The damage the attacker takes cannot
paladin spells of your choice. When you level up, exceed the damage they dealt, however. This can
you gain 2 additional paladin spells of your be resisted to half damage.
choice. You may also acquire new spells by This opposes Weakness Aura, and both effects
research, tutelage, or from the spellbooks and are negated.
scrolls of spellcasters who have spells you can
cast. Crusader At level 10, you have the aura of the
Your libram is effectively your spellbook, and you crusader. All allied creatures gain a +10 foot
may add spells by scribing it with new insights bonus to speed, and all allied creatures
regarding the faith and how to protect and automatically stabilize when reduced to 0 hit
promote it. Unlike arcane spellcasters, you can points. Once per proficiency bonus, you may
choose any spell you prepared before in your grant a stabilized creature in your aura 1 hit point
libram, regardless of whether you currently own it as a reaction to allow them to continue acting.
or not. This opposes Unholy Aura, and both effects are
suppressed.
Spellcasting Focus
You can use your holy libram as a spellcasting Concentration At level 14, you have the aura of
focus for your paladin spells, as well as the store concentration. All allied creatures gain advantage
for them. on Stamina saving throws to maintain their
concentration on a spell. Once per proficiency
Aura
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bonus, you may grant any allied creature within using your Channel Divinity. Each fiend or
the aura a bonus equal to your proficiency bonus undead that can see or hear you within 30 feet of
to their check to concentrate on the spell. This you must make a Spirit saving throw.
opposes Distraction Aura, and both effects are If the creature fails its saving throw, it is turned for
suppressed. 1 minute or until it takes damage. A turned
creature must spend its turns trying to move as
Resistance At level 18, you have the aura of far away from you as it can, and it can’t willingly
resistance. You may choose one damage type move to a space within 30 feet of you. It also can’t
(acid, cold, electricity, or fire), and all allies take take reactions. For its action, it can use only the
less damage from this damage type equal to Dash action or try to escape from an effect that
double your proficiency bonus (minimum 1 point prevents it from moving. If there’s nowhere to
of damage). This opposes Vulnerability Aura, and move, the creature can use the Dodge action.
both effects are suppressed.
Ability Score Improvement
Holy Oath When you reach 4th level, and again at 8th, 12th,
When you reach 3rd level, you walk a path that 16th, and 19th level, you can increase one ability
defines you as a paladin forever. Up to this time score of your choice by 2, or you can increase
you have been in a preparatory stage, committed two ability scores of your choice by 1.
to the path but not yet sworn to it. As normal, you can’t increase an ability score
You may choose the Oath of Holiness to aid the above 20 using this feature.
helpless, Oath of Protection to guard the weak, or
Oath of Retribution to smite the wicked, all Extra Attack
detailed at the end of the class description. Beginning at 5th level, you can attack twice,
Your choice grants you features at 3rd level and instead of once, whenever you take the Attack
again at 7th, 15th, and 20th level. Those features action on your turn.
include oath spells and the Channel Divinity
feature. Divine Health
Starting at 6th level, the divine magics flowing
Oath Spells within you grant you immunity to diseases and
Each oath has a list of associated spells. You advantage against poison, as well as resistance
gain access to these spells at the levels specified against poison damage.
in the oath description. Once you gain access to a
oath spell, you always have it prepared. Improved Crusader Strike
By 11th level, you are so suffused with the might
Oath spells don’t count against the number of of the Light that all your melee weapon strikes
spells you can prepare each day. carry its divine power with it. Whenever you hit a
If you gain an oath spell that doesn’t appear on creature with a melee weapon, the creature takes
the death knight spell list, the spell is nonetheless an extra 1d8 holy damage. If you also use your
a paladin spell for you. Crusader Strike with an attack, you add this
damage to the extra damage of your Crusader
Channel Divinity Strike.
Your path allows you to channel divine energy to
fuel magical effects. Each Channel Divinity option Cleansing Touch
provided by your path explains how to use it. Beginning at 14th level, you can use your action
When you use your Channel Divinity, you choose to end one spell on yourself or on one willing
which option to use. You must then finish a short creature that you touch.
or long rest to use your Channel Divinity again. You can use this feature a number of times equal
Some Channel Divinity effects require saving to your Charisma modifier (a minimum of once).
throws. When you use such an effect from this You regain expended uses when you finish a
class, the DC equals your paladin spell save DC. long rest.
By default, you may always Turn Undead, and
gain an additional choice from your Path. Aura Improvement
Beginning on 18th level, you have advantage to
Turn Undead concentrate on auras, and the range increases to
As an action, you present your holy symbol and 30 feet.
speak a prayer censuring fiends and undead,

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

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

Paladin Level Spells


3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike
Channel Divinity. When you take this oath at 3rd Latent Prayer. Starting at 15th level, you may
level, you gain the below Channel Divinity option. cast a healing spell on a creature that only
Light of Dawn. As an action, you present your activates whenever the creature wishes. This
holy symbol, and release an outburst of the Holy does not require concentration on your end, and
Light of Creation, allowing any friendly creature the creature (or you) may declare use of the spell
within 30 feet to use a hit dice as if they rested. as a reaction. This effect remains for one day or
The ally also gains temporary hit points equal to until used, and leaves a holy mark that can be
double your Charisma modifier. detected as the healing spell. A creature can only
benefit from one latent prayer until they take a
Holy Vision. At 3rd level, you gain the ability to long rest. This may also be applied to undead.
critically hit with healing spells. When you touch
or target an ally with a touch or ranged healing Illuminated Healer. By 20th level, whenever a
spell (such as Cure Wounds or Holy Light), you creature that benefits from a healing effect (such
may roll a d20. On a natural 19 and 20 (or 10% as Light of Dawn, or healing spell) originating
chance on a d%), your spell has double from you manifest a holy shield. This holy shield
effectiveness. This applies when dealing damage grants them temporary hit points equal to the
to undead as well. amount they were healed by you. The holy shield
does not increase the amount shielded if the
Holy Auras. At 7th level, your auras increase in healing spell was a critical hit.
strength. Your auras range increase to 30 feet, This shield remains until the hit points are
and can apply two auras at once. When gaining reduced to 0, or until ten minutes have passed.
Aura Improvement, your auras increase to 45 This effect does not stack with itself, and a
feet. creature can benefit from a single holy shield only
once every hour. Your healing spells critically hit
on a natural 18.

Oath of Protection
A Paladin of the Oath of Protection uses Holy magic to shield him/herself and defend allies against
attackers.
Oath of Protection spells
Paladin Level Spells
3rd Shield, Sanctuary
5th Lesser Restoration, Warding Bond
9th Beacon of Hope, Revivify
13th Aura of Life, Death Ward
17th Prayer of Healing, Wall of Force
Channel Divinity. When you take this oath at 3rd ability before or after the result of the attack roll is
level, you gain the below Channel Divinity option. known. If you use this ability before the attack roll,
Rook’s Move. You can use your Channel Divinity you can resist the attack as normal, but if done
to swap places with any ally. As a reaction, after, you must take the effects of the attack, even
choose one ally within 60 ft. of your size or if you would have otherwise ignored it.
smaller that you can see that is about to be
attacked. You instantly teleport to the spot your Avenger’s Shield. Starting 3rd level, you may
ally was located and your ally moves to your throw your shield as a ranged thrown attack. The
previous spot, swapping places. You may use this shield has a range of 30/90. If used against a
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target that is spellcasting or who casts a spell in turn. Creatures within 5 feet of you provoke
same turn after being hit, it imposes disadvantage opportunity attacks from you even if they take the
to the creature’s required Stamina save to Disengage action before leaving your reach.
maintain the spell, or any check to concentrate When a creature within 5 feet of you makes an
while being hit. The damage dealt is equal to 1d4 attack against a target other than you, you can
+ your Strength modifier, and the damage dealt is use your reaction to make a melee weapon attack
half Holy and half Bludgeoning. against the attacking creature.
The shield returns instantaneously to your hand, Your Avenger’s Shield can (with an attack) jump
and may be used again in the same round. This from one enemy to another, even possibly leaving
requires having a shield. maximum range, so long as the targets are 30
feet from one another. When you no longer have
Opportune Prayer. Starting at 7rd level, attacks, the shield returns to you.
whenever you reduce an enemy to 0 hit points,
you may cast a cure spell as a reaction. You may Ardent Defender. At level 20, you may, as a
also do this whenever you critically hit or are reaction, you may gain resistance to all damage
critically struck. for one round, usable five times per day. If this
ability is used, and you are reduced to 0 or below
Holy Sentinel. Starting at 15th level, whenever regardless, you may cast any paladin spell as a
you hit a creature with an opportunity attack, the reaction.
creature’s speed becomes 0 for the rest of the

Oath of Retribution
A Paladin of the Oath of Retribution uses his Light-infused powers to smite the wicked and avenge wrongs
once made.
Oath of Retribution spells
Paladin Level Spell
3rd Heroism, Compelled Duel
5th Branding Strike, Warding Bond
9th Beacon of Hope, Haste
13th Guardian of Faith, Death Ward
17th Mass Cure Wounds, Dispel Evil and Good
Channel Divinity. When you take this oath at 3rd the bonus Holy damage dealt (I.E., 2d8 Holy, or
level, you gain the below Channel Divinity option. 3d8 if a fiend or undead). This is counted as a
Sword of Light. As an action, you can imbue one ranged spell attack.
weapon that you are holding with positive energy,
using your Channel Divinity. For 1 minute, you Sword of Truth. Starting at 7th level, you always
add your Charisma modifier to attack rolls made add your Charisma modifier to damage rolls.
with that weapon (with a minimum bonus of +1). Using Sword of Light allows you to add your
The weapon also emits bright light in a 20-foot Charisma modifier again.
radius and dim light 20 feet beyond that. If the
weapon is not already magical, it becomes Emancipate. Starting at 15th level, your
magical for the duration. You can end this effect cleansing touch may be used at a range of 10
on your turn as a bonus action. If you are no feet, and may always cast it on yourself, even
longer holding or carrying this weapon, or if you when otherwise incapacitated.
fall unconscious, this effect ends.
Divine Storm. At level 20, whenever you use a
Arm of the Law. At 3rd level, you can, whenever Crusader Strike, it deals damage to the target,
successfully releasing a seal or performing a and any other two hostile creatures within 10 feet
Crusader Strike, Dash without using an action. away from you. This consumes a use as normal
You may also perform Crusader Strike at a range for the ability. The effects of a released seal is
of 30 feet, but the damage dealt is only equal to applied only to the initial creature.

Priest (PRS)
Priest of Azeroth are known as priests or clerics, depending on their domains and focus. They channel their
power through their conviction, not through the direct power of their patrons. The Scarlet Crusade, for
example, channel the Holy Light due to their belief in their cause, although many betray principles the
Church of the Holy Light considers tenants of the faith.
Priests may be of any alignment and allegiance.
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CREATING A PRIEST
Priests serve their faith--either that of the Light PROFICIENCIES
through the Holy priesthood, the Old Gods though Armor: Light armor
the Shadow priesthood, the Lich King through the Weapons: All simple weapons
Death priesthood, taking a neutral stance Tools: None
between the forces of the world with Discipline Saving Throws: Spirit, Charisma
priesthood, or serving the Moon goddess Elune Skills: Choose two from History, Insight,
through the universally-female Moon priesthood. Medicine, Persuasion, and Religion

QUICK BUILD EQUIPMENT


You can make a priest quickly by following these You start with the following equipment, in addition
suggestions. First, Spirit should be your highest to the equipment granted by your background:
ability score, followed by Strength or Stamina. ● (a) a mace or (b) a quarterstaff
Second, choose the acolyte background. ● (a) leather armor, or (b) chain shirt (if
proficient)
CLASS FEATURES ● (a) a light crossbow and 20 bolts or (b)
As a priest, you gain the following class features. any simple weapon
HIT POINTS ● (a) a priest’s pack or (b) an explorer’s
Hit Dice: 1d8 per priest level pack
Hit Points at 1st Level: 8 + your Stamina ● A holy (or unholy or neutral) symbol and
modifier libram
Hit Points at Higher Levels: 1d8 (or 5) + your
Stamina modifier per priest level after 1st
Priest Class
Level Proficiency Features
1st +2 Priesthood, Spellcasting, Unarmored Defense
2nd +2 Channel Divinity (1/rest), Priesthood Feature, Desperate Prayer
3rd +2 -
4th +2 Ability Score Improvement
5th +3 Destroy Undead (CR 1/2)
6th +3 Channel Divinity (2/rest), Priesthood Feature
7th +3 -
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Priesthood Feature
9th +4 -
10th +4 Divine Intervention
11th +4 Destroy Undead (CR 2)
12th +4 Ability Score Improvement
13th +5 -
14th +5 Destroy Undead (CR 3)
15th +5 -
16th +5 Ability Score Improvement
17th +6 Destroy Undead (CR 4), Priesthood Feature
18th +6 Channel Divinity (3/rest)
19th +6 Ability Score Improvement
20th +6 Divine Intervention Improvement
Priesthood As a practitioner of divine magic, you may choose
Choose one priesthood or domain related to your from the priest spell list which spells you wish for
deity: Death (Lich King), Discipline (Balance), every day.
Holy (Holy Light), Moon (Elune), or Shadow
(Forgotten Shadow). Each priesthood is detailed Cantrips
at the end of the class description. Your choice At 1st level, you know three cantrips of your
grants you domain spells and other features when choice from the priest spell list. You learn
you choose it at 1st level. It also grants you additional priest cantrips of your choice at higher
additional ways to use Channel Divinity when you levels, equal to half your Priest level + 2
gain that feature at 2nd level, and additional (maximum 6).
benefits at 6th, 8th, and 17th levels.
Conjuring and Binding
Spellcasting
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A priest can conjure animals, elementals, fey, and Unarmored Defense


plants, and may bind elementals and plants. Beginning at 1st level, while you are wearing no
armor and not wielding a shield, your AC equals
Preparing and Casting Spells 10 + your Agility modifier + your Spirit modifier.
Each priest level provides you with 1 caster level
in the priest class. You follow the normal Channel Divinity
progression to unlock spell levels (see the table At 2nd level, you gain the ability to channel divine
under the Mana section). energy directly from your deity, using that energy
You prepare the list of priest spells that are to fuel magical effects. You start with two such
available for you to cast, choosing from the priest effects: Turn Undead and an effect determined by
spell list. your priesthood. Some domains grant you
You can change your list of prepared spells by additional effects as you advance in levels, as
meditating and prayer. It takes one minute per noted in the domain description. When you use
spell level to alter a prepared spell. Unlike arcane your Channel Divinity, you choose which effect to
spellcasters, you can choose any spell you create. You must then finish a short or long rest to
prepared before in your libram (treat as a use your Channel Divinity again.
spellbook), regardless of whether you currently Some Channel Divinity effects require saving
own it or not. throws. When you use such an effect from this
class, the DC equals your priest spell save DC.
Spellcasting Ability Beginning at 6th level, you can use your Channel
Spirit is your spellcasting ability for your priest Divinity twice between rests, and beginning at
spells, since you learn your spells through 18th level you can use it three times between
dedication to a higher force. rests. When you finish a short or long rest, you
You use your Spirit whenever a spell refers to regain your expended uses.
your spellcasting ability. In addition, you use your
Spirit modifier when setting the saving throw DC Turn Undead
for a priest spell you cast and when making an As an action, you present your holy symbol and
attack roll with one. speak a prayer censuring the undead. Each
Spell save DC = 8 + your proficiency bonus + undead that can see or hear you within 30 feet of
your Spirit modifier you must make a Spirit saving throw. If the
Spell attack modifier = your proficiency bonus + creature fails its saving throw, it is turned for 1
your Spirit modifier minute or until it takes any damage.
A turned creature must spend its turns trying to
Priesthood Spells move as far away from you as it can, and it can’t
Each priesthood has a list of spells—its willingly move to a space within 30 feet of you. It
priesthood spells—that you gain at the priest also can’t take reactions. For its action, it can use
levels noted in the priesthood description. Once only the Dash action or try to escape from an
you gain a priesthood spell, you always have it effect that prevents it from moving. If there’s
prepared, and it doesn’t count against the number nowhere to move, the creature can use the
of spells you can prepare each day. Dodge action.
If you have a priesthood spell that doesn’t appear
on the priest spell list, the spell is nonetheless a Desperate Prayer. With a desperate prayer,
priest spell for you. starting 2nd level, you can replenish some of your
mana reserves. With a 3-turn action, you can
Spellbook – Idol regain mana equal to 4 + your Priest level. When
At 1st level, your idol contains six 1st-level druid used, you do not regenerate mana by rest or time
spells of your choice. When you level up, you for the next four hours. This ability can be used
gain 2 additional druid spells of your choice. You after restoring mana from a different source.
may also acquire new spells by research,
tutelage, or from the spellbooks and scrolls of Ability Score Improvement
spellcasters who have spells you can cast. When you reach 4th level, and again at 8th, 12th,
Your libram is effectively your spellbook, and you 16th, and 19th level, you can increase one ability
may add spells by meditating, contemplating the score of your choice by 2, or you can increase
wisdoms, and penning your own insights. two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20 using
Spellcasting Focus this feature.
You can use your holy symbol as a spellcasting
focus for your priest spells. Destroy Undead

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Starting at 5th level, when an undead fails its Beginning at 10th level, you can call on your deity
saving throw against your Turn Undead feature, to intervene on your behalf when your need is
the creature is instantly destroyed if its challenge great.
rating is at or below Describe the assistance you seek, and roll
a certain threshold, as shown in the Destroy percentile dice. If you roll a number equal to or
Undead table. lower than your priest level, your deity intervenes.
The DM chooses the nature of the intervention;
Destroy Undead Table the effect of any priest spell or priesthood spell
Cleric Level Destroys Undead of CR would be appropriate.
5th 1/2 or lower Imploring your deity’s aid requires you to use your
8th 1 or lower action.
11th 2 or lower If your deity intervenes, you can’t use this feature
14th 3 or lower again for 7 days. Otherwise, you can use it again
17th 4 or lower after you finish a long rest. At 20th level, your call
for intervention succeeds automatically, no roll
Divine Intervention required.

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

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

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

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

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

Priest Level Destroys Living of CR


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

Death Priesthood Spells


1 Bane, Sleep
3 Gentle Repose, See Invisibility
5 Animate Dead III, Speak with Dead
7 Blight, Phantasmal Killer
9 Anti-life Shell, Animate Dead IV
Death Can Wait. At first level, you gain as an action from their part. This remains so long
advantage against all Death Saving Throws, as you and your lord are in the same plane. The
attempts to stabilize, and saves against connection may be willingly transferred to another
necromancy spell effects. creature. The transformation is complete after
You may also sacrifice yourself ritually to become one day of death, and cannot be reversed short of
a shade, gaining incorporeality (see Introduction), a miracle or wish spell.
but becoming unable to cast spells. You gain
telepathy with who sacrificed you, and may Lich King’s Favor. Starting at 2nd level, you add
communicate with them and share what you see all necromancy spells to your spell list.
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Cultist of the Damned. Starting at 6th level, you


can cast any Necromancy spell as a ritual even if Avatar of Death. At 17th level you have the
it doesn't have the ritual tag. “Command Undead” ability as if you were a
Necromancer equal to your priest level. Also
Death's Touch. At 8th level, you may use an when using your Death's Touch ability any target
action to target any dying creature within 90 feet that dies while you are touching them cannot be
with a ranged spell attack. The creature fails one resurrected or reincarnated. They can however
death saving throw instantly. You also have be raised as Undead.
Resistance to Fel damage.

Discipline Priesthood
A discipline priest follows the tenets of balance and self-improvement through chakra training. The
discipline priest uses magic to shield allies from taking damage as well as heal their wounds.
Discipline Priesthood Spells
1st Power Word: Fortitude, Sanctuary
3rd Power Word: Shield, Levitate
5th Remove Curse, Warding Bond
7th Death Ward, Stoneskin
9th Hold Monster, Telekinesis
Chakra Ward. Beginning at 1st level, while you themselves by half their own damage. This does
are wearing no armor and not wielding a shield, not alter the type of damage dealt.
you take 3 less damage from all nonmagical
slashing, piercing, and bludgeoning damage. Chakra Cleansing. Starting at 8th level,
whenever you cast a shielding spell, you may
Extended Wards. Also beginning at 1st level, perform one of the two abilities with a bonus
you double the duration of any active spell that action.
grants temporary hit points and all Power Word ● You may dispel any magical effect the
spells. target suffers from. This acts as dispel
magic with a spell level equal to the level
Channel Divinity. Damage Ward. Starting at of the shielding spell you cast.
level 2, you may use a channel divinity attempt to ● You may grant additional temporary hit
grant any ally within 30 ft. resistance against any points equal to double the spell level.
type of damage they specify. This resistance
remains for one round. Infused Shield. Starting at 17th level, whenever
you cast a healing or shielding spell, you may
Channel Divinity. Reflecting Ward. Starting at freely convert temporary hit points from your
6th level, whenever a creature benefitting from spells to actual hit points, or vice versa. A healing
your Damage Ward ability is damaged, you may spell that grants temporary hit points is counted
use a channel divinity attempt and a reaction to as a shielding spell, and benefits from the Chakra
reflect half the damage dealt back to the creature Cleansing, Extended Wards, and Shielding Power
who dealt it. abilities.
Make a ranged spell attack, and on a success,
the creature damaging your ally is damaged

Holy Light Priesthood


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

Holy Priesthood Spells


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

Light’s Insight. Starting at 1st level, when you cast a healing spell, there is a 10% chance (a 19 or 20 on a
d20) that the spell critically hits, dealing double healing or damage. You may also turn fiends when you turn
undead.
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Light’s Embrace. Also starting at 1st level, your healing spells are more effective. Whenever you use a
spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal
to 2 + the spell’s level. This bonus healing is not doubled on a critical spell cast.

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

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

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

Moon Priesthood
The priesthood of the night-elven goddess Elune is of moon-worship, serenity, and reflection. Elune’s
favored weapon is the bow, and her priests and priestesses favor using subterfuge, ranged weapons, and
hit-and-run techniques to guard her flock.
Moon Priesthood Spells
1 Sleep, Speak with Animals
3 Darkvision, Moonbeam
5 Bestow Curse, Remove Curse
7 Dominate Beast, Polymorph
9 Dream, Hold Monster
Light of the Moon. Starting at 1st level, When treated them fairly, they do not revert to their
you are bathed in the light of the moon you gain original hostility after the duration ends.
advantage on your attack rolls.
Channel Divinity: Trueshot Aura. Starting at 6th
Favor of Elune. Also starting at 1st level, you level, you may emit a 15-foot radius aura for one
gain proficiency with all projectile weapons, and hour as a bonus action, granting all allied
gain +1 to attack rolls with bows of all types. creatures a bonus to ranged damage rolls equal
to your proficiency bonus. This acts as the
Channel Divinity. Soothe the Beast. Starting at Paladin’s Aura feature in all other respects (but
2nd level, when you channel divinity, you may cannot be countered by another aura).
force a Druid in their Wild Shape or a creature in
a monstrous or alternate form to revert to their Elune’s Grace. Starting at 8th level, whenever
original shape if they fail an Intelligence saving the natural moonlight is illuminating you or the
throw. They cannot return to said form for one target of your healing spells, they receive
minute after being subject to this. maximum healing.
You may alternatively target a beast that can see
you within 30 feet, and force it to roll a Spirit Moon's Luck. Starting at 17th level, gain the
saving throw. If the creature fails its saving throw, Lucky Feat when you are bathed in the light of the
it is charmed by you for 1 minute or until it takes moon. You have a number of Luck Points equal
damage. While it is charmed by you, it is friendly to half of your Priest level (rounded down).
to you and other creatures you designate. If you

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Shadow Priesthood
The shadow priesthood follows the Cult of the Forgotten Shadow. A shadow priest uses sinister Shadow
magic, especially debilitate spells, to eradicate enemies.
Shadow Priesthood Spells
1st Dissonant Whispers, Sleep
3rd Vampiric Touch, Fear
5th Phantasmal killer, Blight
7th Bestow Curse, Confusion
9th Feeblemind, Hold Monster
Shadow priests also add all damaging psychic spells to their spell list.
Shadow Orbs. Starting at 1st level, you gain a target, up to a maximum number of hit points
shadow orb whenever you cast a debilitating spell equal to five times your priest level. This counts
or a damaging spell that deals psychic damage. as a mana restoration effect.
The shadow orb orbits your body, becoming
invisible when you wish them to.
Each shadow orb may be consumed to increase Channel Divinity. Focused Psyche. Starting at
the DC of your next spell by +1 per shadow orb 6th level, you may use a channel energy attempt
consumed. You may have a maximum of 3 to alter the target of any debilitate spell you cast
shadow orbs, which remain for ten minutes or on a target. This does not reduce the duration,
until used. and may be used outside the target’s turn. You
may use this instead to afflict the target with
Mind Quickening. Also starting at 1st level, your another listed penalty of the debilitate spell in the
expanded mind gives you the ability to touch the same round. This does not cost an action.
minds of other creatures. You can communicate
telepathically with any creature you can see Shadowy Form. Starting at 8th level, you may
within 30 feet of you. You don’t need to share a ascend temporarily to become a shadowy being,
language with the creature for it to understand becoming incorporeal, and regaining half total hit
your telepathic utterances, but the creature must points and mana points, and dispelling one
be able to understand at least one language. magical effect on you.
You may also pronounce the verbal components While in this form, you may only cast psychic,
of your spells mentally, so that only the target can debilitative, and domain spells. After one minute,
hear them. you return to your normal form, and become
Channel Divinity. Devouring Plague. Starting at stabilized. This may only be activated when you
2nd level, you may use an action while presenting have less than 10% hit points remaining or if you
your unholy symbol to evoke shadow energy, are dying. This may be used once per rest.
dealing psychic damage equal to five times your You also have resistance against psychic
cleric level, halved with a Spirit saving throw. damage, and your mind cannot be read.
Choose any creatures within 30 feet of you, and
divide those damage among them. This feature Vampiric Embrace. Starting at 17th level,
can reduce a creature to no more than half of its whenever you deal damage with a debilitating or
hit point maximum. You can’t use this feature on psychic effect, you may divide the total damage
undead or constructs. You regain hit points equal dealt by four at the end of your round, and then
to the total damage you dealt. If you have any grant it as healing to allies within 30 feet, dividing
active shadow orbs, you may grant one creature the healing evenly. You may instead divide the
hit points equal to the damage dealt by this ability damage by eight, and grant it as mana
using one shadow orb. restoration. This counts as a mana restoration
You may also deduct three hit points from the effect.
pool to restore one point of mana for you or the

Rogue (RGE)
Rogues represent thieves, treasure-hunters, cunning spies, and aspiring adventurers. Using their skills and
cunning (and sometimes gifted with a knack for technology or strange magics), rogues are always welcome
to any faction, and many work for more than two at any given time as scouts, double agents, and false
merchants.
CREATING A ROGUE ability score. Make Intelligence your next-highest
QUICK BUILD if you want to excel at Investigation. Choose
You can make a rogue quickly by following these Charisma instead if you plan to emphasize
suggestions. First. Agility should be your highest
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deception and social interaction. Second, choose Perception, Performance, Persuasion, Sleight of
the charlatan background. Hand, and Stealth

CLASS FEATURES EQUIPMENT


As a rogue, you have the following class features. You start with the following equipment, in addition
HIT POINTS to the equipment granted by your background:
Hit Dice: 1d8 per rogue level ● (a) a rapier or (b) a shortsword
Hit Points at 1st Level: 8 + your Stamina ● (a) a shortbow and quiver of 20 arrows or
modifier (b) a shortsword
Hit Points at Higher Levels: 1d8 (or 5) + your ● (a) a burglar’s pack, (b) a dungeoneer’s
Stamina modifier per rogue level after 1st pack, or (c) an explorer’s pack
● Leather armor, two daggers, and thieves’
PROFICIENCIES tools or poisoner’s tools
Armor: Light armor Refer to the Dungeon Master’s Guide for details
Weapons: Simple weapons, hand crossbows, about poisons and purchasing costs. One use of
longswords, rapiers, shortswords a poison (vial, dash, etc.) are considered
Tools: Thieves’ tools or Poisoner’s Kit creations of moderate complexity (1 day) to
Saving Throws: Agility, Intelligence create.
Skills: Choose four from Acrobatics, Athletics,
Deception, Insight, Intimidation, Investigation,

Rogue Class
Level Proficiency Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Rogue Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Rogue Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Rogue Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Rogue Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck
Expertise a finesse or a ranged weapon. You don’t need
At 1st level, choose two of your skill proficiencies, advantage on the attack roll if another enemy of
or one of your skill proficiencies and your the target is within 5 feet of it, that enemy isn’t
proficiency with thieves’ tools. Your proficiency incapacitated, and you don’t have disadvantage
bonus is doubled for any ability check you make on the attack roll.
that uses either of the chosen proficiencies. The amount of the extra damage increases as
At 6th level, you can choose two more of your you gain levels in this class, as shown in the
proficiencies (in skills or with thieves’ tools) to Sneak Attack column of the Rogue table.
gain this benefit.
Thieves’ Cant
Sneak Attack During your rogue training you learned thieves’
Beginning at 1st level, you know how to strike cant, a secret mix of dialect, jargon, and code that
subtly and exploit a foe’s distraction. Once per allows you to hide messages in seemingly normal
turn, you can deal an extra 1d6 damage to one conversation. Only another creature that knows
creature you hit with an attack if you have thieves’ cant understands such messages. It
advantage on the attack roll. The attack must use takes four times longer to convey such a
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message than it does to speak the same idea Knives, or Measured Skill. The DC to any ability
plainly. In addition, you understand a set of secret (if any) is equal to 8 + Agility or Strength +
signs and symbols used to convey short, simple Proficiency.
messages, such as whether an area is dangerous ● Flash Bomber. Starting at 11th level, you
or the territory of a thieves’ guild, whether loot is may use a bonus action or reaction to
nearby, or whether the people in an area are easy activate or make use of any alchemical
marks or will provide a safe house for thieves on item or engineered bomb you have
the run. instead of an action. If you do not have
proficiency in Alchemy or Engineering,
Cunning Action you gain proficiency in one as well as the
Starting at 2nd level, your quick thinking and benefits of this ability. This may be used at
agility allow you to move and act quickly. You can a number of times equal to your
take a bonus action on each of your turns in Intelligence modifier before a long rest.
combat to use the following action: Dash, ● Cloak of Shadows. Starting at 11th level,
Disengage, or Hide. you may use your reaction to dispel any
active number of spell effect on you
Roguish Archetype (succeeding automatically against any
At 3rd level, you choose an archetype that you spell equal to or less than half your rogue
emulate in the exercise of your rogue abilities: level, or rolling against a DC of 10 + spell
Assassination, which focuses on capturing the level with a bonus to your check equal to
opponent unawares a quickly dispatching of your Intelligence if the spell’s level is
them, Combat, which focuses on dueling and higher than half your rogue level), and
swashbuckler behavior, and Subtlety, which giving yourself advantage to all saving
attunes one’s self with shadows so much that throws against spells for one minute. This
they begin to aid him. All are detailed at the end may be used at a number of times equal
of the class description. Your archetype choice to your Intelligence modifier before a rest.
grants you features at 3rd level and then again at ● Fan of Knives. Starting at 11th level, you
9th, 13th, and 17th level. may target any number of enemies in a 30
foot-sphere, centered on you with a flurry
Ability Score Improvement of throwing knives as an action. Roll a
When you reach 4th level, and again at 8th, 10th, number of d6 equal to your rogue level,
12th, 16th, and 19th level, you can increase one and distribute the damage evenly amongst
ability score of your choice by 2, or you can all opponents within 30 feet of you, with an
increase two ability scores of your choice by 1. As Agility saving throw to half damage. This
normal, you can’t increase an ability score above may be used at a number of times equal
20 using this feature. to your Agility modifier before a rest, and
each use requires one knife (or any similar
Uncanny Dodge type of light thrown weapon) per target.
Starting at 5th level, when an attacker that you ● Measured Skill. Whenever you make an
can see hits you with an attack, you can use your ability check that lets you add your
reaction to halve the attack’s damage against proficiency bonus, you can treat a d20 roll
you. of 9 or lower as a 10.
Blindsense
Evasion Starting at 14th level, if you are able to hear, you
Beginning at 7th level, you can nimbly dodge out are aware of the location o f any hidden or
of the way of certain area effects, such as a red invisible creature within 10 feet of you.
dragon’s fiery breath or an ice storm spell. When
you are subjected to an effect that allows you to Slippery Mind
make an Agility saving throw to take only half By 15th level, you have acquired greater mental
damage, you instead take no damage if you strength. You gain proficiency in Spirit saving
succeed on the saving throw, and only half throws.
damage if you fail.
Elusive
Reliable Talent Beginning at 18th level, you are so evasive that
Starting at 11th level, you may gain one of the attackers rarely gain the upper hand against you.
following abilities to represent your ability to No attack roll has advantage against you while
function under pressure, either by quick thinking, you aren’t incapacitated.
good use of skill, and lightning-fast reflexes:
Bomb Expertise, Cloak of Shadows, Fan of Stroke of Luck
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At 20th level, you have an uncanny knack for miss into a hit. Alternatively, if you fail an ability
succeeding when you need to. If your attack check, you can treat the d20 roll as a 20.
misses a target within range, you can turn the Once you use this feature, you can’t use it again
until you finish a short or long rest.

Rogue Archetypes
Rogues can choose from the below archetypes.
Assassination
Assassins are deadly master of poisons, who dispatch various victims with vicious dagger strikes and
amazing talents.
Assassinate. Starting at 3rd level, you are at
your deadliest when you get the drop on your Dispatch. Starting at 9th level, whenever
enemies. You have advantage on attack rolls attacking a target that is below half hit points,
against any creature that hasn’t taken a turn in your sneak attack dice improves from 1d6 to d10.
the combat yet. In addition, any hit you score
against a creature that is surprised is a critical hit. Expert Poisoner. Starting at 13th level, the
Poisoned condition if delivered by you also
Disrupting Strike [Strike]. Also starting at 3rd provides disadvantage on any saving throw you
level, you gain experience in fighting casters. choose for the duration of the condition. Applying
Whenever you deal sneak attack damage, you a poison to a weapon is a bonus action for you.
may give up a portion of the damage to disrupt
the target for one round per 1d6 of sneak attack Vendetta. Starting at 17th level, you may mark
given up. one target within 100 feet with an action, and
While disrupted, a target of this ability must make have advantage to all Perception checks to
a Stamina check every time they cast a spell, with perceive them, as well as advantage to the first
a DC equal to half the damage you dealt to them. attack of every turn against them. The benefits
This is a strike effect that costs a bonus action. remain for one minute, and may be used once
On a failed check, the caster’s spell is lost, and before a rest.
the resources are expended without benefit.

Combat
Combat rogues are swashbucklers, duelists, and thieves who use agility and guile to stand toe-to-toe with
opponents.
Riposte. Starting at 3rd level, you may deflect an If you roll a successful attack roll with one of
incoming attack by using a reaction, thereby these attacks, you may forgo dealing damage
adding your Proficiency bonus to your AC. If your with that attack to give yourself advantage on the
AC is then high enough to make the enemy miss next attack you make. This may only be done with
after it would have been a success, you can make melee attacks.
an attack of opportunity against the enemy.
Combat rogues also gain proficiency with firearms Disabling Strike [Strike]. Starting at 13th level,
and explosives. your keen eye and calculating mind makes your
Sneak Attacks even more potent. Whenever you
Revealing Strike [Strike]. Also at 3rd level, a succeed on an attack that deals Sneak Attack
target struck with this ability must make an Agility damage, you may elect to not not deal sneak
saving throw opposed by your own. If you attack damage, and force your target to make an
succeed, the target loses all increases to AC from Agility saving throw opposed by your own. If the
a single type against all targets for until the end of target fails the saving throw, it gains one of the
your next round. This may be used to nullify following conditions at your choice.
armor bonuses, insight bonuses, or Agility ● Slowed by 1/2 their normal movement rate
bonuses, but not all three. for 1d4 rounds.
A creature that suffers the effects of Revealing ● Blinded for 1d2 rounds.
Strike cannot be targeted again for 24 hours. This ● Stunned until the beginning of your next
is a strike effect that costs a bonus action. turn.
This is a strike effect that costs a bonus action. A
Quick Combatant. Beginning at 9th level, you creature cannot suffer more than once against
can attack twice, instead of once, whenever you your Disabling Strike in 24 hours.
take the Attack action on your turn.

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Killing Spree. Starting at 17th level, you tap into movement doesn't provoke opportunity attacks.
your reserves of speed, going into a killing spree. This state remains for 1 minute, or until you
While you are in this state, you may double your spend one of your rounds without making an
movement and gain advantage on your first attack roll or if you are not targeted with an attack
attack at the beginning of every round. Your roll. This may be used once per short rest.
Subtlety
A subtlety rogue is a dark stalker who leaps from the shadows to ambush unsuspecting prey, aided by
mysterious shadow-magic.
Shadow Spellcasting throw DC for a mage spell you cast and when
Drawing on mysterious shadow-magics, you can making an attack roll with one.
cast spells to shape that essence to your will. You Spell save DC = 8 + your proficiency bonus +
cast spells drawn from the Mage spell list, and your Intelligence modifier
are restricted to spells from the Conjuration and Spell attack modifier = your proficiency bonus +
Illusion schools. You may also scribe spells in your Intelligence modifier
Thieves’ Cant. You also gain a spellbook as a
1st-level mage. Premeditation. Also on 3rd level, you may use 3
You gain bonus spells on your 8th, 14th, and 20th rounds (counted as 3 actions) to study an enemy.
level. These spells can be of any schools. If you do, you may always apply your sneak
attack damage against them (even without
Cantrips advantage or an ally nearby) for one minute,
At 1st level, you know two cantrips of your choice unless they move more than their normal speed
from the Mage spell list. You learn additional in one round. In addition, any hit you score
Mage cantrips of your choice at higher levels, against a creature that is surprised is a critical hit.
equal to one-third your Rogue level + 2
(maximum 4). One of your cantrips must be the Vanish. Starting at 9th level, you may grant
Mage Hand spell. yourself invisibility as a reaction. This invisibility
remains until the end of your next turn. This may
Preparing and Casting Spells be used once per point of Intelligence modifier,
Each mage level provides you with ⅓ a caster and replenishes after a rest.
level in the Mage class (1 at 3rd level). You follow
the normal progression to unlock spell levels (see Shadow Dance. Starting at 13th level, you may
the table under the Mana section). initiate a shadow dance by moving more than 10
You prepare the list of Mage spells that are feet. While in this stance, you grant yourself
available for you to cast, choosing from the Mage concealment as per the Blur spell as long as you
spell list. are moving at (or more than) 10 feet per round.
Your spellcasting otherwise follows the same While in the stance, creatures affected or
rules as the mage class (with regards to which distracted by your spells (such as a summoned
creatures you can conjure, spellbooks, etc. monster or an image illusion) grant you
advantage to your first attack at any round. This
Spellcasting Ability may be used once per short rest, and remains so
Intelligence is your spellcasting ability for your long as you continue moving.
Mage spells, since your magic draws upon your
attunement to arcane powers. You use your Backstab. Starting at 17th level, when you target
Intelligence whenever a spell refers to your any creature below half hit points with a sneak
spellcasting ability. In addition, you use your attack, you may deal double sneak attack
Intelligence modifier when setting the saving damage. A target subjected to this effect once
cannot be subjected to it again for 24 hours.

Shaman (SHM)
Commanding chaotic and conflicting elements, a shaman is a force that hears the world tremble and directs
its wrath. Communicating with spirits of flame, winds, and stone, shamans channel the power of the storm,
earth, and fire to their will. They are commonly found in the Horde, representing the spiritual renewal and
development of the orcish people, but the art can also be found amongst the Tauren, few dwarves and
goblins, and even the strange alien folk called the Draenei. A shaman’s holy symbol is a small ancestral
relic or totem of bone, wood, or iron that can be carried in one’s hand.
The elements are chaotic, and left to their own devices, they rage against one another in unending primal
fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire,

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water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish
those who threaten them.
The shamans of Azeroth function identically as base priests in terms of spell lists, except with the following
changes: they modify the [Turn and Destroy Undead] abilities and may also add all totem and shaman
spells to their spell list.

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

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

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

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

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

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

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


Kalimag progression to unlock spell levels (see the table
You know Kalimag, the language of elementals under the Mana section).
and wind, earth, fire, and water spirits. You can You prepare the list of shaman spells that are
speak the language and use it to leave hidden available for you to cast, choosing from the
messages. You and others who know this shaman spell list.
language automatically spot such a message. If You can change your list of prepared spells by
you can speak kalimag, you can communicate meditating and contemplating. It takes one minute
with all other shamans and elementals, even if per spell level to alter a prepared spell. Unlike
you don’t otherwise share a language. arcane spellcasters, you can choose any spell
you prepared before in your totem (treat as a
Shamanistic Art spellbook), regardless of whether you currently
Choose one shamanistic art or focus related to own it or not.
how you view the elements and how they have
received you, such as Elemental to focus on Spellcasting Ability
bringing the elements’ wrath down, enhancement Spirit is your spellcasting ability for your shaman
to strengthen yourself through the elements, or spells, since you learn your spells through primal
restoration, in which the elements are in balance. contact with the elemental forces.
Each art is detailed at the end of the class You use your Spirit whenever a spell refers to
description. your spellcasting ability. In addition, you use your
Spirit modifier when setting the saving throw DC
Your choice grants you art spells and other for a shaman spell you cast and when making an
features when you choose it at 1st level. It also attack roll with one.
grants you additional ways to use Channel Spell save DC = 8 + your proficiency bonus +
Elements when you gain that feature at 2nd level, your Spirit modifier
and additional benefits at 6th, 8th, and 17th Spell attack modifier = your proficiency bonus +
levels. your Spirit modifier

Art Spells Spellbook – Totem


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

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

Elemental
The elemental art focuses on empowering the shaman’s ability to command the elements to harm their
enemies at long ranges, and gains command over the elements and elementals.
Elemental Art Spells
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1st Fog Cloud, Thunderstorm


3rd Animal Messenger (takes the form of an animal spirit), Gust of Wind
5th Call Lightning, Conjure Create (Elemental)
7th Control Water, Ice Storm
9th Maelstrom, Planar Binding
Elemental Mastery. Starting at 1st level, you
may change any elemental damage type dealt by Bonded Elemental. Starting at 8th level, you
your spells to another type, but only if they deal may conjure an elemental and render its duration
one of the following: Cold, Electricity, Fire, and permanent. If the elemental dies, you can perform
Thunder. the ritual again to summon another. This
elemental does not require concentration to
Acclimation. Also at 1st level, you are also maintain, but acts as normal as per the Conjure
immune to the hostile effects of weather, and can Elemental spell, with a maximum spell level
predict it accurately 24 hours in advance 50% of rendered permanent equal to one-half the
the time with an action. The elements also maximum spell level of Conjure Elemental you
whisper to you of any threats to them, such as can cast.
extensive drilling efforts, an upcoming wildfire in a
dry area, or a coming storm in around 24 hours Elemental Storm. When you reach level 17, you
before they take place. You can also sense any gain the ability to summon a thunderstorm,
weather-changing spells when they are being snowstorm, or firestorm at your location. The
cast within 5 miles of your location, and can earth is blanketed by a 5-mile radius centered on
roughly identify whether the caster is a friend or you for one hour. This otherwise acts as control
foe to the elements or shamans. weather, and takes 10 minutes to cast as normal.
However, so long as the elemental storm is
Channel Elements. Wrath. At 2nd level, you can active, you may also use an action to cause a 10-
use your Channel Divinity to wield the power of foot wide cylinder of elemental wrath that deals
the elements with unchecked ferocity. When you 10d6 damage (thunder, electricity, cold, or fire,
roll for any type of damage that is either cold, depending on the storm type). The range of this
electricity, fire, or thunder, you can use a Channel ability is as far as you can see within the radius,
Divinity attempt to deal maximum damage and the affected creatures are entitled an Agility
instead. saving throw to half damage.

Enhancement
The enhancement art focuses on empowering the shaman’s ability to command the elements to harm their
enemies, and gains increased proficiency in melee combat.
Enhancement Art Spells
1st Stasis Trap, Elemental Shock
3rd Animal Messenger (takes the form of an animal spirit), See Invisibility
5th Revivify, Bloodlust
7th Death Ward, Locate Creature
9th Reincarnate, Prayer of Healing
Bonus Proficiencies. At 1st level, you gain Agility saving throw. The creature takes
proficiency with martial weapons. Also, when you 2d8 lightning or thunder damage (your
engage in two-weapon fighting, you can add your choice) on a failed saving throw, and half
ability modifier to the damage of the second as much damage on a successful one.
attack. ● Command the Earth. You may send a
tremor through the earth as a bonus
Elemental Command. Also at 1st level, you gain action, unbalancing your enemies. In a 30-
increased proficiency and command over the foot-sphere centered on you, you may
elements. You may perform any of the following send a shockwave, dealing 2d6 + your
abilities a number of times equal to your Spirit Spirit modifier in bludgeoning damage,
modifier. All such uses are restored after a rest. with an Agility saving throw to half
Uses of different commands count against the damage. You may instead shape this as a
overall maximum. 15-foot-long cone, or a 30-foot-long line. If
● Command the Storm. When a creature you are also a Tauren, you may add the
within 5 feet of you that you can see hits number of times you may use War Stomp
you with an attack, you can use your to the total number of times you may use
reaction to cause the creature to make an this ability.

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● Command the Flame. You add the


Firebolt cantrip and fireball spell to your Flurry. Starting at 8th level, when you take an
list of spells. You may also cast firebolt as action to attack, you can attack twice instead of
a bonus action. once.

Channel Elements. Elemental Strike. At 2nd Spirit Wolves. Starting at 17th level, you can
level, when you deal damage with a melee summon two spirit dire wolves as an action, which
weapon to a target, you may use your bonus take their turns immediately after yours, and
action to cast a damaging cantrip on the target as dissipate after 1 minute and do not require
a bonus action. If you successfully affect the concentration. During this time if they are within
target with both the spell and the melee attack, 10 feet of you, your movement speed increases
you may push the creature up to 10 feet away, so to match their own. After using this feature, you
long as it is not larger than Large. If the cantrip must finish a long rest before you can use it
pushes the enemy, the forced movement does again.
not stack.

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

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

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

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

Purge. At 8th level, when you touch any creature, you replicate the effects of Dispel Magic. This may be
used once per day per point of Spirit modifier (minimum 1). To unwilling targets, this must be a melee spell
attack.
Also, whenever you dispel any number of magical effects, the target’s speed is reduced by 10 feet for until
the beginning of their turn in the next round.

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

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

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

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

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

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

Cobble
Also starting at 1st level, you may create a 1-use firearm, gadget, or bomb with a 3-turn action. You may
petition the GM on what spell effect the gadget replicates, and the GM decides the most fitting gadget. You
can expend a number of Engineering Points equal to your maximum -1 points (1 point at 1st level). You
must spend the normal cost of floating materials to create this device, and the device disintegrates after a
single use (whether it be successful or not).

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There is a 5% chance that the tinker memorize the blueprint for the cobbled device for one day (usually
long enough to write down the formula). This can be used once before a long rest, then an additional time
per day per 4 levels.

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

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

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

Ability Score Improvement


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

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

● Mechanical/Electricity/Necromancy/Elemental: When the device superfunctions, the next 1d4 uses


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

Coolness under Fire


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

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

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

Evasion
Also starting at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red
dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make an
Agility saving throw to take only half damage, you instead take no damage if you succeed on the saving
throw, and only half damage if you fail. If you make a saving throw versus an effect made by you, you can
either take half damage automatically or make a saving throw. If you choose to make a saving throw, you
take no damage on a successful save, but take normal (full) damage on a failed save.
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Improved Cobble
Starting at 13th level, you may use a cobbled device twice before it disintegrates. The chance you can
discover a new blueprint increases to 10% per cobble attempt. The cobbled device also costs 15% less
than normal (this stacks with tech know-how and improved tech know-how).

Improved Tech Know-How


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Warlock (WKR)
Warlocks are arcane spellcasters who study dark arts and magics associated with demons and the Burning
Legion. Due to this, they gain a very deeply tainted reputation due to their tendencies to traffic and deal
with demons. Hiding in cellars and secret covens, warlocks are known for making secret pacts for
permanent demonic companions that grow steadily in power so long as the warlock does.
Warlocks are common in both the Alliance and Horde, though in most cases they serve the Burning Legion
while disguising their true loyalties.
Special: Any mage or shaman may convert each level it has to a warlock by making a pact with a demon
(typically as consequence of corruption or summoning). This typically corrupts them, and makes returning
to their previous class difficult if not impossible. Levels are exchanged on a 1:1 basis.
CREATING A WARLOCK HIT POINTS
Hit Dice: 1d6 per warlock level
QUICK BUILD Hit Points at 1st Level: 6 + your Stamina
You can make a warlock quickly by following modifier
these suggestions. First, Charisma should be Hit Points at Higher Levels: 1d6 (or 4) + your
your highest ability score, followed by Stamina. Stamina modifier per warlock level after 1st.
Second, choose the charlatan background. Third,
choose the light, prestidigitation, firebolt, and PROFICIENCIES
eldritch blast cantrips, along with the 1st-level Armor: None
spells shield and shadow bolt. Weapons: Daggers, darts, slings, quarterstaffs,
light crossbows
CLASS FEATURES Tools: None
As a warlock, you gain the following class Saving Throws: Stamina, Charisma
features.
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Skills: Choose two from Arcana, Deception, ● (a) a light crossbow and 20 bolts or (b)
Insight, Intimidation, Persuasion, and Religion any simple weapon
● (a) a component pouch or (b) an arcane
EQUIPMENT focus
You start with the following equipment, in addition ● (a) a dungeoneer’s pack or (b) an
to the equipment granted by your background: explorer’s pack
● Demonic grimoire or spellbook

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

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

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

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

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

Conjuring and Binding


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

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Preparing and Casting Spells


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

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

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

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

Learning Spells of 1st Level and Higher


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

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

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

● Cabal Casting: Warlocks are known for being cooperative casters, unlike magi and wizards. A cabal
of warlocks may gather into casting a ritual or summoning spell. If each of them contribute one soul
shard per spell level, the spell is heightened by one spell level (counted as if it were cast from a
spell higher by one level). This requires at least four warlocks. A cabal cannot also quicken such a
summon.

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

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

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

Ability Score Improvement


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

CREATING A WARRIOR

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

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

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

Warrior Class
Level Proficiency Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use), Shout (Battle)
3rd +2 Warrior Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement, Shout (Taunt)
7th +3 Warrior Archetype feature
8th +3 Ability Score Improvement
9th +4 Warrior’s Talent (Once)
10th +4 Warrior Archetype feature, Shout (Intimidate)
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
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13th +5 Warrior’s Talent (Twice)


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

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

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

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

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

Great Weapon Fighting


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

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

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

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

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

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

Battle Starting 2nd level, all hostile suffer additional damage equal to your proficiency bonus. This acts
exactly as the Death Knight’s Abandonment Aura ability.
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Taunt Starting at 6th level, you may challenge one enemy to a fair duel. The enemy must make a Spirit
saving throw or be affected by the Compelled Duel spell until the end of your next turn. If the creature
moves away more than 60 feet or cannot hear you, the effect ends for it, and it cannot be targeted again for
24 hours.

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

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

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

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

Ability Score Improvement


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

Special and Racial Specializations


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

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

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

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

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

Level Preferred spells Spell level Caster Level


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

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

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

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

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

Demon Hunter (Rogue)


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

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

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

DEMON HUNTER ROGUISH ARCHETYPE


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

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

Preparing and Casting Spells


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

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

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

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

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

The state can be left with a bonus action, and once it has been used, it cannot be used again for a short
rest.
You may also retain one of the below traits indefinitely, as your metamorphosis is more internal than
external.

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

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

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

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

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

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

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

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

Dark Senses. Starting at level 15, you gain the ability to cast the Scrying spell twice per day. If the target is
a favored enemy, they take disadvantage versus saving throws versus the spell. You can also sense if a
favored enemy is casting a divine spell within 3 miles. If within 1 mile of them, you can spend an action to
force them to roll a Spirit saving throw (DC 8 + Intelligence + Proficiency bonus). If they fail, they are
stunned for 1 turn. A creature can be subjected to this effect once per 24 hours.

Mountain King (Warrior)


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

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

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

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

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

King and Wealth Under the Mountain. Starting at 15th level, you may spend three days studying the
defenses of a fortification, castle, or any type of defensive structure. At the end of the three days, you may
use your Stance of the Mountain without spending a bonus action, and you may move your full speed

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without disrupting the stance. Also, when you cast the spell Stoneskin through your Titanic Spark
spellcasting feature, the cost of the material component (regardless of the target) is 25 gp instead of 100.

Shadow Hunter (Hunter)


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

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

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

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

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

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

Spell Breaker (Warrior)


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

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

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

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

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

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

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

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

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

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

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

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Chapter 4: Skills and Professions


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

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

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

Gather Raw Materials


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

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

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

Example Skill Ability Score Task Performed


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

Production Skills
Any skill that can create a product out of materials is classified as a production skill. The time it takes to
make a product and the raw materials it takes depends on the cost of the item and its complexity.

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Most production skills require proficiency in the tools used (such as blacksmith’s tools), but some are given
to or restricted by race or class only (such as Engineering or Alchemy). Proficiency in a skill infers
proficiency with its tools.

Example Skill Ability Score Task Performed


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

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

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

Item Crafting Time DC


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

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

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

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

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


Special: Herbalism proficiency acts as alchemy, except that it is confined to the priest, druid or shaman
spell lists.
Special: Characters attempting alchemy without access to spells must at least have nominal access, if only
restricted to alchemy.
Activation. Drinking a potion, coating it on the trigger of activation is usually drinking the potion
user, etc. is a Use Object action on the behalf of or throwing it as an improvised weapon (20/60).
the user that provokes a reaction. If a spell, it has Creation. Creating a potion is considered
the same targeting requirements, although the moderate difficulty task (1 day) if the spell
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replicated is equal to level 5 or lower, and very Imbibed potions do not require concentration
complicated (1 week) if it is level 6 or higher. The (even if they originally required it), but one
alchemist’s effective caster level is equal to one- creature cannot benefit from more than one such
half his hit dice (maximum spell level replicated demanding potion. In effect, ingesting a potion is
equal to 6). treated as concentrating on it, and if drinking
another potion that demands concentration, the
Creation. Creating a potion is considered newer one takes precedence and dispels the
moderate difficulty task (1 day) if the spell effects of the old one that required concentration.
replicated is equal to level 5 or lower, and very
complicated (1 week) if it is level 6 or higher. For example, a first-level Goblin rogue, upon
Saving Throw. The saving throw for gaining his racial features, gains the Goblins’
technological devices (if one is called for) is equal [Living Better] racial trait, giving him proficiency
to 8 + proficiency bonus + Intelligence (if an in Alchemy, and one level in a spellcasting class
arcane spell) or Spirit (if a divine spell). of his choice. Choosing druid, the goblin gains
spells known as if his druid level was 1. This
Costs. A potion costs gold pieces equal to 50 x allows him to brew potions for all recipes he
spell’s current level x the minimum number of possesses of level 1 druid spells. He cannot
levels in the spellcasting class to access the spell. normally cast these spells with mana, but he can
If the spell replicated is a cantrip, the alchemist’s cast these effective spells to brew potions.
level is treated as the class level and does not He can choose Light, Gust, and Control Flames
require spending more gold. as 0-level-potions by spending one day and 25
If the spell costs any additional cost in reagents, gold, or Rejuvenation and Entangling Roots as
the cost is added to the total. 1st level spells by spending one day and 50 gold.
Concentration Spells. The duration of a potion If he reaches level 6, he is treated as a level 3
with a duration of concentration is equal to 2d4 druid in terms of accessing potions, allowing him
increments of the final duration (rounds if the to create potions of 2nd level spells such as
maximum is a minute, minutes if the maximum is Barkskin and Swiftmend, or a heightened
an hour, etc.). A character cannot benefit from Entangling Roots or Rejuvenation.
multiple concentration potions.

Engineering
Engineering allows for one to create technological devices. Such devices are non-magical items that are
created with the Engineering skill, and are classified into five groups, according to general type, which are
Bombs, Firearms, Gadgets, Constructs, and Mecha. Most engineering items deal concussive damage.
Concussive damage is half bludgeoning, half thunder. Divide the damage before applying resistances.
Prerequisites: Engineering requires at least 1 tinker level or an Intelligence of 15 or higher to become
proficient with the skill. A character that creates an engineering device is always proficient with it so long as
they pass the Intelligence requirements.
Creating a Technological Device. When Points (derived from the +3 Proficiency). A user
designing an engineered item, the final cost, DC, may invest less points to lower the cost of an
and effects of the item depend entirely on the engineered item. Devices have an effective level
amount of Engineering Points invested, which equal to the number of Engineering Points
have a maximum equal to the user’s Proficiency invested into them. Expertise does not increase
bonus. the amount of engineering points derived from the
A character may willingly spend less than their skill.
maximum engineering points to lower the cost Saving Throw. The saving throw for
and activation DC of the device. technological devices (if one is called for) is equal
Malfunction Rate. The malfunction rate is a dice to 8 + proficiency bonus invested + Intelligence
result (without modifiers) from 1 to the number of (of user).
EP invested in the device. A natural 1 is the Using Technological Devices. Devices can be
minimum malfunction rate. used automatically if one knows how to use them
For Example: A tinker shoots with a 3rd level rifle (point and shoot, press a button, etc.) as a Use
(EP 3), dealing 3d8 damage. If his attack roll is Object action unless otherwise stated. All devices
between 1 and 3 (1 to 3), the device malfunctions, also have a have a chance to malfunction when
and the GM decides on the possible outcome activating.
(such as a jam or backfire).
Thus a 5th level tinker or character with Activation. Using a gadget or issuing a directive
engineering has a maximum of 3 Engineering to a construct is an action (Use Object action) on

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the behalf of the user that provokes reactions as using weapons of the same type. Using a mecha
normal. Using a bomb or firearm is treated like counts as one’s full round.

Device Cost in GP Complexity


Bombs/Rockets/Mine 25 x EP Simple: 1 hour
Firearm (50 x EP) x 2 Moderate: 1 day
Gadget 100 x (SL ^ 2) As potions
Construct/Mecha 800 x (CR ^ 2) Very complex; 2 weeks

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

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

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

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

Firearms
Examples. Heavy and medium rifles, boomsticks, siege cannons, and sniper rifles.
These are ranged ammunition weapons with a and heavy varieties. They require bullets for
range of (200/800) if medium or heavy, and ammunition, which act as normal ammunition.
(150/600) if light. They come in light, medium, A firearm has a capacity of 1 bullet per
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Proficiency bonus it was crafted with, before If the gun uses pellets instead of bullets, it deals
having to be reloaded with the use of one action bludgeoning damage.
per bullet. A firearm gives as much sound as an Firearms require reloading with gunpowder and
explosive when it is used. ammunition (cost of each is detailed under
Firearms deal 1d6 piercing damage per equipment). A firearm weighs 5 pounds if a light
proficiency bonus if medium. If light, they deal weapon, 10 if medium, and 15 if heavy.
1d4 piercing damage. If heavy, they deal 1d8
piercing damage.

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

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

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

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

Constructs
Examples. Constructs like the Alliance’s combat and harvest golems, the Scourge’s flesh golems, and the
Burning Legion’s Infernals.
These act like creatures of the construct type. otherwise issuing a spoken command when
They obey those who hold control over them. adjacent to them.
Constructs have eight charges, each used for one For example, a dwarven siege engine driver can
hour. The construct may have one CR per use his bonus action to use the engine’s ability to
Engineering Point, and may be custom-built from shoot anti-air rockets, or use his own action to
any construct in the monster manual. either shoot the siege engine’s cannons or peer
Constructs take orders when the user out of the siege engine and shoot their personal
communicates it to them via touching and/or rifle.
manipulating knobs/controls on them, or

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Any attack that damages a mecha (but not a energy source. The user does not benefit from
vehicle) deals half damage to the user within, any damage or condition resistances or
dividing the damage evenly (round down). immunities the mecha has, and may be targeted
If a mecha is the same size category of the user, (though the user still benefits from the half-to-all
it is instead called a suit, but otherwise acts the weapon damage).
same. A user within a mecha or suit gains ¾ cover
The mecha cannot be smaller than its user. A versus any attack from outside.
mecha’s properties and charges depend on its

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


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

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

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

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


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

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

Mecha
Examples. Mecha includes both Vehicles (such as the Alliance’s steam tanks, dwarven gyrocopters,
catapults and ballistas, the Horde’s demolishers, goblin zeppelins, shredders, and the dreadful Scourge
meat wagons. This also includes Mecha that protect the body as a suit, such as the gnome combat armor.
Both act as constructs, except that the user can Strength score, movement speed, and abilities)
inhibit them, controlling them directly instead of instead of that of the pilot’s own. Any damage
their own character. The mecha is treated as a taken by the construct is halved and applied
construct for the purposes of combat rating, evenly between the construct and the user
charges and actions, but the mecha must be (before applying their respective resistances).
controlled from the inside of the creature (to Abilities that ignore constructs and can phase
which it has a cockpit that fits the creator). When through nonliving matter can harm the user
the user performs an action from within the directly, as well as effects that bypass physical
mecha, the action is performed instead by the armor (such as a hypnotic pattern, poison gas if
mecha (using the mecha’s proficiency bonus, the mecha is not airsealed, etc.).

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

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Mecha Vehicles (Siege Weapons)


Vehicles (including but not limited to siege weapons) act as normal mechs. The driver may use their action
to use the siege weapon’s designated attack, using the vehicle’s bonus to hit.
The Agility DC of any ability called is equal to 8 + Proficiency + Intelligence.
Some siege weapons can’t normally move (and are designated by Push), and others require fuel as
mecha. Vehicles may deal siege damage or normal damage (declared during creation). Siege damage falls
under normal categories of nonmagical slashing/bludgeoning, etc., but if designated as siege attacks, it
deals double damage to structures, and half to creatures. Vehicles may mount rockets, firearms, and
offensive and defensive gadgets, but they are all external (and thus have a chance to be stolen or
targeted). The user (or any fellow riders) may make use of these resources as their actions. Driving a
vehicle requires the user to merge their actions with the vehicle. If the vehicle uses its action to attack, the
user cannot attack themselves, etc. (unless they are Drivers).
By default, the range of a siege weapon is an integrated firearm that may be customized (the cost is added
to the cost of the vehicle). A mech/vehicle still requires actions to reload, if the vehicle has other occupants,
they may instead expend the actions to reload, leaving the shooter free to use the firearm constantly. Its
ram damage is equal to 1d8 per Proficiency of creation (plus its Strength as normal).

Energy Sources
A device’s energy source determines how often it can recharge, how it malfunctions, and various other
traits.
Alchemical Engine (Potions) The device is enough for eight pints (a gallon). Gas and oil are
powered by alchemical powers. The engine usually kept in traveling tanks. A pint of gas or vial
consumes any kind of potion to activate the of phlogiston usually costs 50 gold. Tinkers start
device. The engine grants 2 charges per spell out with 2 free vials of phlogiston.
level of the spell in the potion. This is per dose for For the purposes of energy sources, firearms and
a medium creature. For example, a single dose of bombs use combustion, but two ounces of
a healing potion grants 2 charges, while an anti- gunpowder per use for firearms, and one pound
magic potion grants 10 charges. per bombs. You do not have to pay an additional
cost with bombs, but must supply gunpowder and
Arcane/Mana Engine (Mana) The device is bullets (or pellets) for firearms.
powered by a combination of mana-focusing
lenses and raw arcane energies. So long as Electricity (Batteries) The device is powered by
enough mana is in the device, it is active. A batteries. A charge is gained per single battery.
charge consumes 1 point of mana per EP of the So long as enough charges remain in the device,
device. The focusing lens can usually hold it is active.
enough mana for three uses. Any single battery functions for one hour before
Mana can be invested by linking a caster’s expiring. A single battery costs 50 gold, and
manaflow to the device, which begins feeding off weighs one pound. Batteries are tiny items made
his own mana reserves. After establishing the of iron, and have the appropriate statistics. A
connection, a caster may invest up to half their battery can be charged by electricity spells (in
maximum mana. which case recharging it acts as a mana engine).
After severing the connection, the caster’s own Granting an electrical engine more charges than
mana circulation is disrupted, and requires a its maximum automatically causes a malfunction
Spellcasting check (spellcasting attribute modifier (such as by deliberately targeting it with an
plus proficiency bonus) with a DC equal to the electricity spell).
amount of mana invested into the device. On a
failed check, the character cannot cast spells for Elemental (Spirits) The device is powered by
an hour. elemental spirits. This works exactly as the
A device cannot feed off the mana signatures of necromancy engine.
two different casters, and must expend all its An elemental may only be sacrificed if it is a
charges first. called elemental and not a conjured one.
Elementals used for this purpose call out for
Combustion (Oil/Gas/Powder) The device is creatures that can aid them (such as Shamans
powered by combustion. So long as fuel remains and witch doctors), and typically pledge aid or
in the tank, the device is active. reward for being released (though they are under
A charge is gained by one pint of liquid oil, no compulsion to actually fulfill their promise).
phlogiston, or gas. A device’s tank is usually large The device also naturally regenerates 1d4
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charges per day as the elemental rests (cannot charge per CR point (maximum 10). Necromancy
exceed its maximum charge). souls are stored in soul gems (created via the
Capture Essence spell). The device does not
Mechanical (Clockwork/Springs) The device is naturally regenerate charges, and spent charges
powered by springs, gears, and clockwork are useless. Most necromancy devices have a
mechanisms. backup engine (usually mechanical or electricity)
A charge is gained by winding the mechanism
designated in the device or creature. Ten minutes Steam (Coal) The device is powered by steam-
of winding grants one charge. power. A charge is gained by burning coal (or any
If the gadget is damaged, or if the construct or similar, slow-burning material).
mecha suffer a critical hit, it loses one charge. A steam-powered device requires a small furnace
This does not otherwise prevent the creature from (either within it, as a mecha or construct, or
being raised or animated, but may be used once outside it if a gadget), and four pounds of coal
per creature (unless that creature later comes to grants one charge over five minutes of burning. A
life). gadget may be charged by steam-power, and not
This device regains 1 charge if it kills (or reduces directly powered by it, following the same rules.
to 0 hit points) any living creature. The device When charging a device, the furnace may be
also naturally regenerates 1d4 charges per eight resupplied with coal until all charges are set. The
hours of not being used. furnace can hold up to thirty-two pounds of coal
(enough for 8 hours).
Necromancy (Souls) The device is powered by a
necromantic crystal (of any CR chosen), with one

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

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

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

Firearms
Costs: 1 EP
Scattershot The firearm can be activated as a Use Object action, and deal damage in a cone instead of a
direct attack (and therefore does not suffer from disadvantage when used while in melee, and does not
require proficiency). The damage is in a 15’ Cone per Proficiency bonus spent on this ability. This uses two

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

Gadgets
Cost: 1 EP
Quick Use The gadget may be used again within 1d4 rounds instead of an entire minute.
Cost: -1 EP
Long Cooldown The gadget requires a day to cool down. This cannot be used with quick use.
Low Charge The gadget can contain only one charge.

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

Infusion Skill (Enchanting)


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

Prerequisites: Infusion requires at least 5 levels in a spellcasting class and an Intelligence of 15 or higher
to become proficient with. You can use the feat Infusionist to gain access to the the Infusion Skill.
Gathering Infusion Dust: There are two methods of gaining infusion dust:
Disenchanting Existing Items. One may is slain, or when the attunement is surrendered (a
disenchant a magical item that is not a mental non-action).
consumable (such as a scroll or potion) to gain Disenchanting legendary or artifact items also
Infusion Dust. This process requires an hour of usually requires a quest or a journey to where the
concentration and the ability to personally handle item was created, subject to DM discretion.
the item. At the end of the duration, the item is
destroyed, and the disenchanter gains half the Gathering Mana. One can create one Dust Point
Infusion Points that were required to create it. by working for one uninterrupted month near a
The diffuser must be at the same minimum level Mana Fountain (or similar effects, such as the
to infuse it, or else the magical matrix is too Sunwell and the Well of Eternity). Up to three
sophisticated to liquidate. In the case of characters can do this at any given time at the
legendary objects and artifacts, normal diffusion same fountain. If interrupted, the work can be
does not work, and the item must be destroyed as salvaged within a week, but any more and the
per the normal listed process for that item. dust dissipates. Drawing infusion dust can usually
In the mere presence of an infusionist of sufficient be detected by sensing magical fluctuations
level upon the destruction of a legendary item or between other mana fountains and similar effects,
artifact, it has a 50% chance of dropping infusion and can be sensed with an Arcana check (DC 15)
dust relevant to its required rarity. Attuned items if within 10 miles or less.
cannot be diffused unless their attuned character
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Using Infusion Dust. Infusing items costs the An infusion may be attached to a common or
following number of points per rarity. Remember nonmagical weapon, or an infusionist may
that diffusing an item yields half the number of upgrade the rarity on an infused weapon by
points required to create it. paying the difference in dust yields.

Minimum Proficiency Rarity Dust Yield


+2 Common 1
+3 Uncommon 3
+4 Rare 9
+5 Very Rare 27
+6 Legendary 81
+6 Artifact 243
For Example: A Rare longsword (+2) costs 9 weeks for Uncommon, three weeks for Rare, a
Infusion Dust Points, which is enough from month for Very Rare, etc.)
draining two Rare Weapons of different types.
Due to this entropic fact, infusion is very valuable, Special: A death knight's runeblade rarity
and is traded for magical items of the same increases with his level. Upon reaching 5th level,
amount of rarity as well. Upgrading it into a Very the blade becomes uncommon in quality
Rare longsword (+3) costs a difference of 18 (becoming a +1 weapon, or gaining similar
points. enchantments or infusions with the uncommon
Enchanting a legendary item usually also requires quality). Upon reaching 10th level, the runeblade
a quest to attune it to some magical source, such becomes rare in quality. Upon reaching 15th
as the High Elven Sunwell, the Scourge's Frozen level, the runeblade becomes very rare in quality.
Throne, an elemental plane's lord, or the Night Upon reaching 20th level, the runeblade may
Elves' World Tree. This is subject to the DM's reach Legendary quality if the Lich King allows it.
discretion. Artifacts cannot be created by infusion Typically, the Lich King will elevate only one
without a lengthy quest that might alter the setting runeblade to legendary quality until it is
as a whole, and are usually infused by creatures destroyed.
of great power. Examples of an artifact is the
blade Frostmourne.
The process of infusing an item is complex, and it
takes one week per rarity above Common (two

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

Spell Strike [Strike]


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

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

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

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

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

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Chapter 6: Powers and Magic


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

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

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

Caster Level Spell Level Accessed


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

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

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

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

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

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

Mana Cost of Spells. The higher the spellcaster’s proficiency bonus, the lower the cost of magic spells in
terms of mana points. By default, every magic spell costs 6 mana + 1 mana per spell level – the caster’s
proficiency bonus.
Cantrips and 0-level spells cost less mana; they cost 3 mana – proficiency bonus (minimum 0).
Strike, Shot, Debilitate, and Invigorate spells all cost half the normal mana cost for a spell of their level
(round down, minimum equal to the spell’s original cost).

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For example: 1st level warlock spends 5 mana on her 1st level spells (6 + 1 – 2), and 1 mana on her
cantrips. At level 5 (or proficiency +3), her 1st level spells cost 4, and her cantrips cost 0 mana. A debilitate
spell (such as Mind Blast) costs 2 mana for her.

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

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

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Spell Level and Heightening


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

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

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

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

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

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

Arcane Withdrawal (Optional Rule). Arcane magic is known to be addictive--and tapping into the
Sunwell’s vast energies more than once and losing it afterwards causes severe mental and physical stress.
If cursed with this dreadful affliction, one must meditate for thirty minutes every day (this does not
contribute to short rests), or else suffer disadvantage to their saves, and grant advantage towards any

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check to affect them with any arcane spell, as their bodies begin drawing in any kind of mana. Every day
without meditating also reduces the maximum mana one can store by 1 point. Meditation is a difficult task ,
and many prefer to satiate themselves by drawing mana and restoring actively, such as drinking from mana
fountains, potions, and magical vampirism (see above). Meditation requires a Spirit score of 13 or higher.
Any mana restoration effect delays the onset of withdrawal for a number of days equal to the creature’s
Stamina modifier.
If one’s maximum mana is reduced to 0 from this effect, they typically transform into mindless mana
addicts, who relentlessly seek out mana fountains and similar restorative effects (such as potions) and
gather there, viciously savaging anyone who seeks to take away their light.

Spellbooks and Relics


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

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

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

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

Spell List
Death Knight (DKN) Death Grip 3
Spell Name Spell level Death Pact 1
Special Drain Life 4 [Channel]
Bone Shield 2 [Invigorate] Dominate Creature 5
Conjure Creature 1 Can dominate Undead only
Can Animate Undead and Conjure Fiends Icy Touch 1
only Mind Freeze 5
Corpse Explosion 2 Runic Array 1+ [Rune]
Cripple 5 Strangulate 5
Death and Decay [Channel] 5 Unholy Frenzy 2

Death Coil 1 Druid (DRD)

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Spell Name Spell level Detonate Mana 4


Special Dominate Creature 5
Blink Step 2 Can dominate Elemental, Fiend, and Undead
Carrion Swarm 3 [Debilitate] only
Conjure Creature 1 Fade 1
Can Conjure Animal and Fey only Fire Nova 3
Cyclone 3 Flame Strike 5
Detonate Mana 4 Freezing Sphere 2
Dispel Magic 3 Frost Armor 1
Dominate Creature 5 Frost Nova 3
Can dominate Animal, Elemental, and Fey Frostfire Bolt 2
only Ice Block 4
Entangling Roots 1 Icy Touch 1
Fade 1 Inferno Blast 4 [Debilitate]
Nature’s Seed 2 Living Bomb 5 [Debilitate]
[Debilitate] Mana Burn 2
Rejuvenation 1 [Invigorate] Mana Drain 4 [Channel]
Resolve 1 [Stance] Mana Shield 1
Lunar Curse 3 [Curse] Mind Freeze 5
Mark of the Wild 1 Mute 2
Moonfire 1 [Debilitate] Parasite 2 [Debilitate]
Shooting Star 3 Pyroblast 7 [Channel]
Slumber 3 Shadow Strike 2
Starfall 3 [Channel] [Debilitate]
Sunbeam 3 Unholy Frenzy 2
Sunfire 3
[Debilitate] Hunter (HTR)
Swiftmend 2 [Invigorate] Spell Name Spell level
Swipe and Shred 1 Special
Thorn Growth 1 Conjure Creature 1
Tiger’s Maul 2 [Strike] Can Conjure Animal and Fey only
Tranquility 5 [Channel] Dominate Creature 5
Wrath Cantrip Can dominate Animal and Fey only
Fade 1
Mage (MGE) Flare 2
Spell Name Spell level Shadow Strike 2
Special [Debilitate]
Aerial Shackles 2 [Channel] Shot Array 1+ [Shot]
Amplify Magic 5
Arcane Armor 1 Paladin (PLD)
Arcane Barrage 4 Banishment 2
Arcane Explosion 2 Blessing Array 2+
Arcane Orb 5 [Blessing]
Banishment 2 Consecration 2
Blink Step 2 Conjure Creature 1
Blizzard 3 [Channel] Can Conjure Celestial only
Brilliance Aura 7 [Aura] Denounce 2
Capture Essence 2 [Ritual] Divine Shield 2
Combustion 5 Exorcism 2
Conjure Creature 1 Flash of Light 1
Can Conjure Construct, Elemental, and Fiend Hallow 5
only Hammer of Justice 2 [Strike]
Cripple 5 Hammer of Wrath 2 [Strike]
Death and Decay 5 [Channel] Holy Light 1
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Holy Shock 2 Conjure Creature 1


Holy Wrath 3 Can Conjure Elemental and Fiend only
Renewing Light 1 [Invigorate] Conjure Elemental Totem 3 [Totem]
Seal Array 1+ Cyclone 3
Shackle Evil 2 Dominate Creature 5
Sunbeam 3 Can dominate Elemental only
Earthbind 2
Priest (PRS) Earthbind Totem 4 [Totem]
Spell Name Spell level Earth Shield 2 [Invigorate]
Special Elemental Shock 1
Antimagic Shell 5 Elemental Shock Totem 3 [Totem]
Banishment 2 Elemental Tongue 2
Banshee’s Curse 3 [Debilitate] Fear Ward 1 [Totem]
Conjure Creature 1 Fire Nova 3
Can Conjure Celestial and Fiend only Fire Nova Totem 5 [Totem]
Cripple 5 Flame Strike 5
Death Coil 1 Freezing Sphere 2
Death Pact 1 Healing Stream 4
Denounce 2 Healing Stream Totem 6 [Totem]
Detonate Mana 4 Healing Ward 1 [Totem]
Dominate Creature 5 Lava Burst 2
Can dominate Undead only Lightning Shield 2 [Invigorate]
Drain Life 4 [Channel] Lightning Bolt 3
Exorcism 2 Lightning Storm 3
Fade 1 Mana Tide 6
Fear Ward 1 [Totem] Mana Tide Totem 8 [Totem]
Flash of Light 1 Resistance Totem 5 [Totem]
Holy Fire 2 [Debilitate] Riptide 1 [Invigorate]
Holy Light 1 Shocking Bolt Cantrip
Holy Nova 3 Spirit Animal 2
Holy Wrath 3 Spirit Infusion 3
Inner Fire 1 Spirit Link 3
Lightwell 3 [Totem] Spirit Link Totem 5 [Totem]
Mana Burn 2 Spirit Strike 1
Mind Blast 1 [Debilitate] Spiritual Reincarnation 5
Mind Flay 3 [Debilitate] Stasis Trap 1 [Totem]
Mind Vision 4 Totemic Recall 2
Mute 2 Tranquility 5 [Channel]
Orb of Annihilation 2 Water Shield 2
Power Word: Shield 3 [Invigorate]
Prayer of Healing 5 Wind Shear 2
Psychic Terror 3 Windfury Tongue 5
Renewing Light 1 [Invigorate] Windfury Tongue Totem 7 [Totem]
Shackle Evil 2
Sunbeam 3 Warlock (WRK)
Unholy Frenzy 2 Spell Name Spell level
Vampiric Aura 5 [Aura] Aerial Shackles 2
Banishment 2
Shaman (SHM) Blink Step 2
Spell Name Spell level Capture Essence 2 [Ritual]
Banishment 2 Carrion Swarm 3 [Debilitate]
Bloodlust 5 Chaos Bolt 1
Capture Essence 2 [Ritual] Combustion 5
Chain Lightning 4 Conjure Creature 1
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Can conjure undead, elementals, and fiends Mana Shield 1


Curse of Agony 2 [Curse] Mind Blast 1 [Debilitate]
Curse of Elements 3 [Curse] Mind Flay 3 [Debilitate]
Curse of Tongues 3 [Curse] Orb of Annihilation 2
Demon Skin 1 Parasite 2 [Debilitate]
Demonic Doom 9 [Debilitate] Rain of Fire 5 [Channel]
Dominate Creature 5 Shackle Evil 2
Can dominate fiends only Shadow Strike 2
Drain Life 4 [Channel] [Debilitate]
Exorcism 2 Soul Fire 2 [Debilitate]
Eye of Kilrogg 5 [Channel] Soul Stone 3
Immolation 2 [Aura] Soul Well 5 [Ritual]
Immolate 2 [Debilitate] Soulshatter 4
Inferno Blast 4 [Debilitate] Spirit Link 3
Life Tap 2 Unholy Frenzy 2
Living Bomb 5 [Debilitate] Called Curse of Recklessness
Mana Burn 2 Vampiric Aura 5 [Aura]
Mana Drain 4 [Channel]

Spell Definitions
Array. Spells with the array tag have several sub-spells. When preparing a spell with the array tag, you
must choose one spell of the array (each of which may have their own spell levels and different effects).
Auras. These spells emit an aura within 15 ft., and typically remains for a few minutes. If the creature falls
unconscious, the aura dissipates, and is otherwise considered an active and beneficial spell (unless it is
debilitative). A character can only benefit from one at any given time (their choice), and may be dispelled as
normal.
Blessings. This array includes beneficial spells that are activated by consuming half your movement, and
may target yourself or an ally. A creature can have only one blessing active on them at any given time, with
most blessings active on a duration of five minutes (and are thus mostly useful for one encounter). These
are considered beneficial spells.
Channel. These spells modify concentration spells, and require the investment of one action every round of
focusing on the target of the spell. If the caster cannot invest the required actions, the spell is not dispelled,
but does not take place until he does. Above the required action, the spellcaster cannot move faster than
half their speed. As for all concentration spells, this spell is broken if concentration is lost.
Debilitate. These are damaging spells that target one creature, and typically have multiple effects. The
caster may then activate the spell’s abilities as a reaction on the target’s turn, affecting their combat
prowess.
Invigorate. These are beneficial spells that target one creature, and otherwise act as debilitate effects.
Seals. These are personal spells (with a target of ‘you’) that are also cast as part of your movement
(consumes base half movement, cannot be used if already spent). A creature may be under the effects of
one seal at any given time, and most seals have a duration of one minute. Seals may be released (termed
judgment or release), and impose the additional effect specified under the spell. These are considered
beneficial spells. Only paladins may cast seals. Death Knights may cast seals, but only those marked as
runic spells.
Shield. These spells benefit from several priestly abilities.
Strikes/Shot: These spells cost a bonus action to activate, and otherwise act on an attacker’s melee or
ranged attack several times before expiring, modifying it appropriately. The user can otherwise declare
when to use them per action, or to withhold the effect until before the end of the duration. These are
considered beneficial spells. Shot spells are strike spells, but are restricted to ranged weapons. All shot
spells belong to the hunter spell list.
Totems. These relics cast specific spells they are imbued with as a reaction from the caster. Totems
usually remain for one minute, and require a reaction to activate each round. They can be moved with a
bonus action (maximum speed is equal to the caster’s speed).
Totems have 7 AC, and hit points equal to double the level of the caster. Destroying a totem by reducing it
to 0 hit points deactivates the effect and dispels the spell as normal. Whenever the totem is subjected to a
saving throw, they use the caster’s bonus.
Aerial Shackles [MGE 2, WRK 2] Evocation
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Casting Time 1 action expended as a reaction to perform one of the


Range 90 feet (one creature) following.
Components V, S ● The target heals 2d6 hit points,
Duration Concentration, up to 1 minute. ● The attacker must make a Spirit saving
You create a brilliant, golden energy web that throw or else be frightened for 1 round,
captures and damages one flying creature. A When all spirits are expended, the spell ends.
bright beam of light links the target to your Heightened. For each spell level above 2nd, you
outstretched hand. The target cannot leave its gain an additional spirit.
space (or spaces) unless it spends an action and Special. If the caster and the target are clan
passes a Strength saving throw that exceeds your relatives or bound by marriage, the damage
DC. Though unable to move or fly freely, the prevented by the spell is 5 less points from all
target nonetheless does not fall, and is prevented sources.
from falling by the spell. The aerial shackles keep
the subject hovering in place. The target may still Antimagic Shell [PRS 5]
attack if it is within range, use a breath weapon or Abjuration [Shield]
cast spells (counting the damage dealt against its Casting Time 1 action
Stamina check to cast while being damaged). Range Self
Starting on the round after the spell takes effect, Components V, S, M (a pinch of powdered iron
the spell’s webs constrict, dealing 2d6 points of or iron filings)
Arcane damage each round to the target if you Duration Concentration, up to 10 minutes.
wish it. The aerial shackles are composed of This acts exactly as the Antimagic field spell,
arcane energy. Neither the strands around the except that it is restricted to you, and is not in a
subject nor the link can be cut or damaged, sphere. This does not include anything that is not
though they can be dispelled. a part of you, but does include items held by you,
Special. If the target is larger than you, it has or creatures consumed by you, etc.
advantage to the saving throw.
Heightened. The damage increases by 1d6 Arcane Armor [MGE 1]
every spell level beyond the 2nd (to a maximum Abjuration
of 6d6 at level 6). Casting Time 1 action
Range Self
Amplify Magic [MGE 5] Component V, S, M (Focus crystal that costs 10
Abjuration gp)
Casting Time 1 action Duration 1 hour
Range 60 feet (15-foot radius sphere) A protective field guards you. Upon casting this
Components V, S spell, you may choose one magic school or
Duration Concentration, up to 1 minute. energy type, and gain advantage to all saves
You amplify magical effects in the area of effect. versus that school or resistance versus that
All spells cast from or into the area of effect are damage type for the duration of the spell.
heightened one spell level. If the spell cannot be You, however, gain disadvantage to saving
heightened (or if heightening has no effect), it throws that belong to spells that another school
heals 25% more, damages 25% more, or remains (see table below), or vulnerability to damage from
for 25% longer. its opposing type.
Dampen Magic This spell may be reversely cast. You cannot gain resistance to an effect you are
If so, the spells cast into or from the area of effect already resistant to, but you can gain resistance
are counted one level lower (if eligible). to an effect you are vulnerable against (becoming
neutral). You cannot gain vulnerability to an effect
Ancestral Guardians [SHM 2] you are immune to.
Abjuration [Invigorate]
Casting Time 1 bonus action School Opposing School
Range Touch (one creature) Abjuration Evocation
Components S, V Illusion Divination
Duration Concentration, up to 1 minute, or two Conjuration Transmutation
uses (whichever comes first) Enchantment Necromancy
You conjure two allied spirits that protect the
target. While under effects of this spell, the target Energy Type Opposing Type
suffers 1 less point of damage per spell level from Fire Cold
all nonmagical sources. Each spirit may be Acid Lightning
Holy Fel

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emit an Arcane Explosion centered on the orb


Special. If you are vulnerable to a school or itself, as the spell Arcane Explosion.
damage type, you gain disadvantage to saving This totem otherwise functions as all other totem
throws, and attackers that affect you using that spells.
school or energy type have advantage to attacks Special. Unlike most Totem spells, this can be
against you. only cast by the Mage class.
Heightened. When cast as a level 6 spell, you
gain resistance to the damage type or advantage Banishment [MGE 2, PLD 2, PRS 2, SHM 2,
versus the school chosen without gaining WRK 2]
vulnerability or disadvantage to the opposite type Abjuration
or school. Casting Time 1 action
Components V, S
Arcane Barrage [MGE 4] Range 60 feet (one fiend or celestial)
Evocation Duration Concentration, up to 1 minute
Casting Time 1 action One fiend or celestial you target must make a
Components V, S Charisma saving throw. On a failure, you shunt
Range 120 feet, (10-foot-radius sphere) them with abjuration magic to a transitionary
Duration Instantaneous state, causing them to become ethereally
You create two large glowing bursts of violet unstable (gaining resistance to nonmagical
force, sending them to a single enemy within the damage and reducing their movement speed by
range. The two intertwine, striking the enemy and half). At the end of the duration (if you were able
creating an explosion of force, dealing 6d4+6 to concentrate for an entire minute), they are
damage to the target, and to all creatures and banished to their original plane of existence.
unattended objects within a 10-foot radius sphere Heightened. If heightened to level 4, you can
of him. target other creatures as well as fiends and
Said creatures are also pushed back 5 feet celestials. When banished, you can instead
outwards from the center of the blast. Targeted banish their transformed forms to another
creatures are entitled an Agility saving throw to dimension, where they disappear (are shunted
negate the push effect, but cannot reduce the into another dimension), where they remain in a
damage taken. harmless dimension until the end of the spell's
Heightened. The spell deals an extra 1d4+1 duration (or until you fail to concentrate on the
damage per every level above level 4. spell). In this dimension, the creature can return if
it possesses the ability to plane shift back (in
Arcane Explosion [MGE 2] which case it returns in the space it was banished
Evocation from), but is otherwise unharmed.
Casting Time 1 bonus action
Components V Banshee’s Curse [PRS 3, WRK3]
Range Self (10-foot-radius sphere) Necromancy [Debilitate]
Duration Instantaneous Components V, S
You create a tremendous burst of arcane energy Range 30 feet, one living creature.
that explodes from you, dealing 2d4+2 Arcane Duration One minute or three uses (whichever is
damage to all creatures and unattended objects sooner)
in the area, except you. Said creatures are also You place the banshee’s regretful curse on a
pushed back 5 feet. Targeted creatures are target. For the next minute, and whenever they
entitled an Agility saving throw to negate the push roll any d20 check, you may declare with a
effect, but cannot reduce the damage taken. reaction that they have any of the following
Heightened. The spell deals an extra 1d4+1 penalties:
damage per every level above level 2. 1. That they have disadvantage on the roll.
2. They must roll a d100. On a 33 or lower,
Arcane Orb [MGE 5] the action fails. On a result of 34 or higher,
Evocation [Totem] the action succeeds as normal.
Casting Time 1 action Upon being used three times or the duration
Components V, S ending, the curse is broken.
Range 30 feet (5-foot square) Heightened. You may gain one use of curses
Duration 1 minute above normal per spell level beyond 3rd
You create a swirling orb of magical force. When (maximum 5 at level 5).
you cast this orb, you may use a reaction for it to

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Bind Creature (Construct, Celestial, origin) after the task is complete. The
Elemental, Fiend, Undead) [DRD 1, MGE 1, creature is still bound to travel back to you
PRS 1, SHM 1, WRK 1] and report its success before leaving. If
Abjuration you are on another plane of existance, it
Casting time 1 hour waits until it is certain that you will not
Range 60 feet return beyond reasonable doubt, at which
Components V, S, M (a gift or focus; see below) point it leaves a message and then leaves
Duration 24 hours to its original plane. If bound for a task, the
With this spell, you attempt to bind a creature spell requires a material component equal
your service. You can bind a creature from the to 25 gp per CR of the creature (or total
type related to your spellcasting list (see conjuring CR if multiple creatures with one spell). If
and binding under your class). CR 5 and above, the cost doubles per
The target creature must be within range for the increment of 5 levels (up to 400 per CR at
entire casting of the spell. At the completion of level 20 and above).
casting, the target must make a Charisma saving ● Day of Service. If the creature is bound to
throw (typically, the creature is first conjured into serve for a duration, it is automatically
the center of an inverted magic circle to keep it freed after the duration ends (regardless
bound, is held with chains, or is willing). On a of its original mission). It may choose to
failed save, the target creature is bound to serve remain longer, but it is otherwise freed
you for the duration. If the creature was from obedience. If bound for a duration,
summoned or created by another spell, that the creature requires one-fifth the cost of
spell's duration is extended to match the casting binding for a task increment if the duration
time of this spell. Conjured creatures are entitled is a day (if above a week, one-half the
a saving throw once the spell begins to be cast to cost per week; if above a month, it
escape the binding attempt. requires the entire cost; and if above a
The CR of the creature(s) that can be bound in year, double the entire cost every year).
one casting is equal to 1 per spell level (can be Creatures whose interests align with yours may
split between multiple creatures). At any given half or waive the payment entirely. A creature
time, regardless of how many bound creatures already bound can still be subject to this spell,
you have, you cannot have more than two times which requires three opposed spellcasting checks
your CR in bound creatures. Excess creatures to break the first binding (or repel the attempt).
are automatically freed, and may choose to return Special. Binding any undead requires only the
to their normal plane (of conjured) or remain in payment for a task (even if there is no task other
the plane they are currently in. You are always than serving you) in necromantic ingredients and
aware of how tenuous your hold is on your bound onyx to permanently reanimate the dead. After
creatures and whether a creature breaks free or the spell's duration ends, however, the undead
not. A creature of higher CR than normal may automatically break free and may be re-bound
allow the spell to affect it (if willingly bound). with an action. Bound undead retain their
A bound creature is not treated as conjured (not telepathic connection as if conjured (within line of
restricted from conjuring others, is not sight or 100 feet, whichever applies).
commanded telepathically, not automatically Note. This spell is also known as enslave undead
friendly to you or your allies, and cannot be and enslave demons (when used against undead
dispelled with dispel magic and similar effects). Its and fiends, respectively).
death is considered to be a true death (and Heightened. When you cast this spell using a
therefore grants XP), and its presence is treated spell slot higher than the maximum CR of the
as a character (and therefore gains XP), and spell by 1 level, the duration is increased one
must follow your instructions to the best of its step; moving one increment every level above
ability due to the power of the spell. You might maximum: 24 hours - 3 days - 1 week - 1 month -
command the creature to accompany you on an 1 year.
adventure, to guard a location, or to deliver a
message. The creature obeys the letter of your Blessing Array [PLD 2+]
instruction (as it is bound), but if the creature is Transmutation [Array, Blessing]
hostile to you, it strives to twist your words to Casting Time special (half movement)
achieve its own objectives. Depending on the Components: V, S
instructions, this spell binds the creature to one of Range Touch (one creature)
the below conditions. Duration 5 minutes
● Bound for a Task. If the creature is bound You gain one blessing of the below array.
to complete one task, it is automatically ● Blessing of Kings [PLD 4]. You or any
freed (and usually returns to its plane of target creature gains +2 to all d20 rolls
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until the duration of the spell ends. This Casting Time 1 action
applies to attack rolls, saving throws, skill Range 150 feet, in a 15-feet-wide, 60-feet-high
checks, and ability checks. cylinder.
● Blessing of Might [PLD 2]. You gain Components V, S, M (crushed glass and water)
supernatural awareness of the Duration Channeling, up to 1 minute
vulnerabilities in your enemies. You gain You whisper the magic words, and a cold light
+2 bonus to damage rolls. While under the emanates from your hands. At your command,
benefits of this blessing, your pupils dilate, snow, sleet and hail batter your foes. The spell
but are not any more sensitive to light than calls down freezing sleet, ice shards and heavy
usual. This does not stack with Aura of hail down on the caster’s targets, dealing 1d4
Might or similar effects. points of slashing damage, and 1d4 points of cold
● Blessing of Protection [PLD 3]. This potent damage to the area and every creature in it per
blessing protects the target. The target round of concentration.
gains the effect of a Divine Shield spell. The heavy snow obscures all sight, including
However, the spell ends for the target if darkvision, beyond 5 feet. Forty feet high, a cold
they attack or cast any spell. cloud materializes, imposing the same
● Blessing of Sacrifice [PLD 2]. This potent obscuration to sight, and dealing the same
blessing creates a spiritual connection damage to all creatures that fly through or under
between you and the subject. Each time it.
the subject takes hit point damage, half of Heightened. Per level above 3rd, add one dice to
it transfers to you. If you and the subject the cold damage, and the level afterwards, add
move out of range of each other, the spell one dice to the slashing damage (2d4 cold, 1d4
ends immediately. The halved damage is slashing at 4th level; 2d4 cold 2d4 slashing 5th
not counted as if resistance, but does not level, etc.)
stack with it. The target and you must be
within clear, unobstructed vision and Bloodlust [SHM 5]
within 15 feet of one another. Transmutation
● Blessing of Wisdom [PLD 2]. This Casting Time 1 action
powerful blessing aids spellcasters, aiding Range 30 feet
their mana expenditures in battle. For the Components S, V, M (a drop of dried blood or
duration of the blessing, the base spell sand)
cost for spells cast by the target cost 1 Duration Concentration, up to 1 minute
less mana (minimum 1). Choose a willing creature you can see within
Heightened. range. Until the spell ends, the target is immune
● Blessing of Might. For each level above to fear, has +2 to AC, advantage on Agility saving
2nd, you add +1 to the damage roll throws, and can make an additional action on
increase, to a maximum of +5. each of its turns, and gains temporary hit points
equal to your spellcasting modifier at the
Blink Step [DRD 2, MGE 2, WRK 2] beginning of every of its rounds.
Conjuration This action can only be used for the attack (one
Casting Time 1 bonus action weapon attack only), Dash, Disengage, Hide, or
Range 30 feet Use Object action. When the spell ends, the
Components V target can’t move or take actions until after its
Target Touch next turn.
Duration Instantaneous
You shunt yourself dimensionally, teleporting Bone Shield [DKN 2]
yourself to an unoccupied spot in range. You Abjuration [Invigorate]
cannot teleport yourself to an area you cannot Casting Time 1 bonus action
see, or into an object. Range personal (self)
Special. This spell may also be cast as a reaction. Components S, V
In this case, casting it when being hit gives you Duration Concentration, up to 1 minute, or two
resistance to all physical damage as well as uses (whichever comes first)
teleports you. You may also teleport others with You create a shield of bones, with a total of one
you, but each additional creatures halves the bone per level. Each bone may be used as a
distance remaining. reaction to perform one of the following.
● Grants resistance to you for one hit.
Blizzard [MGE 3] ● Grants you advantage versus a hostile
Evocation [Channel] spell effect.

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When all bones are used, the spell ends. caster of the Capture Essence spell (or a DC 15
Heightened. For each level above 2nd, you gain check, whichever is higher or possible). If the
an additional bone (and by extension, use). check fails, the spell fails as well, and the attempt
cannot be repeated unless the device that holds
Brilliance Aura [MGE 7] the essence was used at least once (such as
Transmutation [Aura] drawing one use of a necromancy device).
Casting Time 1 action Special II. If the spell is cast ritually with
Components V, S expending double the normal mana cost, the
Range 15-foot-radius sphere, centered on you target of the effect suffers disadvantage to the
Duration One minute essence-capturing, and any attempts to release
You surround yourself with a pulsing aura of the essence have disadvantage.
cerulean energy. This aura grants crystalline Special III. Quintessence restores 1d6 hit points
thought to any two allied spellcasters in range per CR of the outsider it absorbed by a living
and empowers them to cast their spells with less creature, or 2 mana points per CR. This is a
effort. mana-restorative effect.
For the duration of the aura, and so long as a Heightened. The maximum CR of the creature
creature is both friendly and within range, the whose essence is absorbed increases by 2 per
mana spell cost for spells cast is reduced by 1 level beyond 2 (to a maximum of 18).
(minimum 1).
Carrion Swarm [DRD 3, WRK 3]
Capture Essence (Ritual) [MGE 2, SHM 2, WRK Evocation [Debilitate]
2] Casting Time 1 action
Abjuration [Ritual] Range Self (30-foot cone)
Casting Time 10 minutes Components V, S, M (a corpse or egg of a
Range Touch beetle, spider, or other vermin)
Component V, S, M (Focus crystal that costs 50 Duration Instantaneous, up to 1 minute, or three
gp) uses (whichever comes first)
Duration Instantaneous, or ten minutes until A swarm of bats, poisonous spiders, flying
discharge beetles and other such vermin extends out from
You draw an essence-capturing magic circle or your hand to bite and savage your opponents.
seal that can remain up to ten minutes before Each creature in a 30-foot cone must make a
discharging. While the seal is active, any creature Stamina saving throw. A creature takes 6d6
you designate that is reduced to 0 hit points within nonmagical bludgeoning, piercing, and slashing
10 feet of the seal (or any surface you inscribe it damage on a failed save, or half as much
upon) must make a Spirit saving throw or else damage on a successful one. The target is also
have its essence absorbed by the seal in infested for one minute. While infested, you may
question. The creature must have a CR equal to declare with a reaction any of the following effects
or less than 4. on the target.
Depending on the creature type, the focus crystal ● The target takes 1d6 poison damage.
can perform multiple things. ● The target is considered poisoned until the
beginning of their next round.
Humanoid, Beast, Fey, Monstrosity, Dragon: Soul Special I. If the target dies while under effects of
Gems, which fuel Necromancy devices this spell, unused debilitate uses conjure 1
Undead: Dark Gems, which fuel for Necromancy Carrion Beetle. The DM has the Carrion Beetle’s
devices, can be consumed statistics.
Elemental: Elemental Gems, which fuel Special II. If caster is a corporeal undead, the
elemental-powered devices swarm can tear flesh off the target and rejuvenate
Outsiders: Quintessence, which can be onsumed the caster. When using a debilitate use, the
(special, see below) caster regains 1d8 hit points per use at the end of
Construct, Plant, Ooze cannot be targeted by this the spell’s effects (when the debilitate uses end).
spell. The target must have a minimum CR of ½.
Heightened. The initial damage increases by 1d8
Special. If a creature is absorbed into the seal, for each level above 3rd, and the secondary
and is later targeted for a raise dead, damage increases by 1 dice every two levels
resurrection, conjure creature (if it was named), a above 3rd.
divination (if targeting a specific person, such as
Sending), or similar targeting effect, the caster Chaos Bolt [WRK 1]
must make an opposed Intelligence check to the Evocation
Casting Time 1 action
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Range 60 feet (one creature) Duration Concentration, up to 1 hour


Components V, S You summon a creature from the type related to
Duration Instantaneous then 1 round your spellcasting list (see conjuring and binding
You throw a greenish-violet bolt of crackling under your class).
chaotic energies. Make a ranged spell attack on a The creature appears in an unoccupied space
target within range. Targets struck by this bolt you can see in range. The creature is friendly to
suffer 2d8 fel damage. If the target is subjected to you and your companions for the duration. Roll
a debilitate spell in the next round, they suffer initiative for the creature, which has its own turns.
disadvantage to their saving throw versus the Once conjured, the creature can telepathically
initial effect. understand any and will execute your commands
Special. This spell costs half mana. (no action required by you). The telepathy only
Heightened. When you cast this spell using a functions if you maintain line of sight to the
spell slot of 2nd level or higher, the damage creature (undead can additionally be given
increases by 2d6 for each slot level above 2nd. commands if within 100 feet, whichever applies).
The creature has a CR of 1 per spell level. If the
Combustion [MGE 5, WRK 5] conjured creature is an animal, fey, or undead,
Evocation you may also divide the CR between multiple
Casting Time 1 action creatures (such as doubling the number of
Range 60 feet (one creature) creatures and dividing the CR by 2, or tripling and
Components V, S dividing by 3, etc., to a minimum of CR 1/8).
Duration Instantaneous Dispelling one creature dispels the entire spell,
Special Requires target to be under a debilitate however.
spell effect It obeys any commands given, so long as they
You combust the target, setting off any and all of don’t violate its alignment or nature. If you don’t
your damage over time debilitation effects. The issue any commands to the creature, it defends
target takes 2d8 fire damage, and you may use a itself from hostile creatures but otherwise takes
single reaction to calculate all damage resultant no actions.
from your active damage over time effects on the A conjured creature cannot conjure others even if
target, discharging all of them at once. Non- they have spells that normally allow them to, and
damaging effects do not stack, but damage does. despite them obeying their conjurer’s commands,
they take their own actions and are controlled by
Consecration [PLD 2] the DM (such as which spells or ability to use,
Evocation etc.).
Casting Time 1 action Once the duration of the spell ends or the
Range 30 feet (15-foot radius sphere) creature is defeated, it is dismissed to its original
Components V, S plane (or becomes inanimate and resumes the
Duration Concentration, up to 1 minute object’s purpose in the case of undead, plants,
You call upon the Holy Light to sanctify an area, and constructs). If your concentration breaks
dealing 2d8 holy damage to all enemies of the before the duration ends and you do not use your
Light within this area of effect. If the enemy is a action to dismiss the creature, it becomes
fiend or undead, they take 50% extra damage independent in its actions, and is controlled by the
and also move at half normal speed. DM until the duration of the spell ends (typically,
Creatures aligned or who follow the Light take no undead and elementals rampage, constructs and
damage. Creatures that are not opposed to it take plants act like objects, fey and animals defend
half damage. For the duration of the spell, the themselves and seek refuge, and celestials and
area of effect is treated as hallowed (as per the fiends promote their far-reaching aims).
spell Hallow, but cannot bind an extra effect to the Note. Depending on the creature conjured, the
area). spell’s school changes (transmutation with plants
Heightened. The damage increases by 1d8 per and constructs, or necromancy with undead).
level. Heightened. For every spell level above 1st, the
CR of the creature conjured increases by 1.
Conjure Creature (Animal, Construct, ● Special (Components). If the creature
Celestial, Elemental, Fey, Fiend, Undead) conjured is natural (an animal or fey), the
[DRD 1, MGE 1, PRS 1, SHM 1, WRK 1] spell also requires a material component
Conjuration or focus that is related to the conjured
Casting Time 1 hour (or 1 action if animal, fey, or creature. Fiends and celestials require an
plant) obedience or sacrifice as a focus (such as
Range 60 feet Components V, S (and M), see a page of a holy book or a drop of blood
below as a material component, or a ritual circle
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as a focus); elementals require elemental the caster to maintain concentration on another


presence as a material or focus (burning spell (including a conjure elemental spell).
incense for air, sulfur/phosphorous or a Special: A shaman cannot have more than one
bonfire for fire, a body of water for water, conjure elemental totems active at any given
etc.), while constructs, plants, and undead time.
require an object as focus (such as a Heightened. When heightened any number of
nearby couch to transmute into the spell levels, the Conjure Elemental effect is also
construct, a tree for a plant, or a corpse heightened by the same number of spell levels.
for the necromantic powers to animate
into). Corpse Explosion [DKN 2, PRS 2]
● Special (Permanent Dead). When Necromancy
animating undead, you may choose to Casting Time 1 reaction
make the animation permanent instead of Range 30 feet (10-foot-radius sphere)
temporary. If you do so, the undead obeys Components S
commands up to 24 hours before it breaks Duration Instantaneous
free and the connection is severed. You Reaction: A corpse is within 30 feet of you.
may re-cast this spell and re-bind the You may use your reaction to suffuse a nearby
undead to your will (they are entitled a corpse with fel energies, filling it with so much
Spirit saving throw to avoid being corruption that it explodes then and there. The
enslaved), so long as the target(s) are corpse explodes, dealing 2d6 fel damage, and
within the CR threshold. You cannot have 2d6 poison damage to all creatures within 10 feet
more undead animated than your level in of it, inflicting the poisoned condition for one
CR. Additional undead are automatically minute.
freed (see Special III). To creature Creatures affected are entitled an Agility saving
permanent undead, you must cast this throw to half damage and negate the poisoned
spell in a cursed or blighted area or at condition.
night, and spend 25 gp per CR in An exploded corpse is desecrated and difficult to
necromantic materials (black onyx, exotic raise, and requires that they be healed up to half
herbs, saronite ore of Northrend, carved the damage dealt by corpse explosion. A corpse
skulls, miniature heads). If the creature is cannot be targeted more than once with the same
larger than Huge or is incorporeal, the spell.
price is quadrupled (100 gp per CR). Heightened. You may deal an additional 1d6 fel
● Special (Plant and Construct Focus). and 1d6 poison damage.
When animating a construct or plant, the
focus object must not be harder than iron Cripple [DKN 5, MGE 5, PRS 5]
or be sophisticated or hold anything within Necromancy
(such as a locked door or chest, a gadget, Casting Time 1 action
or a vehicle for constructs, or a tree that Components V, S
holds a house within), and it must be as Range 60 feet.
large as the construct (a wooden table for Duration Concentration, up to 1 minute.
a Wood Golem, or a pile of armor for You cripple any living target within range. Make a
Animated Armor). If the construct or plant ranged spell attack. On a success, the target
is destroyed, the magical energies draw takes -2 to AC and to Agility saving throws, can’t
the remains back to where the original use its reactions, and may make either an action
object stood and attempt to reform the or a bonus action every turn (not both).
focus (though it looks damaged). Regardless of the creature’s abilities, it may only
make one melee or ranged attack on its turn, and
Conjure Elemental Totem [SHM 3] they deal only half damage with weapon attacks
Conjuration [Totem] that use Strength or Agility.
Casting time 3 rounds If the creature attempts to cast a spell with a
Range 60 feet casting time of 1 action, roll a d20. On an 11 or
Components V, S higher, the spell doesn’t take effect until the
Duration 1 hour creature’s next turn, and the creature must use its
When you cast this spell, the totem both casts action on that turn to complete the spell. If it can’t,
and concentrates on a level 1 Conjure Elemental the spell is wasted. At the end of each of the
spell, with the elemental appearing target’s turns, it can make a Stamina saving throw
instantaneously and remaining so long as the against the spell. On a success, the spell ends.
totem stands (or until the duration ends). Since
the totem is concentrating on the spell, this allows
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Curse of Agony [WRK 2] Casting Time 1 action


Evocation [Debilitate, Curse] Range 60 feet, in a 10-feet-wide, 30-foot-high
Casting Time 1 action cylinder.
Components S, V Components S, V
Range 60 feet Duration Concentration, up to 1 minute
Duration Instantaneous, plus one minute or two You target one creature to be affected by a
uses (whichever comes first) powerful cyclone of rising winds. The creature,
You curse your target with agony. Make a ranged once affected, is entitled an Agility saving throw to
spell attack against the target. On a hit, the target be unaffected and be moved out of the cylinder
is affected by the spell, taking 2d6 fel damage. radius (to any direction chosen). If the character
For the next minute, you may declare with a cannot move away, it is affected regardless, but
reaction any of the following effects on the target. takes half damage from any falls or cyclone
● The target takes 1d6 fel damage. damage.
● The target is treated as if poisoned for one The creature targeted rises vertically so long as
round. you are concentrating on the spell, and remains in
Heightened. The initial and secondary damage the middle of the cyclone (15 feet in the air). At
increases by one dice each, and you gain another the end of each round, the creature may make
use of the debilitate effect. another Agility saving throw to escape the
Special. For each spell point spent to deal cyclone, falling out of it and halving fall
damage after the first from casting the spell, the damage.The creature cannot move away unless
damage increases by one dice. they can fly and succeed in an Acrobatics check
against your spell DC. If they attempt to cast
Curse of Elements [WRK 3] spells, they are distracted, and all attacks made
Abjuration [Curse] by them are made with concealment from the
Casting Time 1 action winds. One creature can be held by the cyclone
Range 60 feet (one creature) at any given time.
Component V, S You may use your action to drop the original
Duration Concentration, up to 1 hour target creature and lift another one, or launch the
Upon casting this spell, you must succeed on a original creature from the cyclone with the
ranged touch attack to affect a target. On a cyclone’s full force. Dropping a creature forces
successful hit, you may curse them with the original target to suffer fall damage from its
vulnerability to the elements. The target suffers -2 midair height (15 feet for medium creatures, or
on saving throws on spells that deal direct 1d6 fall damage) and subjects another within the
damage or debilitate effects cyclone’s area of effect to being lifted by the
cyclone, while launching the target raises them to
Curse of Tongues [WRK 3] the double their midair height (30 feet for medium
Enchantment [Curse] creatures, or 3d6 fall damage) and drops them
Casting time 1 action from that height to any area within 15 feet away.
Range 60 feet (one creature) A successful Agility saving throw when hurled
Components V, S halves the fall damage and drops the creature 5
Duration 1 hour feet away from the cyclone’s area of effect.
You target one target with the curse of tongues, You may use your movement to move the
stealing their voice and causing them to speak in cyclone to another area and combine that with
no other language than the dark tongue of lifting a new creature or hurling an old one.
Eredun. On a failed Spirit saving throw, the target Depending on the creature’s size, its original
is cursed, causing them to speak only Eredun. height midair might differ. This affects the fall
Any spell that has a verbal component requires damage the creature takes. Small and Tiny
double the normal time to cast. If the target is a creatures suffer damage as if they fell 10 and 20
good-aligned character, they take 1 point of extra feet (or 1d6 and 2d6 extra, respectively) if
Psychic damage whenever they speak Eredun. hurled, while.
This damage is inflicted once per round.
Special. Due to the effect being temporary, there Size Midair Height
is no risk of losing Spirit points by being forced to Tiny 30
speak in Eredun. Creatures that can speak Small 20
uncorrupted Eredun are immune to the effects of Medium 15
this spell. Large 10
Huge 5
Cyclone [DRD 3, SHM 3]
Evocation
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Heightened. You may target another creature in Heightened. The healing increases by 1d8 per
your cyclone effect and increase the midair height level above 1st.
by 5 feet per every two spell levels above 3rd. All
creatures must be at least 10 feet within reach of Death Grip [DKN 3]
one another to be affected in an ongoing cyclone Transmutation
effect. Casting Time 1 action
Range 60 feet
Death and Decay [DKN 5, MGE 5] Components S, V
Necromancy [Channel] Duration Concentration, up to 1 minute.
Casting Time 1 action You grab a Large or smaller creature
Range 150 feet, in a 30-feet-wide burst. telekinetically, drawing it 60 feet closer to you if it
Components S, V, M (a dead rose) fails a Strength saving throw. You may also move
Duration Channeling, up to 10 minutes the creature upward, but not further than the
Negative energy infuses the area in visible puffs. maximum range of the spell. A creature lifted
Living creatures age rapidly, as skin sags and upwards is suspended in mid-air so long as the
flesh sloughs off bones. Structures wither and caster is concentrating.
collapse, suffering the effects of decades within
few seconds. All living creatures and non-natural Death Pact [DKN 1, PRS 1]
structures in the area take 5d8 points of Fel Necromancy
damage per round of channeling. Each creature Casting Time 1 action
can make a Stamina saving throw to half damage Range 30 feet (any undead or fiend)
dealt. Components S, V
Structures. The spell deals normal damage to Duration Instantaneous
any structure in contact with the ground when the You siphon death magic from any allied undead
spell is cast, and every round until the spell ends. or fiendish creature within range. The target loses
Structures typically have 40 hit points at the 10 hit points, which you regain as hit points. The
ground floor, and 10 hit points less per each target (if intelligent) is entitled a Spirit saving
successive floor. Typically, it takes one minute of throw to negate this effect. If the creature is
damage to reduce a building’s floor to rubble with reduced to 0 hit points, it is destroyed as normal
this spell. for its type.
A collapsing structure damages nearby creatures Heightened. For each level above 1st, you may
within half the structure’s height. Said creatures drain 10 additional hit points per level.
must make an Agility saving throw or else take
5d6 bludgeoning damage, and is knocked prone, Special: The spell may be prepared under a
and is buried in the rubble, requiring a DC 20 different set spell slot to restore the caster’s mana
Strength (Athletics) check as an action to escape. instead. This is called the Dark Ritual spell
The DM can adjust the DC higher or lower, instead.
depending on the nature of the rubble. On a Dark Ritual
successful save, the creature takes half as much This spell acts as Death Pact normally, but for
damage and doesn’t fall prone or become buried. every 10 hit points, the caster regains 2 mana
Heightened. The spell deals an additional 1d8 points. This can be heightened as Death Pact,
per round of channeling per level above 5 . and does not cost mana to cast.
As all mana-restorative abilities, this can be used
Death Coil [DKN 1, PRS 1] once per hour.
Necromancy
Casting Time 1 action Demon Skin [WRK 1]
Range 30 feet (one creature) Conjuration
Components V, S Casting Time 1 action
Duration Instantaneous Components V, S, M (grounded tooth dust)
With the strength of the Lich King, you bring Range Self
death to the living, and health to the unsanctified. Duration 1 hour
The creature you target regains a number of hit You touch a willing creature who isn’t wearing
points equal to 1d8 + your spellcasting ability armor, and it until the spell ends, the target’s skin
modifier if they are undead or fiends. If you target becomes ragged and solid.
a living or celestial they take damage equal to The target’s base AC becomes 13 + its Dexterity
the hit points they would normally gain, as Fel modifier, and gains 3 temporary hit points for the
damage. If you target an unwilling creature, you duration of the spell. So long as at least 1
require a ranged spell attack.

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temporary hit point remains, you have attack against the attacker. On a success, their hit
vulnerability against holy damage. then is no longer a critical hit.
The spell ends if the target dons armor or if you Heightened: If heightened to 4th level, this spell
dismiss the spell as an action. can negate two critical hits; the second
Heighten. When you cast this spell using denunciation must be used within an hour of
a spell slot of 2nd level or higher, a target’s casting (this does not require concentration).
temporary hit points increases by an additional 3
for each slot level above 1st. Detonate Mana [DRD 4, MGE 4, PRS 4]
Evocation
Demonic Doom [WRK 9] Casting Time 1 action
Conjuration [Debilitate] Components V, S
Casting Time 1 action Range 30 feet (10-foot sphere)
Range 60 feet Duration Instantaneous
Component V, S You target an area with a sphere of black-purple
Duration Instantaneous, up to 1 minute (or nine anti-magic. Where the sphere explodes, all
uses, whichever comes first) creatures that can use mana lose 1d4+1 mana
You curse the target with a terrible fate. Make a points, and take 2 Arcane damage for every
ranged spell attack against any living target within mana point lost.
range. The target suffers 9d4 fel damage If the creature loses more than 3 mana points this
immediately, and is afflicted for one minute. While way, they are subjected to a dispel magic effect
afflicted, you may declare with a reaction any of (spell level equal to the Detonate Mana spell level
the following effects on the target. – 2).
1. The target takes 4d4 fel damage. Heightened. The number of mana points drained
2. The target takes only 2d4 fel damage, but increases by 1d4 points per every three levels
is considered poisoned until the beginning above 4 (2d4 at level 7).
of their next round. Special: Demons always have active mana, and
3. You may cancel out a dispel effect. If you can always be targeted with mana burn. If they
do this, you cannot also damage the have no mana, they still take 2 points of Arcane
target. damage.
If the creature dies while under the effects of
demonic doom, its corpse is destroyed, and a Divine Shield [PLD 2]
column of fire appears, dealing 18d4 damage Abjuration
(half fire, half fel) in 10 feet of the corpse. A Casting Time 1 action
doomguard is summoned on the spot of its death, Components S, V
and it remains for a minute. The doomguard is Range Self
friendly to you and your companions for the Duration Concentration, up to 2 minutes
duration. Roll initiative for the doomguard, which You raise your hand, and are protected by the
has its own turns. grace of the Holy Light. So long as you
The doomguard requires your concentration to concentrate, you gain immunity to all types of
remain active, and obeys any verbal commands damage. This shield has 3 hit points per caster
you issue it (no action required by you), as long level, and fades prematurely if its maximum
as they don’t violate their alignment. If you don’t absorbed hit point maximum is reached. If the
issue any commands to the doomguard, it shield manages to absorb all damage from the
defends itself from hostile creatures but otherwise effect, you are protected against any secondary
takes no actions. The DM has the doomguard’s effects. If subjected to a poison or disease, you
statistics. are unaffected, and the shield loses a number of
Special. A doomguard is only summoned if the hit points equal to half the DC. If you are affected
targeted creature is of CR 2 or higher. by a non-damaging spell, reduce the shield’s hit
points by 3 per spell level taken--if it absorbs all
Denounce [PLD 2, PRS 2] the damage, you are immune to that one spell
Abjuration Heightened. If heightened to 4th level, its
Casting Time 1 reaction maximum duration increases to 5 minutes. If
Range 60 feet heightened to 6th level, it is no longer a
Component V, S concentration spell.
Duration Instantaneous
Reaction: A creature within range is hit with a Dominate Creature (Undead, Animal,
critical hit Elemental, Fey, Fiend) [DKN 5, DRD 5, HTR 5,
You may cast this spell as a reaction against any MGE 5, PRS 5, SHM 5, WRK 5]
creature hit with a critical hit. Make a ranged spell
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Enchantment reducing its fly speed to 0 so long as the creature


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

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

Version 2.4
World of Warcraft RPG, 5th Edition

chance of being destroyed if it accidentally hits a Heightened. When heightened, treat the Fire
wall, or is targeted by a spell. Nova spell as if heightened 1 level.

Fade [DRD 1, HTR 1, MGE 1, PRS 1] Flare [HTR 2]


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

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saving throw as an action versus your spell DC or Range 150 feet (20-foot radius sphere)
be restrained. Duration Instantaneous
You can throw the sphere further than the spell's You shoot a burst of frost at the area, freezing the
normal range by retaining it and releasing it via a very air within it. Any creatures within the area of
sling with an attack action (up to the sling's effect takes 8d6 cold damage, and are entitled an
normal range). After 1 minute of being conjured, Agility saving throw to half damage. The cold
the sphere shatters. spreads around corners.
Special. The spell can freeze damaging surfaces This spell chills all targets it strikes, reducing their
(such as fires and liquids) that deal less damage speed by 10 feet for one minute.
on average than the spell itself. Since lava deals Heightened. The damage increases by 1d6 for
20d6 points of fire damage (average 70), only a each level above 3rd.
level 8 Freezing Sphere (average 72) can freeze
a surface of lava. Frostfire Bolt [MGE 2]
Heightened. When cast from a level 3 spell slot, Evocation
the damage increases by 2d8 per level above Casting Time 1 action
3rd. When heightened to 4th level, the range Components V, S
increases to 100 feet, and the radius increases to Range 60 feet
20 feet. When heightened to 6th level, the range Duration Instantaneous, plus 1 round
increases to 300 feet, and the radius increases to You shoot a bolt of blue fire and red ice at a
30 feet. When heightened to 8th level, the range single enemy within range. Make a ranged spell
increases to 400 feet, and the radius increases to attack, and on a success, the target takes 1d6 fire
40 feet. damage, and 1d6 frost damage. The target is also
chilled for one round, and loses 10 feet of speed.
Frost Armor [MGE 1] Heightened. The damage increases by 1d6 fire
Abjuration and 1d6 frost each.
Casting Time 1 action
Components V, S, M (drop of water) Hammer of Justice [PLD 2)
Range Self Evocation [Strike]
Duration 1 hour Casting Time 1 bonus action
A protective magical field surrounds you, Range melee
manifesting as spectral frost. You gain 5 Components V
temporary hit points for the duration of the spell. If Duration One minute, or two uses (whichever
a creature hits you with a melee attack while comes first)
these hit points remain, they may either You may apply this strike to any melee weapon
(depending on what you wish during casting) attack. On a successful damage roll, the target of
● Target takes 1 point of cold damage per this ability must succeed on a Stamina saving
temporary hit point removed. throw or else be stunned until the beginning of
● Target is chilled for one round, losing 10 their next round.
feet of speed.
Special: If prepared differently, the spell is called Hammer of Wrath [PLD 2]
Fire Armor. Evocation [Strike]
Fire Armor Casting Time 1 reaction
The spell deals fire damage when hit, or (instead Range 60 feet (one creature)
of chilling the enemy), scorches them. Components V
● Target is scorched for one round. While Duration Instantaneous
scorched, any physical damage rolls has Reaction: A creature is reduced to below one-
its final damage reduced by 2 points. This half hit points
cannot be reduced below 0. Make a melee weapon attack roll, even if your
Heightened. The temporary hit points (and enemy is not in melee range. A spectral version
corresponding cold damage, if applicable) of your weapon flies ahead and smites the foe at
increase by 5 for every level above 1st. If a distance, dealing damage equal to your normal
scorched, the damage dealt is reduced by 2 attack, plus 2d8 Thunder damage.
additional hit points. Heightened. The extra Thunder damage
increases by 1d8 for each level above 2nd.
Frost Nova [MGE 3]
Evocation Hallow [DRD 5, DKN 5, PLD 5, PRS 5, SHM 5]
Casting Time 1 action Evocation
Components V, S, M (drop of water) Casting time 24 hours

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Components V, S, M (herbs, oils, and incense ● Energy Vulnerability. Affected creatures


worth at least 1,000 gp, which is consumed) in the area have vulnerability to one
Range Touch damage type of your choice, except for
Duration Until dispelled bludgeoning, piercing, or slashing.
You touch a point and infuse an area around it ● Elemental Activity (Elemental power
with holy (or unholy, ancient, or elemental) power. only). The hallowed area is attuned to
The area can have a radius up to 60 feet, and the elementals. It is treated as an inverted
spell fails if the radius includes an area already magic circle for the purposes of binding
under the effect a hallow spell. Depending on elementals. If convinced to perform a task
your casting class, you can rely on one power. that serves the elemental powers, you
Druids rely on the power of ancients; priests can gain advantage to Charisma checks to
rely on holy or unholy power; paladins rely on convince them, and the gold cost for the
holy power; death knights rely on unholy power; spell is reduced by three-fourths.
and shamans rely on elemental power. The ● Everlasting Rest. Dead bodies interred in
affected area is subject to the following effects. the area can’t be turned into undead.
First, celestials, elementals, fey, fiends, and ● Extradimensional Interference. Affected
undead can’t enter the area, nor can such creatures can’t move or travel using
creatures charm, frighten, or possess creatures teleportation or by extradimensional or
within it. Any creature charmed, frightened, or interplanar means.
possessed by such a creature is no longer ● Fear. Affected creatures are frightened
charmed, frightened, or possessed upon entering while in the area.
the area. You can exclude one or more of those ● Silence. No sound can emanate from
types of creatures from this effect. within the area, and no sound can reach
Second, you can bind an extra effect to the area. into it.
Choose the effect from the following list, or ● Tongues. Affected creatures can
choose an effect offered by the DM. Some of communicate with any other creature in
these effects apply to creatures in the area; you the area, even if they don’t share a
can designate whether the effect applies to all common language.
creatures, creatures that follow a specific deity or
leader, or creatures of a specific sort, such as Healing Stream [SHM 4]
ores or trolls. When a creature that would be Evocation
affected enters the spell’s area for the first time Casting Time 1 action
on a turn or starts its turn there, it can make a Range 60 feet
Charisma saving throw. On a success, the Components V, S
creature ignores the extra effect until it leaves the Duration Instantaneous
area. You may target a single creature with a chained
● Bloom (Ancient power only). The area healing spell. The target is healed 6d8 hit points,
blooms of plant life. It gains 100 gp worth and the spell’s effects are then transferred (and
of herbalism materials, or can support diminished) to another creature you choose within
large trees. This can be even used in 30 feet of the original target. The secondary
hostile environments (such as deserts or target heals 4d8 hit points, and the effect arcs
in the Outland), but it is more easily again, losing two dice for each target after the
dispelled (dispeller gains advantage to first. This spell has no effect on constructs and
dispel). undead.
● Courage. Affected creatures can’t be Heightened. The healing increases by 1d8 for
frightened while in the area. each level above 4th.
● Darkness. Darkness fills the area. Normal
light, as well as magical light created by Healing Stream Totem [SHM 6]
spells of a lower level than this spell can’t Evocation [Totem]
illuminate the area. Casting Time 1 action
● Daylight. Bright light fills the area. Components V, S
Magical darkness created by spells of a Range 30 ft. (5-foot square)
lower level than this spell can’t extinguish Duration Concentration, up to 1 minute
the light. Once you place this totem, you may use your
● Energy Protection. Affected creatures in reaction every round to cause it to emit healing
the area have resistance to one damage energies as the spell Healing Stream, restoring
type of your choice, except for 8d6 hit point per round to all creatures within 30
bludgeoning, piercing, or slashing.

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feet. This healing acts exactly as normal healing Heightened. The healing increases by 1d8 per
from the Healing Stream spell. level above 1st.
Heightened. The Healing Stream spell is
heightened accordingly. Holy Nova [PRS 3]
Evocation
Healing Ward [SHM 1] Casting Time 1 action
Evocation [Totem] Components V, S
Casting Time 1 action Range Self (30-foot radius sphere)
Components V, S Duration Instantaneous
Range 30 ft. (5-foot square) You release a burst of holy energy the area. All
Duration 1 minute living creatures are healed 3d8 hit points. This
Once you place this totem, you may use your damage heals the living and harms the undead
reaction every round to cause it to emit healing (as holy damage). Unwilling targets are entitled a
energies, restoring 1 hit point per round to all Spirit saving throw to half damage. The light
creatures within 30 feet. This healing acts exactly spreads around corners.
as normal healing from the Holy Light spell. Heightened. The damage and healing increases
Heightened. The ward heals one additional hit by 1d8 for each level above 3rd.
point per every level used, and remains for one
minute more. Holy Shock [PLD 2]
Evocation
Holy Fire [PRS 2] Casting Time 1 action
Evocation [Debilitate] Range 60 feet (one creature)
Casting Time 1 action Components V, S
Components S, V Duration Instantaneous
Range 60 feet You release a burst of energy that heals or harms
Duration Instantaneous, plus one minute or two by your will alone. You may target a creature as a
uses (whichever comes first) ranged spell attack either regains 1d8 + your
A blast of holy fire burns your target. Make a spellcasting ability modifier or is dealt the same
ranged spell attack against the target. On a hit, amount of Holy damage. On a ranged dice result
the target is affected by the holy fire, taking 2d4 of 18 to 20, this is considered a critical hit and
holy damage. For the next minute, you may either heals or harms double normal damage.
declare with a reaction any of the following effects Heightened. The healing increases by 1d8 per
on the target. two levels above 2nd.
● The target takes 1d6 holy damage.
● The target has disadvantage to their next Holy Wrath [PLD 3, PRS 3]
attack roll in their round. Evocation
Heightened. The initial and secondary damage Casting Time 1 action
increases by one dice each, and you gain another Components V, S
use of the debilitate effect. Range Self (20-foot radius sphere)
Special: Unholy Fire. This may be cast as a fel Duration Instantaneous
spell, dealing fel damage instead. You release a burst of holy energy the area. All
fiends and undead within the area of effect takes
Holy Light [PLD 1, PRS 1] 6d8 holy damage, and are entitled a Spirit saving
Evocation throw to half damage. The light spreads around
Casting Time 1 action corners.
Range 30 feet (one creature) Heightened. The damage increases by 2d8 for
Components V, S each level above 3rd.
Duration Instantaneous
With the grace of the Holy Light, you bring life to Ice Block [MGE 4]
the living, and harm to the unsanctified. The Abjuration
creature you target regains a number of hit points Casting Time 1 action
equal to 1d8 + your spellcasting ability modifier. If Range Self
you target an undead or a fiend with this ability, Components V, S
they take Holy damage equal to the hit points Duration Concentration (up 1o 1 hour)
they would normally regain. If you target an You come encased in a block of ice, protecting
unwilling creature, you require a ranged spell you from damage. You gain 40 temporary hit
attack. points, and resistance to all types of damage
except fire, as well as immunity to cold damage.

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So long as the temporary hit points remain, this Evocation [Debilitate]


effect remains. Casting Time 1 action
While encased in ice and concentrating, you are Components S, V
incapacitated. When the ice is destroyed or when Range 60 feet
you cease concentration, you may cast any spell Duration Instantaneous, plus one minute or four
as a reaction. uses (whichever comes first)
A blast of infernal flames makes a host of the
Icy Touch [DKN 1, MGE 1] target. Make a ranged spell attack against the
Evocation target. On a hit, the target is affected by the
Casting Time 1 action inferno blast, taking 4d6 fire damage. For the next
Range Touch (one creature) minute, you may declare with a reaction any of
Components V, S the following effects on the target.
Duration Instantaneous ● The target takes 3d6 fire damage.
You reach forward, freezing your target’s joints ● The target catches on fire for two rounds,
and breath. Make a melee spell attack against the taking 3d4 fire damage each round.
target. If you succeed, the target takes 3d6 Cold ● The target takes only 1d4 fire damage, but
damage, and their speed is reduced by 10 feet for deals 3d4 fire damage (distributed
one round. according to the caster) to any number of
creatures 10 feet away.
Immolation [WRK 2] Heightened. The initial and secondary damage
Evocation [Aura] increases by one dice each, and you gain another
Casting Time 1 action use of the debilitate effect.
Components S, V
Range 5-foot radius sphere, centered on you Inner Fire [PRS 1]
Duration Concentration, up to 1 minute Transmutation
You surround yourself with a burning green fire. Casting Time 1 action
For the duration of the aura, any creature that Components V, S
attacks you with a weapon in reach or who begins Range 30 feet (one creature)
its round within 5 feet of you takes 2d6 fire Duration Five minutes
damage, with an Agility save to halve damage. The benevolent holy light burns within any living
You may also use a bonus action on your turn to creature you specify. The creature is empowered
add half your total fire damage to any of your to do great deeds. The creature gains +1 to
attacks. The latter effect is a strike effect. damage rolls, and their armor increases by +1.
Heightened. The damage dealt by your aura These bonuses do not stack with the benefits of
increases by 1d6 per level above 2nd. auras or spells that increase damage by a
numeric amount.
Immolate [WRK 2] Heightened. You can increase the bonus to AC
Evocation [Debilitate] and damage rolls by +1 each for every two levels
Casting Time 1 action above 1; (+2 at spell level 3, +3 at spell level 5,
Components S, V +4 at spell level 7, and +6 at spell level 9).
Range 60 feet
Duration Instantaneous, plus one minute or two Lava Burst [SHM 2]
uses (whichever comes first) Evocation [Debilitate]
You infuse your target with fel-fire. Make a ranged Casting Time 1 action
spell attack against the target. On a hit, the target Components S, V
is affected by the spell, taking 2d6 fire and fel Range 60 feet
damage. For the next minute, you may declare Duration Instantaneous, plus one minute or two
with a reaction any of the following effects on the uses (whichever comes first)
target. You soak your target in elemental lava. Make a
● The target takes 1d6 fel damage. ranged spell attack against the target. On a hit,
● The target takes 1d8 fire damage the target is affected by the spell, taking 2d6 fire
● Anyone who attacks the target has damage and becoming soaked with magma. For
advantage to a single attack roll. the next minute, you may declare with a reaction
Heightened. The initial and secondary damage any of the following effects on the target.
increases by one dice each, and you gain another ● The target takes 1d8 fire damage
use of the debilitate effect. ● Anyone who attacks the target has
advantage to a single attack roll.
Inferno Blast [MGE 4, WRK 4]

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Special. If the victim of this spell is targeted with The lightning ignites flammable objects in the
any water spell or effect, there is a 30% chance area that aren’t being worn or carried.
the lava solidifies, inflicting a slow effect for 1d4 Heightened. When cast from a 4th level spell slot
rounds. or higher, the damage increases by 1d6 per spell
Heightened. For every spell level above 2nd, the slot above 3rd.
initial and secondary damage increases by one
dice each, and you gain another use of the Special: The spell may be altered jump between
debilitate effect. targets instead of dealing damage on a line. This
is called the Chain Lightning spell instead.
Life Tap [WRK 2] Chain Lightning
Necromancy The range changes from Personal (Self), 100-foot
Components S, V, M (Drop of warlock’s blood) line to 100 feet (1 creature).
Range Touch (self) The lightning bolt deals 6d6 lightning damage
Duration Instantaneous against the first target, and then jumps to the next
You draw a drop of blood, and sacrifice your life- target, dealing 2d6 damage less (4d6, and then
force for mana. You lose one-fourth your 2d6) on each successive target. When reaching
maximum hit points and regain up to one-fourth 2d6 or 1d6 damage, the chain ends on the last
your maximum mana points. You may benefit target. Heightening the spell to increase the
from this spell only once every hour, as a mana- damage it deals effectively grants more targets by
restorative effect. increasing the damage. Each target must be
Special: This spell does not cost mana. within 30 feet of the previous one.

Lightning Shield [SHM 2] Lightning Storm [SHM 3]


Abjuration [Invigorate] Evocation
Casting Time 1 bonus action Casting Time 1 action
Range Personal (Self) Range Personal (Self), 20-foot radius sphere
Components S, V Components S, V
Duration Concentration, up to 1 minute, or two Duration Instantaneous
uses (whichever comes first) You release a storm of lightning in the area,
You conjure two shimmering balls of lightning that electrifying the very air around you. Any creature
revolve around you. While under effects of this within the area of effect suffer 8d6 lightning
spell, any attacker takes 1d6 lightning damage if damage, and are entitled an Agility saving throw
striking in melee range. Each ball may be to half damage. The lightning creeps around
expended as a reaction to perform one of the corners, and does not harm the character's
following. totems.
● Deals 2d6 lightning damage to an attacker All targets harmed by this spell that have failed
within 5 feet their saves to half damage have a 50% chance to
● The attacker loses their reaction for this either be pushed back 10 feet or lose their
round. reactions for their round.
When all layers are expended, the spell ends. Heightened. When cast from a 4th level spell slot
The damage is not applied against a non-metallic or higher, the initial damage increases by 1d6 per
reach weapon. spell slot above 3rd.
At Higher Levels. For each spell level above
2nd, you gain an additional ball of lightning. Lightwell [PRS 3]
Evocation [Totem]
Lightning Bolt [SHM 3] Casting Time 1 action
Evocation Components V, S
Casting Time 1 action Range 30 feet (5-foot square)
Range Personal (Self), 100-foot line Duration 5 minutes
Components S, V, M (a bit of fur and a rod of You call down a well of light for ten minutes that
amber, crystal, or glass) lands on the five-foot square specified. Whenever
Duration Instantaneous a creature touches the lightwell, you may use
A stroke of lightning forming a line of 100 feet your reaction to heal them 2d8+spellcasting
long and 5 feet wide blasts out from you in a modifier in hit points. This is treated as a Holy
direction you choose. Each creature in the line Light spell. A single creature cannot benefit from
must make an Agility saving throw. A creature the lightwell more than three times before they
takes 8d6 lightning damage on a failed save, or require a rest.
half as much damage on a successful one.

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Heightened. The lightwell remains for five more you). Initially-transformed worgen cannot
minutes more per every level, to a maximum of transform back to humans until after 1 week of
30 minutes. rampaging violence.
Special. Priests can cast this spell, unlike most
totem spells. Mana Burn [MGE 2, PRS 2, WRK 2]
Evocation
Living Bomb [MGE 5, WRK 5] Casting Time 1 action
Evocation [Debilitate] Components V, S
Casting Time 1 action Range 30 feet, one creature with mana.
Components S, V Duration Instantaneous
Range 60 feet You target a creature that has mana within 30 ft.
Duration Instantaneous, plus one minute or five A ray of black-purple anti-magic leaps out, and
uses (whichever comes first) strikes the target, draining them of mana. You
You create a vortex of fire magic within an must make a ranged spell attack with the ray. On
enemy’s chest cavity, dealing 5d6 fire damage. a success, the target loses 1d4+1 mana points.
The target may make an Agility saving throw to For every mana point lost, the target takes two
half initial damage and avoid the spell’s following points of Arcane damage.
effects. The target is entitled a Spirit saving throw. On a
For the next minute after being affected by the full success, the mana and hit points lost are halved.
blast, you may declare with a reaction any of the Heightened. The number of mana points drained
following effects on the target. increases by 1d4 points per every three levels
● The target takes 2d6 fire damage. above 2 (2d4 at level 5, 3d4 at level 8).
● The target takes only 1d6 fire damage, but Special: Demons always have active mana, and
deals 1d6 fire damage to any single can always be targeted with mana burn. If they
creature 10 feet away. have no mana, they still take 2 points of Arcane
● The target and any number of creatures damage.
within 10 feet take 10d6 fire damage. This
may only be applied at the last round of Mana Drain [MGE 4, WRK 4]
effect. Necromancy [Channel]
Heightened. The initial and secondary damage Components S, V
increases by one dice each, and you gain another Range 60 ft. (one creature with mana)
use of the debilitate effect. Duration Concentration, up to 1 minute
Special. You may cast this as a cold spell, called You shoot your hand forward, and drain mana
Frost Bomb. from your target, drawing it out from their eyes,
nose, and mouth in blue rope-like streams.
Lunar Curse [DRD 3] The target of this spell loses 4 mana points every
Necromancy [Curse] round. For every 2 mana points lost from the
Casting Time. 1 action creature, you gain 1 point. The stream may be
Range. Touch (one humanoid) blocked by losing line of sight or effect, at which
Components. V, S case the spell is dispelled. Creatures the caster’s
Duration. Concentration, up to 1 minute size or smaller cannot block the stream, but
You touch a humanoid, and that creature must creatures larger than they generally do. Mana
succeed on a Spirit saving throw or become restored this way cannot exceed your maximum
cursed to turn into a were-creature such as a mana points.
worgen or werewolf once you manage to You may also use this to ‘push’ a number of your
concentrate up to 1 minute (in which case the own mana points to the target equal to your
curse's first stage is complete). proficiency bonus. You (or any other target) can
The touched creature begins suffering benefit from this spell only once every hour, as a
psychological torment and their body begins their normal mana-restoring effect.
transfiguration. For three days, they will avoid Heightened. You increase the mana stolen by 1
gatherings of their same kind. At this stage, a hit mana points for every spell level, and the
break curse can reverse the spell if the target can healing appropriately (minimum 1).
succeed on a spellcasting check versus your
own, or one dispel magic for each of the three Mana Shield [MGE 1, WRK 1]
days of transformation. Otherwise, this moves to Abjuration
the third stage. Casting Time: 1 action
At the end of the three days, the target's Components: V, S, F (a sapphire worth 10 gp,
transformation will be complete, and they will which the spell consumes)
become worgen (or any were-creature chosen by
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Range Personal (Self) Components V, S


Duration 1 hour Range 30 feet.
You raise a transparent blue shield of force. This Duration Instantaneous, plus 1 minute or one
effect remains only so long as you have at least 1 use (whichever is first)
mana point in your pool. For every 1 point of You concentrate, flaying your enemy’s mind with
damage you take that are not internal (such as a surge of psychic energy. Make a ranged spell
from starvation), you may sacrifice 1 mana point attack against the target. On a hit, the target
to negate. takes 1d8 psychic damage, and they are affected
Effects that target your mana pool do so directly. with a blasted mind for one minute. You may use
This cannot reduce the damage below half the your reaction to impose the following penalty.
original damage dealt. 1. The target has disadvantage to their next
Heightened. A single mana point can absorb 1 attack roll
additional hit point per every three levels above 1 2. The target has disadvantage to their next
(2 hit points per mana at spell level 4, 3 hit points skill check.
per mana point at level 8). Heightened. You may gain an additional use,
and the initial damage increases by 1d8 for each
Mana Tide [SHM 6] level above 1st.
Transmutation [Aura]
Casting Time 1 action Mind Flay [PRS 3, WRK 3]
Components V, S Evocation [Debilitate]
Range Personal (Self), 20-foot-radius sphere Casting Time 1 action
Duration One minute Components V, S
You surround yourself with an aura of unbridled Range 60 feet
primal mana. This aura grants any two allied Duration Instantaneous, plus one minute or three
spellcasters in range the power to cast their spells uses (whichever comes first)
with less effort. You focus your mental powers into creating a
For the duration of the aura, the mana cost for nexus of damaging psychic power in your
spells cast by them is reduced by 1 mana enemy’s mind. Make a ranged spell attack
(minimum 1). against the target. On a hit, the target takes 3d4
psychic damage, and they are affected with a
Mana Tide Totem [SHM 8] flayed mind for one minute. You may use your
Transmutation [Totem] reactions to impose the following penalties.
Casting Time 1 action 1. The target takes 1d4 psychic damage.
Components V, S 2. The target takes disadvantage on any d20
Range 30 feet (5-foot square) roll.
Duration 1 minute 3. The target is slowed until the beginning of
Once you place this totem, you may use a their next round.
reaction to have it release the effects of a 7rd Heightened. You may gain one additional use,
level Mana Tide, as the spell of the same name. and the initial and secondary damage increases
This totem otherwise functions as all other totem by 1d4 per level above 3rd.
spells.
Mind Freeze [DKN 5, MGE 5]
Mark of the Wild [DRD 1] Abjuration
Transmutation Casting Time 1 reaction
Casting time 1 action Components S
Components S, V, M (a piece of bark or leaf) Range 60 feet.
Range 30 feet Duration Instantaneous, plus Concentration for
Duration. Concentration, up to 1 minute up to 1 minute
You bless a creature with the mark of the wild. Reaction: When you see a creature within 60
Whenever the creature makes an attack roll or feet casting a spell.
saving throw before the spell ends, they can roll You attempt to interrupt the creature by freezing
1d4 and add the value to their result. When its tongue in its place, and its hands from
subject to elemental damage (acid, cold, fire, performing the spell’s gestures.
lightning), they can roll 1d4 and reduce the value If the caster is casting a spell of 5th level or lower,
from the damage they take instead. they automatically fail, and the target is silenced
(as the spell Mute), and Deafened (as Deafness).
Mind Blast [PRS 1, WRK 1] If they are casting a spell of 6th level or higher,
Evocation [Debilitate] make an ability check using your spellcasting
Casting Time 1 action
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ability versus a DC of 10 + spell’s level. On a Duration Concentration, up to 1 minute


success, the creature’s spell fails and is silenced You target a creature within range, forcing it to
as per the spell Mute. This spell effect can remain make a Spirit saving throw. If it fails, the target is
for as long as you concentrate. silenced and deafened, preventing it from
Heightened. The interrupted spell is automatic if performing the verbal components of spells, and
the spell’s level is less than or equal to Mind is immune to Thunder damage and effects.
Freeze’s level. Heightened. You may target another creature
within 30 ft. of the original target for every spell
Mind Vision [PRS 4] levels above 2nd (2 creatures at level 4, 3 at level
Divination 6, and 4 at level 8).
Casting Time 1 action
Components V, S Nature's Seed [DRD 2]
Range 60 feet Evocation [Debilitate]
Duration Concentration, up to 1 minute Casting Time 1 action
You focus your mental powers into seeing Components S, V
through the target’s eyes, hearing through their Range 60 feet
ears, and sensing through them. The target Duration Instantaneous, plus one minute or two
shares all images, sounds, words and sensory uses (whichever comes first)
messages they receive with you. A surge of nature magic surges towards your
You may (so long as the spell is active) attempt to target and embeds itself in them. Make a ranged
charm or dominate the target with another spell, spell attack against the target. On a hit, the target
and both spells can be concentrated on at the is affected by the nature's seed, taking 1d6 holy
same time. and 1d6 arcane damage. For the next minute,
This link can be broken with a successful Spirit you may declare with a reaction any of the
saving throw. following effects on the target.
• The target takes 1d6 holy or arcane damage.
Moonfire [DRD 1] • The target must make a saving throw with
Evocation [Debilitate] disadvantage or else fall prone, as the spell jolts
Casting Time 1 action their motor functions.
Components S, V, M (Seed of any plant) Heightened. The initial and secondary damage
Range 60 feet (5-foot radius, 50 foot high) increases by one dice each, and you gain another
Duration Instantaneous, plus one minute or 1 use of the debilitate effect.
use (whichever comes first)
You call down a cylinder of astral moonlight that Orb of Annihilation [PRS 2, WRK 2]
suffuse the target’s very core. This deals 1d10 Evocation
Holy damage on a failed Stamina save, or half as Casting Time 1 action
much on a successful save. For the next minute, Components V, S
the target’s being is suffused by the blast, and Range 50 feet (one creature or 5-foot-square)
you may declare with a reaction any of the Duration Instantaneous
following effects on the target. You throw a crackling sphere of black and purple
· The target takes 1d10 Holy damage. energy at a target or 5-foot-intersection in range.
· If the target is a shapeshifter, they must make This requires a ranged spell attack. The orb deals
another saving throw versus the spell’s DC with 4d6 points of fel damage on the target (or target
disadvantage or revert to their original form. 5-foot-square), and deals 1d8+your spellcasting
· The target grants advantage to the first modifier points of damage 5 feet away from the
character attacking it with a melee attack. point of impact.
Heightened. The initial and first use secondary The target’s maximum hit points is reduced by
damage increases by one dice each, and you one-half damage dealt by this spell. A creature
gain another use of the debilitate effect. cannot be drained more than once per day from
Special. Despite the name, the spell can be cast this spell, and multiple applications overlap.
during daytime, but needs an open sky to cast the If targeting an object or a structure (such as a
spell. wall), the spell deals triple normal damage, and
ignores hardness.
Mute [MGE 2, PRS 2] Heightened. You may increase both the initial
Illusion and secondary damage by 1d8 per two levels.
Casting Time 1 action The orb’s damage increases by 1d8 at level 4
Components S, V (total 5d8 initial, 2d8 secondary), and level 8 (6d8
Range 60 ft. initial, 3d8 secondary).

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Parasite [MGE 2, WRK 2] Prayer of Healing [PRS 5, PLD 5]


Conjuration [Debilitate] Evocation
Casting Time 1 action Casting Time 1 action
Range 60 feet Range 60 feet
Component V, S Components V, S
Duration Instantaneous, up to 1 minute (or 2 Duration Instantaneous
uses, whichever comes first) Choose up to 6 creatures within 30 feet of a point
You implant a parasitic lifeform you can summon you can choose within range. Each creature
into the target. Make a ranged spell attack against regains 3d8 + your spellcasting modifier hit
any living target within range. The target suffers points. This has no effect on undead and
2d6 poison damage immediately, and is afflicted constructs.
for one minute. While afflicted, you may declare Heightened. The hit points regained increases by
with a reaction any of the following effects on the 1d8 for each spell level above 5th.
target.
● The target takes 1d6 poison damage. Psychic Horror [PRS 3]
● The target is considered poisoned until the Illusion
beginning of their next round. Casting Time 1 action
If the creature dies while under the effects of Range Personal (Self), 20-foot radius sphere
parasite, an explosion occurs, dealing 4d6 poison Components S, V
damage in 10 feet of the corpse as poisonous Duration Concentration, up to 1 minute
fumes and the summoned creature explodes from You project a phantasmal current of fear all
it (Stamina save halves the damage). The around you. Each creature within a 20-foot radius
parasite is summoned on the spot of its death, sphere of you must succeed on a Spirit saving
and it remains for one minute. The parasite is throw or drop whatever they are holding and
friendly to you and your companions for the become frightened for the duration. While
duration. Roll initiative for the parasite, which has frightened, the creature can only use the Dash
its own turns. action to move away from you by the safest route
The parasite requires your concentration to available to it unless there is nowhere to move. If
remain active, and obeys any verbal commands the creature ends its turn in a location where it
you issue it (no action required by you). If you does not have line of sight to you, they can make
don’t issue any commands to the parasite, it a Spirit saving throw. On a successful save, the
defends itself from hostile creatures but otherwise spell ends for that creature.
takes no actions. The parasite uses the statistics
of any creature you can summon with the Conjure Pyroblast [MGE 7]
Creature spell two levels below the parasite spell Evocation [Channel]
(or a CR ¼ creature if 2nd level). Components S, V
Special. The parasite is only summoned if the Range 150 ft. (20-foot-radius sphere)
targeted creature is of CR 1/2 or higher. Duration Channeling, up to 1 minute
Heighten. The conjure creature spell is You raise your hands, creating and channeling a
heightened by 1 level for every level the parasite ball of yellow-gold flames that gradually increases
spell is heightened. in size, brightness, and power. You can unleash
the Pyroblast at the same round, in which case it
Power Word: Shield [PRS 3] will deal 12d6 fire damage in a 20-foot sphere. It
Abjuration may be channeled however (using an action). For
Casting Time 1 action each action invested, you add 1d6 fire damage to
Range 40 ft. (one creature) the damage dealt (up to a maximum equal to
Components V, S 150% of the base damage, or 18d6 for 7th level).
Duration One hour Each creature in the area of effect must make a
The utterance of the holy word of shielding grants successful Agility saving throw to half damage.
any one ally within range a number of temporary The fire damages objects in the area and ignites
hit points equal to 30 temporary hit points. All flammable objects that aren’t being worn or
damage taken by the ally is deducted from the carried.
shield first, unless the damage is internal. A Heightened. Increase the base damage by 1d6
creature can benefit from this Power Word only for each level above 7th, increasing the maximum
once for any given hour. possible damage.
Heightened. Increase the temporary hit points Special: Some effects count as a round of
gained by this spell by 10 points per level above channeling for a pyroblast spell.
3rd.
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Rain of Fire [WRK 5] Range 30 feet, one living creature.


Evocation [Channel] Duration One minute or one use (whichever is
Casting Time 1 action sooner)
Range 150 feet, in a 15-feet-wide, 60-foot-high You place a mark of light on the target, blessing
cylinder. them. The target is healed for 1d6 hit points, and
Components V, S, M (brimstone or phosphorus) is blessed for the one minute. Whenever the
Duration Channeling, up to 1 minute target’s turn is up, you may use a reaction to do
You whisper the magic words, and a hot, red light the following.
emanates from your hands. At your command, ● Heal the target an additional 1d8;
small meteorites crash against the designated ● Shed a light that blinds an adjacent enemy
area. The spell calls down burning meteorites until the end of their turn (this can be
down on your targets, dealing 2d4 points of fire negated with an Agility save against the
damage and 2d4 points of bludgeoning damage spell’s DC).
to the area and every creature in it per round of Upon being used one time, or after the duration
concentration. endings, the blessing is gone.
The rain sets fire to combustibles and damages This spell has no effect on undead and
objects in the area. It can melt metals with low constructs.
melting points, such as lead, gold, copper, silver Heightened. The primary and secondary healing
or bronze. increase by one dice for each level above 2nd,
Sixty feet high, a burning cloud materializes and you gain one additional use of this ability.
dealing the same damage to all creatures that fly
through or under it. Resistance Totem [SHM 5]
Heightened. Per level above 5th, add one dice to Evocation [Totem]
the fire damage, and the level afterwards, add Casting Time 1 action
one dice to the bludgeoning damage (3d4 fire 2d4 Components V, S
bludgeoning 6th level, 3d4 fire 3d4 bludgeoning at Range 30 feet (5-foot square)
7th level, etc.) Duration 1 minute
Once you place this totem, you may use a
Rejuvenation [DRD 1] reaction target any creature within 30 feet and
Evocation [Invigorate] grant them resistance to one elemental type in
Casting Time 1 action response to an attack (choose between acid, fire,
Range 15 feet (one living creature or plant) cold, lightning, and thunder).
Components V, S
Duration One minute or one use (whichever is Resolve [DRD 1]
sooner) Transmutation [Stance]
With the grace of the nature, you envelop the Casting time. 1 reaction
target with a blessing that rapidly closes wounds Components. S
and rejuvenates the target. The creature or plant Duration One minute, or one use (whichever
you target regains a number of hit points equal to comes first)
1d6, and is rejuvenated for one minute. On each You enter a stance that represents the swaying
of the creature’s rounds, for until you run out of reeds in the face of a storm. When you are
uses or the duration ends, you may impose any of subject to physical forced movement from another
the following effects with a single use. creature (such as being pushed or tripped), you
● Heal the target for 1d8 hit points; can use this stance to gain advantage to any
● Grant the target resistance against any check (or an opposed Strength check if no check
one bludgeoning, piercing, and slashing is available), and gain an attack of opportunity
damage roll that is not from magical against them or cast one of your cantrips.
weapons.
This spell has no effect on undead and Riptide [SHM 1]
constructs. Evocation [Invigorate]
Heightened. The primary effect increases by one Casting Time 1 action
dice for each level above 1st, and the secondary Range 30 feet
dice increases by one for every two levels beyond Components V, S
1st, and you gain one additional use of this ability. Duration Instantaneous, plus one minute or one
use (whichever comes first)
Renewing Light [PLD 1, PRS 1] You may target a living creature with a curative
Evocation [Invigorate] blast of waters, healing them for 2d6 hit points.
Components V, S For one minute after being healed, the character
is rejuvenated by the waters. For the next minute,
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you may declare with a reaction any of the form a visible tumor under the target’s
following effects on the target. skin. At this point, releasing the rune has
● Target is subjected to a dispel magic an additional effect.
effect against any effect that targets the Release.
creature alone. The dispelling effect is Releasing the rune has the following effect when
equal to the spell level. released.
● Target gains advantage against one ● Blood Rune. If releasing the rune with a
saving throw. Runic Strike, the target takes bleed
If targeting undead or fiends, this spell deals 1d6 damage equal the rune’s damage per hit
cold damage instead, and an invigorate (or for one minute. A successful Stamina
debilitate, in this case) use imposes disadvantage save halves the damage and the duration.
against one saving throw and can dispel a ● Frozen Wastes Rune. The target of the
magical effect as normal. Death Knight’s Runic Strike instantly
Heightened. The initial effect increases by 1d6 suffers 4 cold and fel damage, and slows
for each level above 1st, and the secondary the movement speed of the target by 10
effect’s dispel increases by 1 level, and you gain feet.
one more use of the invigorate effect. ● Worms Rune. If the target suffers at least
10 damage, the tumor explodes, dealing
Runic Array [DKN] 5d6 fel damage to the target and healing
Necromancy [Rune, Strike] all undead creatures and harming all living
Casting Time 1 bonus action creatures within 30 feet. of the targeted
Components V creature evenly. The damage healed is
Range Personal (any melee weapon) equal to the bleed damage taken, and the
Duration One minute or one strike per level target (and affected creatures) are entitled
Choose one rune of the below array that you can a saving throw to halve the damage taken.
cast. If any spell of this array is used, you may Heightened.
release the rune, granting you the benefit of a ● Devouring Plague. The base damage
runic strike as if you sacrificed mana for a spell of increases by 1d6 damage per level above
the rune you chose 1st.
● Plague Rune [DKN 1]. You may apply this ● Blood and Frozen Wastes. The damage
strike to infect the target with the blood or taken per hit increases by 2 per spell
icy plague. This attack deals +1d6 poison level.
or cold damage, and target must succeed
on a Stamina saving throw or be poisoned Seal Array [PLD]
(in both cases). Transmutation [Seal]
● Blood Rune [DKN 2]. While under the Casting Time special (half movement)
effects of this rune, the first attack you Range Self
make in a round against a living target Components V, S
deals +2 fel damage. You may heal with Target Personal (Self)
the value of the damage dealt, or may Duration One minute
grant half the final hit points to any ally Choose one seal of the below array that you can
within the range of any of your active cast. If any spell of this array is used, you may
auras. This has no effect against undead release the seal, granting you the benefit of a
or constructs. crusader strike as if you sacrificed mana for a
● Frozen Waste Rune [DKN 1]. Any weapon spell of the seal you chose
you wield deals +2 of cold or fel on your ● Seal of Insight [PLD 3]. While under the
first attack with it each round. effects of this seal, each time you strike an
● Vampiric Rune [DKN 2]. Half of the opponent in melee, you reduce the mana
damage dealt by your first hit in the round cost of your paladin spells by 1 mana
is counted as healing for you. You may (minimum 1) for the next round. This does
grant this healing to any ally within 30 feet. not stack with other mana-reduction
● Worm Rune [DKN 4]. While under the effects.
effects of this rune, your strikes infuse the ● Seal of Justice [PLD 2]. While under the
enemy with a virulent magical ailment that effects of this seal, each time you strike an
spawns a worm under the target’s skin. A opponent in melee, you reduce their
living target suffers 2d6 bleed damage for speed by 10 feet. This penalty stacks, and
every round so long as the rune is active. is removed after 1 round.
After the bleeding effect deals 10 hit ● Seal of Light [PLD 2]. While under the
points, the worms increase in size, and effects of this seal, each time you strike an
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opponent in melee, you heal +2 hit points. Shadow Strike [HTR 2, MGE 2, WRK 2]
You may halve the amount of hit points Evocation [Debilitate]
gained and grant them to any ally within Casting Time 1 action
30 feet. Components S, V, M (knife)
● Seal of Righteousness [PLD 1]. Any Range 60 feet
weapon you wield deals +2 of holy or fire Duration Instantaneous, plus one minute or two
damage on your first attack with it each uses (whichever comes first)
round. A shimmering black knife streaks forward and
Release. strikes a target within range. Make a ranged spell
● Seal of Light. You (or any ally within 30 attack against the target. On a hit, the target
feet) regain 1d8 hit points. takes 2d8 poison damage. For the next minute,
● Seal of Righteousness. The target of the you may declare with a reaction any of the
Paladin’s Crusader Strike instantly suffers following effects on the target.
4 holy or fire damage. ● The target takes 2d6 poison damage.
Heightened. ● The target is poisoned for until the
● Seal of Light. The value of healing beginning of their next turn.
increases by 2 per level above 2nd. Upon Heightened. For every level above 2nd, the initial
releasing the seal, you regain an and secondary damage increases by one dice
additional 1d8 hit points per level as well. each, and you gain another use of the debilitate
● Seal of Righteousness. The target effect.
instantly suffers extra 1d8 Holy damage, Note Despite the name, Shadow Strike is not a
atop the normal damage they take. strike spell.

Shackle Evil [PLD 2, PRS 2, WRK 2] Shocking Bolt [SHM Cantrip]


Necromancy Evocation
Casting Time 1 action Casting Time 1 action
Components S, V, M (a dip of holy water or a Components S, V
bone) Range 60 feet
Range 60 feet You release a blast of lightning towards any
Duration Concentration, up to 1 minute creature or object within range. Make a ranged
Choose any two undead or fiends that you can spell attack. On a hit, the target takes 1d8
see within range. The targets must succeed on a lightning damage, and there is a 25% chance
Spirit saving throw or be paralyzed for the they cannot use their reaction for that round.
duration. At the end of each of their turns, the When you reach 5th level, you can release two
targets can make another Spirit saving throw. On blasts of lightning at the same time. When you
a success, the spell ends for the target. reach 11th and 17th level, you can release 3 and
Heightened. You can target an additional undead 4 blasts at the same time, respectively. Each
or fiendish creature for each level above 3rd. The blast can target the same target or others within
targets must be within 30 feet of each other when 30 feet of one another.
you target them.
Shooting Star [DRD 3]
Shadow Bolt [WKR 1] Evocation
Evocation Casting Time. 3 rounds
Casting Time 1 action Range. 1 mile, 10-foot radius sphere.
Components V, S Components. V, S
Range 30 feet. Duration. Instantaneous
Duration Instantaneous You point to the open sky, and bring your finger
You shoot a blast of shadowy energy at the foe. down in the span of 3 rounds, tracing a bright
Make a ranged spell attack against the target. On shooting star of pure energy to fall from the
a hit, the target takes 1d8 fel damage. You may heavens. Choose one point you can see within
also, as part of casting, trigger one debilitate use range from the start of casting to the end (which
of a spell you already cast. If the spell has one must be the same point during casting). Each
debilitate use- left, the bolt deals extra 1d8 creature in a 10-foot radius sphere you choose
damage. must make an Agility saving throw as a shooting
Heightened. For every level above 1st, you may star blazes down to smash into the area. A
deal an additional 1d8 points of fel damage with creature or object struck by the star takes 3d6
the bolt. concussive damage and 2d6 arcane damage
when failing their saving throw (or half that on a
successful saving throw). The area struck has
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debris of the shooting star (which is difficult ○ If casting a spell, roll a d20. On an
terrain and is made of no special material). The 11 or higher, the spell doesn’t take
debris sheds arcane light in a 10-foot radius for 1 effect until the creature’s next turn,
hour before cooling down. and the creature must use its
Special. This spell requires line of sight to the action on said turn to complete the
sky, although it does not require a specific time. If spell.
the spell is cast at night, the shooting star deals ● Counter Shot [HTR 1] You may use your
the additional damage as holy instead of arcane. reaction to shoot a creature attempting to
Heightened. When heightened to level 5, you cast a spell. This deals damage normally,
gain an additional shooting star once per 2 levels and imposes disadvantage on checks to
beyond 3rd. concentrate on the spell when taking
damage.
Shot Array [HTR] ● Scorpid Shot [HTR 2]. Your arrow is
Transmutation [Shot] enchanted with a venomous agent. If you
Components V, F (any ranged weapon) strike an enemy with this hit, they are
Duration 1 minute or two arrows per spell level poisoned. The effect remains for one
(whichever is sooner) minute. On a successful Stamina saving
Choose one shot of the below array that you can throw, the enemy negates this effect.
cast. ● Searing Shot [HTR 1]. Your shots are
infused with searing flame. They deal
● Arcane Shot [HTR 2]. Your shots are +1d6 fire damage.
transformed into missiles made of pure ● Stopping Shot (HTR 1). If you use this
force, dealing their damage in arcane shot as a held action, this deals damage
damage, plus an additional 1d3 points of normally, and reduces the creature’s
arcane damage. If the creature you move speed to 0. On a successful
successfully shoot has the benefits of a Stamina saving throw, their speed is
beneficial spell, it is also subjected to a instead reduced by half.
1st-level Dispel Magic spell. This allows ● Tranquilizing Shot [HTR 1]. Your shot are
you to remove 0-level spells, and must enhanced with a sleeping agent. If you
make an ability check versus a spell level strike an enemy with this hit, roll 5d8. If
of 1 or above). This dispel effect cannot the total number is equal to or less than
dispel a spell level higher than that of the target’s current hit points, they fall
Arcane Shot. unconscious for one minute. A sleeper
● Black Arrow [HTR 3]. Your shots are may be awakened if taking damage or
transformed into missiles made of fel when targeted with an action (like shaking
energy. The shot deals an additional 3d4 or slapping them). Undead and creatures
points of fel damage to the target. If a immune to being charmed are immune to
creature is killed by this strike, they are this effect. A creature may roll a Stamina
animated as per the spell Animate Dead saving throw to reduce the duration of
(spell level 1). This raises the target from sleep to one round.
the fresh corpse. The killed creature is not ● Venom Shot [HTR 1]. Your arrow is
raised if they are normally immune to the enchanted with a poisonous agent. If you
effect. Knowledge of this shot is typically a strike an enemy with this hit, you deal an
secret, and is usually used by the additional 1d8 poison damage. This
Forsaken, the Scourge, and ruthless damage is halved on a successful
independents. Stamina saving throw.
● Concussive Shot [HTR 2]. Your arrows ● Viper Shot [HTR 1]. Your arrow is
are destructively concussive. Targets hit enchanted with an anti-magic agent. If you
by this shot spell must make a Stamina strike an enemy with this hit, they lose 1d2
saving throw or else take two of the mana points. For every mana point lost,
following penalties until the end of their the target takes 2 points of Arcane
next round (the penalty is chosen by you). damage. This damage is halved on a
○ Speed is halved. successful Spirit saving throw.
○ Target takes -2 to AC and Agility ● Wing Clip Shot [HTR 2]. Your arrow is
saving throws. enchanted to strike a creature’s hamstring
○ Target cannot take reactions. or movement joint. If you strike an enemy
○ Can use either an action or bonus with this hit, they take an additional +1d6
action, and cannot make more damage, have their speed reduced by 10
than one attack every round.
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feet, and can’t take reactions until the start Evocation [Debilitate]
of their next turn. Casting Time 1 action
● Wyvern Shot [HTR 3]. Your arrow is Components S, V
enchanted with a debilitative agent. If you Range 60 feet
strike an enemy with this hit, you reduce Duration Instantaneous, plus 1 minute or two
the target’s maximum hit points by 3d4 for uses (whichever comes first)
one hour. This damage to hit points is A bright red-gold ray of heat streaks forward and
halved on a successful Stamina saving strikes a target within range. Make a ranged spell
throw. A creature cannot be affected by attack against the target. On a hit, the target
this more than once at any given hour, takes 2d8 fire damage. For the next minute, you
and when the duration ends, their may declare with a reaction any of the following
maximum is restored. If a creature’s effects on the target.
maximum is reduced below their current ● The target takes 2d6 fire damage.
hit points, the excess is treated as ● The next hit suffered by the target has its
temporary hit points (if the maximum is critical range increased by 2 (a critical hit
restored, these temporary hit points return from 18-20 with most characters, for
to be actual hit points). example).
Heightened. Heightened. For every level above 2nd, the initial
● Arcane Shot. The strike’s damage and secondary damage increases by one dice
increases by 1d3 and the dispel magic each, and you gain another use of the debilitate
effect increases by 1 level per level above effect.
2nd.
● Black Shot. The strike’s damage Soul Stone [WRK 3]
increases by 1d4 per each spell level Necromancy
beyond 3rd. The spell level also increases Casting Time 1 action
by 1. Components V, S
● Concussive Shot. The duration remains Range Self
for one round more per level above 2nd. Duration 1 hour
At the end of the target’s round, they are Once you cast this spell, you create a crystallic
entitled another save to end the green stone that vaguely resembles a heart. You
concussive effect. may grant other creatures a soul stone with each
● Searing Shot. The shot deals +1d6 casting.
damage (chosen during casting) per level A creature that possesses a soulstone can
above 1st. restore themselves to life for up to one minute
● Tranquilizing Shot. You roll an additional after they die. A creature benefitting from a soul
2d8 of tranquilizer per level above 1st. stone’s resurrection takes -1 to all rolls until they
● Venom Shot. You roll an additional 1d8 take a long rest (stacks up to -5, after which the
poison damage per level above 1st. soul stone does not function).
● Venom Shot. For every level above 2nd, Heightened. You create an additional soul stone
you deal an additional 1d2 mana damage. for each casting per two levels above 3rd.
● Wyvern Shot. You roll an additional 1d4
points per level above 3rd. Soul Well [WRK 5]
Conjuration [Ritual]
Slumber [DRD 3] Casting Time 1 action
Enchantment Range Self (5 mile radius sphere)
Casting Time 1 action Components V, S
Range Touch (one living creature) Duration 1 hour
Components S, V You create a soul-well, which links any creature
Duration Instantaneous who has a soul stone to you. If a creature dies
This spell sends a willing target into magical and revives itself via soul stone, they can be
sleep. The caster may designate a certain teleported to the Soul Well (their choice),
condition to cause the sleeper to wake up (such emerging from it without their gear (and typically
as next morning, when a horn is blown, etc.). covered with an ectoplasmic cover). This is a
While resting this way, the sleeper does not age, teleportation effect, and it is blocked by normal
and all poisons, curses, and diseases are spells that prevent teleportation.
suspended (they continue acting once you Heightened. For each spell level above 5th, the
awaken). range of the soul well increases by 1 mile.

Soul Fire [WRK 2]


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Soulshatter [WRK 4] unarmed attack, and gain 2d6 temporary


Enchantment hit points.
Casting time 1 action ● Eagle. You double your normal movement
Range 60 feet (20-foot radius sphere) speed and jumping distance, and
Duration Concentration, up to 1 minute constantly benefit from the Feather Fall
You release a wave of regret and sorrow that spell
washes over everyone in the area, imposing a ● Wolf. You also gain +3 to damage rolls per
heavy feeling of depression and sorrow. All ally adjacent to the target (maximum equal
targets in the area must make a Charisma saving to spell level), and your allies gain +2 to
throw or else lose its ability to feel motivated or attack rolls versus one target you engage
compelled to fight, causing them to stop fighting. with.
This spell suppresses fear and charmed effects, Heightened. For each spell level above 3rd, the
as well as all morale bonuses until the spell ends, maximum duration of the spell increases by 2
causing the targets to become indifferent to minutes.
everyone else. If the targets witness their friends
or allies being harmed by you or your allies, they Spirit Link [SHM 3, WRK 3]
gain another saving throw versus this effect, but Abjuration
will otherwise remain as it was. Casting Time 1 action
Range 30 feet
Spirit Animal [SHM 2] Components V, S
Transmutation Duration Concentration, up to 1 hour
Casting Time 1 action You may target up to four creatures within 30 feet
Range Self of one another with this spell (yourself included),
Components V, S, M (cocoon) and all of which are deeply linked in a network of
Duration Concentration, up to 1 hour abjuration magics. Whenever one of the linked
This spell transforms you into a creature most creatures is damaged, they share up to 5 hit
attuned to your spirit. The transmutation lasts for points of damage taken by one of the creatures in
the duration, or until you drop to 0 hit points or the spirit link among the rest, distributing the
die. The new form is a beast whose CR is less damage evenly amongst them all. This requires
than or equal to your level. You replace the one reaction every round to activate, though the
beast’s mental attributes with your own, as this damage is totalled before distributed.
new form does not affect your alignment or The damage, once shared, is considered untyped
personality. You assume the hit points of the new damage, which bypasses immunities,
form, and when you revert to your original form, vulnerabilities, and resistances. If any ally is
you carryover any excess lost hit points to your reduced to 0 hit points, the spell ends
new form. The new form cannot cast spells, prematurely.
speak, or take actions that require hands or Heightened. You can share an additional 5 hit
speech. Your gear melds into your new form, and points per two spell levels above 3rd.
you cannot benefit, use, activate, or wield any of
your equipment. Spirit Link Totem [SHM 5]
This spell acts otherwise like the Polymorph spell, Conjuration [Totem]
and is subject to the same restrictions. Casting Time 1 action
While transformed, your form is translucent, and Components V, S
you may use an action to grant yourself light Range 30 feet
obscurity until you attack. Duration Concentration, up to 1 hour
You plant the totem in the ground anywhere
Spirit Infusion [SHM 3] within 30 ft. All willing allies creatures are linked
Transmutation with the Spirit Link spell, up to a maximum of four
Casting time 1 action creatures at once. Whenever a creature is
Components S, V damaged, you may opt to use your reaction to
Range Personal (Self) share damage or keep it unshared, or use your
Duration. Concentration, up to 1 minute reaction to change the targets of the spirit link.
You infuse yourself with a totemic spirit. Choose This spell otherwise acts as a totemic version of
one of the three spirits below, and you gain the Spirit Link.
chosen benefit for as long as you concentrate on Special Unlike most totem spells, this is a
the spell. Unlike most concentration spells, this concentration effect.
can be concentrated with along with another.
● Bear. You gain climb speed of 10 feet per Spirit Strike [SHM 1]
round, deal 1d6 damage with your melee
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Evocation [Strike] additional holy damage instead of arcane


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

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until your next turn. On a successful save, it takes


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

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Windfury Tongue Totem [SHM 7] Evocation


Evocation [Totem] Casting Time 1 action
Casting Time 1 action Components S, V
Components V, S Range 60 feet
Range 30 feet (5-foot square) You release a blast of nature magic towards any
Duration 1 minute creature or object within range. Make a ranged
Once you place this totem, it emits an aura with a spell attack. On a hit, the target takes 1d8
reaction. This aura spreads in a 30-foot pulse, bludgeoning and slashing damage, and you can
granting all allies the effect of a Windfury tongue cast entangling roots for half normal mana with a
(second attack on a 14 on a d20). bonus action if targeting the same creature.
Heightened. As Windfury Tongue. The spell's damage increaes by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
Wrath [DRD Cantrip] level (4d8).

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

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

Weapons and Armors


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

DESCRIPTION
Attack Claws These claws may be attached to a hand, and allow for a user to perform somatic components
without occupying the hand. They are usually favored by orcish shamans who enter melee after conjuring
elementals or placing totems. This is a simple weapon.
Bayonet This dagger-like blade can be attached to a firearm, allowing it to make melee weapon attacks. If
making a successful melee attack with a bayonet, the firearm user may spent a bonus action to shoot the
target, gaining advantage to the attack roll (instead of the normal disadvantage they would gain from using
a ranged attack while adjacent to an enemy). Anyone proficient with daggers and firearms is proficient with
a bayonet.
Greathammer This iconic paladin weapon is favored by the Order of the Holy Light. A character proficient
with mauls is also proficient with greathammers after a week of training.
Moonglaive This exotic weapon has three dagger-like blades jutting from its sides. Uncommonly seen but
easy to train with, Moonglaives are favored by the night elves of Kalimdor. This is a simple melee weapon.
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Spiked Chain A 10-foot chain marked with a large hook, this spiked chain is a dangerous and rare weapon
to see in the battlefield.
Sword, Two-Bladed Typically used only by elven swordsmen of great agility, the two-bladed sword is
almost iconic of the high elven military Two-bladed swords can be used to attack as if using two weapons,
despite being a single weapon that is used with one hand. A character proficient with longswords is also
proficient with two-bladed swords after a week of training.
Syringe. This needle is specifically-designed to inject injury poisons, plagues, and offensive potions into
targets who are stabbed with it. After a successful attack roll, you may use a bonus action to inject the
target with the contents of the syringe.
Totem, Tauren Large, unwieldy, but very intricately-made, tauren totems are iconic of the tauren peoples.
Warglaive. This night elf weapon is a crescent-shaped blade about 4 feet long with a hilt in the center of the
back edge. Night elf demon hunters favor these weapons. A character proficient with shortswords is also
proficient with warglaives after a week of training.

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

DESCRIPTION
Amulet (Spell Shield) This acts as a 3rd-level you and is obstructed by an object (such as
counterspell spell, but the effect must include you behind a corner, behind a door, below a
as a target. trapdoor). This orb functions as long as you can
Book of the Dead This ancient, musty tome is expend a bonus action, up to a maximum of ten
decorated with inlaid bones from various minutes. The orb creates an invisible magical
creatures. The cover and spine are made from sensor on the location it observes, which can be
dried skin stretched and treated to remain flexible. seen if observers can see invisibility or have
The ink used to write the magical words and truesight, and cannot be attacked or interacted
runes inside is blood drawn from the veins of with (though it can be dispelled as a 3rd level
living creatures killed as sacrifices when the book spell).
was completed. Activating this book requires Demonic Figurine This onyx figurine is told of in
tearing out its spine and destroying it utterly. legends as powerful artifacts send by the Burning
When the spine is torn, the pages disintegrate, Legion to pave the world for its inevitable return.
and the spells bound in the book are unleashed, Featuring a baleful demon with claws
animating up to two medium or small skeleton or outstretched and a single hoof raised, the figurine
zombie warriors (equipped with shields and can be pointed to a creature, unleashing a ray of
swords) and two medium or small skeleton doom. This is treated as the Demonic Doom spell,
archers (equipped with bows and twenty arrows and the figurine maintains channeling until the
each). So long as you possess the spine, you entire duration has ended. The figurine
may command the undead mentally with a bonus possesses malevolent cunning, and uses the
action as long as they are within 60 feet of you. spell to wreak the most devastation it could
This otherwise acts as a 5th level Animate Dead before it is ended. Destroying a figurine
spell. After 24 hours, however, regardless of what unleashes the Doomguard instantaneously for its
happens, the skeletons disintegrate and lie still, full duration.
and the Book is utterly consumed. Hearthstone This stone is given to every
Crystal Ball This sphere of green glass is inlaid adventurer who leaves his city. A user may have
with a golden base, and may be pointed at a only one hearthstone at any given time, and it is
direction to see distant events up to a mile away attuned as a Teleport Circle. Requiring one
as clear as if one is adjacent to it. When minute to activate, the hearthstone teleports the
activated, the crystal ball may scry up to any point user to where they last called home. When used,
of sight within a mile that you can see, or allows it takes a day to recharge. An adventurer may
you to see an obvious location that is unfamiliar to alter his hearthstone’s location to any indoor
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building he has spent more than 24 hours in, blue light. While the stone is in the possession of
which replaces the teleport circle’s location. a caster, their passive mana regeneration (such
Horn of Stormwind This lion-emblazed horn as from resting) increases by 25%. This boost
grants (when blown as a action) all creatures stacks atop the increase from resting near a
within 20 feet the benefits of a Paladin’s Devotion mana fountain. A mana stone might be crushed in
Aura (Proficiency +2) for one hour. This does not a caster’s fist, restoring up to 3d4 mana points
stack with a paladin’s aura, but does still cancel instantaneously and destroying the mana stone.
out a Death Knight’s Aura of Abandonment, and These stones are said to be shards of enchanted
can be suppressed for 1 minute with a Dispel runestones that are dipped in mana fountains, but
Magic spell if targeting the horn. such rumors are unsubstantiated, as the secret of
Mana Stone This cerulean-blue semi-solid stone creation is in the elusive hands of the most
is nearly translucent, and shines with an internal talented infusionists.

Weapon and Armor Infusions


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

Infusion Name Rarity Properties


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

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

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

Ammunition Rarity Effect


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

Named Infused Items


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

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

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

Black Grasp of the Destroyer


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

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

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

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

Hammer of the Titans


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

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

The Planar Edge


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

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


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

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

Scimitar of the Sirocco


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

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

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

Sulfuras, Hand of Ragnaros


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

Truesilver Champion
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Weapon (greatsword), rare (requires attunement)


You gain a +2 bonus to attack and damage rolls with this magic weapon. While holding this weapon, you
may utter the inscription upon the blade, granting you 30 temporary hit points. Once this feature is used, it
cannot be used again until the next dawn.

Armor Sets
Armor sets are items that increase in potency per every set piece worn. All armor sets require attunement,
and increase in rarity for every additional piece added (starting at uncommon, ending at very rare).

Blackened Defias Armor


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

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

Judgement Armor
Armor (plate), variant (requires attunement)
Set Pieces: Judgment Breastplate, Crown, Bindings, Belt
Though the Silver Hand is a noble establishment, there comes a time when pleasantries must end and
justice must be done. The commanding, faceless aspect of justice and judgement is represented by this
armor, which is worn by paladins acting as inquisitors and executioners as they deliver sentence upon the
enemy.
Clad in black, red, and gold, paladins in this full-body armor cut an imposing figure. The armor is a
combination of both cloth and leather for easier movement as well as metal plates to protect vital areas.
Each piece is ornately detailed with some sort of imagery that represents justice.
Uncommon. If possessing one set piece, you have a +5 bonus to your passive Spirit (Perception) and
passive Intelligence (Investigation) scores.

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Rare. If possessing two to three set pieces, you may cast the Bless or Power Word: Fortitude spells up to
three times (total of both spells) before the power of the armor is expended (an, replenishing after the next
sundown. If you already have the spell readied, you may instead cast the spell for half normal cost so long
as you wear the armor.
Very Rare. If possessing all set pieces, you may cast the Arcane Armor spell up to three times before the
power of the armor is expended, replenishing after the next sundown. The spell is (heightened to 6th level),
and may only choose to gain resistance to fel damage for one hour. You have the constant benefits of the
Bless and Power Word: Fortitude (3rd-level; or 10 to your maximum hit points) spells active.

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

Robes of the Violet Citadel


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

Silver Hand Blessed Plate


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

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take 1d6 Holy damage per spell level (if using Holy Light) or 1d6 Holy damage for every 4 levels of Paladin
you have.

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

Relic Classes
Idol Druids, Hunters
Spellbooks Mages, Warlocks
Librams Holy Priests, Paladins
Sigils Death Priests, Death Knights
Fetishes Shamans

Relic Name Type Benefit


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

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

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Mind Scream Potion 25 gp Spell: Vicious Mockery (Cantrip)


Rejuvenation Potion 50 gp Spell: Rejuvenation (1st level)
Sparing Potion 25 gp Spell: Spare the dying (cantrip)
Smoke Bomb 50 gp Spell: Fog Cloud (1st level)

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

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one creature. This has no effect on undead or


Rejuvenation Potion By throwing (range 20/60) or constructs.
pouring/imbibing this potion, a rejuvenating agent
acts as the Rejuvenation spell, healing 1d6 life Smoke Bomb By throwing (range 20/60) or
damage and having one invigorate use for one pouring this potion, the mixture releases a thick
minute (costs a reaction to use) that can either smoke cloud that acts as the Fog Cloud spell,
heal 1d8 life or grant resistance to any one which creates a 20-foot-radius sphere of fog
bludgeoning, piercing, or slashing attack that is centered on where the mixture is. The sphere
nonmagical. spreads around corners, and its area is heavily
obscured. It lasts for 2d4 minutes or until a wind
Sparing Potion By throwing (range 20/60) or of moderate or greater speed (at least 10 miles
pouring/imbibing this potion, a soothing agent per hour) disperses it.
acts as the Spare the Dying cantrip, stabilizing

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

Weapon Name Cost Effect Mass Properties


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

Mine Name Cost Effect Mass Properties


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

Rocket Name Cost Effect Mass Properties


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

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

Firearms and Crossbows


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

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


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

DESCRIPTION
Boomstick Known as a favored dwarven weapon, Blunderbuss is also known in some circles as a
boomsticks are intricately designed with special shotgun.
markings to denote the company, issue date, and Gun, Machine This gun deals 3d8 piercing
a small piece of war advice in dwarven. damage to any number of creatures standing in a
Boomsticks have a capacity of 2 bullets, and can 5-foot wide line 30 feet away. This requires an
be reloaded by up to 2 bullets with swabbing. Agility save to half damage. Machine guns do not
Blunderbuss A larger, heavier, and easier-to-use require training to use.
boomstick, the Blunderbuss can be altered to Longrifle. Favored of the iconic dwarven sniper,
shoot a cone of bullets in a 15-foot cone, dealing longrifles have great range, great damage, and
2d8 damage, with an Agility save to half. As great practical use. They are however expensive,
Blunderbusses do not require attack rolls, they do and difficult to deploy ideally.
not require proficiency to use, and can be used Pistol, Flintlock Known as a good backup
while adjacent to an enemy without penalty. A weapon, the flintlock pistol does not deal a lot of
damage compared to its heavier counterparts, but

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both can be used easily (as they are light Sniper Rifle A moderately powerful and long-
weapons). range precision silenced weapon.
Pistol, Revolver A great backup weapon, the Automatic Crossbow. This crossbow acts as a
revolver balances good damage with a great heavy crossbow that deals 1d10 piercing
ammunition reserve. Very reliable. damage. This does not have the loading quality. It
Siege Cannon This heavy piece of artillery can has a malfunction chance of 1-3.
blast through walls like paper (dealing 6d12 to Pneumatic Crossbow This crossbow acts as a
walls and fortifications due to the siege light crossbow that deals 1d8 piercing damage. It
modification). This acts as a huge rifle, and is silent when shot. It has a malfunction chance of
increases in dice to d12. 1-3.

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

Gadget Name Cost Mass Properties


Antimagic Ray 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Mana Burn), arcane crystal)
Army Knife 100 gp 5 lb. 2 EP: Light gadget (1st spell (Prestidigitation), mechanical; Goblin)
Auto-Factory 400 gp 15 lb 4 EP: Heavy gadget (2nd spell, (Animate Construct), Oil, Goblin)
Caltrop Bomb 100 gp 5 lb. 2 EP: Light gadget (1st spell, Mage Hand)
Flamethrower 100 gp 15 lb. 2 EP: Heavy gadget (1st spell, (Burning Hands) fire crystal or
oil)
Flashlight 50 gp 5 lb. 1 EP: Light gadget (0-spell, (Light) fire crystal or battery)
Fog Machine 100 gp 15 lb. 2 EP; Heavy gadget, (1st spell (Fog Cloud), air crystal)
Frost Gun 400 gp 15 lb. 2 EP: Heavy gadget (2nd spell (Freezing Sphere), ice crystal)
Ice Cannon 400 gp 15 lb. 4 EP: Heavy gadget, (2 spell (Ice Knife), battery; Gnomish)
Jumper Cables 900 gp 15 lb. 6 EP: Heavy gadget (3rd spell (Revivify), soul gem, Goblin)
Launcher, Rocket 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), +60 ft., Oil; quick
use).
Launcher, Rocket, C 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), Oil)
Launcher, Trap 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), Oil).
Locator 100 gp 5 lb. 2 EP: Light gadget (1st spell (Alarm), mechanical)
Mind Remote 100 gp 5 lb. 2 EP: Light gadget, (1st spell (Charm Person), mechanical; Gnomish)
Mortar 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), fire crystal or oil;
quick use)
Pulley Gun 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), mechanical)
Rocket Boots 900 gp 15 lb. 6 EP: Heavy gadget (3 spell (Fly), fire crystal or oil, goblin)
Reflective Cylinder 100 gp 10 lb. 2 EP: Medium gadget (1st spell (Absorb Elements),
Mechanical)
Remote, Remote 100 gp 15 lb. 2 EP: Light gadget (1st spell (Command), battery; Gnomish)
Sun Gun 900 gp 15 lb. 6 EP: Heavy gadget (3rd level, (Sunbeam) fire crystal)
Water Gun 100 gp 10 lb. 2 EP: Medium gadget (1st spell (Catapult), mechanical)

DESCRIPTION
Antimagic Ray When used, this wand-like gun fifteen minutes it takes to recharge it). It may also
shoots a purple anti-magic ray. If this strikes a deal damage as a normal dagger.
spellcaster, it burns 1d4 mana points from them, Auto-Factory Usually employed by goblin tinkers
as per the spell Mana Burn. Elementals required in war, this large object unfolds to resemble a
for the anti-magic ray device are pure mana horse-sized factory. The whirrs and whistles
elementals (such as mana wyrms and arcane inside are indicative of some process within. The
elementals). factory remains active for 2d4 minutes, and
Army Knife When used, this device summons all churns out a Challenge 1/4 construct
tools an adventurer needs, such as a hammer, a (Mechanostrider statistics) once every five
pair of scissors, etc., just short of Alchemy and rounds. The constructs conjured by the auto-
Poisoning tools, and includes 60 feet of spider- factory are controlled by the user of the device,
silk rope. It requires a minute to summon up a but the user can command only one construct
single use of this army knife, and fifteen to return every round, while the others repeat the same
one charge in (which is independent from the action given to them until the factory stops

Version 2.4
World of Warcraft RPG, 5th Edition

working. The auto-factory is costly, however. For Special. The gun can freeze damaging surfaces
each construct created, the factory requires one (such as fires and liquids) that deal less damage
vial of phlogiston, and 5 lb. (or 50 gp) of raw on average than the gun itself.
materials.Caltrop Bomb When used, this box Ice Cannon This mini-cannon shoots a large
releases a four bags of caltrops into the air to fall shard of frost that deals 1d10 piercing damage in
over an area within 30 feet, filling a 10-foot 60 feet. On the area of impact, the shard
square area. Any creature that enters the area explodes, dealing 3d6 cold damage to all
must succeed on a DC 15 Agility saving throw or creatures in 5 feet from the point, with an Agility
stop moving and take 1 piercing damage. Until save to half damage.
the creature regains at least 1 hit point, its Jumper Cables This backpack may be hooked up
walking speed is reduced by 10 feet. A creature with any creature that died within one minute. If
moving through the area at half speed doesn't activated without an issue, the creature is revived,
need to make the saving throw. Once used, this and returned to life with 1 hit point and no mana.
can be refilled with replacement caltrops. There is This cannot return a creature that died of old age.
a 75% chance that a used bag of caltrops can be This gadget requires 300 gold pieces’ worth of
used again. focus crystals per use of activation.
Flamethrower The flamethrower can be aimed Locator This eye-like gadget can sense creatures
and used with an action. If no malfunction occurs, that approach within 20 feet of its position
it releases a 15-foot cone of flames. Targets in whenever a creature of the size Tiny or larger
the cone must make an Agility saving throw. On a enters. The locator, once activated, remains
failed save, the targets take 3d6 points of fire active for 2d4 hours, and has a chance to
damage, or half the amount on a successful save. malfunction at the end of each hour. The locator
The flames ignite any flammable objects in the may either let out an audible alarm that can be
area that are not being worn or carried. heard clearly within 60 feet, or send a single
Flashlight The flashlight can be aimed and mental ping to the one who set it up.
activated with an action. If no malfunction occurs, Mind Remote This strange-looking hat has a
it emits a 20-foor radius glow of bright light, and hypnotic pattern attached to it. When the gadget
emits 20 feet of dim light after that. If directed, it is active, the mind remote can focus on any
turns instead into a cone with a range of 60 feet person within 30 feet. They must make a Spirit
of bright light, and 60 feet of dim light afterwards. save or else be charmed for one hour, or until you
A charge is used once per hour. or your companions do something harmful to it. It
Fog Machine When used, this box creates a gains advantage to the save if you or your
billowing sphere-shaped cloud of fog that spreads companions are harming it. It takes a minute of
on a 20-foot radius. The area is heavily obscured, tinkering to provide another up another charge for
and it remains for an hour or until a moderate or the gadget.
stronger wind disperses it (10 mph+). The cloud Mortar This heavy machine is typically set on the
of fog is centered on the fog machine, or can be floor. When loaded with a pint of oil and a bomb
shot out as a large cloud to appear in another or grenade, it launches it further than a normal
area 120 feet away. This is fueled by a tapped air creature could, for an arc up to 90 feet away, and
elemental spirit or an elemental air crystal. 30 feet high. When the bomb lands, it explodes
Frost Gun The frost gun can be used with an as typical for its type. On the 5-foot square area
action, creating a brilliant blue freezing ray up to of impact, however, the bomb lands with a
30 feet away that creates a 10-foot radius powerful explosion, adding 2d6 concussive
explosion of frozen air to emit from the location of damage to the bomb’s normal damage. A mortar
the ray's impact. All creatures hit by the ray or in may be loaded with up to eight pints of oil, and
the explosion's radius must succeed on a may be used again after 1d4 rounds.
Stamina saving throw or else take 4d8 points of Pulley Gun This hand-cannon can shoot one to
cold damage, or half of that on a successful two ropes at opposite ends. Each rope has a
saving throw. If the ray or the radius strikes or hook at its end, and each extend to up to 90 feet
includes a body of water or a liquid with similar per action of use. If the hooks target an object,
freezing points, the ray freezes the liquid within its they attach to it, and can carry up to 140 pounds
active radius to a depth of 6 inches for 1 minute. of weight. If the hook targets a creature, they take
Creatures that were swimming or that were in the 3d8 piercing damage, and the hooks are
water at the moment must succeed on an destroyed. A pulley gun has a wheel for transport
additional Strength saving throw as an action along the ropes, and allows for movement at a
against the DC of the device or be restrained. rate of 60 feet per round either up or down the
After 1 minute of being conjured, the ice shatters. ropes’ ends. A pulley gun that shoots one rope
but can be used twice is known as a mechanical
grappling hook.
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World of Warcraft RPG, 5th Edition

Rocket Boots These heavy boots strapped with a releases a foot beam of brilliant and wholesome
small backpack may be activated with an action. light that sears all targets in a 30-foot long 5-foot
Per use, this consumes one pint of oil, and gives wide line for 1d4 rounds. Every round, all
the user a flying speed of 60 feet, usable for one creatures that are within the light must make a
minute. At the end of the duration, the user falls Stamina saving throw. On a failed save, the
unless they are on solid ground. The device cools targets take 3d8 points of holy damage and is
down for one minute after it stops being used. blinded until the beginning of your next turn, or
The backpack can hold up to eight pints of oil for half the amount of damage on a successful save.
the rocket boots. Undead and oozes suffer disadvantage to this
Rocket Launcher This heavy machine is typically save. At the beginning of your round, you may
set on the user’s shoulder. When loaded with a redirect the light normally. This sheds bright light
pint of oil and a rocket, it launches it further than for 30 feet and dim light for the next 30 feet after
its normal range, increasing its original range by that. The light is treated as sunlight.
90 feet. This applies to the maximum range it can Trap Launcher This heavy machine can lob a trap
launch. A rocket launcher adds 2d6 concussive to up to 90 feet, priming the trap on the point of
damage to a rocket’s normal damage. A rocket impact. The trap launcher may be loaded with up
launcher may be loaded with up to eight pints of to eight pints of oil, and may be used again after a
oil, and may be used again in 1d4 rounds. cooldown of one minute.
Rocket Launcher, Cluster This heavy machine is Water Gun The water pump is a 2-foot long, 8-
typically set on the floor before the user. When inch thick cylinder that can hold up to 3 gallons of
loaded with a pint of oil and up to four rockets, it any liquid (or 16 quarts). The water pump can be
launches them all within their normal range with a used with an action to release one quart of liquid
single action. This applies to all the rockets. A in a line up to 90 feet away, stopping at impact
rocket launcher adds +1d6 concussive damage with the first object. The target must succeed on
per rocket used (+1d6 if one rocket, +4d6 if four an Agility saving throw or else take 1d8
are used). A cluster rocket launcher may be bludgeoning damage on a failed save and a
loaded with up to eight pints of oil or phlogiston, secondary effect depending on the liquid. A
and may be used again in a minute. successful save halves the initial damage and
Reflective Cylinder. The reflective cylinder is a 2- negates the secondary effect.
foot long, 8-inch thick cylinder that is usually ● Water. If the liquid is water, attack also
strapped to the back of the user, and is attached extinguishes flames. Fire-based creatures
to a winding mechanism in the user's hand. The or those vulnerable to water take double
cylinder can be deployed as a reaction when the damage from this and do not employ any
user takes elemental damage (damage that is resistances towards this damage.
acid, cold, fire, lightning, or thunder in nature), ● Oil. If the liquid is oil or another flammable
unfurling and countering the elemental damage liquid, the user may use a bonus action to
with a sheet of specially-treated and reinforced set the liquid on fire as it is released
glass. The user gains resistance to the elemental (necessitating another malfunction check),
damage, and the next time the user hits with a setting the liquid is set aflame (regardless
melee attack on the next turn, the reflective of malfunction). Targets who failed their
cylinder reflects 1d6 points of the absorbed save take 1d6 fire damage and are ignited
damage to the target of the user's attack. The until they extinguish the flame with an
character must be able to use their hands or action and a successful Agility save
similar limbs to deploy the cylinder. (taking an additional 1d6 points of damage
Remote This small machine can activate any per round until they pass a DC equal to
mine, gadget, or construct that is keyed to it. the gadget's DC).
Keying a technological device to a remote takes ● Contaminated Water. If the liquid is a
one minute and a DC 10 Engineering check. contaminated water or liquid (such as
Using a remote is a bonus action on the sewage water), the target must also save
creature’s round, or a reaction outside their versus any contact, injury, or ingested
round. Each use consumes one charge of battery poison or disease that is carried by the
power, and the remote can hold up to eight water. If using sewage water, the target is
batteries at any given time. A remote can activate most likely to be contaminated by Filth
a device as long as both of them are within 150 Fever, Slimy Doom, and Blinding Sickness
feet of each other. This effect can penetrate (see Contagion for details, duration 7
barriers, but 2 feet of rock, 2 inches of common days), although other diseases or poisons
metal, or a thin sheet of lead. may be built into the waters.
Sun Gun The sun-gun can be focused and used
with an action. If no malfunction occurs, it
Version 2.4
World of Warcraft RPG, 5th Edition

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

Weapon Name Cost Effect Mass Properties


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

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

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

Construct Cost Effect Mass Hit Die, Properties


Battle Chicken 12,800 Combatant construct 5 lb. 4 EP: Construct CR 4 (Gnomish)
Glaive Thrower 800 Combat Land Vehicle ?? 1 EP: Construct CR 1 (Vehicle)
Gyrocopter 800 Combat Air Vehicle ?? 1 EP: Construct CR 1 (Vehicle)
Steam Engine 3,200 Combat Land Vehicle ?? 2 EP: Construct CR 2 (Vehicle)
Turret 400 Combat Construct ?? 2 EP: Construct CR 1 (Gnomish)
Zeppelin 7,200 Combat Air Vehicle ?? 3 EP: Construct CR 3 (Vehicle, Goblin)

Mecha Cost Effect Mass Hit Die, Properties


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

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

Version 2.4
World of Warcraft RPG, 5th Edition

Changelog
Oct 11, 2015: Version 1.0 Beta completed.
Oct 12: Added Death Knight and Druid spells.
Oct 18: Added mage and paladin spells. Next is priest (shaman included)
Oct 20: Added all initial spells.
Oct 30: Finished equipment chapter
Nov 1-11: Updated monsters and polished abilities.
Nov 13: Released 1.3 update: Added Druidic archetypes and some machines.
Dec 6: Shaman and archetypes released.
Dec 13: Added Tinker base class and removed it from Rogue class, updated the engineering system, did
organizational cleanup.
Jan 16, 2016: Version 1.5 Released. Added monk class and revised several spells
Jan 22: Patch 1.5.5 released. Clarified engineering system and cleaned up equipment chapter.
Jan 24: Patch 1.5.8 released. Cleaned up weapon infusions, and added several magical items.
Jan 28: Patch 1.5.9 released. Cleaned up mana system, and several spells. Added new debilitate spell
(Mind Blast), and high elves gain +2 additional mana. Also added magical vampirism, and arcane addiction
optional rule.
Jan 30: Patch 1.5.9.5 released. Tied Paladin auras to proficiency bonus, and added tinker passive ability to
lower malfunction rate of devices.
Feb 2: Version 1.6 released. Added full writeup for all classes (most focus was on the Death
Knight/Paladin, Warlock, and Warrior). Some abilities shifted places. Shaman reworded + new minor ability.
Paladin/Death Knight auras shifted to level 3, Divine immunity/cursed carrier moved to level 6. Paladins
and death knights prepare spells in books (for paladins). Death knight gains runeblades which scale with
level.
Added skill prerequisites, and the infusion skill.
Feb 6: Cleaned up format.
Feb 8: Version 1.6.4 released: quick fixes for Shaman abilities, added Conjure Creature and Animate
Undead/Construct spell for unification of spell lists and to provide additional options.
Feb 18: Quick fix removing reference to caster level and obsolete terms. Thanks, Omega9999!
Feb 21: Added orc grunt and peon, fixed warrior’s shouts to act somewhat similarly to paladin auras.
Feb 28: Overhaul mana, added the concept of caster level and ‘set’ spells. Fix soon for currently prepared
spells for units. Altered paladin/death knight lay on hands/corrupting touch to function on 50% mana
increments.
March 15: Added Altar rules.
March 21: Leveled up Keeper of the grove to 7, Dryad to 2, and performed various adjustments. Cure and
Inflict are repurposed to act as Holy Light/Death Coil and Flash of Light, Shamans gain Healing Waters
(Riptide as of 1.8) and Healing Totem, while Druids get Rejuvenation and Healing Rain.
April 19 (1.6.9): Added the Demon Hunter, renovated several spells, added several monsters.
June 3 (1.7): Added Shadow Hunter, revised the warlock, hunter, and demon hunter, revised several spells,
and added several monsters. Fixed several incorrect terms. Thanks, George Hess!
July 29 (1.8): Added apothecary, mountain king, 10+ spells, 10+ monsters, and alterations

Version 2.4
World of Warcraft RPG, 5th Edition

August 22 (1.9): Cleaned up races, added cobble to 1st level tinker, cleaned up mountain king and
spellbreaker, added more spells (low-level Sunbeam, Detonate Mana, Moonfire, Sunfire, added spell list for
all new spells, added arcane engines (or Spelljammers!) to Engineering, Unholy Frenzy to DKN, Evocative
Consecration can’t move but slows enemies, Ethereal Banishment added to SHM, Fade to DRD and MGE,
Tranquility to SHM, and added Relics (only Librams and Sigils now).
October 13 (1.9.5): Moved all monsters to separate document.
November 1 (1.9.55): Added several spells, update to 2.0 ongoing.
November 28 (2.0): added spell interruption mechanic (expanded 5e rule to all casting), standardized
aura/shout effects, switched arms warrior abilities (bladestorm and bloodthirst strike exchanged places),
added emergency mana-restoration effects for mages, priests, warlocks, and shamans. Added Lightslayer
archetype, and added or modified 16 spells.
December 20 (2.0.2): Fixed general formatting, Arcane Shot, Blessing of Kings, Death Grip, Death Pact,
Denounce, Drain Life, Earthbind, Earth Shield, Lightning Shield, allowed Lightning Bolt to also replicate
Chain Lightning, and made elemental Shock cost less mana. Improved Tauren’s Plainswalker, Warlock’s
Soul Shard, Warrior’s Howl, added Kalimag to shamans (elemental tongue), and removed outdated
references to Paladins’ Crusader Aura.
December 25 (2.0.5): Overhauled formatting, minor tweaks in preparation for content patch.
February 4 (2.1): Fixed formatting, fixed Dwarf Stoneform and Tauren Plainswalker traits, added Alchemical
Engine [Energy Sources], Careful Bomber adjustment, Arcane Orb, Holy Shock, Ancestral Guardians, Spirit
Strike, Spirit Infusion, and consolidation of spells (blessings, runes, seals, and hunter shots) into arrays for
unification of mechanics and simplicity.
March 21 (2.2): Improved class mana-restoration abilities, aura overhaul, added 10+ alchemical items, 3+
gadgets, flashbang grenades, +6 relics, mana shield no longer requires concentration, updated auras (all),
new magical items, infused ammunition, armor sets, added Warlock and Shaman spell lists, and several
warlock spells added

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

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

Version 2.4

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