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Heroes Handbook

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Credits Foreword
Lead Designer: Jih We've made this book in an attempt to bring the beloved
Writing & Editing: Jih, Tangerine Warcraft franchise into the 5th edition of Dungeons &
Reddit Names: Jihia, TangerineThunder Dragons. It is a task that has taken us months to do, and
many more to come as we continue to work on this in our
Additional Contributors: Prometheus, Reiga, Wyken, spare time, in the hopes of bringing a genuine recreation of
    ClockWorkTank, 123jrf, ApolloLumina Warcraft into a tabletop game.
This book is made to compliment Dungeons & Dragons
Cover Illusrator: Robert Maldonado 5th edition Player's Handbook, Dungeon Master's
Interior Illustrators: Anastasiya Gafron, Unidcolor, Jerry Guide, and Monster Manuals. Using the rules presented
    Mascho, Rogier van de Beek, Tim Gou, Shanton Feng, in those books, and balanced around being playable in a
    Peter Lee, Shamanguli, Juhani Jokinen, Nagli, Jimmy Lo, standard D&D setting without requiring balancing.
    Glenn Rane, Liuhao, Robin Olausson, Nosfer, Jorge This books is made in our spare time with the intention
    Jacinto, Brian Huang, Richard Suwono, PersonalAmi, of always being a free resource for everyone to use. Never
    Bren Rodri, Krysdecker, James Ryman, Alex Garner, to be bought or paid for. We've made this because we want
    Nina Ikävalko, Shuzong, Howard Pak, Dan Scott, Jojo others to enjoy the Warcraft universe in a Dungeons &
    So, Matthew McKeown, Astri Lohne, Jason Wang, Peet Dragons format. Not for any monetary gain.
    Cooper, Wei Wang, Ryan Metcalf, Ina Wong, Tyson With each coming update, all changes will be noted in
    Murphy, Jerry Mascho, Aaron Lovett, Phillip Zhang, the Changelog--Link is provided below. Likewise we've
    Kristina Toxicpanda, Dariia Kasimova, Artlon, Dmitry provided a link to our racial balance shreadsheet, using the
    Vernygor, Syncmax, Adel Khanov, Anthony Avon, Lowly rules of Detect Balance by Eleazzaar.
    Owly, Anna Pazyniuk
ChangeLog      Race Balance
Based on the original D&D game created by
    E. Gary Gygax and Dave Arneson, as well as Want to help grow a community?
    Brian Blume, Rob Kuntz, James Ward and Don Kaye. We're a relatively small group working together on this,
   and as such our ability to playtest all of this is limited in
Based on the Warcraft franchise by    scope. If you want to help better this book, improve and
    © Blizzard Entertainment    balance what's inside it, suggest changes, or talk with
   others using this to create a Warcraft campaign. Then
Playtesting provided by    head over to the r/wc5e, a subreddit dedicated to this
Roll Need, they run a weekly stream on Twitch using this    handbook and project!
    handbook for their races and classes. Check them out!    We also have a discord that you can join if you want to
   come talk with us and others using this handbook for
Special thanks to    their campaigns!
    This entire book was made using GmBinder, it is an
    amazing tool for creating authentic looking homebrew Discord
    material for 5th Edition Dungeons and Dragons, and
    without it this project would've never been considered.

www.GmBinder.com

Legal Stuff
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express
written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11
1ET, UK.
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Table of Contents
Part I: Heroes 4 Part III: Variant Rules 142
Chapter 1: Races .........................................................5 Hero Points ...............................................................................143
Choosing a Side .................................................................... 5 Mana .......................................................................................... 144
Choosing a Race ....................................................................6 146
Races of the Alliance ............................................................7 Appendix A: Shapeshifts
Human ................................................................................. 9
Dwarf ................................................................................. 11 Appendix B: Shaman Spirits 148
Night Elf ............................................................................ 13
Gnome ............................................................................... 15 Appendix C: Demon Companions 148
Draenei ..............................................................................17
Worgen .............................................................................. 19 Appendix D: Special Tasks 150
Void Elf .............................................................................. 21
Races of the Horde .............................................................23 Appendix E: World Map 152
Orc ......................................................................................25
Forsaken ............................................................................27
Tauren ................................................................................29
Troll .................................................................................... 31
Blood Elf ........................................................................... 33
Goblin ................................................................................ 35
Nightborne ........................................................................37
Independent Races .............................................................39
Pandaren ...........................................................................41
Chapter 2: Classes ..................................................44
Druid ..................................................................................... 45
Hunter ...................................................................................52
Mage ......................................................................................58
Monk ......................................................................................64
Paladin .................................................................................. 69
Priest ..................................................................................... 75
Rogue .................................................................................... 80
Shaman .................................................................................84
Warlock .................................................................................90
Warrior ..................................................................................96
Prestige Classes ............................................................... 101
Death Knight ..................................................................102
Demon Hunter ...............................................................108
Chapter 3: Personality & Backgroun114
Character Details ............................................................. 114
New Backgrounds ............................................................117
Chapter 4: New Equipment ..........................122
Starting Equipment ......................................................... 122
Wealth .................................................................................122
Shields ................................................................................123
Racial Weapons ................................................................ 123
Firearms .............................................................................124
Chapter 5: Customization Options ....125
Multiclassing ..................................................................... 125
New Feats .......................................................................... 127
Racial Feats ....................................................................... 127
Part II: Magic 130
Chapter 6: Spells ...................................................131
Spell Lists .......................................................................... 131
Spell Descriptions ............................................................134

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Part I
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Creating a Hero

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Chapter 1: Races

A
rmies and factions have always defined the
Warcraft world, and two of the most powerful The Horde
factions on Azeroth today are the Alliance and The Horde makes no compromises
Horde. Most players belong to one or the when it comes to excellence, and the
other faction, although anomalies do exist. power and ferocity of their warriors is
legendary. Misunderstood by many as
evil, the Horde possesses a strong code of
Choosing a Side honor and strict laws for disobedience.
All members of the Horde have to swear a blood oath to
At character creation, every player must choose their join the faction and are thus obligated to follow the
character’s faction. It is as much a part of the hero as their warchief's commands and support the warchief in war if
class or background. All characters in a party are usually of the warchief calls upon them for aid. The position of
the same faction. warchief can be attained by having the previous warchief
Although every race has an affiliation, there are excep- choose a successor or challenging the current warchief to a
tions. Creating a character outside their normal affiliation Mak'gora: a prearranged duel with deadly weapons
is challenging, but offers a great role play opportunities for between two people following a formal procedure in the
the player. Some suggestions are listed below. presence of witnesses and traditionally fought until one
The character was born into the faction. party yields or is killed, usually to settle a quarrel involving
The character was saved or befriended by members of a point of honor. Above all else, the title warchief is granted
the faction. to those who display strength and decisive action.
The character fled from their faction. The warchief may accept ambassadors and advisors
The character witnessed members of their faction doing from all the different tribes and members of the Horde to
something they found reprehensible. makes sure their voice is heard in the running of the
fledgling hegemony but ultimately, only the warchief may
have the final say in matters concerning the entire Horde.
The Alliance Each race within the Horde choose a single leader to
The Alliance have proven themselves to be fierce govern their people and their people's kingdoms and also to
combatants, often giving their lives when called for. The represent their people in the high Horde echelon.
faction is not a uniform governmental body, but is a Despite their somewhat monstrous appearance, the
coalition of mutual military and economic aid. Diplomacy is majority of the Horde is not evil, much like the Alliance, it is
key with in the Alliance and decisions are traditionally comprised of diverse factions and individuals who possess
made by being voted on by the Alliance's most influential a wide range of values and virtues. Even so, there is one
members. Stormwind is described as the most powerful expectation that must be met when joining the Horde:
force in the now multiracial Alliance. With it becoming the regardless of gender or station, all are expected to pull
de facto leader of the remaining human kingdoms and their own weight and give their talents for the betterment of
entering a powerful alliance with the strongest dwarven the Horde. When weakness is a liability to the
kingdom, Ironforge, Stormwind has thus been shown to be of the Horde, it is the duty of the strong to
the most influential kingdom and therefore the de facto usurp control from the incompetent
driving force of Alliance politics. Therefore, Stormwind is and redeem the Horde. Lok'tar ogar!
undisputedly looked to for maintaining the Alliance and its Victory or death - These words bind
policies. Stormwind is where the main superpowers of the one to the Horde. For they are the
Alliance conference to discuss world issues and mutual most sacred and fundamental of
defense. The majority of Alliance citizens also recognizes truths to any warrior of the
Stormwind City as the heart of the Alliance. The High King Horde, for the Horde, failure
coordinates the workings of the Alliance's armies in order is not an option.
to safeguard the Alliance's interests and defense. Culturally, orcs and tauren
Even now, as always, humans are the glue that hold the believe in redemption more
Alliance together, being the most numerous and diplomatic than most other races on
of the member races. The armies of Stormwind are Azeroth and are willing to
primarily stationed in the southern Eastern Kingdoms, give almost anyone a chance,
securing regions such as Elwynn Forest, Duskwood, regardless of reputation. The trolls
Westfall, and the Redridge mountains. As well as having seem to have even accepted, (if not
outposts and bases stationed at key points in Lordaeron, at least tolerate) their ancient enemy
Northrend, and Kalimdor. The armies of Ironforge are the blood elves. Largely because of
mainly stationed in Khaz Modan along with their gnome these beliefs, a number of mortal races
allies, and the night elven armies are mainly defending and many diverse factions can be found
          northern Kalimdor from the Horde's deforestation of in bservice to the Horde.
                       the Ashenvale. The remaining draenei forces
                            are still trying to secure their new home on
                                 Azuremyst Isle, and are also stationed in
                                       Outland. The recently brought in Gil-
                                             nean armies are defending them-
                                            selves from the endless Forsaken.
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Choosing a Race Racial Traits


A visit to one of the great cities in the world of Azeroth The description of each race includes racial traits that are
Stormwind City, the Capital City of Stormwind, the City of common to members of that race. The following entries
Doors overwhelms the senses. Voices chatter in countless appear among the traits of most races.
dialects of different languages. The smells of cooking in Ability Score Increase
dozens of different cuisines mingle with the odors of Every race increases one or more of a character's ability
crowded streets and poor sanitation. Buildings in myriad scores.
architectural styles display the diverse origins of their
inhabitants. Age
And the people themselves represent many different The age entry notes the age when a member of the race is
races, from gnomes and stout dwarves to majestically considered an adult, as well as the race's expected lifespan.
beautiful elves, mingling among a variety of humans. This information can help you decide how old your
Scattered among the common races: a draenei here, character is at the start of the game.
pushing his way through the crowd, and a sly worgen there,
lurking in the shadows. Night elves and dwarves live and Alignment
work alongside humans. And there, a lone pandaren — a Most races have tendencies toward certain alignments,
wanderer from the shifting isles of the ever expanding described in this entry. These are not binding for player
great sea, trying to make his way in a world unknown. characters, but considering why your dwarf is chaotic, for
— A poetic gnome   example, in defiance of lawful dwarf society can help you
better define your character.
Not every intelligent race of the multiverse is appropriate
for a player-controlled adventurer. The ones presented in Size
this book are the races most well known to become Characters of most races are Medium, a size category
adventurers and heroes, spread throughout every corner of including creatures that are roughly 4 to 8 feet tall.
Azeroth's continents. Members of a few races are Small (between 2 and 4 feet
Your choice of race affects many different aspects of your tall), which means that certain rules of the game affect
character. It establishes fundamental qualities that exist them differently. The most important of these rules is that
throughout your character's adventuring career. When Small characters have trouble wielding heavy weapons.
making this decision, keep in mind the kind of character Speed
you want to play. For example, a gnome could be a good Your speed determines how far you can move when
choice for a sneaky rogue, a dwarf makes a tough warrior, traveling and fighting.
and an elf can be a master of arcane magic.
Your character race not only affects your ability scores Languages
and traits but also provides the cues for building your By virtue of your race, your character can speak, read, and
character's story. Each race's description in this chapter write certain languages. Each race has their own language,
includes information to help you roleplay a character of with multiple dialects. as well as a 'common' language, that
that race, including personality, physical appearance, the majority of their faction speaks and understands.
features of society, and racial alignment tendencies. Chapter 4 lists languages commonly spoken on Azeroth.
These details are suggestions to help you think about your
character; adventurers can deviate widely from the norm Subraces
for their race. It's worthwhile to consider why your Many races have subraces. Members of a subrace have the
character is different, as a helpful way to think about your traits of the parent race in addition to the traits specified
character's background and personality. for their subrace. Relationships among the subraces vary
significantly from race to race.

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Races of the Alliance

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Alliance Class Suggestions


The following are a set of class suggestions, pulled from You will likely notice that there are two class suggestion
World of Wacraft, as the classes the Alliance races will charts. One for Pre-Cataclysm, and one for Post-Cataclysm.
more than likely be. It is suggested that you pick from This was done because the Cataclysm is a major turning
among your race's suggested classes to keep with the point in the history of Azeroth, and the races of the Alliance
thematic elements of the setting. That said, heroes are began learning new abilities and sources of power, in order
meant to break molds and be the exception to rules, so feel to fight back against the threats that assail their world.
free to pick a class that is not typically used by your race. If Prior to the Cataclysm, the Alliance races were less open to
you do pick outside your racial classes though, work with sharing knowledge of and learning about new classes and
your Dungeon Master to create a backstory for why you are tended to stay within the traditional classes of their race.
a member of this class.

Pre-Cataclysm
Races Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior Death Knight
Human ✦ ✦ ✦ ✦ ✦ ✦ ✦
Dwarf, ironforge ✦ ✦ ✦ ✦ ✦ ✦
Dwarf, wildhammer ✦ ✦ ✦
Night Elf ✦ ✦ ✦ ✦ ✦ ✦
Gnome ✦ ✦ ✦ ✦ ✦
Draenei, exodar ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Draenei, broken ✦ ✦ ✦ ✦ ✦ ✦

Post-Cataclysm
Races Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Death Knight Demon Hunter
Human ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Dwarf, dark iron ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Dwarf, ironforge ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Dwarf, wildhammer ✦ ✦ ✦ ✦ ✦
Night Elf ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Gnome ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Draenei, exodar ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Draenei, broken ✦ ✦ ✦ ✦ ✦ ✦
Draenei, lightforged ✦ ✦ ✦ ✦ ✦
Worgen ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Void Elf ✦ ✦ ✦ ✦ ✦ ✦ ✦

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Human Variety in All Things


No one feels he deserves it. Because no one does. It's Humans are the most adaptable and ambitious people
grace, pure and simple, we are inherently unworthy, simply among Azeroth's races. They have widely varying tastes,
because we're human. Aye the elves, dwarves, and all the morals, and customs in the many different kingdoms where
other races are flawed. But the Light loves us anyway. It they have settled. When they settle though, they stay: they
loves us for what we sometimes can rise to in rare build cities to last for the ages, and great kingdoms that can
moments. It loves us for what we can do to help others. persist for long centuries. An individual human might have
— Uther the Lightbringer   a relatively short life span, but a human nation or culture
preserves traditions with origins far beyond the reach of
Human kingdoms have existed for thousand of years, and any single human's memory. They live fully in the present
humans themselves for thousands more. Their short lives but also plan for the future, striving to leave a lasting legacy.
in comparison to dwarves and elves pushes them to Proudly Standing
achieve as much as they can in the years they are given.
Their valor, optimism, and stubbornness have led them to Despite what atrocities have happened to them, humans
build some of the greatest kingdoms on Azeroth, some of remain hardy and brave, thoroughly committed to building
which still stand a millennium later. Whatever have pushed strong societies, reinforcing their kingdoms, and
them down, it has only strengthened the bond between reclaiming lost nations. Years of war have tempered their
those that still stand. resolve, and they are more determined than ever before.
Their value of virtue, honor and courage shine their ranks.
A Broad Spectrum
With their penchant for migration and conquest, humans Faithful
are more physically diverse than any other race. There is Among all human nations, the holy light is a central part of
no typical human. An individual can stand from 5 feet to a civilized society. By most it is considered the only religion
little over 6 feet tall and weigh from 125 to 250 pounds. and a staple of worship, respect, and honor. The religion is
Human skin shades range from nearly black to very pale, widely worshiped throughout Azeroth, yet humans were
and hair colors from black to blond (curly, kinky, or the first to utilize its powers in an offensive manner with
straight); males might sport facial hair that is sparse or the creation of paladins. Throughout their kingdoms,
thick. Humans reach adulthood in their late teens and churches of the holy light can be found, an organization
rarely live even a single century. dedicated to creating a world of honor, and justice.
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Affiliation Tirasian Names: (Male) Cyrus, Denzel, Elijah, Herold,


Humans began the Alliance and it could not exist without    Patrick, Ron, Wesley, Will; (female) Fray, Helena, Jess,
them. Humans and orcs joined forces to face the Burning    Joan, Kate, Leila, Louisa, Taylor; (surnames) Clark,
Legion years ago, but old habits returned once they    Ledger, Mueller, Page, Wellard
dispatched the demon threat. Although the Alliance and
Horde leaders bear a healthy respect for each another, old Lordaeron
racial hatreds still stir within the hearts of their troops. Widespread along the Eastern Kingdoms northern realm,
They respect the races of their alliance, and carries no ill Lordaeronians are of medium height and slender built,
wish against any of them. They know they are the center with pale skin. Their hair and eye color varies widely, but
stone of the alliance, and that a good relationship is key. silver or light colored hair and blue eyes are common.
Lordaeronian Names: (Male) Alexi, Aurius, Gannon,
Human Names and Ethnicities    Menard, Norwyn, Othmar, Urias, Wallace; (female)
Having so much more variety than other cultures, humans    Arenya, Diahann, Ellaine, Illucia, Jandice, Lydie, Malina,
as a whole have no typical names. Some human parents    Merla; (surnames) Barton, Camden, Godwin, Hayden
give their children names from other languages, such as Stormwind
Dwarven or Darnassian, but most parents give names that
are linked to their region's culture or to the naming Found within the southern region of the Eastern King-
traditions of their ancestors. doms, Stormwindians are of moderate height and build,
The material culture and physical characteristics of with skin hues ranging from tawny to fair. Their hair varies
humans can change wildly from region to region. For widely from blonde to brown, as does their eyes, though
example, the clothing, architecture, cuisine, music, and brown is most common.
literature are different in the peninsula of Gilneas than in Stormwindian Names: (Male) Ander, Dungar, Harlan,
the southern kingdom of Stormwind. Human physical    Jesper, Jocryn, Maginor, Osric, Renato; (female) Dalga,
characteristics, though, vary according to the ancient    Einris, Ilsa, Jalane, Karrina, Laurena, Maris, Sarisse;
migrations of the earliest humans, so that the humans of    (surnames) Ayrole, Bolero, Cordell, Leifeld, Stanford
the Eastern Kingdoms have every possible variation of
coloration and features. Stromgarde
Seven human kingdoms and ethnic groups are widely Shorter in build than most other humans, Stromics have
recognized. These groups, and the typical names of their generally pale skin contrasted by brown or black hair, and
members, can be used as inspiration no matter which dark colored eyes.
kingdom your human is in. Stromic Names: (Male) Adrien, Emmir, Galen, Ganar,
   Thoras, Tyrreth, Urnor, Wyenas; (female) Amina, Céline,
Alterac    Clarisse, Ella, Emeline, Iris, Mara, Marine; (surnames)
Found in the Alterac mountains, Alteracis are of moderate    Brewston, Farthing, Gilbreath, Swale, Tubal
height and muscular built, with skin hues of pale and fair
skin. Their hair is usually silver or blonde, and their eye Human Traits
color varies widely, though light colorations are common.
Alteraci Names: Alteracis generally use names taken from It's hard to make generalizations about humans, no matter
    the humans of Stromgarde or Lordaeron, and have no where you were born your character has these traits.
    names specific to them. Ability Score Increase. One ability score of your choice
increases by 2, and another ability score of your choice
Dalaran increases by 1.
Dalaranians are slender, fair-skinned folk with brown hair Age. Humans reach adulthood in their late teens and live
that ranges from blond to almost black. Most are of less than a century.
moderate height and have blue or green eyes. But these Alignment. Humans tend toward no particular
traits are hardly universal. Humans of Dalaran come from alignment. The best and the worst are found among them.
far and wide across the Eastern Kingdoms to study or seek Size. Humans vary widely in height and build, from
refuge within the floating city. barely 5 feet to well over 6 feet tall, averaging at 170
pounds. Your size is Medium.
Dalaranian Names: Dalaranians have no names specific Speed. Your base walking speed is 30 feet.
    to them, the ethnicity of their people vary beyond mere Versatility. You gain proficiency in one skill or tool of
    humans and names are used from a variety of races. your choice.
Gilneas Human Resolve. When you make an attack roll, an
Gilneans are tall, fair to amber-skinned folk with blue or ability check, or a saving throw, you can do so with
steely gray eyes. Most have hair ranging from wine-red or advantage. Once you use this ability, you can’t use it again
light brown to raven-black. until you finish a short or long rest.
Languages. You can speak, read, and write Common and
Gilnean Names: (Male) Blake, Chris, Fenegan, Gerard, one extra language of your choice. Humans typically learn
    James, Sean, Sebastian, Vincent; (female) Amelia, the languages of other peoples they deal with, including
    Ashley, Celestine, Loren, Mary, Melinda, Mia, Tess; obscure dialects. They are fond of sprinkling their speech
    (surnames) Broderick, Cleese, Crowly, Godfrey, Walden with words borrowed from other tongues: Dwarven curses,
Darnassian musical expressions, Gnomish tongue twisters,
Kul Tiras and so on.
Native to the Kul Tiran isles, tirasians are generally tall and
muscular, with fair to amber skin similar to that of gilneans,
brown to black hair, and light colored eyes.
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Short and Stout


Dwarf Bold and hardy, dwarves are known as skilled warriors,
And here are the why and the how, to again become one miners, and workers of stone and metal. Though they stand
with the mountain. For behold, we are the earthen, of the well under 5 feet tall, dwarves are so broad and compact
land, and its soul is ours, its pain is ours, its heartbeat is that they can weigh as much as a human standing nearly
ours. We sing its song and weep for its beauty. For who two feet taller. Their courage and endurance are also easily
would not wish to return home? a match for any of the larger folk.
That is the why, O children of the earth. Dwarves skin ranges from deep brown to a paler hue
tinged with red, but the most common shades are light
— Earthen tablet, as read by King Magni   brown or deep tan, like certain tones of earth. With their
dark iron kin having notably darker skin of gray to coal-
Their kingdom rich in ancient grandeur, halls carved into black. Their hair, worn long but in simple styles, is usually
the roots of mountains, the echoing of picks and hammers black, gray, or brown, though wildhammer dwarves often
in deep mines and roaring forges, a commitment to clan have red hair. Male dwarves value their beards highly and
and tradition, these common threads unite all dwarves. groom them carefully.
Within the mountains of Khaz Modan, they continue their
ancient ways, extending the depth of their halls, and con- Innovative
structing marvels of architecture, Dwarves are a proud, stern and determined people with
A Reclaimed Legacy streaks of kindness hidden under the gruff exteriors of
their sturdy frames. Their love for battle, invention and
The undiscovered fragments of their past have led the exploration impels them ever forward to discover and
dwarves on an unprecedented exodus of of exploration to unearth the mysteries of their heritage, educating them
seek out their origins. Seeking out their origins, the further about those who first created the dwarven race.
dwarves have dispatched prospectors across all of Only recently have the dwarves discovered the legacy of
Lordaeron in order to seek out signs of the Titans, the their ancient progenitors, the Titans. As the dwarves begin
supposed creators of the dwarves. The dwarves have to delve deeper into the mysteries of their past, they also
embraced the idea that it is their purpose to search the begin to uncover deeper enigmas.
world for more signs of proof of their heritage. Dwarven Still, they keep to the forges and workshops, ever inno-
outposts exist in the most desolate of places on Azeroth. vating and creating new and more effective ways of
Here, the dwarves spend their time seeking out the warfare. Steam powered technology and firearms originate
secrets of ancient times, or simply use their outposts as from dwarven inventiveness and creativity. The stout race
staging grounds for expeditions to clear out their enemies is renowned for its skills at battle and also as cunning
so that they may continue their quest. engineers and crafters.
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Affiliation    Languages. You can speak, read, and write Common and
Dwarven. Dwarven is full of hard consonants and guttural
Dwarves are part of the alliance. While the dwarves of sounds, and those characteristics spill over into whatever
Khaz Modan appreciate the fighting skill of the Horde, it is other language a dwarf might speak.
with grim eyes that they look upon the orcs and their allies, Subrace. Ancient divides among dwarves have resulted
the trolls and the Forsaken. Although the dwarves have in three main subraces: dark iron, ironforge, and wild-
held dealings of commerce and diplomacy with the blood hammer dwarves. Choose one of these subraces.
elves, they keep the people of Quel’Thalas at an arm’s
distance. While the darnassian elves may share the same Dark Iron Dwarf
allegiances, the dwarves look upon them with suspicion Dark iron dwarves are cunning and nimble in comparison
and some trepidation. to the rest of their kin, preferring a less straight on
Humans, however, are the staunch and constant allies of approach to combat, and the use of darker magics. They
the dwarven people and find welcome, favor and kindness commonly have dark grey to coal black skin, with red
when in dwarven lands. glowing eyes, and fiery red or black hair.
Ability Score Increase. Your Intelligence increases by 1.
Names Fireblood. You can cast the lesser restoration spell on
Dwarves typically have names reflecting the sturdy nature yourself once with this trait, and you regain the ability to
of their past. Many also have surnames that were earned by cast it this way when you finish a long rest.
a member of the family in service during a quest or in a Forged in Flames. You have resistance to fire damage.
particular moment of notoriety or infamy that has now Superior Darkvision. Your darkvision has a radius
become part of a family legacy. of 120 feet
Sunlight Sensitivity. You have disadvantage on attack
Male Names: Barab, Aradun, Thorin, Magni, Garrim, rolls and on Wisdom (Perception) checks that rely on sight
Wendel, Thurimar, Irmirn, Bhaduk, Gengur when you, the target of your attack, or whatever you are
Female Names: Chise, Helge, Ferya, Furga, Krona, Imli, trying to perceive is in direct sunlight.
Gwamde, Illia, Somdunn, Thanmu, Eniss, Nanla
Clan Names: Thunderforge, Bronzebeard, Thornsteel, Ironforge Dwarf
Hammergrim, Chunderstout, Broadmail, Madpride Ironforge dwarves are hardy and strong, the most military
organized of the dwarven kin, being keen combatants, both
Dwarf Traits in close quarters or from a distance, living in the snowy
Your dwarf character has an assortment of inborn abilities, mountains of Dun Morogh, They tend to have lighter
part and parcel of dwarven nature. colorations than the rest of their kin.
Ability Score Increase. Your Constitution score Ability Score Increase. Your Strength increases by 1.
increases by 2. Dwarven Toughness. Your hit point maximum increases
Age. Dwarves mature at the same rate as humans, but by 1, and it increases by 1 every time you gain a level.
they're considered young until they reach the age of 40. On Ironforge Training. You have proficiency with light
average, they live about 320 years. armor, and the battleaxe, heavy crossbow, and firearm.
Alignment. Most dwarves are lawful, believing firmly in Stoneform. You can use your reaction upon being hit by
the benefits of a well-ordered society. They tend toward a melee weapon attack to give yourself resistance towards
good as well, with a strong sense of fair play and a belief bludgeoning, piercing, and slashing damage until the start
that all deserve to share in the benefits of a just order. of your next turn. You must then finish a long rest to use
Size. Dwarves stand between 4 and 5 feet tall and this feature again.
average about 150 pounds. Your size is Medium. Wildhammer Dwarf
Speed. Your base walking speed is 25 feet. Your speed is Wildhammer dwarves are untamed in comparison, they
not reduced by wearing heavy armor. live further north in the Eastern Kingdoms, minding their
Darkvision. Accustomed to life underground, you have own business and shamanistic ways. They are taller and
superior vision in dark and dim conditions. You can see in slenderer than other dwarves, with tanned skin, and often
dim light within 60 feet of you as if it were bright light, and wearing tribal tattoos.
in darkness as if it were dim light. You can't discern color in Ability Score Increase. Your Wisdom increases by 1.
darkness, only shades of gray. Brave Beyond Reason. You have advantage on saving
Stonecunning. Whenever you make an Intelligence throws against being frightened.
(History) check related to the origin of stonework, you are Gryphon Rider. You gain proficiency with the Animal
considered proficient in the History skill and add double Handling skill, and have advantage on Wisdom (animal
your proficiency bonus to the check, instead of your normal handling) checks made towards gryphons.
proficiency bonus. Dwarven Resilience. You have advantage on saving
throws against poison, and you have resistance against
poison damage.

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Night Elf Belief in the Ancients


Darkness covered us in the beginning, and we could not Night elves have made close ties to the ancients beings of
see. We cried for guidance and the moon shone down Azeroth. They have a strong connection to the goddess
bright upon us. Her soft light not only illuminated the night Elune and have built temples and organizations in her
for us but also gave comfort. name to carry on her message. The sisters of Elune have
Her light touched us from within, enabling us to see even long since been the leaders of the night elven military, and
when the moon was not visible... official head of their civilization as a whole.
Although Elune stands above all else, the night elves also
— Tyrande Whisperwind   carry a deep respect and gratitude to the ancient guardians
of Azeroth, also know as wild gods, many of whom have not
Proud and ancient, the kaldorei once ruled Azeroth as been seen since the blessing of nordrassil. Was it not for
one powerful nation. They were the first to study magic and their aid during the War of the Ancients, the night elves
let it loose throughout the world during the First war. Since would have perished from the surface of Azeroth.
then most night elves have abandoned arcane, remember-
ing the chaos it brought, turning their attention to raw A Timeless Perspective
strength, or the powers of nature. Night Elves can live to become thousands of years of age,
Graceful Nature giving them a broad perspective on events that might
trouble the shorter-lived races more deeply. They are often
Imposing in stature, night elves stand as one of the highest more amused than excited, and more likely to be curious
race of elves and on Azeroth, with their muscular bodies than greedy. They tend to remain aloof and unfazed by
and slender builds, and long narrow ears. Their skin range petty happenstance. When pursuing a goal, whether adven-
in hues of blue, from a light blue sky to the deep blue of the turing on a mission or learning a new skill or art, elves can
water. With hair varying from a lush green, to blue, to dark be focused and relentless. They are slow to make friends
purple. It is customary among night elves to paint tattoos and enemies, and even slower to forget them.
across their faces, generally depicting an animal or leaf like Like the branches of a young tree, elves are flexible in
design, often done as a rite of passage to adulthood. the face of danger. They trust in diplomacy and compro-
Their eyes shine with a dim golden or silver glow, since mise to resolve differences before they escalate to violence.
the Sundering the golden glow has become ever more They have been known to retreat from intrusions into their
common amongst the night elves, a sign of their connection woodland homes, confident that they can simply wait the
to nature and druidsm. Night elves who's eyes shine silver invaders out. But when the need arises, elves reveal a stern
have left their kins ways for the arcane, and is seen as an martial side, demonstrating skill with sword, bow, strategy,
outcast by most night elves. and the foces of nature.
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Affiliation
Night elves joined the alliance after the Third War. The war
had cost the elves many of their former allies, who had
fallen into madness and abandoned the alliance they had
with the night elves. the night elves have a disgust and
suspicion of the high elves. They remember the atrocities
their forefathers the highborne did, and have not forgiven
them for it. Despite the grudge, they have worked together
in the past when it was deemed a necessity for survival.
Even though much of the kaldorei nation has joined the
Alliance, many among them have chosen to stay neutral.
Night elves of the Cenarion Circle, for example, choose to
stay out of the faction conflict, and turned their attention
towards the protection of Azeroth's nature.
Night Elf Names
Kaldorei names commonly have a hidden meaning or a
meaning in Darnassian, and their surnames aren family
names, derived from personal feats of the night elves
ancestors, yet some amongst night elves take new family
names showing their own achievements.
Male Names: Alegorn, Daros, Eiron, Mathrengyl, Mardant,
    Gasul, Lanoth, Khardona, Andissiel, Sillarn
Female Names: Astaia, Saelienne, Jeen'ra, Lelanai, Keina,
    Alathea, Lotherias, Cordessa, Aquinne
Family Names: Moonlance, Shadewhisper, Nightrunner,
    Bearwalker, Briarbow, Moonblade, Proudstrider
Night Elf Traits
Your night elf character has a variety of natural abilities, the
result of thousands of years of elven refinement.
Ability Score Increase. Your Dexterity score increases
by 2, and your Wisdom score increases by 1.
Age. Night elves reach physical maturity at the pace of
humans, but the night elven understanding of adulthood
goes beyond physical growth. Night elves typically claim
adulthood and an adult name around the age of 100, and
can live to become thousands of years old.
Alignment. Night elves live in close ties with the natural
world, they have an unprecedented connection to nature
and protect it fiercely, pulling many night elves towards
good. They love freedom and variety, making most lean
toward the gentler aspects of chaos as well.
Size. Night elves are between 7 and 8 feet tall and weigh
between 210 and 250 pounds. Your size is medium.
Speed. Your base walking speed is 35 feet.
Darkvision. Accustomed to twilit forests and the night
sky, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.
Keen Senses. You are proficient in the Perception skill.
Nature Resistance. You have advantage on saving
throws against poison, and you have resistance against
poison damage.
Shadowmeld. You can attempt to hide even when you
are only lightly obscured by foliage, heavy rain, falling
snow, mist, and other natural phenomena.
Kaldorei Weapon Training. You are proficient in
longbows, kaldorei moonglaives, kaldorei moon swords,
and warglaives.
Languages. You can speak, read, and write Common and
Darnassian. Darnassian is fluid, with subtle intonations
and intricate grammar. Its literature is rich and varied, and
their songs and poems are famous among other races.
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Gnome
You never really understood, did you? It is our loyalty to our
friends that provides our truest, greatest strength...
My friends. It is a power that numbers cannot match.
— Gelbin Mekkatorque  
Gnomes are a diminutive, wiry race of tinkers who live A gnome's personality is writ large in his or her
underground. In the Second War, they built vehicles and appearance. A male gnome's beard, in contrast to his wild
gadgets for the Alliance, submarines and flying machines, hair, is kept carefully trimmed but often styled into curious
to combat the Horde. They are great mechanics and forks or neat points. A gnome's clothing, though usually
inventors, and are renowned for their knowledge and made in modest earth tones, is elaborately decorated with
eccentric natures. The gnomes had a city, Gnomeregan, embroidery, embossing, or gleaming jewels.
built into Ironforge Mountain. But invading troggs
destroyed it and slaughtered its citizens. Exceptional Tinkers
Many survivors moved into Khaz Modan and now live
with the Dun Morogh dwarves, and a few traveled with Gnomes tend to design complicated devices that are
their dwarven friends to Kalimdor. relatively safe. Gnomes are in many ways commensurate
The gnomes are still reeling from the destruction of their organizers: a gnome can spend as much time organizing
home city and are loath to leave the safety of the dwarven and planning a project as they do actually working on it. If
tunnels. Most gnomes on Kalimdor remain secluded in the design fails, they try to learn why, and fix it if they can.
Bael Modan. If they meet with success, they will continue to tinker
with it and improve the design, often for years afterward.
Cheerful Expression Thus, many gnomish designs feature a high degree of
Even after the decimation of their race and the destruction complexity and a low chance of failure, the exceptions
of their city, gnomes are an amiable and kind hearted lot. being those that dabble with chaos energy — but even then,
They make and keep friends easily; others find disliking a they take steps to ensure the worst that could happen is a
gnome to be difficult. A gnome's energy and enthusiasm for brief, non-fatal failure.
living shines through every inch of his or her tiny body. While a goblin would scream and flee at the mere
Gnomes average slightly over 3 feet tall and weigh 40 to 45 thought of a cost overrun, a gnome simply shrugs and
pounds. Their tan or brown faces are usually adorned with presses on. If a project fails to work correctly the first time,
broad smiles (beneath their prodigious noses), and their a gnome will continue to tinker with it, while a goblin
bright eyes shine with excitement. Their fair hair has a would usually give up and move to something else. Thus,
tendency to stick out in every direction, as if expressing the gnomish items have very low failure rates compared to
gnome's insatiable interest in everything around. goblin items.
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Affiliation    Artificer's Lore. Whenever you make an Intelligence


Gnomes are members of the alliance, they are great friends (History) check related to magic items, alchemical objects,
of the dwarves and have fought and died alongside human or technological devices, you can add twice your
soldiers. They are wary of the blood elves, but so is proficiency bonus, instead of any proficiency bonus you
everyone else, so they don’t feel too bad about that. They normally apply.
battled the Horde in the Second War and have a bit of a Darkvision. Accustomed to life underground, you have
grudge against orcs, but gnomes are a kindly and forgiving superior vision in dark and dim conditions. You can see in
lot and are willing to give the orcs a second chance. dim light within 60 feet of you as if it were bright light, and
Gnomes and goblins have always been rivals — though in darkness as if it were dim light. You can't discern color in
whether this rivalry is friendly or brutal depends on the darkness, only shades of gray.
individuals involved. Escape Artist. You can move through the space of any
Gnomes have not been on Kalimdor long enough to form creature that is of a size larger than yours.
proper opinions about its denizens. Tauren and night elves Gnome Cunning. You have advantage on all Intelligence,
both seem rather rustic for gnome sensibilities — but they Wisdom, and Charisma saving throws against magic.
can make friends with anyone. Gnomish Engineering. You have proficiency with
artisan's tools (tinker's tools). Using those tools, you can
Names spend 1 hour and 10 gp worth of materials to construct a
Gnome parents name their children at birth. Gnomes have Tiny clockwork device (AC 5, 1 hp). The device ceases to
family names that represent an honored ancestor’s function after 24 hours (unless you spend 1 hour repairing
achievements, but they only keep these names until some it to keep the device functioning), or when you use your
time in their 30s. Gnome society expects them to have action to dismantle it; at that time, you can reclaim the
made their own achievements by then, and thus the gnome materials used to create it. You can have up to three such
invents a new name that represents their own accomplish- devices active at a time.
ments. This name then takes the place of his family name. When you create a device, choose one of the following:
Male Names: Grobnick, Kazbo, Hagin, Snoonose, Mikosh, Clockwork Toy. This toy is a clockwork animal, monster,
Kebos, Otlak, Ciklin, Therlick, Finlis, Iklirn or person, such as a frog, mouse, bird, dragon, or
Female Names: Beggra, Nefti, Sorassa, Gamash, Biskil, soldier. When placed on the ground, the toy moves 5 feet
Munkull, Inku, Fixi, Mekin, Mitkla, Dapeek across the ground on each of your turns in a random
Family Names: Spinpistol, Airslicer, Bombtosser, direction. It makes noises as appropriate to the creature
Greatgear, Togglefield, Luyckbreak, Stormhammer it represents.
Fire Starter. The device produces a miniature flame,
Gnome Traits which you can use to light a candle, torch, or campfire.
Your gnome character has certain abilities, learned through Using the device requires your action.
generations of gnomes. Music Box. When opened. this music box plays a single
song at a moderate volume. The box stops playing when
Ability Score Increase. Your Intelligence increases by 2, it reaches the song's end or when it is closed.
and your Charisma by 1.
Age. Gnomes mature at the same rate humans do, and Languages. You can speak, read, and write Common and
most are expected to settle down into an adult life by Gnomish. Gnomish in many ways look like dwarven, it uses
around age 40. They can live 350 to almost 500 years. the same script, and is renowned for its technical treatises
Alignment. Gnomes are good-hearted, and even the and its catalogs of knowledge about the natural world.
tricksters amongst them are more playful than vicious.
Those of evil alignment are often the result of madness. An
innovative idea that consumed them.
Size. Gnomes are between 3 and 4 feet and generally
compactly built. Your size is Small.
Speed. Your base walking speed is 25 feet.

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Broken draenei, although having many of their pure kins


features have noticeable differences, their faces are less
structured, and appear more flat than their kins beautiful
features. They stand shorter than exodar draenei, their skin
hard and cracked like stone, appearing more human than
exodar draenei with single jointed legs.
Draenei The Divine Naaru
In moments of great strife, I gaze into the heavens and see During the draenei's journey, the enigmatic naaru race
just how far we have already come. taught them the ways of the light, though they already had a
— Prophet Velen   certain experience with it through Velen and T'uure. The
naaru explained that there were other forces in the cosmos
Thousands of years ago, the titan Sargeras shattered the that would stand against the Burning Legion.
tranquility of Argus by offering the eredar immeasurable The naaru bestowed a blessing, the Gift of the Naaru,
knowledge and power. The eredar were a knowledge- upon the draenei to signify their new connection the light.
seeking race and accepted his offer. He bathed them in his Deeply affected by the naaru's words, the draenei vowed to
fel might, turning them into demonic beings of the burning honor the it and uphold the naaru's ideals.
legion called Man'ari. The prophet Velen got a troubling
vision of what his race would become, and fled Argus with Affiliation
his followers by the help of the divine Naaru, who renamed Due to the draenei's friendly and honorable attitude, they
them draenei, or "Exiled Ones" in the common tongue. tend to get along well with other races, especially those
The draenei refer to their corrupted brethren as man'ari, who belong to the Alliance who welcomed them into their
meaning "Unnatural Being". Although both originate from allegiance, even though not all races return their kindness.
the eredar race, neither the draenei or man'ari consider Draenei have very strong ties with the night elves, who
themselves eredars anymore. were the first of the Alliance to greet the draenei and
Alien Appearance welcome them.
Draenei hate orcs for the kins actions on Draenor,
While they stand tall and proud, they resemble no other leading to a large distrust from the draenei side of the
race on Azeroth. Their skin ranges from rose white, to dark horde and its allied races.
violet colors. They stand slightly taller than humans on
average, ranging from well over 6 feet tall to just over 8 Names
feet. They are generally more muscular than other races, Draenei, unlike most races, do not have last names. Their
with double jointed legs ending in hooves, weighing 250 parents give them a name at their birth. Upon a draenei
pounds or more. Males and females are about the same reaching adulthood they choose a name for themselves that
height, and male are only marginally heavier than females. they keep for the rest of their life.
Both genders have tendrils in their head as part of their
hair or beard, and both have horns, it is common though for Male Names: Meolphi, Bimerd, Hiktin, Ocdam, Nosmas,
females to have drastically larger horns than males. They Ondut, Broruk, Oter, Lacasik, Midirgerd, Drocran
also have slender tails, males being considerably longer Female Names: Eshaatt, Ize, Ruka, Nalre, Hahse, Efae,
and thicker than females. Nerii, Asara, Velbus, Fuma, Oren, Suhe, Vumo
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Draenei Traits
Draenei share certain racial traits given to them upon their Exodar Draenei
renewal by the naaru. As an exodar draenei, you have a natural connection with
Ability Score Increase. Your Wisdom increases by 2. the Naaru, strengthening your bond to the light. You've fled
Age. Draenei mature slightly slower than humans, your planet of Argus from the Burning Legions crusade,
reaching adulthood in their early 20's, and can live to forced into exile, for centuries you fled its legions before
extraordinary age, become thousands of years old, often crash landing on the planet of Azeroth in the Exodar.
exceeding the ancient ages of night elves. Ability Score Increase. Your Strength increases by 1.
Alignment. Draenei are mostly good. Those who strive Gemcutting. You are proficient with the jeweler's tools.
towards law are sages, priests, paladins, vindicators, or Gift of the Naaru. As an action, you can touch a creature
scholars. Those who tend toward chaos are warriors, and cause it to regain a number of hit points equal to your
rangers, or in other ways people more fond of pure fighting. level. Once you use this trait, you can’t use it again until you
Size. Draenei are between 7 and 8 feet tall and finish a long rest.
somewhat muscular. Your size is Medium. Heroic Presence. You can cast heroism and divine favor
Speed. Your base walking speed is 30 feet. with this trait, using Wisdom as your spellcasting ability for
Shadow Resistance. You have resistance against them. Once you cast either spell, you can’t cast it again with
necrotic damage. this trait until you finish a short or long rest.
Languages. You can speak, read, and write Common and Lightforged Draenei
Draenei. The Draenei language, is a strange and compli- As a lightforged draenei, you've commited yourself to a
cated language for other races to learn. Seemingly having crusade against the burning legion, infusing your body with
no resemblance with any Azerothian languages. the holy light. After the legions defeat on Outland, you've
Subrace. Three subraces of draenei exist: broken traveled to the planet of Azeroth to lend your aid to its
draenei, exodar draenei, and lightforged draenei. Choose residents against the eternal Burning Legion.
one of them for your character. Ability Score Increase. Your Charisma increases by 1.
Broken Draenei Forged of Light. The holy light's warmth envelopes you.
As a broken draenei, you were left on Draenor as the legion When you aren't wearing armor, your AC is 12 + your
invaded, your connection to the Naaru have been severed, Dexterity modifier. You can use your natural armor to
leaving you an empty shell of your kin. The severance has determine your AC if the armor you wear would leave you
disfigured your form, leaving you an outcast amongst the with a lower AC. A shield's benefits apply as normal while
Exodar Draenei. you use natural armor.
Ability Score Increase. Your Constitution score Holy Resistance You have resistance to radiant damage.
increases by 1. Light's Judgement: You know the light cantrip. When
Darkvision. Accustomed to the unlit sky of Outland, you you reach 3rd level, you can cast the guiding bolt spell once
have superior vision in dark and dim conditions. You can per long rest. When you reach 5th level, you can cast the
see in dim light within 60 feet of you as if it were bright branding smite spell once per long rest. Wisdom is your
light, and in darkness as if it were dim light. You can't spellcasting ability for these spells.
discern color in darkness, only shades of gray.
Elemental Bond. You know the frostbite cantrip. When
you reach 3rd level, you can cast the earth tremor spell
once per long rest. When you reach 5th level, you can also
cast the gust of wind spell once per long rest. Wisdom is
your spellcasting ability for these spells.

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Fierce and Vicious


With their massive shapes of a cross between a human and
wolf, and the razor sharp claws, worgens appear like evil of
a children's tale to those unaware of their existence. They
loom over the heads of humans, ranging well over 6 feet to
just under 8 feet. Their furry bodies often make them seem
much larger than they are, yet with their massive bodies
they weigh between 220 to 310 pounds. Males and females
Worgen are about the same height and build, with the only distinct
When I told you that I wanted to retake Gilneas City from difference being a males mane.
these Forsaken. There were those who said that it was Worgen fur varies widely in coloration, with shades of
impossible. I say that we no longer let our fears control us! black, gray, and brown being the most common amongst
For too long it has controlled me, fear that if all of you the worgen kin, even if the worgen had light colorations in
knew the whole truth, you would reject me. I give in no skin or hair as a human. Worgen eyes vary like humans,
longer. Look at me... Now that you know the truth, I ask of from a light blue to a deep brown.
you, who will stand with me, who will fight by my side?
More than just Ferocious
— Genn Greymane   With their wild appearance it is easy to think of a worgen
Worgens are vicious humanoid wolves, a curse thrown as a vicious beast. Yet most still carries the properties they
upon them by careless druids mingling in powers that were had in their human life. The curse will always linger in
beyond them. The druids turned into the first worgen, feral their blood, giving many worgen's a shorter temper than
and uncontrollable, they were sealed away for countless they might've had before. Yet they carry the same compas-
years when night elves realized that their bite was able to sion and determination as humans do, pushing themselves
transfer the curse to others. forward to achieve ever greater things for themselves, their
When the forsaken sieged the kingdom of Gilneas, the newfound kin and that of the human.
worgens were released from their imprisonment to fight Affiliation
the undead. The feral worgens were effective, but did not
differentiate undead from human. The feral worgens never Worgens are still humans at their cores, they began the
entered Gilneas, but the humans did. Spreading the curse Alliance and it could not exist without them. Besides the
through the kingdom like wildfire. Realizing their mistake, respect given to all affiliated races, the gilnean humans
the night elves came to gilneas rescue to offer their aid, carry a great gratitude for night elves. Their curse may be
they evacuated as many people as they could, and sailed the result of rogue night elven druids, but without their aid
them to their homeland in Teldrassil. There, night elven the worgens would still be feral and hostile to all.
druids taught the gilnean people how to control the feral Although no one trusts or likes the forsaken, the gilnean
curse that lingered in their veins. Some gilneas were so hatred of the undead goes deeper than most. The forsaken
fascinated by the elves magic and connection to druidism, are the cause of their kingdoms demise, a fact the worgens
that they were taught their ways. have and will not forget.
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Names
Worgen names follow that of humans, as the worgens were
once humans of Gilneas. Through the ages some worgen
have forgotten their last names, replacing it with a name of
their own, based on their achievements in their cursed life.
Male Names: Blake, Chris, Fenegan, Gerard, James, Sean,
  Sebastian, Vincent, Slain, Tobias, Vitus
Female Names: Amelia, Ashley, Celestine, Loren, Mary,
   Melinda, Mia, Tess, Almyra
Gilnean Surnames: Broderick, Cleese, Crowly, Godfrey,
   Walden, Whitewall, Hammond, Hayward
Worgen Surnames: Greymane, Moonfang, Mistmantle,
   Bloodfang, Darkwalker
Worgen Traits
The worgen curse has transformed your body into that of a
worgen, giving you the following traits.
Ability Score Increase. Your Strength increases by 2,
and your Dexterity increases by 1.
Age. Worgen age like humans, but even though their
bodies continue to age, they never feel the strain of old age,
and continue to fight as if they were a young human.
Alignment. Worgen tend to become chaotic, while
originating from humans, the infection of their blood with
the wolves has made them more unpredictable.
Size. Like humans, they vary widely in height and build,
most standing well over 6 feet tall, and weigh around 250
pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet
Darkvision. Accustomed to the black nights, you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
Hunter's Lore. You gain proficiency with one of the
following skills of your choice: Animal Handling, Nature,
Perception, Stealth, or Survival.
Languages. You can speak, read, and write Common and
one extra language of your choice. Humans typically learn
the languages of other peoples they deal with, including
obscure dialects.
Two Forms. Using 1 minute, you can transform yourself
into a human. While human, you appear as you did before
getting affected by the worgen curse. You always appear as
the same human when you transform. You can transform
back into a worgen as a free action on your turn.
As a human, you loose all worgen form traits. If you
make an attack, cast a spell that affects an enemy creature,
or try to use an ability only available in worgen form, you
imme-diately revert into your worgen form.
Worgen Form Traits
   Speed. You base walking speed is 35 feet, and you have a
climbing speed of 20 feet.
Bite . Your fanged maw is a natural weapon, which you
can use to make unarmed strikes. If you hit with it, you deal
piercing damage equal to 1d6 + your Strength modifier.
Viciousness . You can throw yourself into a vicious
frenzy. As a bonus action, you can make a special attack
with your bite. If the attack hits, it deals its normal damage,
and you gain temporary hit points (minimum of 1) equal to
your Constitution modifier, and you can't use this trait
again until you finish a short or long rest.

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Void Elf
Some will tell you that the Light is the only path. The one The void elves aim, above all, to use their dangerous
weapon that can stop the enemies of Azeroth. But we see powers to defend both the Alliance and Azeroth itself. In
alternatives. Many roads -- many possibilities -- that are doing so, they seek to prove wrong any who would doubt or
open to us. There will be those who doubt you. Who judge their abilities.
question your resolve, your ability to harness powers that
have caused the downfall of weaker wills. Exiled From Home
— Alleria Windrunner   Originally, the void elves were the pupils and followers of
Umbric -- a magister at the court of Silvermoon, who
Infused by the void itself, the Ren'dorei -- children of the thought the void to be the key to the survival of Quel'Thalas
void -- are a group of blood elves exiled from their home- after its destruction at the hands of the undead Scourge.
land of Quel'Thalas. Cast out for their teachings at the However, the other magisters did not agree. Least of all
hand of the elven magister Umbric, the elves have embr- the Grand Magister, who ultimately banished the elves
aced their newfound powers, though the inner turmoil it from the land under fear that the void would pose great
has caused may well follow them through their lives as they dangers to the kingdom and to the Sunwell.
fight to maintain control over it. Now, emboldened by their newfound powers, the void
elves have sworn to make their claim on the world, under
Shaped by the Void the joint leadership of magister Umbric and Alleria
Windrunner.
While they are of the same blood as their elven siblings,
void elves are best recognized for their pale or vibrant,
blue-tinged skin and eyes. As well as the deep shades of
blue and purple in their shadow-infused hair. Emergence of the Void Elves
For some void elves, their dark powers can be seen The Ren'dorei are specific group of void elves,
manifesting in their hair, leaving the tips shimmering with following the teachings of magister Umbric,
void energy. though he is not the first elf to have dabbled
Most who have tried to harness the corruptive powers of with the void. If your group aims to run an
adventure set before the Burning Legion's defeat
the void have fallen into madness. Among mortals, former at Argus, you should work with your DM to
ranger-general Alleria Windrunner stands as the first to determine the source of your transformative
properly wield it -- the elf now using her powers to guide powers.
her elven kin alongside the magister Umbric.
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Affiliation
Following their exile from Quel'Thalas by their elven kin,
the Ren'dorei have decided to swear themselves to the
service of the Alliance, under the guidance of former
ranger-general Alleria Windrunner.
The elves, with little love or care now for their blood
elven kin, choose to embrace or try to forget their status as
outcasts -- for they will forever be unwelcome within the
land they've left behind.
Names
As the void elves are a small, exiled group of blood elves
transformed by the void, their names flow similar to their
blood elven kin -- with some choosing to change theirs to
further embrace their new powers.
Male Names: Mariel, Athaniar, Anador, Tharama, Viridiel,
    Malanior, Eraeth, Ulorath, Yehru, Kithadre
Female Names: Anarial, Freja, Driana, Coria, Alanassori,
    Melanion, Azshara, Curlih, Setori, Amorly, Zama
Surnames: Coldtrail, Nightfeast, Voidworn, Morncloud,
    Duskblood, Darkvein, Gloomwalker, Voidheart
Void Elf Traits
Your elf character has few natural abilities that are shared
amongst all of the elven kin.
Ability Score Increase. Your Dexterity score increases
by 1, your Constitution score increases by 1, and your
Intelligence score increases by 1.
Age. Void elves reach adulthood at the rate of humans,
but are not considered to have entered adulthood until they
reach 60, and can live to become many hundreds of years
old with ease. That said, many of the void elves have lived
for thousands of years due to the power of the Sunwell
extending their lifespan.
Alignment. Most void elves tend to be lawful, much like
their blood elven kin. Those who do become chaotic are
those who lose control of their void powers and become
consumed by them.
Size. Void elves in many ways resemble humans, but
with slender builds, and much more refined features.
Usually just over 6 feet tall, with very little difference
between male and females. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night
sky, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.
Keen Senses. You are proficient in the Perception skill.
Chill of Night. You have resistance to Necrotic damage.
Spatial Rift. As a bonus action, you can open a rift in
space and time to an unoccupied space you can see, within
30 feet of your current position. Once you use this trait, you
can’t do so again until you finish a long rest.
Starting at 3rd level, you also gain resistance to all
damage when you go through the the spatial rift. The resist-
ance lasts until the start of your next turn. During that time,
you are enveloped in void energy.
Languages. You can speak, read, and write Common and
Thalassian. Thalassian is a derivative of the Darnassian
language, and in many ways sound the same to an
inexperienced ear.

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Races of the Horde

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Horde Class Suggestions


The following are a set of class suggestions, pulled from You will likely notice that there are two class suggestion
World of Wacraft, as the classes the Horde races will more charts. One for Pre-Cataclysm, and one for Post-Cataclysm.
than likely be. It is suggested that you pick from among This was done because the Cataclysm is a major turning
your race's suggested classes to keep with the thematic point in the history of Azeroth, and the races of the Horde
elements of the setting. That said, heroes are meant to began learning new abilities and sources of power, in order
break molds and be the exception to rules, so feel free to to fight back against the threats that assail their world.
pick a class that is not typically used by your race. If you do Prior to the Cataclysm, the Horde races were less open to
pick outside your racial classes though, work with your sharing knowledge of and learning about new classes and
Dungeon Master to create a backstory for why you are a tended to stay within the traditional classes of their race.
member of this class.

Pre-Cataclysm
Races Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior Death Knight
Orc ✦ ✦ ✦ ✦ ✦ ✦
Forsaken ✦ ✦ ✦ ✦ ✦ ✦
Tauren, mulgore ✦ ✦ ✦ ✦ ✦
Tauren, taunka ✦ ✦ ✦ ✦
Troll, forest ✦ ✦ ✦ ✦ ✦ ✦ ✦
Troll, ice ✦ ✦ ✦
Troll, jungle ✦ ✦ ✦ ✦ ✦ ✦ ✦
Blood Elf ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦

Post-Cataclysm
Races Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Death Knight Demon Hunter
Orc ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Forsaken ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Tauren, mulgore ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Tauren, taunka ✦ ✦ ✦ ✦
Tauren, highmountain ✦ ✦ ✦ ✦ ✦
Troll, forest ✦ ✦ ✦ ✦ ✦ ✦ ✦
Troll, ice ✦ ✦ ✦
Troll, jungle ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Troll, zandalari ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Blood Elf ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Goblin ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Nightborne ✦ ✦ ✦ ✦ ✦ ✦ ✦

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While many in the Alliance still perceive the orcs as brutish


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

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Forsaken
Death offered no escape for the scores of humans killed
during the Lich King’s campaign to scour the living from
Lordaeron. Instead, the kingdom’s fallen were risen into
undeath as Scourge minions and forced to wage an unholy
war against everything. . . and everyone. . . that they once
held dear.
Introduction
Undead humans and elves freed from the Lich King’s
control, the Forsaken are a strange and dark force. Hailing
from the twisted, skittering darkness of Undercity, the
Forsaken are nominally allied with the Horde but serve
only themselves. Strange Behaviors
Under the Lich Kings crusade, the elven Ranger General Forsaken culture is strange, a perverse combination of the
Sylvanas Windrunner fell in combat. Prince Arthas raised lives they once knew as mortals and the mindless slavery
her as a banshee and compelled her to follow his they experienced in the Scourge, colored by white-hot rage
command. When the Lich King’s power waned in the toward the Lich King and an almost equally intense
incidents surrounding the Frozen Throne, Sylvanas devotion to their queen.
harnessed her fury and tore herself free from his skeletal Some Forsaken attempt to reclaim their humanity by
grasp. She freed many other undead as well, and recruited acting in kind and helpful ways. Others allow hatred to
powerful allies from the Burning Legion and the fester into cruelty and rage.
surrounding ogre clans. Sylvanas dubbed her new force the
Forsaken, and the undead established their capital in the Extreme Alchemists
labyrinthine crypts beneath Lordaeron’s capital city. Their
sprawling, subterranean realm now called Undercity. Never sleeping, eating or falling ill, abandoned by those
they once loved, the Forsaken have a brutal set of priorities.
Necessary Alliance A great portion of their efforts focus on dark alchemy,
The Forsaken originally became allies of the Horde out of and the Royal Apothecary Society commands great power
necessity and convenience. They have no love for orcs, in Undercity’s oily tunnels. The apothecaries constantly
tauren or any other living creature, but they need time to send Forsaken on missions to gather odd materials for
strike against the Scourge and allies to help them do it. The their twisted experiments. Rumors tell that the undead
Forsaken claim that they joined the Horde to prove their creatures are working to create a plague that will
desire to leave their evil ways behind, but no one really exterminate the Scourge and every living being on Azeroth.
believes this. The Horde accepts the forsaken’s help, as
they do indeed have a common enemy: the Scourge. The Dreadful Looks
Horde is leery of the forsaken’s tactics, however, and keeps Forsaken, unsurprisingly, look like dead people. Their skin
watchful eyes on them. is gray and rotting, showing bone and flesh in places. Their
Though initially the Forsaken alliance with the Horde pupil-less eyes glow with dim, white ghostlight. Their
was one of pure convenience, in recent times it appears muscles are withered, making them scrawny. Their move-
that their position in the faction has begun to solidify and ments are slow but jagged. Necromantic magic keeps them
many, though not all, of the Forsaken appear to be more or preserved, but natural decay still proceeds, just at an
less loyal to the Horde now. extremely slow rate compared to normal.

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Affiliation
Though the Forsaken do not trust anyone and no one trusts    Touch of the Grave. Forsaken don't need to sleep.
them, they are members of the Horde and, for now, do their Instead, they enter a semiconscious state of the afterlife for
best to help their allies and placate their ambassadors. 4 hours a day. After resting in this way, you gain the same
Forsaken have even less love for the Alliance, particularly benefit that a human does from 8 hours of sleep.
because they clash constantly with the human organization Undead. You have two creature types: humanoid and
called the Scarlet Crusade. undead. You can be affected by a game effect if it works on
The only other Horde faction they have a semblance of either of your creature types. In addition, you gain the
trust with is Silvermoon City and the blood elves. This is following benefits:
because their ruler Sylvanas Windrunner, and a small You don't require food, or water.
portion of forsaken were once blood elves. You have resistance to poison damage, and advantage
on saving throws against being poisoned.
Names    Will of the Forsaken. You have advantage on saving
Most forsaken keep the human or blood elven name they throws against being charmed, effects that turn undead,
had when they were alive. If a forsaken cannot remember and magic can't put you to sleep.
their name, or simply wishes to change it, they make up a Languages. You can speak, read, and write Common and
suitable name or read one from a headstone. Some invent Gutterspeak. Gutterspeak is a simple form of common that
surnames that imply their desire to eradicate the Scourge mixes in Dwarven and Thalassian slurs.
or about their undead nature. Subrace. Two kinds of forsaken exist on Azeroth, elves
and humans. Choose one of these subraces.
Forsaken Traits
Forsaken Elf
Your forsaken character has certain traits deriving from As a forsaken elf, you were once a high elf off Quel'thalas,
humans, as well as forsaken traits. overtaken by the scourge. Now usually serving as high and
Ability Score Increase. Your Constitution score powerful members within Sylvanas' rule.
increases by 1. Ability Score Increase. Your Intelligence increases by 1.
Age. Forsakens do not age, they are undead. The age Quel'dorei Legacy. You can cast magic missiles and
they were when brought back as forsaken is the age they shield with this trait, using Intelligence as your spellcasting
will be until destroyed. ability for them. Once you cast either spell, you can't cast it
Alignment. Forsakens alignment varies, as their race again with this trait until you finish a short or long rest.
origin, most tend to become more chaotic, and very few Languages. You can speak, read, and write Thalassian.
keep to good after decades of being an undead.
Size. Forsaken size reflects that of their living counter- Forsaken Human
parts. Many getting more hunched over with the decades. As a forsaken human, you were once a proud human of
Your size is Medium. Lordaeron. A human society at the top of the Eastern
Speed. Your base walking speed is 30 feet. Kingdoms, that the scourge all but leveled with the ground
Darkvision. Forsakens can see normal in dark and dim in its passing. Now, broken from the scourges will, you
conditions. You can see in dim light within 60 feet of you as serve under Queen Sylvanas' rule.
if it were bright light, and in darkness as if it were dim light. Ability Score Increase. One other ability scores of your
You can't discern color in darkness, only shades of gray. choice increases by 1.
Cannibalism. Using 1 minute, you can cannibalize the Human Resolve. When you make an attack roll, an
corpse of a humanoid that has been dead for less than 1 ability check, or a saving throw, you can do so with
hour. When done, you regain a number of hit point sequal advantage. Once you use this ability, you can't use it again
to your level + your Constitution modifier. Once you use until you finish a short or long rest.
this trait, you can't use it again until you finish a short rest.
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Peaceful Race
Tauren have no love for bloodshed, as their deep spiritual
beliefs do not have a place for warfare. The elders of a tribe
solve most issues, or two tauren might resolve a conflict
with a ritual challenge resembling a duel.
Having become members of the Horde, the introspective
race has been involved in more and more conflict, creating
Tauren a demand for tauren warriors and healers. Many must
spend time putting great thought into the actions they
Our people have walked this land for many, many years, perform on the field of battle. Taking another life, whether
and in that time have learned much about the world. Our it is man or beast, is an act filled with great significance
allies will need to look to us for wisdom and guidance. My and responsibility to the tauren.
father once made a promise to the Horde, to repay a debt
we owed them for their service to our race. I, for one, Majestic Appearance
intend to deliver on that promise. Tauren are large, and muscular with bull-like heads. Males
— High Chieftain Baine Bloodhoof   average 7 1/2 feet tall and 400 pounds, while females are
usually a bit shorter and lighter. Tauren are mostly muscle,
having incredibly developed physiques and brawny frames
Introduction most suitable for combat. Soft, downy fur covers the tauren
The plains of Kalimdor have long been a home to these body, with manes growing along head and neck, the lengths
gargantuan nomads. The tauren are a race of spiritual of the arms, and the shins.
shamans, hunters, and fighters, who long ago developed a Coloration can range from solid black to blond and even
complex culture and system of living without the aid of to white, or mottled pelts with a range of spots and
stonework, steel or conquest. This is not to say that the different colors. Horns are most prominent on males,
tauren are a race of pacifists, when they are angered they although all tauren have horns.
are capable of retaliating with swift and decisive brutality.
The tauren are a noble race that embrace the natural Affiliation
world. They have shed their nomadic roots and united in Tauren are members of the horde. When they first
their ancestral lands. Their race may be one of spirituality, encountered the orcs, the tauren recognized them as
reverence for nature, and respect for elders, but it also spiritual brethrens. No other race shared such a similar
possesses powerful warriors that willingly fight when the outlook on the world, and the shamans of both races met
situation demands it. Although strong and capable warriors frequently to discuss the matters of the spirit world. The
when roused in battle, most tauren reserve combat for tauren allied with the orcs out of a shared vision, one of a
when all other options are exhausted. collective of allies keeping each other well guarded.
They prefer course of wise discussion and careful While the tauren see the orcs and trolls as friends to
rumination before embarking on any great endeavor, and welcome, they rarely trust the forsaken with more than a
they have great respect for the wise, spiritual and elderly nod and a place to set their withered feet, and give blood
among their people. The tauren are not wrathful by nature, elves the same treatment, the taint of magic still lingering
but sometimes a thirst for justice causes them to take up on the blood elven spirit is a poisonous air to the tauren, a
arms in anger. stench of the soul that they cannot tolerate for long.
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    Tauren bear no personal ill will to members of the
Alliance unless directly threatened by them. They view    Subrace. Three subraces of tauren exist: highmountain
night elves with awe and fear. Tauren and night elves have tauren, mulgore tauren, and winter tauren. Choose one of
coexisted on Kalimdor for centuries, and tauren have long them for your character.
seen the Kaldorei as a mythical race of demigods, wielders
of great magic and steeped in natural powers. Highmountain Tauren
Highmountains are among the more secluded tauren,
Names residing atop highmountain on the broken isles, they are a
The language of the tauren is often harsh and low peaceful, and generally kind hearted tauren kin. These
sounding, which is reflected in the names of their children. tauren has massive thick antler instead of horns.
The last name of a tauren is usually a family name, handed Ability Score Increase. Your Wisdom increases by 1.
down through the generations. If the tauren has performed Mountaineer. You're acclimated to high altitude,
some act that has made an impression on the elders of his including elevations above 20,000 feet. You're also naturally
tribe, however, he may choose to take on his own last name adapted to cold climates, as described in chapter 5 of the
to commemorate that act. Dungeon Master's Guide.
Rugged Tenacity You can focus yourself to occasionally
Male Names: Azok, Bron, Turok, Garaddon, Hruon, Etu, shrug off injury. When you take damage, you can use your
Jeddek, Mechi, Cochu, Huslu, Idra, Naalnish reaction to roll a d12. Add your Constitution modifier to the
Female Names: Argo, Serga, Grenda, Beruna, Halfa, number rolled, and reduce the damage by that total. After
Atepa, Chepi, Mabu, Foston, Pakuna, Halona you use this trait, you can’t use it again until you finish a
Family Names: Darkthorn, Thunderhoof, Stormhorn, short or long rest.
Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker
Mulgore Tauren
Tauren Traits The tauren of Mulgore are a peaceful and honorable
Tauren share certain characteristics no matter what tribe people, that nonetheless are fierce fighters when roused.
they come from. Hunting and shamanism are held in high regard in their
Ability Score Increase. Your Strength increases by 2. culture, as is their worship of the Earth Mother and respect
Age. Tauren reaches adulthood in their mid teens, and for the land and nature.
most grow to be 80 years old, few live beyond a century. Ability Score Increase. Your Wisdom increases by 1.
Alignment. Most tauren are lawful, keeping to their tribal Endurance. Your hit point maximum increases by 1, and
code. Those who are evil are shunned upon, most either it increases by 1 every time you gain a level.
outlaws or corrupted in some form. War Stomp. You can cast the earth tremor once with
Size. Tauren stand between 7-9 feet tall, most heavily this trait, by stomping your hoof into the ground, and regain
built with broad shoulders. Your size is Medium. the ability to do so when you finish a long rest. Strength is
Speed. Your base walking speed is 30 feet. your spellcasting ability for this spell.
Horns. Your horns are natural weapons, which you can Winter Tauren (Taunka)
use to make an unarmed strike. When you hit with them, The taunka are an ancient offshoot of the yaungol and
the target takes piercing damage equal to 1d6 + your relatives to the tauren who have adapted to the harsh
Strength modifier. environment in Northrend. Unlike their more peaceful
Powerful Build. You count as one size larger when tauren relatives, the taunka forcibly bend nature and the
determining your carrying capacity and the weight you can elements to their will in order to survive.
push, drag, or lift. Ability Score Increase. Your Constitution score
Tauren Weapon Training. You are proficient with the increases by 1.
halbard, tauren totem, shortbow, and longbow. Cold Resistance. You have resistance to cold damage.
Languages. You can speak, read, and write Common and Natural Athlete. You are proficient in the Athletics skill.
Taur-ahe. Taur-ahe is a harsh, and low sounding language, Tundra Walker. You can move across difficult terrain
without a proper alphabet, their written language is made made of ice or snow without expending extra movement.
of elaborate pictograms and pictoforms.

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

Introduction
The jungle trolls are sometimes referred to as Gurubashi
trolls, after the ancient empire of the same name. Their
capital, Zul'Gurub, is located in Stranglethorn Vale, along    Not all trolls practice voodoo, but it is widespread. It was
with many smaller towns, cities, and villages, many of given to the trolls by their worshiped gods the Loa, and the
which are in a state of ruin or disrepair. The largest jungle exact emergence of voodoo among the trolls is unknown,
troll settlement outside Stranglethorn is Sen'jin Village for most tribes that possess such knowledge are unwilling
founded by the Darkspear tribe, who had been displaced to share it with outsiders.
from their exile on the Broken Isles and Echo Isles.
Forest trolls hold all other races in contempt — Tall and Muscular
especially blood elves, whom they consider the despoilers
of their ancient homeland. They will only work with others Trolls are often tall, lanky, and muscular. They have both
if it means the elimination of an even more hated enemy. elven and orcish characteristics with their fierce fangs and
Forest troll culture is tribal and primitive. Though not as long ears. Their long arms, strong legs and quick reflexes
violent as their ice troll cousins, forest trolls nonetheless make them adept hunters.
have a fearsome reputation in battle. Trolls have only two fingers and a thumb on their hands,
Ice trolls are a subspecies of troll that lives in cold and they have only two toes on each foot. Some trolls have
climates. They have angular features, bright blue eyes, and a toenail on their heels, and they do not wear standard
mottled blue-white skin covered in hides and pelts. This shoes or boots due to their unusual foot shape and comfort
troll has blue-white skin under grayish leather armor, and in wading barefooted within different terrains.
he sports a red mohawk.
Ice trolls are generally evil and like most trolls, they are Affiliation
fierce protectors of their homes and may attack travelers to Trolls are steadfast members of the horde. Though they
gain weapons, materials, clothing and food. They practice practice voodoo and many retain their savage natures, they
cannibalism and sometimes eat their slain enemies raw. are respected within the horde by the orcs. They feel a
great debt to them, and their time fighting alongside the
Cannibalists and Voodooism tauren has made them friends of these creatures as well.
Cannibalism was a relatively common practice amongst They are suspicious of the forsaken, but so is everyone else.
trolls, although through the decades, and with their The troll tribes doesn’t really hate the Alliance races, but
integration into the horde, their cannibalism had been their loyalty to the Horde and their bloodthirstiness makes
frowned upon by most, and has since been made a the Alliance a great target. However, their respect for the
forbidding practice by the horde, some still practice it, but Warchief prevents them from waging a private war against
non do so openly. Theramore.
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Names    They openly practice cannibalism, making them disliked


Troll names look simple but are surprisingly complex. by members of the Horde. These trolls few other races as
Their language is largely syllabic, and various syllables can beneath them, but will not hesitate to ally them-selves with
be added to the beginning or end of a troll’s name to denote them if it means their survival.
status and ability. Trolls don't have family names, although
some use their clan name as their surname. Ice Troll
Male Names: Vol, Ros, Mig, Gal, Traxe, Maaho, Tuben, Ju, As an ice troll, you're strong and hardy, accustomed to cold
Goz, Akash, Vithek, Tian, Vazkono, Rhas, Vog climates. You rise above other troll subspecies, and tend
Female Names: Shi, Mith, Hai, So, Ozdun, Imo, Aju, toward lighter coloration. The ice trolls hail from the frigid
Zhokre, Xullah, Joz, Fahze, Zil, Ruso, Mooh regions of Dun Morogh and Northrend.
Ability Score Increase. Your Strength increases by 2.
Troll Traits Frostworn Skin. You have resistance to cold damage.
Powerful Build. You count as one size larger when
Your troll character has certain characteristics in common determining your carrying capacity and the weight you can
with all other trolls. push, drag, or lift.
Ability Score Increase. Your Dexterity increases by 1. Tundra Walker. You can move across difficult terrain
Age. A troll reaches adulthood in their late teens and made of ice or snow without expending extra movement.
generally dies within a century, although they can live to Affiliation. Independent. Ice trolls are steadfastly loyal to
become well over a century old. themselves above all others, their harsh society and brutal
Alignment. Trolls are a neutral race, their alignment way of life makes them notorious amongst the Horde. They
varying drastically between them. Most trolls tend to be disobey their demand of ending their ways of cannibalism,
lawful, their tribes often having particular customs and making them uncommon members of the horde.
rules for them to abide by.
Size. Even though most trolls stand bend forward with Jungle Troll
their slender builds and broad shoulders, they still tower As a jungle troll, you have a knowledge of voodoo, a ferocity
above other races with an average height of 7 feet. Your unmatched by your kin, and a uniformed tribal society. You
size is Medium. stand shorter than any other troll specie, and tend to have
Speed. Your base walking speed is 30 feet. skin of purple or gray colorations. The jungle trolls of
Darkvision. Trolls retain their vision in dark and dim Stranglethorn are by many considered the most brutal of
conditions. You can see in dim light within 60 feet of you as all troll races, yet the ones that have joined the Horde have
if it were bright light, and in darkness as if it were dim light. been forced to leave much of their brutality behind.
You can't discern color in darkness, only shades of gray. Ability Score Increase. Your Constitution score
Regeneration. For each Hit Die spent at the end of a increases by 1, and your Wisdom score increases by 1.
short rest, you add twice your Constitution modifier to it. Berserking. Whenever you score a critical hit with a
Languages. You can speak, read, and write Common and weapon attack, you can reroll one of the weapon's damage
Zandali. Zandali is the tongue of all trolls. It is a largely die and use either roll for the damage.
syllabic language, and taught down through generations as Gurubashi Weapon Training. You have proficiency with
it has no physical script. the hand axe, javelin, and spear.
Subrace Four main subraces of troll populate the sur- Voodoo Shuffle. You ignore non-magical difficult terrain,
face of Azeroth: forest trolls, ice trolls, jungle trolls, and and your base walking speed increases to 35 feet.
zandalari trolls. Choose one of these subraces.
Zandalari Troll
Forest Troll As a zandalari troll, you have a unparalleled connection to
As a forest troll, you have a keen sense of the natural world, the loas, a strong intuition, and ancient traditions to uphold.
a cunning for warfare, and a hatred of men and elves. Their Unlike most trolls, you stand upright, and tend toward a
skin is often a lush green, with a moss like substance grow- gray stone like complexion. The zandalari trolls are the
ing on its surface. The forest trolls of Azeroth once ruled an pinnacle of all troll society, their temple city on Zandalar
empire that has been brought to its knees by an alliance of sits as a union for all trolls to converge to for meetings.
human and high elves, liberating the region of Lordaeron. Ability Score Increase. Your Wisdom score increases
Ability Score Increase. Your Constitution score by 1, and your Charisma score increases by 1.
increases by 2. Ancient lore. You gain proficiency in the History skill.
Mask of the Wild. You have advantage on Stealth checks Loa's Embrace. You know the guidance cantrip. When
when lightly obscured by plants, or other types of foliage. you reach 3rd level, you can cast the guiding hand spell
Wilderness Knowledge. You gain proficiency with two once per long rest. When you reach 5th level, you can also
of the following skills of your choice: Animal Handling, cast the enhance ability spell once per long rest. Wisdom is
Nature, Perception, Stealth, and Survival. your spellcasting ability for these spells. When you cast this
Affiliation. Independent or Horde. Forest trolls are very version of guiding hand, the hand appears as a tiny animal,
secluded, remaining in the ashes of their old empire. representing a specific loa.

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Blood Elf
We must put this misery behind us. We must enter a new Crimson
chapter! And so I say to you that, as of this day, we are no
longer high elves! In honor of the sacrifices of our brothers As a culture, the sin'dorei have retained the look and feel of
and sisters, our parents, and our children, as of this day we their fallen high elven kingdom, though have developed a
will take the name of our royal lineage! As of this day, we greater penchant for the colour of crimson: the colour of
are sin'dorei! For Quel'Thalas! their namesake. Crimson-red robes, decor and armour
have become far more commonplace within blood elven
— Kael'thas Sunstrider   society prior to the fall of the high elven people, a reference
to the blood of their many brethren who had perished in
Nourished and strengthened by the Sunwell’s potent the Third War. The iconic and traditional blood elven
energies, the high elves’ enchanted kingdom of Quel'Thalas colours are red, gold, and to a lesser extent, blue – all of
prospered within the verdant forests north of Lordaeron. which can be seen on their racial crest, the Icon of Blood.
During the Third War, the high elves were nearly scoured
from Azeroth. Led by the death knight Arthas, the scourge Proud Society
army slaughtered almost all of the kingdom’s population. In In general, the blood elves are a proud, pragmatic, and
the slaughter, Arthas tainted the sunwell, reanimating a lost somewhat jingoistic people; they place great emphasis on
necromancer. Prince Kael'thas rushed to his homeland's their love for their homeland, and are ruthless to their
aid, and the survivors of the onslaught were renamed enemies. Their reputation for isolationism is well-earned,
'blood elves' in honor of their fallen kin. The blood elves and they prefer to keep to their own kind, although excep-
grew addicted to the sunwells tainted energies. Kael'thas tions to this stereotype exist. Blood elves are a resilient
desperately searching for a cure for his kin, traveling the race of survivors, and their most prominent figures stand
world to avenge his people and find a way to sate their as beacons of courage, tenacity, and the strength to fight
hunger for magic. on, regardless of what foes stand in their way.
Kael'thas assured his people he would return to
Quel'Thalas and lead them to paradise, yet on Outland, the Beautiful and Graceful
prince became twisted with the corrupting essence wielded
by the demonic Burning Legion. Getting under the sway of Blood elves are, biologically and physiologically high elves.
the Legion's commander. The prince was later killed on his With the largest difference being their emerald glowing
return to Quel'Thalas for his treachery, and with the aid of eyes compared to the high elves blue.
the draenei prophet, Velen, the magic taint lingering on the They are slenderly built, standing at 5 feet tall to just
sunwell was vanquished, restore it as a fount of both arcane over 6 feet, and averaging at 150 pounds. They have long
and holy energy. pointy ears, high cheekbones, and are generally considered
Inspired by the Sunwell's rebirth, the blood elves have highly attractive by the standards of most mortal races.
since entered into a shining new era in their ancient race's Both males and females commonly have long hair in light
history. Although some elves remain hesitant to abandon colorations, and males ability to grow facial hair is limited,
their dependence on arcane magic, others have embraced resulting in very few having beards beyond an inch, and
change for the betterment of Quel'Thalas. large facial hairs being completely absent.
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Affiliation
The Sin'dorei have joined the Horde. After the third war,
the atrocities dealt to their kin by the xenophobic humans
lead them to distrust the Alliance. Convinced by the former
ranger General Sylvanas Windrunner, and with her speak-
ing on their behalf to the leaders of the Horde.
Even though high elves and blood elves are physically the
same, the elves do not get along well. What remains of the
high elves see their other kin as traitors, and tainted. And
blood elves are split between wishing to reunite their
empire, and seeing their high elven kin as dishonored for
their actions against them.
Blood Elf Names
Blood elves for the most part use high elven names, as they
originate from their high elven predecessors, many have
either kept their past name, and given high elven names to
their children. Unlike high elves, blood elven surnames are
generally more aggressive, blood elves don't keep family
names, with the exception of nobels wanting to carry on a
certain name.
Male Names: Mariel, Athaniar, Anador, Tharama, Viridiel,
   Malanior, Eraeth, Ulorath, Yehru, Kithadre
Female Names: Anarial, Freja, Driana, Coria, Alanassori,
   Melanion, Azshara, Curlih, Setori, Amorly, Zama
Surnames: Coldtrail, Nightfeast, Darkgift, Glowvein,
   Warmblood, Dawntrick, Solarmind, Phoenixdreamer
Blood Elf Traits
Your blood elf character has a variety of natural abilities,
the result of magical influence and their highborne blood.
Ability Score Increase. Your Dexterity score increases
by 2, and your Intelligence score increases by 1.
Age. High elves reach adulthood at the rate of humans,
but are not considered to have entered adulthood until they
reach 60, and can live to become many hundreds of years
old with ease. That said, many of the high elves have lived
for thousands of years due to the power of the Sunwell
extending their lifespan.
Alignment. High elves lies in a very militant society,
strict rules have been made for people to uphold, pushing
most towards a lawful alignment.
Size. High elves are just under 6 feet tall and weigh
between 100 and 175 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night
sky, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.
Keen Senses. You are proficient in the Perception skill.
Arcane Affinity. You can cast detect magic and magic
weapon with this trait, Intelligence is your spellcasting
ability for them. Once you cast either spell, you can't cast it
again with this trait until you finish a short or long rest.
Cantrip. You know one cantrip of your choice from the
mage spell list. Intelligence is your spellcasting ability for it.
Quel'dorei Weapon Training. You are proficiency in
longbows, sin'dorei warblades, and warglaives.
Languages. You can speak, read, and write Common,
Thalassian, and one extra language of your choice. Tha-
lassian is a derivative of the Darnassian language, and in
many ways sound the same to an inexperienced ear.

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Goblin
I never cover up the things I'm proud of. If the world was
gonna split in half tomorrow, I’d buy the Dark Portal, slap a
toll booth on it, and charge refugees the last of their pocket
change, the rings off their fingers, a bite of their meal, and a
contractual obligation to build me a rocket palace in the
skies of Nagrand. It’s the goblin way! Supply and demand!
Deal with it!
— Trade Prince Jastor Gallywix      While other races often try to build reliable machines
that would stay for grandchildren, goblin aims for device of
Introduction the marginally bearable reliability that should only last
enough to make its construction reasonable. Weird as it is,
Slaves of the jungle trolls on their home isle, forced to mine this approach allows to build more machines, or to build a
kaja'mite ore out of the volcanic bowels of Mount Kajaro. more complex and powerful machine using the same time
The ore had an unexpected effect on the goblins, granting and resources.
them cunning intelligence. They began to rebel in secret,
engineering artifacts, and brewing alchemical substances Born Traders
to successfully overthrow their oppressors and claim
Kezan their homeland. Goblins have taken to the role of merchants, and it's hard
Their prior prison become an expanding empire in the to travel for more than a week or two without stumbling
mines they had dugged. To their dismay, the effects of the across a goblin shop of some size. Goblin shops can be
kaja'mite ore wore off, and their increased intelligence found nearly anywhere on Azeroth, seemingly regardless of
waned, as the ore itself became scarce and dwindled. Their whether or not there are towns nearby and heedless of
brilliant engineering dwindled in ingenuity, looking dangers such as the Scourge. The goblins will sell anything
haphazardly put together. Their remaining craftiness and to anyone, at only slightly inflated prices.
greed soon took its place, lifting the race to preeminence as Though many shops remain independent, a growing
masters of mercantilism. Great fortunes were amassed, number of them have signs declaring that they are owned
and the isle became a hub for goblin traders. and operated by the Venture Company, which the
proprietors claim is headquartered in a faraway city ruled
Technology by goblins where the streets are paved with gold.
Goblins love of mechanics often places them into direct The goblins are also legendary for the sheer variety of
competition with gnomes who enjoy similar devices. The trade in which they are willing to indulge and for their
competition between goblins and gnomes seems to be tenacity in bargaining.
friendly. Whether clockwork shredders that allow a single Small But Standing Tall
goblin to do as much harvesting as 10 field hands or
zeppelin-like airships that can ferry troops over otherwise Goblins are slight and wiry, averaging 3 feet in height and
impassable terrain, the goblins' inventions have become weighing between 30 and 50 pounds. They have long,
legendary. Such technological ingenuity is as central to the sharp noses, chins and ears, and green skin. Their arms
goblins' rise among the races as any trading prowess. are long and slender and their fingers deft.
Even with the malfunctions and explosions that occur, Female goblins are on average taller than most male
goblin technology is proving to be of a quality that rivals the goblins, even though the difference is miniscule, and close
dwarves and their firearms. to nothing compared to other races.
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Affiliation
Goblins have found a recent enemy in the Alliance. Unpro-    Darkvision. Goblins naturally have superior vision in
fitable encounters with the secretive SI:7 forces have dark and dim conditions. You can see in dim light within 60
driven them away from comfortable neutrality with both feet of you as if it were bright light, and in darkness as if it
sides. Forcing them to reforge old pacts with their business were dim light. You can't discern color in darkness, only
partners and now allies the horde. shades of gray.
Although the Alliance is not fond of goblins, they still for Best Deals Anywhere. You have advantage on any
the most part do trade with them when stumbled upon ability check made to appraise the price of an item.
outside Stormwinds borders. Only member of the Alliance Goblin Engineering. You are proficient with the artisan's
they tend to stay from are night elves, who carry a deep tools (tinker's tools). Using those tools, you can spend 1
dislike towards the goblins because of their disrespect for hour and 10 gp worth of materials to construct an explosive
the nature they continuously harvest for resources. device. The device ceases to function after 24 hours, when
a creature uses their action to activate it or when you dis-
Names mantle it; if you dismantle a device, you can reclaim the
materials used to create it. You can only have one explosive
Every goblin has a given name and a family name. The device constructed at a time.
family names portray some ancestor’s achievement, though When you create a device, choose one of the following:
a goblin may take a new family name if he feels he has
made an accomplishment that outstrips that of his forebear. Rocket Jump. This explosive container can be strapped
to a person's belt or boot. As an action, that person can
Male Names: Nees, Ford, Joxdeld, Zatval, Fivinkle, Bova, fire the rocket, launching them 30 feet in a direction of
Geevegbix, Rolaz, Ixa, Saz, Menzen, Gilmaxle their choice. For example, a creature can choose to
Female Names: Trutte, Meez, Kleqe, Suva, Tweedo, launch 25 feet into the air, 5 feet forward, and so on.
Cynmee, Twinkle, Klasi, Teexma, Ninzi Rocket Blast. A crude rocket fixed with flash powder.
Family Names: Brokenblast, Shifttale, Saltsnipe, As an action you, you can choose a point within 30 feet.
Deadknob, Nifttweak, Cogbeast, Slyfire, Manbelt Each creature within 10-ft of the point must succeed a
DC 11 Dexterity saving throw, or be blinded until the
Goblin Traits start of their next turn.
Your gnome character has certain abilities, learned through Living Through Chemistry. You gain proficiency with
generations of gnomes. the artisan's tool (alchemist's supplies).
Ability Score Increase. Your Intelligence increases by 1, Mechanical Familiarity. You are proficient in firearms.
and your Charisma score increases by 2. Time is Money. As a bonus action you can shout at an
Age. Goblins mature slightly slower than humans, reach- ally and command them to move. That creature can use it's
ing adulthood in their early 20, and die within a century. reaction to move up to its speed without provoking
Alignment. Most goblins tend to be chaotic to a certain opportunity attacks. You can't use this feature again until
degree, even when lawful, they have a spark of chaoticness you finish a short or long rest.
in them that they cannot get rid off. Languages. You can speak, read, and write Common,
Size. Goblins are between 3 and 4 feet and somewhat Goblin and one language of your choice. Goblins are
slender. Your size is Small. traders, and trade with every race willing to buy from them,
Speed. Your base walking speed is 30 feet. picking up languages as they go.

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Born in the Darkness


Sealed off within their capital of Suramar, the
Nightborne nightborne physique in many ways resemble that
It had to be done this way, there was no other alternative. of their night elven kin, with tall slender bodies and
We no longer need the Nightwell, nor do we need its power. muscular builds. The ever darkened sky of their city
We must forge our own destiny from now on. have changed their skin to be a dark blue or purple,
rather than the more vibrant colors of the night elves.
— First Arcanist Thalyssra   The Shal'dorei still practice arcane magic, giving their
eyes a dim blue or purple glow, instead of the golden glow
An impenetrable barrier was placed around their capital of the night elves.
city Suramar, shielding the highborne from the Sundering. The nightborne are fiercely proud of the arcane ways,
This shield would keep the highborne isolated from the and proudly shows off shimmering tattoos of arcane energy
rest of Azeroth's new continents for thousands of years. that has been placed upon their body. The tattoos have no
Forcing the highbornes to rely on their Nightwell for their known impact on the nightborne capabilities, yet it stands
magical powers. The highbornes evolved over the ages, and as a show of a nightbornes comprehension of the arcane.
they called themselves the shal'dorei or nightborne.
When Suramar run out of food, the shal'dorei began to Highborne Civilization
utilize the substance of their Nightwell as nourishment and The Shal'dorei have an air of superiority that often comes
was thus spared an untimely death, however, this soon across as pompous. They revel in their unequalled magical
caused them to be unable to survive without drawing magic civilization but having no exposure to the current races of
from the Nightwell. Crime was punished by exile. Cutting Azeroth until the rebellion led an invading force to free
them off from the Nightwell, the exiled would diminish into Suramar, many still regard outside races and the world as
husks of their former selves, and eventually irreversible it was back then, full of the unworthy, the uncultured, and
into mindless withered, waiting for death. low born far beneath the standards and levels of the
Ten thousand years later the nightborne lowered their nightborne civilization.
shield and surrender to the Burning Legion by orders from These were the less admirable qualities of night elven
their leader, Grand Magistrix Elisande. Many nightborne civilization back then, and the shal'dorei continue in them
did not agree with her decision, but none dared speak as if nothing has changed and as if they still remain the
against her newfound forces of demons. Through the aid of center of the world.
a nightborne resistance, and the forces of the Alliance and
Horde. The Grand Magistrix and her demon allies were
pushed back into the Twisting Nether.
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Affiliation
The Shal'dorei have been severed from the world for
thousands of years, originally hailing from the night elven
Highborne, many Nightbornes wished to return to their
ancient kin. The night elves saw the careless use of arcane
in the shal'dorei, knowing what it did to their civilization so
many years ago and shunned them from their society.
A few amongst the Nightborne have sympathized with
the blood elves and their past craving for their Sunwell and
joined the Horde in their honor.
Nightborne Names
Nightborne names resemble that of night elves, and would
appear Darnassian in script to an inexperienced eye. Yet
the nightbornes language have changed from their ancient
tongue, as has their names. The nightbornes still follow the
Kaldorei naming traditions.
Male Names: Absolon, Astoril, Oculeth, Lespin, Silgryn,
    Almon, Ailen, Vanthir, Sylverin, Rosaine, Thorendis
Female Names: Valtrois, Iadreth, Anastae, Ly'leth, Theryn,
    Ambrena, Anaryys, Naran, Ke'lorin, Arluelle, Noressa
Surnames Names: Luneastre, Astravar, Swiftmeadow,
    Moonblade, Silverleaf
Nightborne Traits
Your nightborne character has a variety of natural abilities,
harnessed by old traditions and the power of the Nightwell.
Ability Score Increase. Your Dexterity score increases
by 1, and your Intelligence score increases by 2.
Age. Although nightborne elves reach physical maturity
at about the same age as humans, their understanding of
adulthood goes beyond physical growth to encompass
worldly experience. Nightborne typically claims adulthood
and an adult name around the age of 100 and can live to
become several thousand years old. Sustained by the Night-
well, many have lived since the War of the Ancient.
Alignment. Order and structure are key to nightborne.
Their society believes that reputation and status are of the
utmost concern, and that mortality and principles of right
and wrong are viewed too often in that light. Giving most
nightborne a lawful alignment.
Size. Nightborne are around 7 feet tall and weigh
between 180 and 240 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night
sky, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.
Keen Senses. You are proficient in the Perception skill.
Lorekeeper. You gain proficiency with the Arcana and
the artisan's tool (calligrapher's supplies).
Mental Warding. You have advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic.
Superior Darkvision. Your darkvision has a
radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack
rolls and on Wisdom (Perception) checks that rely on sight
when you, the target of your attack, or whatever you are
trying to perceive is in direct sunlight.
Languages. You can speak, read, and write Common and
Shalassian. Shalassian, like Thalassian, originates from
the Darnassian language. Its dialect has been scrutinized
through the ages, making it nearly impossible for members
outside of the Nightborne to read or write.
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Independent Races

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Independent Class Suggestions


The following are a set of class suggestions, pulled from
World of Wacraft, as the classes the independent races will
more than likely be. It is suggested that you pick from
among your race's suggested classes to keep with the
thematic elements of the setting. That said, heroes are
meant to break molds and be the exception to rules, so feel
free to pick a class that is not typically used by your race. If
you do pick outside your racial classes though, work with
your Dungeon Master to create a backstory for why you are
a member of this class.

Post-Cataclysm
Races Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Death Knight Demon Hunter
Pandaren ✦ ✦ ✦ ✦ ✦ ✦ ✦

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Pandaren
To ask why we fight... is to ask why the leaves fall. It is in A Spiritual Race
their nature. Perhaps, there is a better question.
Why do we fight? To protect home, and family... To preserve Pandaren have a fierce and deep belief in the connection of
balance, and bring harmony. the material and spiritual world. In many ways their faith
For my kind, the true question is, what is worth fighting for? mirrors the ancient beliefs of night elves, and beliefs of the
tribal races of Kalimdor.
— Chen Stormstout   Like the races of Kalimdor, the pandaren follow a
shamanistic faith, they worship the Earth Mother and give
The pandaren have long been a mystery to other races of passage to their dead. They are a society that reacts, rather
Azeroth, their history stretching back thousands of years, than being the ones to act first. Many pandarens claim to
to before the raise of the kaldorei. Denizens of a wondrous be the water that flows around a rock -- it never pushes the
and fertile land, the pandaren were slaves to the ancient rocks out of its way, but merely goes around it. This stands
titan-forged mogu. Through tenacity, diplomacy, and a as the core of their society, a simple means of everyday life.
unique form of unarmed combat, they staged a successful If they set their mind to a task and fail, then they believe
revolution that deposed the mogu, and established the they went about it the wrong way, and try again.
foundation of the pandaren empire that would prosper for
thousands of years. Covered in Fur
As the sundering took place, Pandaria was shrouded in a Covered in colorful fur from head to toe, pandaren appear
magical mist that would last for thousand of years. As the like massive humanoid bears towering above the heads of
years came to an end, the mist around Pandaria unveiled. most of Azeroth's inhabitants. They stand far over the head
Drawing the attention of both factions, wishing to claim of humans, ranging from just under 7 feet to a few inches
this 'unexplored' land, and learn of what lied on its surface. short of 8 feet. Pandarens are naturally curvy, only made
Harmony in All Things larger in size by their thick fur, weighing between 310 to
440 pounds. Males stand slightly taller than females, and
Pandarens are slow to anger, they prefer a measured males are often much heavier than females.
solution to problems. It takes a great deal to wound up a Pandaren colorations varies widely, from a dark brown to
pandaren. On their homeland Pandaria, negative emotions a golden yellow, one thing that is consistent throughout all
are harnessed, and take physical form to wreak havoc on pandarens are their white markings, all pandarens have
the isle. Pandarens emphasize and cultivate a quiet life of these upon their face, and many also have patches of white
inner harmony and focus. Conflicts, no matter how bitter, on their paws of torso. Pandarens don't have hair, but many
are quickly forgotten over cold drinks once the matter is stylize their fur on top of their head, letting it grow longer to
resolved. resemble hair.
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Affiliation
Most pandaren are independent, preferring to avoid the
con-flict of Alliance and Horde, but few amongst them have
decided to join the ranks of either factions, believing that
their philosophy aligns with that of the faction.
The Tushui pandaren have joined the alliance, believing
that one should live a life through meditation, rigorous
training, and moral convictions. The Huojin pandaren have
joined the horde. believing that inaction is the greatest
injustice, and that there is no shame in defending one's
home and loved ones, regardless of the cost.
Pandaria have been hidden from the world for many
thousand years, the inhabitants of Azeroth are new to the
pandarens. Because of this they have no hatred or distrust
for any of the new races they've met.
Names
Pandaren naming practices are similar to those of humans,
each pandaren are given a name at birth, and carries on the
family name of their parents. Some pandaren are known to
take a new family name reflecting their own achievements
in life, yet such practices are uncommon.
Male Names: Fan Su, Tan Delan, Tian Fu, Fan-Su, Zi Ling,
Gao, Bai, Wei He, Xun Ming, Dong-Gun
Female Names: Sujin, Zemin, Seul-Gi, Heng Lei, Sun-Mi,
Zheng, Yan, Wei Zhelan, Xuefeng, Li, Liuxian
Family Names: Caskriver, Drumfriends, Wisespear,
Keenwalker, Calmbrow, Mellowcoil, Ironshadow, Wildfur
Pandaren Traits
Your pandaren character has certain traits deriving from
their ancient heritage.
Ability Score Increase. Your Wisdom score increases
by 1, and your Charisma score increases by 2.
Age. Pandaren age much like humans, reaching adult-
hood in their late teens, and generally die before they reach
their first century.
Alignment. Pandaren are a peaceful race, and for most
parts tend to their own, making many pandarens neutral or
good aligned. Finding an evil aligned pandaren is unusual.
Size. Most pandaren stands just short of 7 feet tall and
average about 260 pounds, you will never find a pandaren
who is 'slim'. Your size is medium.
Speed. Your base walking speed is 30 feet.
Gourmand. You gain proficiency with the artisan's tool
(cook's utensils) and (brewer's supplies).
Iron Palms. Your unarmed strikes deal 1d4 + Strength
modifier bludgeoning damage on a hit.
Pandaren Resilience. You have advantage on saving
throws against poison, and you have resistance against
poison damage.
Pandaren Weapon Training. You have proficiency with
the club, quarterstaff, and spear.
Quaking Palm. When you hit another creature with an
unarmed strike, you may use your innate powers to attempt
to disable the target. The target must succeed on a Consti-
tution saving throw, or be stunned until the end of your next
turn. Wisdom is your saving throw ability for this feature.
You can't use this feature again until you finish a long rest.
Languages. You can speak, read, and write, Common
and Mogu. Mogu is the language of Pandaria, forced upon
the inhabitants of Pandaria by the mogu empire. It is a
strange and unfamiliar language to the rest of Azeroth, with
a multitude of words meaning one common thing.
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Chapter 2: Classes

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

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

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Druid
Standing in the way of nature is heresy. Even when nature's
force is a destructive one.
— Malfurion Stormrage  
Clutching an engraved staff stitched with leaves, a night
elf summons the powers of elune, calling down raw blue
energy of the moon upon a terrible foe, smashing upon its
body and encasing it hole for a brief moment.
Crouching out of sight on a low hanging tree branch, in
the form of a large feral tiger, a worgen scouts out from his
hiding stop towards the constructions of Zul'Gurub.
Watching every move of the jungle trolls patrolling.
Holding near her sickle and staff, a young tauren druid is
making beautiful ritual, making tiny seeds sprinkle into a
perfect circle of faintly glowing green lights, healing an
endured ally to the best of her capabilities.
Rushing forward towards his companions aid, rumbling
the ground as his body transforms into a giant bear
creature with tusks, an experienced troll runs to his allies
aid, blocking a fatal blow with its fur.
Nature's Power
Druids harness the vast powers of nature to preserve
balance and protect life. With experience, druids can
unleash nature’s raw energy against their enemies, raining
celestial fury on them from a great distance, binding them
with enchanted vines, or ensnaring them in unrelenting
cyclones. Druids can also direct this power to heal wounds
and restore life to fallen allies.
They are deeply in tune with the animal spirits of
Azeroth. As master shapeshifters, druids can take on the
forms of a variety of beasts, morphing into a bear, cat,
creatures of water, and creatures of air with ease. This
flexibility allows them to fill different roles during their
adventures, tearing enemies to shreds one minute and
surveying the battlefield from the sky the next. These
keepers of the natural order are among the most versatile
heroes in Azeroth, and they must be prepared to adjust to
new challenges on a moment’s notice.

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The Druid
Proficiency Affinity Cantrips
Level Bonus Points Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Druidic, Spellcasting 2 2 — — — — — — — —
2nd +2 1 Shapeshifting, Druid Path, Affinity 2 3 — — — — — — — —
3rd +2 1 — 2 4 2 — — — — — — —
Ability Score Improvement,
4th +2 1 3 4 3 — — — — — — —
Shapeshifting Improvement
5th +3 2 — 3 4 3 2 — — — — — —
Druid Path feature,
6th +3 2 3 4 3 3 — — — — — —
Shapeshifting Improvement
7th +3 2 — 3 4 3 3 1 — — — — —
Ability Score Improvement,
8th +3 3 3 4 3 3 2 — — — — —
Shapeshifting Improvement
9th +4 3 — 3 4 3 3 3 1 — — — —
10th +4 3 Druid Path feature 4 4 3 3 3 2 — — — —
11th +4 4 — 4 4 3 3 3 2 1 — — —
12th +4 4 Ability Score Improvement 4 4 3 3 3 2 1 — — —
13th +5 4 — 4 4 3 3 3 2 1 1 — —
14th +5 4 Druid Path feature 4 4 3 3 3 2 1 1 — —
15th +5 4 — 4 4 3 3 3 2 1 1 1 —
16th +5 5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 —
17th +6 5 — 4 4 3 3 3 2 1 1 1 1
18th +6 5 Timeless Body 4 4 3 3 3 3 1 1 1 1
19th +6 5 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 5 Soul of the Forest 4 4 3 3 3 3 2 2 1 1

Protectors of Balance Quick Build


You can make a druid quickly by following these
Guardians of nature who seek to preserve balance and suggestions. Wisdom should be your highest ability score,
protect life, Druids have unmatched versatility on the field followed by Constitution. (Some druids focus more on their
of battle. This is in part because druidism is much more physical traits than their mental ones, preferring Dexterity
than a fighting discipline. for Feral, and Strength for Guardian over Wisdom.)
It’s a way of life steeped in traditions so ancient that even
the origin of their kind is preserved largely in mythology Class Features
passed on through millennia.
Druids harness nature’s raw energy for an incredible As a druid, you gain the following class features.
breadth of offensive and defensive abilities, as well as to
restore life to the wounded. Through communion with Hit Points
nature and the demigod Cenarius, Lord of the Forest, Hit Dice: 1d8 per druid level
Druids are supernaturally endowed with the gift of Hit Points at 1st Level: 8 + your Constitution modifier
shapeshifting, allowing them to take the form of all manner Hit Points at Higher Levels: 1d8 + your Constitution
of nature’s creature and access powers as distinct as they modifier per druid level after 1st
are diverse.
Proficiencies
Creating a Druid Armor: Light armor, medium armor
Weapons: Simple weapons
When making a druid, consider why your character has Tools: Herbalism kit
such a close bond with nature. Perhaps your character was
raised by a druid after being abandoned in the depths of a Saving Throws: Intelligence, Wisdom
forest. Perhaps your character had a dramatic encounter Skills: Choose two from Arcana, Animal Handling. lnsight,
with the spirits of nature, coming face to face with a giant Medicine, Nature, Perception, Religion, and Survival
eagle or dire wolf and surviving the experience.
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Equipment Shapeshifting
You start with the following equipment, in addition to the Starting at 2nd level, you can use your bonus action to
equipment granted by your background: magically assume the shape of specific animals. There is
(a) a quarterstaff or (b) any simple weapon no limitation to how often you are able to shapeshift into a
(a) a dagger or (b) any simple weapon shape that you know.
Leather armor, explorer's pack, and a druidic focus Your druid level determines the shapes you can trans-
form into, as shown in the Shapeshifts table. At 2nd level,
Druidic for example, you can assume the shape of a large feral cat,
You know Druidic, the secret language of druids. You can or a thick furred bear. Each shapeshift and its benefits are
speak, read and write Druidic, a language sacred to druids described in Appendix A at the end of this book.
that is not taught to outsides without severe consequences Shapeshifts
for the teacher and teached. Level Shapeshift Forms
Spellcasting 2nd Cat and Bear
Drawing on the divine essence of nature itself, you can cast 4th Travel
spells to shape that essence to your will. See chapter 10 of 6th Aquatic
the Player's Handbook for the general rules of spellcasting
and chapter 6 of this book for the druid spell list. 8th Flight

Cantrips You can stay shapeshifted for as long as you wish. You
At 1st level, you know two cantrips of your choice from the can revert to your normal form by using a bonus action on
druid spell list. You learn additional druid cantrips of your your turn. You automatically revert if you fall unconscious,
choice at higher levels, as shown in the Cantrips Known drop to 0 hit points, or die.
column of the Druid table. While you are transformed, the following rules apply:
Preparing and Casting Spells Your retain your game statistics, alignment, and person-
The Druid table shows how many spell slots you have to ality. You also retain all of your skill and saving throw
cast your spells of 1st level and higher. To cast a druid spell, proficiencies, in addition to gaining those of the shape.
you must expend a slot of the spell's level or higher. You re- Shapeshifting does not change your hit points, and any
gain all expended spell slots when you finish a long rest. damage taken whilst in a shapeshift carries over to your
You prepare the list of druid spells that are available for humanoid form upon reverting back.
you to cast, choosing from the druid spell list. When you do You can't cast spells, and your ability to speak or take
so, choose a number of druid spells equal to your Wisdom any action that requires hands is limited to the capabil-
modifier + your druid level (minimum of one spell). The ities of your shapeshift. Transforming doesn't break your
spells must be of a level for which you have spell slots. concentration on a spell you've already cast, however, or
For example, if you are a 3rd-level druid, you have four prevent you from taking actions that are part of a spell
1st-level and two 2nd-level spell slots. With a Wisdom of 16, that you've already cast.
your list of prepared spells can include six spells of 1st or You retain the benefit of any features from your class,
2nd level, in any combination. If you prepare the 1st-level race, or other source and can use them if the shapeshift
spell cure wounds, you can cast it using a 1st-level or 2nd- is physically capable of doing so. However, you can't use
level slot. Casting the spell doesn't remove it from your list any of your special senses, such as darkvision, unless
of prepared spells. your new form also has that sense.
You can also change your list of prepared spells when You choose whether your equipment falls to the ground
you finish a long rest. Preparing a new list of druid spells in your space, or merges into your new form. Merged
requires time spent in prayer and meditation: at least 1 equipment has no effect until you leave the shape.
minute per spell level for each spell on your list.
Spellcasting Ability Druidic Forms
Wisdom is your spellcasting ability for your druid spells, Shapeshifts are an extension of the druid. Both
since your magic draws upon your devotion and attune- as a person, but also as a race, a taurens shape-
ment to nature. You use your Wisdom whenever a spell shift might grow horns similar to his own. An orc
refers to your spellcasting ability. In addition, you use your or troll might want their forms to have tusks, and
Wisdom modifier when setting the saving throw DC for a a night elf might decorate theirs with signs of
druid spell you cast and when making an attack with one. elune. Likewise, their beast might be different,
one may choose a slim panther, and another a
Spell save DC = 8 + your proficiency bonus + strong lion, or another feline beast.
your Wisdom modifier A list of the most common beasts druids have
Spell attack modifier = your proficiency bonus + taken for that shape. Choose one of them as your
your Wisdom modifier shape, and modify its appearance as you wish to
fit your race, or talk to your DM about becoming
Ritual Casting something not on the list.
You can cast a druid spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your
druid spells.
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Druid Paths Soul of the Forest


At 2nd level, you choose to identify with a druidic path: At 20th level, your connection with nature has grown to an
Balance, Feral, Guardian, or Restoration, all detailed at the incredible level, deepening beasts respect for you, and mak-
end of the class description. Your choice grants you featur- ing you able to conjure a gateway to the Emerald Dream.
es at 2nd level and again at 6th, 10th, and 14th level. Using 10 minutes in an area of unspoiled nature, you can
conjure a gateway to the Emerald Dream, the entrance
Path Spells shimmers faintly and is 5 feet wide and 10 feet tall. You and
Some paths has a list of spells that you gain at the druid any creature you designate when conjuring the gateway
levels noted in the path description. Once you gain a path can enter into the Emerald Dream for as long as the gate-
spell, you always have it prepared, and it doesn't count way remains open. You can open and close the gateway if
against the number of spells you can prepare each day. you are within 30 feet of it. While closed, the gateway on
If you have a path spell that doesn't appear on the druid Azeroth crumbles and is effectively invisible. The gateway
spell list, the spell is nontheless a druid spell for you. remains conjured for 24 hours, at which point it crumbles
entire and cannot be conjured again for 7 days.
Path Affinities Additionally, beasts and plants of the wilds can sense
Some paths have additional affinity features, that can be your connection to nature, giving you advantage on all skill
learned as you gain levels in this class. and ability checks made to communicate with them.
Affinity Druid Paths
Also at 2nd level, you are to transfer part of your druidic Although all druids have a deep love for nature and wilder-
magic into your shapeshifts, harnessing their true potential. ness, some druids have a deeper love for their animal
Your access to this magic is represented by a number of shapeshifts, preferring that form over their humanoid one.
affinity points. Your druid level determines the number of Some have a deep love for the goddess Elune, others wish
points you have, as shown in the Affinity Points column of to preserving life. Druids fall into four categories: Balance,
the druid table. Feral, Guardian, or Restoration druids.
You can spend these points to fuel various affinity
features. You know three such features: Displacer Beast, Path of Balance
Renewal, and Stampeding Roar.
When you spend an affinity point, it is unavailable until Druids on the path of balance leverage the sacred powers
you finish a short or long rest, at the end of which your of the moon, the sun, and the stars, accessing a mixture of
strained link to the beasts affinity is restored. arcane and nature powers to aid in the fight against the
Some of your affinity features require your target to imbalance that threatens the natural order of all things.
make a saving throw to resist the feature's effect. The
saving throw DC equals your druid Spell Save DC. Path of Balance Spells
Druid Level Spells
Displacer Beast
3rd enhance ability, moonbeam
You can spend 1 affinity point and use your action to
teleport up to 30 feet to an unoccupied space that you can 5th plant growth, starsurge
see. As part of the same action, you shift into a known 7th confusion, grasping vine
shapeshift of your choice.
9th commune with nature, wrath of nature
Renewal
While shapeshifted, you can spend 1 affinity point and use Innervate
your bonus action to regain hit points equal to 1d6 + your Starting at 2nd level, you can regain some of your magical
Wisdom modifier. The healing increases by 1d6 for each energy by sitting in meditation and communing with the
additional affinity point you spend. nature. During a short rest, you choose expended spell
Stampeding Roar
slots to recover. The spell slots can have a combined level
that is equal to or less than half your druid level (rounded
While shapeshifted, you can spend 1 affinity point and use up), and none of the slots can be 6th level or higher. You
your action to let out an enchanted roar. Each ally within can't use this feature again until you finish a long rest.
60 feet of you that can hear you have their movement speed For example, when you are a 4th-level druid, you can re-
increased by 10 feet until the end of their next turn, cover up to two levels worth of spell slots. You can recover
including you. either a 2nd-level slot or two 1st-level slots.
Ability Score Improvement Moonkin Shapeshift
When you reach 4th level, and again at 8th, 12th, 16th, and Upon reaching 6th level, you can shapeshift into a moonkin.
19th level, you can increase one ability score of your choice While shapeshifted in this way, you are unarmored and add
by 2, or you can increase two ability scores of your choice your Wisdom modifier to your AC. Additionally, you are still
by 1. As normal, you can't increase an ability score above 20 able to cast spells whilst shapeshifted in this way.
using this feature. When a creature succeeds on a saving throw against a
cantrip cast while shapeshifted, the creature takes half the
Timeless Body cantrip's damage (if any) but suffers no additional effects
Starting at 18th level, the primal magic that you wield has from the cantrip.
caused you to age more slowly. For every 10 years that
pass, your body ages only 1 year.
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Astral Influence
Upon reaching 10th level, the powers of elune flows within
you, giving you resistance to radiant damage.
Additionally, when you cast a spell that deals damage
while shapeshifted as a moonkin, you can spend 1 affinity
point to reroll a number of damage dice equal to your
Wisdom modifier and use either roll.
Fury of Elune
At 14th level, when you are hit by a melee attack, you can
use your reaction to deal radiant damage to the attacker.
The damage equals your druid level. The attacker must also
make a Strength saving throw against your druid spell save
DC. On a failed save, the attacker is pushed in a straight
line up to 20 feet away from you.
Path of Feral
Druids that wander the feral path seek an understanding,
and visceral connection to the wild. These druids take the
form of a feline predator, becoming fero-cious and agile
stalkers. After a while, many feral druids come to prefer the
appearance of their feline form over their humanoid shape.
Feral Affinity
When you choose this path at 2nd level, you have begun
spending more time as a cat, familiarizing yourself with it.
Your proficiency in Intelligence saving throws permanently
changes to Dexterity saving throws.
You refer to the Spellcasting table later in the class
description to determine your affinity points, cantrips, and
spell slots when you gain a level in this class, and you count
as a half-caster for determining available spell slots when
multiclassing with another class.
You also learn a new affinity feature of your choice. You
learn an additional affinity feature when you reach certain
levels in this class: 3rd, 7th, 11th, and 15th level. The
available options are detailed below.
   Feline Swiftness. You can spend 1 affinity point to take
the Dash action as a bonus action on your turn, and your
jump distance is doubled for the turn.
Ferocious Bite. When you hit another creature with a
bite attack, you can spend 2 affinity points to deal an extra
1d8 + your Dexterity modifier piercing damage.
Primal Fury. Immediately after you take the Attack
action on your turn, you can spend 1 affinity point to make
a claw attack as a bonus action.
Rake. When a creature misses you with a melee weapon
attack, you can spend 1 affinity point to make an oppor-
tunity attack against the target. Dealing additional damage
equal to your druid level to the target.
Survival Instincts. Spend 2 affinity points upon taking
damage to reduce the damage taken by an amount equal to
your druid level.
Apex Predator
Starting at 2nd level, you excel at ambushes and acting
quickly. You gain advantage on Dexterity (Stealth) checks
made in dim light or darkness.
Additionally, you have advantage on initiative rolls.
Razor Claws
Beginning at 6th level, you can make one additional bite or
claws attack of your choice as part of your attack Action,
and you can add your proficiency bonus to one damage roll
of a cat forms attack.
Additionally, your attacks in cat form count as magical
for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
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Prowl
Upon reaching 10th level, you have learned to blend into
your surroundings whilst in the shadow. When you are in Feral / Guardian Spellcasting
an area of dim light or darkness, you can use your action to
become invisible. You remain invisible until you make an Druid Affinity Cantrips
attack, cast a spell, or enter an area of bright light. Level Points Known 1st 2nd 3rd 4th 5th
2nd 2 2 3 — — — —
King of the Jungle
At 14th level, you can spend 3 affinity points to take on the 3rd 3 2 3 — — — —
form of an unparalleled hunter. Boasting your defenses by 4th 4 2 3 — — — —
manifesting armor of bark, and improving your combat
prowess. Using your action, you undergo a transformation. 5th 5 2 4 2 — — —
For 1 minute, you gain the following benefits: 6th 6 2 4 2 — — —
You gain the benefits of the barkskin spell. 7th 7 2 4 3 — — —
Your melee weapon attacks score a critical hit on a roll 8th 8 2 4 3 — — —
of 19 or 20 on the d20.
Whenever a creature within 5 feet of you is hit by an 9th 9 2 4 3 2 — —
attack made by another creature, you can use your 10th 10 3 4 3 2 — —
reaction to make a melee attack against that creature.
11th 11 3 4 3 3 — —
Path of Guardian 12th 12 3 4 3 3 — —
Druids that go down the guardian path takes the form of 13th 13 3 4 3 3 1 —
massive bears, becoming walls of fur, claw, and tooth, that
are able to deliver devastating blows. Aided by the forces of 14th 14 3 4 3 3 1 —
nature, they stand between allies and any opposing threat. 15th 15 3 4 3 3 2 —
They stand between allies and any opposing threat, taking
the frontal blow of harmful attacks. 16th 16 3 4 3 3 2 —
17th 17 3 4 3 3 3 1
Guardian Affinity
When you choose this path at 2nd level, you have begun 18th 18 3 4 3 3 3 1
spending more time as a bear, familiarizing yourself with it. 19th 19 3 4 3 3 3 2
Your proficiency in Intelligence saving throws permanently
changes to Constitution saving throws. 20th 20 3 4 3 3 3 2
You refer to the Spellcasting table later in the class
description to determine your affinity points, cantrips, and
spell slots when you gain a level in this class, and you count
as a half-caster for determining available spell slots when
multiclassing with another class. Blood Frenzy
You also learn a new affinity feature of your choice. You Starting at 2nd level, you can enter a bloody frenzy as a
learn an additional affinity feature when you reach certain bonus action, shapeshifting you into a bear if you aren't
levels in this class: 3rd, 7th, 11th, and 15th level. The already. While frenzying you have resistance to bludgeo-
available options are detailed below. ning, piercing, and slashing damage.
    Bramblefur. As a reaction upon taking damage, you can Your blood frenzy lasts for 1 minute. It ends early if you
spend 1 affinity point to reduce the damage by an amount are knocked unconscious or if your turn ends and you
equal to your druid level, and deal the reduced damage haven't attacked a hostile creature since your last turn or
back to the attacker as bludgeoning damage. taken damage since then. You can also end the frenzy on
your turn as a bonus action.
Demoralizing Roar. You can spend 2 affinity points and You can use this feature twice. Beginning at 7th level, you
let out an echoing roar as an action. Each enemy within 30 can use blood frenzy three times between rests, and at 15th
feet of you must succeed on a Wisdom saving throw, or be level, you can enter a frenzy four times between rests.
frightened for 1 minute. A creature frightened in this way When you finish a long rest, you regain expended uses.
makes a new saving throw at the end of their turn, ending
the effect on a success. On a successful save, a creature Mark of Ursol
becomes immune to this feature for 24 hours. At 6th level, you can spend 2 affinity points and use your
Mangle. When you hit with a claw attack, you can spend action whilst shapeshifted into a bear to cast enlarge from
1 affinity point to force the target to make a Strength saving the enlarge/reduce spell on yourself without providing any
throw. Knocking it prone on a failed saving throw. spell components.
Mighty Bash. When you hit another creature with a claw
attack, you can spend 1 affinity point to attempt a mighty Pulverize
bash. The target must succeed on a Constitution saving Beginning at 10th level, the damage of your melee weapon
throw or be stunned until the end of your next turn. attacks improve. Your bears bite increases to 2d8 piercing
Pack Defender. You can use your reaction upon an ally damage, and your claws increases to 3d6 slashing damage.
being targeted by a melee weapon attack, and spend 2 Additionally, you can add your proficiency bonus to one
affinity points to move 20 feet towards the ally and give the damage roll of a bear forms attack each round.
attack against them disadvantage. Opportunity attacks
against you are made with disadvantage.

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Guardian of Ursoc
At 14th level, your presence is menacing to those around
you. Whilst in bear form, any creature within 5 feet of you
that's hostile to you have disadvantage on attack rolls
against targets other than you or another character with
range of this feature. An enemy is immune to this effect if it
can't see or hear you, or if it can't be frightened.
Path of Restoration
Druids of the restoration path builds a stronger bond with
things that grow than the rest of their kin, gaining
inspiration from the flower’s bloom, the seeds sprout, the
mushroom’s spores, and the tree’s growth.
Path of Restoration Spells
Druid Level Spells
3rd barkskin, lesser restoration
5th mass healing word, revivify
7th aura of life, guardian of nature
9th greater restoration, raise dead

Rejuvenation
When you choose this path at 2nd level, you gain the
blessings of Elune, making you a font of energy that offers
respite from injuries. You have a pool of energy represented
by a number of d6s equal to your druid level.
As a bonus action, you can choose one creature that you
can see within 120 feet of you and spend a number of those
dice equal to half your druid level or less. Roll the spent
dice and add them together. The target regains a number of
hit points equal to the total. The target also gains 1 tempor-
ary hit point per die.
You regain all expended dice when you finish a long rest.
Ironbark
Beginning at 6th level, when you or a creature within 30
feet of you takes acid, cold, fire, lightning, or thunder
damage, you can use your reaction to grant resistance to
the creature against that instance of the damage.
Tranquility
Starting at 10th level, you can become as calm as spring,
soothing your allies. As an action, you evoke a healing
energy that can restore a number of hit points equal to five
times your druid 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.
Once you use this feature, you can't use it again until you
finish a long rest.
Tree of Life
At 14th level, you can draw your strength from the world
trees of Azeroth. Assuming the shape of a large treant.
Using your action, you undergo a transformation. For 1
minute, you gain the following benefits:
Your size doubles, if there isn't enough room you attain
the maximum possible size in the space available.
When you cast a spell on a target that restores hit
points, another creature of your choice within 30 feet of
the target is healed for half the hit points regained.
Once you use this feature, you can't use it again until you
finish a long rest.
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Hunter
The way of the hunter is one of mastery over the beasts of
the world, an unparalleled precision in marksmanship, and
the knowledge of how to survive in situations where others
would perish.
— Ranger Sallina  
Wild and barbaric looking, a human stalks alone through
the shadows of trees, hunting the orcs he knows are
planning a raid on a nearby farm. Clutching a spear in his
hands, he charges in with intense fury, a large bear running
at his side, roaring as he engages, cutting down one enemy
after another.
Tumbling away from a cone of freezing air, a night elf
finds her feet and draws back her bow to loose an arrow at
the blue dragon. Shrugging off the wave of fear that
emanates from the dragon like the cold of its breath, she Proud Rangers
sends one arrow after another to find the gaps between the The hunter is a stalker in the wilds, living on his knowledge
dragon's thick scales. of survival and skill with a bow or rifle. He is deeply in tune
Holding his hand high, a blood elf whistles to the hawk with nature, and some of its mightiest beasts are his allies.
that circles high above him, calling the bird back to his Of Azeroth's many creatures, few can resist the hunter's
side. Whispering instructions in Thalassian, he points to call, and fewer can survive his fury. Hunters are as varied as
the owlbear he's been tracking and sends the hawk to the world's many climates, but they are universally
distract the creature while he readies his bow. renowned for their amazing abilities to find their prey and
Inescapable Stalkers bring it down. Most hunters seek to aid the balance of
nature along with their druidic allies. Elven rangers are not
From an early age the call of the wild draws some alone in their mastery of the wilderness. While an elven
adventurers from the comfort of their homes into the ranger prefers the bow, the hunter would rather get up
unforgiving primal world outside. Those who endure close. A hunter is skilled in stealth, slipping through the
become hunters. As masters of their environment, hunters woods like a ghost.
are able to slip like ghosts through the trees and lay traps
in the paths of their enemies. These expert marksman drop The Hunters Choice
foes dead in their tracks with flawless shots from a bow, The hunter is the choice of life for those who reject
crossbow or rifle. With the ability to wield two weapons societies that oppress the natural role as prey and hunter,
simultaneously, hunters can unleash a flurry of blows and also reject the druidic stance that we should be healers
against anyone unfortunate enough to stumble into close and observers rather than active participants in the "Great
combat with them. Hunt".
The art of survival is central to the isolated life of a They follow a life of reverence for nature complimenting
hunter. Hunters track beasts with ease and enhance their their tradition and willingness to use man-made tools. We
own abilities by attuning themselves to the feral aspects of are all tool-using creatures after all, and it is only natural to
various creatures. Hunters are known for the lifelong use that advantage afforded by nature to be better hunters.
bonds they form with animals of the wild, training great There are however also those hunters who prefer a more
hawks, cats, bears, and many other beasts to fight direct approach to tracking and hunting.
alongside them.
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The Hunter
Proficiency Hunter's Focus
Level Bonus Features Mark Points
1st +2 Animal Empathy, Natural Explorer — —
2nd +2 Fighting Style, Hunter's Mark, Focus (2 Attacks) 1d4 2
3rd +2 Hunter Archetype, Animal Companion 1d4 3
4th +2 Ability Score Improvement 1d4 3
5th +3 Extra Attack 1d4 3
6th +3 Focus (3 Attacks) 1d4 4
7th +3 Hunter Archetype feature 1d6 4
8th +3 Ability Score Improvement, Fleet of Foot 1d6 4
9th +4 Know Your Prey 1d6 5
10th +4 Focus (4 Attacks) 1d6 5
11th +4 Hunter Archetype feature 1d6 5
12th +4 Ability Score Improvement 1d8 6
13th +5 Hide in Plain Sight 1d8 6
14th +5 Focus (5 Attacks) 1d8 6
15th +5 Hunter Archetype feature 1d8 7
16th +5 Ability Score Improvement 1d8 7
17th +6 Honed Senses 1d10 7
18th +6 Focus (6 Attacks) 1d10 8
19th +6 Ability Score Improvement 1d10 8
20th +6 Aspect of the Wild 1d10 8

Creating a Hunter Class Features


As you create your hunter character, consider the nature of As a hunter, you gain the following class features.
the training that gave you your particular capabilities. Did
you train with a single mentor, wandering the wilds Hit Points
together until you mastered the hunter's ways? Did you Hit Dice: 1d10 per hunter level
leave your apprenticeship. or was your mentor slain, Hit Points at 1st Level: 10 + your Constitution modifier
perhaps you learned your skills as part of a band of hunters Hit Points at Higher Levels: 1d10 + your Constitution
affiliated with a druidic circle, trained in mystic paths as modifier per hunter level after 1st
well as wilderness lore. You might be self-taught, a recluse
who learned combat skills, tracking, and even a magical Proficiencies
connection to nature through the necessity of surviving in Armor: Light armor, medium armor
the wilds. Weapons: Simple weapons, martial weapons, firearms
Is your adventuring career a continuation of your work in Tools: None
protecting the borderlands, or a significant change? What
made you join up with a band of adventurers? Do you find it Saving Throws: Strength, Dexterity
challenging to teach new allies the ways of the wild, or do Skills: Choose three from Animal Handling, Insight,
you welcome the relief from solitude that they offer? Investigation, Nature, Perception, Stealth, and Survival
Quick Build Equipment
You can make a hunter quickly by following these sugges- You start with the following equipment, in addition to the
tions. First, make Dexterity your highest ability score, equipment granted by your background:
followed by Wisdom. (Some hunters who focus on melee (a) scale mail or (b) leather armor
fighting make Strength higher than Dexterity.) (a) two short swords 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

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Animal Empathy Hunter's Mark


Your mastery of hunter lore allows you to establish a link to Beginning at 2nd level, you are able to mark a target as
beasts and to the land around you. your quarry. As a bonus action, choose a creature within
You have an innate ability to communicate with beasts, 120 feet of you that you can see. The target is marked for
and they recognize you as a kindred spirit. Through sounds the 1 hour, until you use this feature again, or until it dies.
and gestures, you can communicate simple ideas to a beast The mark also ends if you fall unconscious.
as an action, and can read its basic mood and intent. You Once per turn, you can deal an extra 1d4 damage to that
learn its emotional state, whether it is affected by magic of creature when you hit it with a weapon attack. The amount
any sort, its short-term needs, and actions you can take to of extra damage increases as you gain levels in this class,
persuade it to not attack. as shown in the Hunter's Mark column of the Hunter table.
You cannot use this ability against a creature that you In addition, you have advantage on Wisdom (Perception),
have attacked within the past 10 minutes. and Wisdom (Survival) checks you make to find your mark.
Natural Explorer Focus
You are familiar with natural environments and are adept Starting at 2nd level, you learn to enter a heightened state
at traveling and surviving in such regions. This grants you of focus in combat. Your access to this focus is represented
the following benefits: by a number of focus points. Your hunter level determines
the number of focus points you have, as shown in the Focus
You ignore nonmagical difficult terrain. Points column of the Hunter table.
You have advantage on initiative rolls. You can spend these points to perform various focus fea-
On your first turn during combat, you have advantage on tures. Each focused attack must be declared before making
attack rolls against creatures that have not yet acted. an attack, unless otherwise specified. You can only use one
In addition, you are skilled at navigating the wilderness. focused attack per attack roll.
You gain the following benefits when traveling for an hour You learn two focused attacks of your choice when you
or more. gain this feature, which are detailed under Focused Attacks
below. You learn an additional focused attack of your choice
Difficult terrain doesn't slow your group's travel. at 6th, 10th, 14th, and 18th level. When you learn a new
Your group can't become lost except by magical means. focused attack, you can also replace one focused attack you
Even when you are engaged in another activity while know with another from the list.
traveling (such as foraging, navigating, or tracking), you When you spend a focus point, it is unavailable until you
remain alert to danger. finish a short or long rest, at the end of which your focus is
If you are traveling alone with or without your pet, you regained. Additionally you regain 1 expended focus point
can move stealthily at a normal pace. each time you roll a 20 on the d20 roll for an attack with a
When you forage, you find twice as much food as you weapon, or deal the killing blow to a creature of significant
normally would. threat (DM's discretion).
While tracking other creatures, you also learn their Some of your focused attacks require your target to
exact number, their sizes, and how long ago they passed make a saving throw to resist the attacks effect. The saving
through the area. throw DC is calculated as follows:
Fighting Style Focus save DC = 8 + your proficiency bonus +
At 2nd level, you adopt a particular style of fighting as your your Wisdom modifier
specialty. Choose one of the following options. You can't Focused Attacks
take a Fighting Style option more than once, even if you These focused attacks are presented in alphabetical order.
later get to choose again. Aimed Attack. When you make a weapon attack against
Archery a creature, you can spend 1 focus point to attempt to topple
You gain a +2 bonus to attack rolls you make with ranged a target. On a hit, the target suffers normal damage, and
weapons. must succeed Strength save or be knocked prone.
Carving Strike. When you make a melee weapon attack
Close Quarters Shooter against a creature, you can spend 1 focus point to make an
When making a ranged attack while you are within 5 feet of attack roll against each target directly on either side of your
a hostile creature, you do not have disadvantage on the initial attack. On a hit, roll damage for one target, any
attack roll. Your ranged attacks ignore half cover and three- additional creature hit takes the same amount of damage.
quarters cover against targets within 30 feet of you. Finally, Concussive Attack. When you make a weapon attack
you have a +1 bonus to attack rolls on ranged attacks. against a creature, you can spend 1 focus point to attempt
to dizzy your opponent. On a hit, the creature suffers
Two-Weapon Fighting normal damage and must make a Constitution saving
When you engage in two-weapon fighting, you can add your throw or suffer disadvantage on attacks until the end of
ability modifier to the damage of the second attack. their next turn.
Disarming Attack. When you make a weapon attack
Great Weapon Fighting against a creature, you can spend 1 focus point to attempt
When you roll a 1 or 2 on a damage die for an attack you to shoot or knock an object from their hands. On a hit, the
make with a melee weapon that you are wielding with two creature suffers normal damage and must succeed on a
hands, you can reroll the die and must use the new roll, Strength saving throw or drop 1 held object of your choice
even if the new roll is a 1 or a 2. The weapon must have the and have that object be pushed 10 feet away in the
two-handed or versatile property for you to use this benefit. direction of your attack.
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    Disengaging Attack. Immediately after taking the Attack Ability Score Improvement
action on your turn, you can spend 1 focus point to take the
Disengage action as a bonus action. When you reach 4th level, and again at 8th, 12th, 16th, and
Resorting Attack. If a creature misses you with a 19th level, you can increase one ability score of your choice
weapon attack, you can spend 1 focus point and use your by 2, or you can increase two ability scores of your choice
reaction to make a weapon attack against the creature. by 1. As normal, you can't increase an ability score above 20
Piercing Shot. When you make a ranged weapon attack using this feature.
against a creature, you can spend 1 focus point to attempt
to shoot through multiple opponents. On a hit, the creature Extra Attack
suffers normal damage and you make an attack roll with Beginning at 5th level, you can attack twice, instead of
disadvantage against every creature in a line directly once, whenever you take the Attack action on your turn.
behind the target within your first range increment.
Steady Attack. When you make a weapon attack against Fleet of Foot
a creature, you can spend 1 focus point to gain advantage
on the attack roll. Starting at 8th level, when you take the Dash action, you
can pass through any difficult terrain without requiring
Hunter Archetype extra movement.
At 3rd level, you choose to emulate the ideals and training Additionally, you are able to pass through
of a hunter archetype: Beast Master, Marksman or Survival, nonmagicalplants without being slowed by them or taking
each detailed at the end of the class description. Your damage from them if they have thorns, spines, or a similar
choice grants you features at 3rd level and again at 7th, hazard.
11th, and 15th level. Know Your Prey
Animal Companion At 9th level, you can glean intimate knowledge about the
Beginning at 3rd level, you have strengthened your connec- capabilities of your marked target. As action you can learn
tion with animals, allowing you to bond with a creature of two of the following characteristics of your choice about
the natural world. the target of your hunter's mark if it's within 120 feet.
You gain a companion that accompanies you on your Creature Type
adventures and is trained to fight alongside you. Choose a Armor Class
beast that is no larger than Medium with a challenge rating Speed
of 1/2 or lower. your animal companion gains all the Damage Vulnerabilities
benefits of your Companion's bond ability. You can only Damage Resistances
have one animal companion at a time. Damage Immunities
If your animal companion dies, you can obtain another Senses
one by spending 8 hours bonding with another animal that
isn't hostile to you, either the same type of beast as before Once you have gained knowledge of a creature, you can't
or a different one. gain more knowledge of that type of creature for 24 hours.
Companion's Bond Hide in Plain Sight
Your beast companion gains a variety of benefits once loyal. Beginning at 13th level, you can use the Hide action as a
The beast loses its Multiattack action, if it has one. bonus action on your turn. Also, you can't be tracked by
Your companion obeys your commands as best it can. It non-magical means, unless you choose to leave a trail.
rolls initiative like any other creature, but you determine Honed Senses
its actions, decisions, attitudes and so on. If you are
incapacitated or absent, the companion acts on its own. Upon reaching 17th level, you gain preternatural senses
Your beast companion has abilities and statistics that help you fight creatures you can't see. When you attack
determined in part by your level. Using your proficiency a creature you can't see, your inability to see it doesn't
bonus rather than its own. In addition to the areas impose disadvantage on your attack rolls against it. You are
where it normally uses its proficiency bonus, your also aware of the location of any invisible creatures within
companion also adds its proficiency bonus to its AC and 30 feet of you, provided that the creature isn't hidden from
to its damage rolls. you and you aren't blinded or deafened.
Your beast gains proficiency in two skills of your choice.
It also becomes proficient in all saving throws. Aspect of the Wild
For each level above 3rd, your beast companion gains an At 20th level, you become an unparalleled hunter. Once on
additional hit die and its maximum hit points increases each of your turns, you can add your Wisdom modifier to
accordingly. This is retroactive for companions gained the attack roll or the damage roll of an attack you make.
at later levels. You can choose to use this feature before or after the roll,
Whenever you gain an Ability Score Improvement, your but before any effects of the roll are applied.
companions abilities improve as well, applying all the
rules of increasing ability scores that applies to you.
Your companions alignment changes to sharing yours.

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Hunter Archetypes
All hunters have certain things in common, such as their
love for the wilderness, or their passion for beasts. But
some hunters have more than love for beasts, and others a
greater love for the wild, hunters fall into three categories:
Beast Master, Marksman, and Survivalist.
Beast Master
Among the most gifted hunters, there are those who have
from birth felt a profound bond with the creatures of the
wild. These beast masters are drawn to the perilous primal
world, invigorated by its dangerous and untamed nature.
Primitive landscape becomes home. Ferocious predator
becomes kin.
Dire Tamer
Starting at 3rd level, your way with beasts are unmatched,
making you able to tame Large beasts with a challenge
rating of 1 or lower.
Kindred Spirit
Beginning at 7th level, you and your animal companion
form a more potent fighting team. When you hit a creature
with a weapon attack on your turn, if your companion is
within range, it can use its reaction to make a melee attack
against the same target.
Additionally, you can use your reaction to warn your
companion when an attack roll is made against it, giving it
resistance to all damage dealt by the attack if it hits.
Aspect of the Wilds
Starting at 11th level, your time spent around your animal
companion have begun influencing you, granting you one of
the following features of your choice.
Pack Tactics. You have advantage on an attack roll
against a creature if at least one of your allies is within 5
feet of the creature and the ally isn't incapacitated.
Pounce. If you move at least 20 feet straight toward a
creature and then hit with a melee weapon attack on the
same turn, that target must succeed on a Strength saving
throw or be knocked prone.
Rampage. When you reduce a creature to 0 hit points
with a weapon attack on your turn, you can use your bonus
action to move up to half your speed and make another
attack with the same weapon.
One of the Pack
At 15th level, the 'voice' of your companion helps you to
overcome grievous injuries and keep on fighting. When you
take damage that reduces you to 0 hit points and doesn't
kill you outright, your companion can use its reaction to
call out to you. If you are within range to hear its call, you
immediately gain hit points equal to your hunter level, and
regain your consciousness.
Once you (and your companion) uses this feature, you
can't use it again until you finish a long rest.

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Marksman Survival
Marksmen shroud themselves in the perils of the untamed All hunters feel a calling to the wild, but some serve as a
wilds, perfecting the use of weapons that are deadliest reflection of its brutality. To them, the hunt is defined by
from great range. They have little interest in gaining the unrelenting ferocity. Weapons of great range are thrown
loyalty of beasts. Instead, they blend into the surrounding away for close-quarters combat.
environment, surveying predators and delivering deadly
shots from great distances. Predator
Starting at 3rd level, at the start of your first turn of each
Careful Aim combat, your walking speed increases by 10 feet, which
Starting at 3rd level, your aim becomes deadly. As a bonus lasts until the end of that turn. If you take the Attack action
action on your turn, you can take careful aim at a creature on that turn, you can make one additional weapon attack as
you can see that is within range of a ranged weapon you're part of that action. If the attack hits, the target takes an
wielding. Until the end of your turn, your ranged attacks extra 1d8 damage of the weapon's damage type.
with that weapon gain two benefits against the target. Additionally, you add your Wisdom modifier to your
initiative rolls.
The attack ignores half and three-quarters cover.
On a hit, the weapon deals additional damage to the Camouflage
target equal to 2 + half your hunter level. Beginning at 7th level, you gain the ability to cast the pass
You can use this feature three times. You regain expended without trace spell without providing material components,
uses when you finish a short or long rest. but only as a ritual. You must have access to fresh mud, dirt,
plants, soot, or other natural occurring materials for you to
Aspect of the Eagle be able to do so.
Beginning at 7th level, you can take Search action as a Marked Counter
bonus action. You also gain proficiency in the Perception,
Investigation, or Survival skill (choose one). If you already Upon reaching 11th level, you gain the ability to counter-
have proficiency in all three, you gain expertise in one of attack when your marked target tries to sabotage you. If the
them of your choice. target of your Hunter's Mark forces you to make a saving
throw, you can use your reaction to make a weapon attack
Multiattack against the quarry. You make this attack before making the
Upon reaching 11th level, you gain one of the following saving throw. If your attack hits, you gain advantage on your
features of your choice. saving throw, in addition to the attack's normal effects.
Barrage. You can use your action to make a ranged Aspect of the Beast
attack against any number of creatures within a 30-ft cone.
You must have ammunition for each target as normal, and At 15th level, you take on an aspect of a one of the following
you make a separate attack roll for each target. beasts of your choice.
Volley. You can use your action to make a ranged attack Cheetah. When you are subjected to an effect that
against any number of creatures within 10 feet of a point allows you to make a Dexterity saving throw to take only
you can see within your weapon's range. You must have half damage, you instead take no damage if you succeed on
ammunition for each target, as normal, and you make a the saving throw, and only half damage if you fail.
separate attack roll for each target. Monkey. When a creature misses you with a melee
attack, you can use your reaction to force that creature to
Marksman's Focus repeat the same attack against another creature (other
At 15th level, when you roll for initiative and have no uses than itself) of your choice.
of careful aim remaining, you regain one use. Turtle. When an attacker that you can see hits you with
an attack, you can use your reaction to halve the attack's
damage against you.

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Masters of Time and Space


Students gifted with a keen intellect and unwavering
Mage discipline may walk the path of the mage. The arcane
magic available to magi is both great and dangerous, and
Always remember that power is a double-edged blade. One thus is revealed only to the most devoted practitioners. To
side light, the other dark. It calls to you, where you are avoid interference with their spellcasting, mages wear only
most desperate; when victory seems worth any sacrifice. cloth armor, but arcane shields and enchantments give
There is a price to be paid for such a gift, and many eagerly them additional protection. To keep enemies at bay, mages
accept the bargain. Power alone is not to be feared. can summon bursts of fire to incinerate distant targets and
Fear, instead, those who wield it. cause entire areas to erupt, setting groups of foes ablaze.
— Jaina Proudmoore   Masters of ice can command blizzards that tear into flesh
and limit movement. Should enemies manage to survive
Clad in a golden robe, a blood elf closes her eyes to shut this assault, mages can shrink them into harmless sheep in
out the distractions of the battlefields and begins her quiet the blink of an eye.
chant. Fingers weaving in front of her, she completes her Powerful magi can even generate enhancements and
spell and launches a bead of fire toward the enemy ranks, portals, assisting allies by sharpening their minds and
where it erupts into an engulfing conflagration. transporting them instantly across the world.
The air shimmers, as a draenei lifts his hands above his
head twisting the air around him into a barrier of force Scholars of the Arcane
engulfs him, blocking a barrage of attacks against him. Wild and enigmatic, varied in form and function, the power
Golden eyes flashing, a human stomps his foot into the of magic draws students who seek to master its mysteries.
ground as a crippling fire sets him ablaze, as swords clash Some aspire to become like the titans, shaping reality itself.
against him, an inferno of fire spews out at the attackers, Though the casting of a typical spell requires merely the
engulfing them in hellfire. utterance of a few strange words, fleeting gestures, and
Mages are supreme magic-users, defined and united as a sometimes a pinch or clump of exotic materials, these
class by the spells they cast. Drawing on the leylines of surface components barely hint at the expertise attained
magic that permeates Azeroth, mages cast spells of explo- after years of apprenticeship and countless hours of study.
sive fire, arcing lightning, and subtle deception. Their Mages live and die by their spells. Everything else is
magic can conjure monsters from other planes of exis- secondary. They learn new spells as they experiment and
tence, or glimpses the future. Their mightiest spells change grow in experience. They can also learn them from other
one substance into another, call meteors down from the mages, from ancient tomes or inscriptions, and from
sky, or open portals across continents. ancient creatures that are steeped in magic.
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The Mage
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — — — —
2nd +2 Arcane Study 3 3 — — — — — — — —
3rd +2 Metamagic (1/rest) 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Arcane Study feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Arcane Study feature 4 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Arcane Study feature 5 4 3 3 3 2 1 1 — —
15th +5 Metamagic (2/rest) 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

The Lure of Knowledge Quick Build


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

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Arcane Recovery Spell Mastery


You learn to regain some of your magical energy by study- At 18th level, you have achieved such mastery over certain
ing your spellbook. Once per day when you finish a short spells that you can cast them at will. Choose a 1st-level
rest, you can choose expended spell slots to recover. The mage spell and a 2nd-level mage spell that are in your spell-
spell slots can have a combined level that is equal to or less book. You can cast those spells at their lowest level without
than half your mage level (rounded up), and none of the expending a spell slot when you have them prepared. If you
slots can be of 6th level or higher. want to cast either spell at a higher level, you must expend
For example, if you're a 4th-level mage, you can recover a spell slot as normal.
up to two levels worth of spell slots. You can recover either You can spend 8 hours in study, and change one or both
a 2nd-level spell slot or two 1st-level spell slots. of the spells you chose for different spells of the same level.
Arcane Study Signature Spells
Starting at 2nd level, you choose an arcane study, shaping When you reach 20th level, you gain mastery over two
your practice of magic through one of three areas: Arcane, powerful spells and can cast them with little effort. Choose
Fire or Frost, all detailed at the end of the class description. two 3rd-level mage spells in your spellbook as your signa-
Your choice grants you features at 2nd level and again at ture spells. You always have these spells prepared, they
6th, 10th, and 14th level. don't count against the number of spells you have prepared,
and you can cast each of them once at 3rd level without ex-
Metamagic pending a spell slot. When you do so, you can't do so again
At 3rd level, you gain the ability to twist your spells to suit until you finish a short or long rest.
your needs. You learn two of the following metamagics of If you want to cast either spell at a higher level, you must
your choice from the list below. expend a spell slot as normal.
When you use your Metamagic, you choose which effect
to twist your spells with. You must then finish a short or Arcane Studies
long rest to use your Metamagic again. Mages are spellcasters who favor magics involving the car-
At 15th level, you can use your Metamagic twice between dinal elements of the universe. Students gifted with a keen
rests. When you finish a short or long rest, you regain your intellect and unwavering discipline may walk the path of
expended uses. the mage. The magic available to mages is both great and
Careful Spell dangerous, and thus is revealed only to the most devoted
You can use your metamagic to protect creatures from your practitioners.
spells saving throw. Choose a number of creatures up to
your Intelligence modifier (minimum of 1). A chosen crea- Study of Arcane
ture automatically succeeds on its saving throw. Mages of the arcane are diviners of secrets, balancing the
webb and flow of incredible mystic energies. These practi-
Empowered Spell tioners push their magical knowledge to its very limits.
You can use your metamagic when you roll damage for a Those who master this craft are capable of releasing a
spell to reroll a number of the damage dice up to your barrage of unrelenting power upon their enemies.
Intelligence modifier (minimum of 1). You must then use
the new damage rolls. Abjuration Savant
Beginning when you select this study at 2nd level, the gold
Extended Spell and time you must spend to copy an abjuration spell into
You can use your metamagic when you cast a spell that has your spellbook is halved.
a duration of 1 minute or longer to double its duration, to a
maximum duration of 24 hours. Unstable Surge
Starting at 2nd level, your spellcasting can unleash surges
Distant Spell of untamed magic. Immediately after you cast a mage spell
You can use your metamagic when you cast a spell that has of 1st level or higher, roll a d20. If you roll a 1, consult the
a range of 5 feet or greater to double the range of the spell. Surge Intensity table beneath and roll on the Unstable
You can use your metamagic when you cast a spell that Surge table to create a random magical effect.
has a range of touch to make the range of the spell 30 feet.
Surge Intensity
Quickened Spell Spell level or Higher Surge Die
You can use your metamagic when you cast a spell that has
a casting time of 1 action to cast it as a bonus action. 1st level d8
3rd level d10
Subtle Spell
You can use your metamagic when you cast a spell to cast it 5th level d12
without any somatic or verbal components. 7th level d20

Ability Score Improvement The level of the spell slot that triggered the unstable
When you reach 4th level, and again at 8th, 12th, 16th, and surge determines the strength that the surge is capable of
19th level, you can increase one ability score of your choice achieving, as shown on the table beneath. When you trigger
by 2. or you can increase two ability scores of your choice an Unstable Surge, roll the dice shown for the spells level
by 1. As normal, you can't increase an ability score above 20 and consult the Unstable Surge table.
using this feature.
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Potent Cantrip
At 6th level, your damaging cantrips affect even creatures
Unstable Surge that avoid the brunt of the effect. When a creature succeeds
on a saving throw against your cantrip, the creature takes
d20 Effect half the cantrip's damage (if any) but suffers no additional
01 You cast mirror image. effects from the cantrip.
Illusory butterflies and flower petals flutter in Presence of Mind
02
the air within 10 feet of you for the next minute. Starting at 10th level, the magic that surges through you
03 You cast levitate on yourself. helps to ward off harm. While you maintain concentration
A spectral shield hovers near you for the next
on a spell, you have a +2 bonus to AC and all saving throws.
04 minute, granting you a +2 bonus to AC and Overpowered
immunity to magic missile.
Upon reaching 14th level, you are able to channel exceed-
05
You teleport up to 60 feet to an unoccupied ing amounts of arcane energy into a spell. When you cast a
space of your choice that you can see. mage spell of 5th level or lower that deals damage, you can
06 You regain 2d10 hit points. deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If
You glow with bright light in a 30-foot radius for you use this feature again before you finish a long rest, you
07
the next minute. Any creature that ends its turn take 2d12 psychic damage per level of the spell, immediate-
within 5 feet of you is blinded until the end of ly after you cast it. Each time you use this feature again
its next turn. before finishing a long rest, the force damage per spell level
08
Maximize the damage of the next damaging increases by 1d12. Damage dealt by this feature ignores
spell you cast. your resistances and immunities.
Creatures have disadvantage on saving throws
09 against the new spell you cast in the next Study of Fire
minute that involves a saving throw. While any worthy mage is an unparalleled expert in the use
Each creature within 30 feet of you becomes of magic and heavily dedicated to their craft, those who
invisible for the next minute. The invisibility master the forces of fire tend to be a little more audacious
10
ends on a creature when it attacks or casts a than their peers. These mages take pride, even pleasure in
spell. igniting their enemies in wild bursts of flame.
11 You cast magic missile as a 5th-level spell. Evocation Savant
You cast polymorph on yourself. If you fail the Beginning when you select this tradition at 2nd level, the
12 saving throw, you turn into a sheep for the gold and time you must spend to copy an evocation spell
spell's duration. into your spellbook is halved.
Up to three creatures you choose within 30 feet
13
of you take 4d10 force damage. Combustion
Starting at 2nd level, you can unleash the flames that blaze
14
You gain resistance to all damage for the next within you. As a bonus action, you magically wreath your-
minute. self in swirling fire, as your eyes glow like hot coals. For 1
You cast fireball as a 3rd-level spell centered on minute, you gain the following benefits:
15
yourself, the spell deals force damage instead.
You shed bright light in a 30-foot radius and dim light
16 You cast confusion centered on yourself. for an additional 30 feet.
17 You regain your lowest-level expended spell slot. Any creature takes fire damage equal to your
Intelligence modifier if it hits you with a melee attack
You teleport to the Astral Plane until the end of from within 5 feet of you or if it touches you.
18
your next turn, after which time you return to Whenever you roll fire damage on your turn, the roll
the space you previously occupied or the next gains a bonus to equal to your Intelligence modifier.
unoccupied space if that space is occupied.
For the next minute, you can see any invisible
Once you use this feature, you can’t use it again until you
19
creatures if you have line of sight to it. finish a short or long rest.
20 You regain all expended metamagic uses. Blazing Soul
Beginning at 6th level, if you are reduced to 0 hit points,
you can use your reaction to draw on the fiery energy that
burn within you. You are instead reduced to 1 hit point, and
each creature within 10 feet of you takes fire damage equal
to half your mage level + your Intelligence modifier.
If you use this feature while under the effects of your
Combustion, this feature instead deals fire damage equal to
your mage level + twice your Intelligence modifier, and your
Combustion immediately ends.
Once you use this feature, you can’t use it again until you
finish a long rest.

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Empowered Evocation Frigid Winds


Starting at 10th level, you can add your Intelligence modi- Starting at 10th level, you gain resistance to cold damage.
fier to damage rolls of any mage evocation spell you cast. In addition, whenever you cast a spell of 1st level or higher
that deals cold damage, frigid winds surround you. This
Hot Streak wind shivers creatures of your choice within 10 feet of you,
At 14th level, the blazing energy of your spells intensifies. making them lose their reaction until their next turn.
When you roll damage for a spell and roll the highest This feature have no effect on creatures that are immune
number possible on any of the dice, choose one of those to cold damage.
dice, roll it again and add that roll to the damage. You can
use the feature only once per turn. Ice Familiar
At 14th level, you learn the find familiar spell if you don't
Study of Frost already know it, and you cast it without providing material
Frost mages stand apart from their colleagues, in that their components. The familiar you summon is made of ice, and
chosen school of magic focuses on maintaining supreme have immunity to cold damage.
control over the capabilities of their enemies. Mages who As an action, you can transform the familiar into an ice
command frost perform chilling displays on the battlefield, elemental, as by the conjure elemental spell, its duration
rendering foes immobile as they bombard them with ice. becomes 1 minute, and if you lose your concentration the
elemental returns to being your familiar.
Conjuration Savant You can use this feature even if you don't have a familiar
Beginning when you select this tradition at 2nd level, the summoned, conjuring an ice elemental in an empty space
gold and time you must spend to copy a conjuration spell within 30 feet of you. Once the feature ends, the elemental
into your spellbook is halved. transforms into your familiar.
Your ice elemental uses the water elemental statistics
Cold Snap with the following changes.
Starting at 2nd level, whenever you hit a creature with a It is immune to cold damage
spell that deals cold damage, the target must succeed on a It deals slashing damage instead of bludgeoning.
Constitution saving throw or have its speed reduced by 10 It can cast the sleet storm spell once.
feet for 1 minute. In addition to any movement reduction
the spell might have normally. Once you use this feature, you can't use it again until you
finish a long rest.
Ice Barrier
At 6th level, you can manifest ice around a creature to
protective it from harm, warping with the creature to not
prevent movement.. As a bonus action, ice forms around a
creature you can see within 60 feet of you. The creature
gains resistance to bludgeoning, piercing, and slashing
from nonmagical attacks for 1 minute, until you use this
feature again, or until you are incapacitated.
You can use this feature twice. You regain expended uses
when you finish a long rest.

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Monk
To ask why we fight... is to ask why the leaves fall. It is in
their nature. Perhaps, there is a better question. Why do
we fight? To protect Home, and Family... To preserve
Balance, and bring Harmony.
— Chen Stormstout  
Taking a deep breath, an orc clad in loose clothes fastens
his footings. As the first charging arcs reach him, he ex-
hales a cone of fire from his mouth, engulfing his foes.
A gnome standing behind her allies as attacks clash
down upon them. She focuses her chi, manifesting a statue
of pure jade, as she sends a beam of chi towards her ally, Training and Asceticism
soothing their wounds. Small walled cloisters dot the world, tiny refuges from the
A tauren springs over a barricade and throws herself into flow of ordinary life, where time seems to stand still. The
the massed ranks of gnolls on the other side. She whirls monks who live there seek personal perfection through
among them, knocking their blows aside and sending them contemplation and rigorous training. Many entered the
reeling, until at last she stands alone. monastery as children, sent to live there when their parents
Whatever their discipline, monks are united in their died, when food couldn't be found to support them, or in
ability to magically harness the energy that flows in their return for some kindness that the monks had performed
bodies. Whether channeled as a striking display of combat for their families.
prowess or a subtler focus of defensive ability and speed, Some monks live entirely apart from the surrounding
this energy infuses all that a monk does. population, secluded from anything that might impede their
The Flow of Chi spiritual progress. Others are sworn to isolation, emerging
only to serve as spies or assassins at the command of their
Monks make careful study of the magical energy they call leader, a noble patron, or other mortal or divine power.
chi. The pandaren word for 'spirit', they use the energy of The majority of monks don't shun their neighbors,
their inner spirit, that flows through every living body. making frequent visits to nearby towns or villages and
Monks harness this power within themselves to create exchanging their service for food and other goods. As
magical effects and exceed their bodies' physical capabili- versatile warriors, monks often end up protecting their
ties. Using this energy, monks channel uncanny speed and neighbors from monsters or tyrants.
strength into their unarmed strikes, as they gain experi- For a monk, becoming an adventurer means leaving a
ence, their training and their mastery of chi gives them structured, communal lifes to become a wanderer. This can
more power over their bodies and the bodies of their foes. be a harsh transition, and monks don't undertake it lightly.
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The Monk
Proficiency Martial Chi Unarmored
Level Bonus Arts Points Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Chi, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Roll
4th +2 1d4 4 +10 ft. Ability Score Improvement
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Palm
6th +3 1d6 6 +15 ft. Monastic Tradition feature, Chi-Empowered Strikes
7th +3 1d6 7 +15 ft. Evasion, Detox
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. —
10th +4 1d6 10 +20 ft. Mystic Vitality
11th +4 1d8 11 +20 ft. Monastic Tradition feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Transcendence
14th +5 1d8 14 +25 ft. Zen Focus
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Transcendence Improvement
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Inner Self

Creating a Monk Class Features


As you make your monk character, think about your As a monk, you gain the following class features.
connection to the monastery where you learned your skills
and spent your formative years. Were you an orphan or a Hit Points
child left on the monastery's threshold? Did your parents Hit Dice: 1d8 per monk level
promise you to the monastery in gratitude for a service Hit Points at 1st Level: 8 + your Constitution modifier
performed by the monks? Did you enter this secluded life to Hit Points at Higher Levels: 1d8 + your Constitution
hide from a crime you committed? Or did you choose the modifier per monk level after 1st
monastic life for yourself?
Consider why you left. Did the head of your monastery Proficiencies
choose you for a particularly important mission beyond the Armor: Light armor
cloister? Perhaps you were cast out because of some Weapons: Simple weapons, shortswords
violation of the community's rules. Did you dread leaving, Tools: Choose one type of artisan's tools or one musical
or were you happy to go? Is there something you hope to instrument
accomplish outside the monastery? Arc you eager to return
to your home? As a result of the structured life of a Saving Throws: Strength, Dexterity
monastic community and the discipline required to harness Skills: Choose two from Acrobatics, Athletics, History,
chi, monks are almost always lawful in alignment. Insight, Religion, and Stealth
Quick Build Equipment
You can make a monk quickly by following these sugges- You start with the following equipment, in addition to the
tions. First, make Dexterity your highest ability score, equipment granted by your background:
followed by Wisdom. (Mistweaving monks make their (a) a shortsword or (b) any simple weapon
Wisdom higher than Dexterity). (a) a dungeoneer's pack or (b) an explorer's pack
10 darts

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Unarmored Defense Unarmored Movement


Beginning at 1st level, while you are wearing no armor and Starting at 2nd level, your speed increases by 10 feet while
not wielding a shield, your AC equals 10 + your Dexterity you are not wearing armor or wielding a shield. This bonus
modifier + your Wisdom modifier. increases when you reach certain monk levels, as shown in
the Monk table.
Martial Arts
At 1st level, your practice of martial arts gives you mastery Monastic Tradition
of combat styles that use unarmed strikes and monk When you reach 3rd level, you commit yourself to a
weapons, which are shortswords and any simple melee monastic tradition: the Way of the Brewmaster, the Way of
weapons that don't have the two-handed or heavy property. the Mistweaver, or the Way of the Windwalker, all detailed
You gain the following benefits while you are unarmed or at the end of the class description. Your tradition grants you
wielding only monk weapons and you aren't wearing mail features at 3rd level and again at 6th. 11th, and 17th level.
or plate armor or wielding a shield:
Roll
You can use Dexterity instead of Strength for the attack
and damage rolls of your unarmed strikes and weapons. At 3rd level, you are able to tumble across the battlefield
You can roll a d4 in place of the normal damage of your when you are not wearing armor or wielding a shield. Using
unarmed strike or monk weapon. This die changes as your bonus action, you can tumble 10 feet in a straight line
you gain monk levels, as shown in the Martial Arts without expending movement, giving opportunity attacks
column of the Monk table. against you disadvantage.
When you use the Attack action with an unarmed strike Once you use this feature, you can't use it again until you
or a monk weapon on your turn, you can make one move 0 feet on one of your turns.
unarmed strike as a bonus action. For example, if you
take the Attack action and attack with a quarterstaff, you Ability Score Improvement
can also make an unarmed strike as a bonus action. When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
Chi by 2, or you can increase two ability scores of your choice
Starting at 2nd level, your training allows you to harness by 1. As normal, you can't increase an ability score above 20
the mystic energy of chi. Your access to this energy is using this feature.
represented by a number of chi points. Your monk level
determines the number of points you have, as shown in the Extra Attack
Chi Points column of the Monk table. Beginning at 5th level, you can attack twice, instead of
You can spend these points to fuel various chi features. once, whenever you take the Attack action on your turn.
You start knowing four such features: Flurry of Blows,
Patient Defense, Step of the Wind, and Surging Mist. You Stunning Palm
learn more chi features as you gain levels in this class.
When you spend a chi point, it is unavailable until you Starting at 5th level, you can interfere with the flow of chi
finish a short or long rest, at the end of which you draw all in an opponent's body. Once per turn when you hit another
of your expended chi back into yourself. You must spend 30 creature with a melee weapon attack, you can spend 1 chi
minutes of the rest meditating to regain your chi points. point to attempt a stunning strike. The target must succeed
Some of your chi features require your target to make a on a Constitution saving throw or be stunned until the end
saving throw to resist the feature's effects. The saving of your next turn.
throw DC is calculated as follows:
Chi-Empowered Strikes
Chi save DC = 8 + your proficiency bonus + Starting at 6th level, your unarmed strikes count as magical
your Wisdom modifier for the purpose of overcoming resistance and immunity to
Fists of Fury nonmagical attacks and damage.
Immediately after you take the Attack action on your turn, Evasion
you can spend 1 chi point to make two unarmed strikes as
a bonus action. At 7th level, your instinctive agility lets you dodge out of the
way of certain area effects, such as a blue dragon's frost
Elusive Dance breath or a fireball spell. When you are subjected to an
You can spend 1 chi point to take the Dodge action as a effect that allows you to make a Dexterity saving throw to
bonus action on your turn. take only half damage, you instead take no damage if you
succeed on the saving throw, and half damage if you fail.
Step of the Wind
You can spend 1 chi point to take the Disengage or Dash Detox
action as a bonus action on your turn, and your jump Starting at 7th level, you can use an action to end one effect
distance is doubled for the turn. on yourself that is causing you to be charmed or frightened.
Effuse
You can spend chi points and use your bonus action to Mystic Vitality
touch a creature within range. The creature regains hit Beginning at 10th level, your mastery of the chi flowing
points equal to 1d4 + 1 for each chi point you spent, to a through you makes you immune to disease and poison.
maximum of 4d4 + 4.
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Transcendence
At 13th level, you can use your action and spend 1 chi point
to summon an incorporeal jade visage of yourself in your
space, the visage doesn't move and appears to be in deep
meditation. It stays for 1 minute before vanishing.
While you are within 60 feet of the visage, you can use
your bonus action to change position with it, teleporting
you to the space you summoned it in. Once done, the visage
vanishes.
Upon reaching 18th level, your visage stays for 1 hour
before vanishing, and its range increases to 1 mile.
Zen Focus
Beginning at 14th level, your mastery over chi grants you
proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail,
you can spend 1 chi point to reroll it and use the new roll.
Timeless Body
At 15th level, your chi sustains you so that you suffer none
of the frailty of old age, and you can't he aged magically.
You can still die of old age, however. In addition, you no
longer need food or water.
Inner Self
At 20th level, when you roll for initiative and have no chi
points remaining, you regain 4 chi points.
Monastic Traditions
Three traditions of monastic pursuit were common in the
monasteries scattered across Pandaria. Most monasteries
practice one tradition exclusively, sending out monks to
teach their ways throughout Azeroth. All three traditions
rely on the same basic techniques, diverging as the student
grows more adept.
Way of the Brewmaster
Brewmasters are often quirky and joyful, many would think
them merely as fools that enjoy a drink to bring gladness to
the despondent or to demonstrate humility to the arrogant,
but when battle is joined, the brewmaster can be a madden-
ing, masterful foe.
Bonus Proficiency
When you choose this monastery at 3rd level, you gain pro-
ficiency with brewer's supplies if you don't already have it.
Stagger
At 3rd level, you are able to shrug off attacks made against
you. You can use your reaction upon taking damage to give
yourself resistance to all damage dealt by the attack, except
psychic damage.
You can use this feature twice. You regain expended uses
when you finish a short or long rest.
Elusive Brawler
Starting at 6th level, you can move in sudden, swaying
ways. You gain the following benefits.
Leap to Your Feet. When you're prone, you can stand up
by spend 5 feet of movement, rather than half your speed.
Redirect Attack. When a creature misses you with a
melee attack roll, you can spend 1 chi point as a reaction to
cause that attack to hit one creature of your choice, other
than the attacker, that you can see within 5 feet of you.
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Black Ox Brew
Starting at 11th level, when you make an ability check, an    The statue has hit points equal to twice your monk level,
attack roll, or a saving throw and have disadvantage on the resistance to all damage, and immunity to psychic and
roll, you can spend 2 chi points to cancel the disadvantage poison damage. Whenever you use your Soothing Mist
for that roll. feature, you may choose a second target within 60 feet of
the jade statue to be healed for half of the hit points you
High Tolerance restore.
At 17th level, you are capable of shrugging of immense pain The statue remains for 1 minute or until it is destroyed.
like it was nothing. Whenever you use your Stagger feature,
you gain immunity to all damage except psychic. Way of the Windwalker
Among monks, none have mastered the martial arts as the
Way of the Mistweaver windwalkers have, and few across Azeroth can fight with
Mistweavers are unique among those who heal, they their grace. Windwalkers possess unparalleled physical
channel mysterious energy. Those who weave the mists finesse, and are capable of overwhelming their enemies
wield the power of life’s essence, using a mixture of preven- with a dizzying flurry of punches and kicks.
tative and restorative spells to mend their allies’ wounds.
Winds Technique
Soothing Mist Starting at 3rd level, you can manipulate your enemy's chi
At 3rd level, you have a pool of healing chi that replenishes when you harness your own. Whenever you hit a creature
when you take a long rest. With that pool, you can restore a with one of the attacks granted by your Fists of Fury, you
total number of hit points equal to your monk level x 10. can impose one of the following effects on that target:
As an action, you can manifest a beam of chi towards a It must succeed on a Dexterity saving throw or be
creature within 30 feet of you and draw power from the knocked prone.
pool to restore a number of hit points to that creature, up to It must make a Strength saving throw. If it fails, you can
the maximum amount remaining in your pool. push it up to 15 feet away from you.
Alternatively, you can expend 5 hit points from your pool It can't take reactions until the end of your next turn.
of healing to cure the target of one disease or neutralize
one poison affecting it. You can cure multiple diseases and Windwalking
neutralize multiple poisons with a single use of Soothing Starting at 6th level, you gain the ability to channel your chi
Mist, expending hit pointss separately for each one. into enhancing your own body. As an action, you can spend
This feature has no effect on constructs. 4 chi points to cast the haste spell on yourself without pro-
viding a material component.
Mistwalk In addition, you can use your reaction when you fall to
Starting at 6th level, you are able to teleport short distances reduce any falling damage you take by an amount equal to
through mist. As an action, you can spend 1 chi point and twice your monk level.
teleport 60 feet to an unoccupied space you can see. As
part of the same action you can use your soothing mist on a Unpredictable Strikes
target within range of your new position. Upon reaching at 11th level, whenever you make an oppor-
Reawaken
tunity attack, you may spend 1 chi point to use your Fists of
Fury feature against the target instead.
Upon reaching 11th level, you are able to manifest your chi
to reawaken a creature that has fallen. As an action, you Touch of Death
can expend 4 chi points to cast revivify without providing a At 17th level, when you hit with an unarmed strike, you can
material component. You must then finish a long rest to spend 3 chi points to transfer a deadly stream of chi into
cast revivify again in this way. their body. The target must make a Constitution saving
Statue of the Jade Serpent
throw. Taking 7d8 + 20 psychic damage on a failed save, or
half as much damage on a successful one.
At 17th level, you can give your chi physical form, shaping it Once you have used this feature, you can't use it again
into a statue of Yu'lon the Jade Serpent. You can spend 3 until you have finished a long rest.
chi points as an action, and choose an empty space within
30 feet of you, manifesting a statue of jade.

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

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The Paladin
Proficiency
Level Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands — — — — —
2nd +2 Fighting Style, Spellcasting, Crusader Strike 2 — — — —
3rd +2 Sacred Oath, Divine Aura (1/rest) 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Divine Aura (2/rest) 4 2 — — —
7th +3 Sacred Oath feature 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Divine Aura (3/rest) 4 3 2 — —
11th +4 Improved Crusader Strike 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Cleansing Touch, Divine Aura (4/rest) 4 3 3 1 —
15th +5 Sacred Oath feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 Divine Aura (5/rest) 4 3 3 3 1
18th +6 Divine Aura Improvement 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath feature 4 3 3 3 2

    Adventuring paladins take their work seriously. A delve As guardians against the forces of wickedness, paladins
into an ancient ruin or dusty crypt can be a quest driven by are rarely of any evil alignment. Most of them walk the
a higher purpose than the acquisition of treasure. Evil lurks paths of charity and justice.
in dungeons and primeval forests, and even the smallest
victory against it can tilt the cosmic balance away from Quick Build
oblivion. You can make a paladin quickly by following these sugges-
tions. First, Strength should be your highest ability score,
Creating a Paladin followed by Charisma. (Paladins who strive to please the
The most important aspect of a paladin character is the holy light and heal their allies make Constitution higher
nature of his or her holy quest. Although the class features than Strength.)
related to your oath don't appear until you reach 3rd level,
plan ahead for that choice by reading the oath descriptions Class Features
at the end of the class. Are you a devoted servant of good, As a paladin, you gain the following class features.
loyal to the light, justice and honor, a holy knight in shining
armor venturing forth to smite evil? Or are you a glorious Hit Points
champion of the light, cherishing everything beautiful that Hit Dice: 1d10 per paladin level
stands against the shadow? Hit Points at 1st Level: 10 + your Constitution modifier
How did you experience your call to serve as a paladin? Hit Points at Higher Levels: 1d10 + your Constitution
Did you hear a whisper from the light while you were at modifier per paladin level after 1st
prayer? Did another paladin sense the potential within you
and decide to train you as a squire? Or did some terrible Proficiencies
event drive you to your quests? Perhaps you stumbled into Armor: All armor, shields
a sacred grove or a hidden elven enclave and found yourself Weapons: Simple weapons, martial weapons
called to protect all such refuges of goodness and beauty. Tools: None
Or you might have known from your earliest memories that Saving Throws: Wisdom, Charisma
the paladin's life was your calling. Skills: Choose two from Athletics, Insight, Intimidation,
Medicine, Persuasion, and Religion
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Equipment Spellcasting
You start with the following equipment, in addition to the By 2nd level, you have learned to draw on divine magic
equipment granted by your background: through meditation and prayer to cast spells as a priest
(a) a greatsword or (b) any martial weapon does. See chapter 10 of the Player's Handbook for the
(a) a priest's pack or (b) an explorer's pack general rules of spelicasting and chapter 6 of this book for
Chain mail, shield and a holy symbol the paladin spell list.
Divine Sense Preparing and Casting Spells
The Paladin table shows how many spell slots you have to
The presence of strong evil registers on your senses like a cast your spells. To cast one of your paladin spells of 1st
noxious odor, and powerful good rings like heavenly music level or higher, you must expend a slot of the spell's level or
in your ears. As an action, you can open your awareness to higher. You regain all expended spell slots when you finish
detect such forces. Until the end of your next turn, you a long rest.
know the location of any celestial, fiend, or undead within You prepare the list of paladin spells that are available for
60 feet of you that is not behind total cover. You know the you to cast, choosing from the paladin spell list. When you
type (celestial, fiend, or undead) of any being whose do so, choose a number of paladin spells equal to your
presence you sense, but not its identity (the demon Illidan Charisma modifier + half your paladin level, rounded down
Stormrage, for instance). Within the same radius, you also (minimum of one spell). The spells must be of a level for
detect the presence of any place or object that has been which you have spell slots.
consecrated or desecrated, as with the hallow spell. For example, if you are a 5th-level paladin, you have four
You can use this feature a number of times equal to 1 + 1st-level and two 2nd-level spell slots. With a Charisma of
your Charisma modifier. When you finish a long rest, you 14, your list of prepared spells can include four spells of 1st
regain all expended uses. or 2nd level, in any combination. If you prepare the 1st-level
spell cure wounds, you can cast it using a 1st-level or a 2nd-
Lay on Hands level slot. Casting the spell doesn't remove it from your list
Your blessed touch can heal wounds. You have a pool of of prepared spells.
healing power that replenishes when you take a long rest. You can change your list of prepared spells when you
With that pool, you can restore a total number of hit points finish a long rest. Preparing a new list of paladin spells
equal to your paladin level x 5, requires time spent in prayer and meditation: at least 1
As an action, you can touch a creature and draw power minute per spell level for each spell on your list.
from the pool to restore a number of hit points to that crea- Spellcasting Ability
ture, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool Charisma is your spellcasting ability for your paladin spells,
of healing to cure the target of one disease or neutralize since their power derives from the strength of your convic-
one poison affecting it. You can cure multiple diseases and tions. You use your Charisma whenever a spell refers to
neutralize multiple poisons with a single use of Lay on your spellcasting ability. In addition, you use your Charisma
Hands, expending hit points separately for each one. modifier when setting the saving throw DC for a paladin
This feature has no effect on undead and constructs. spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
Fighting Style your Charisma modifier
At 2nd level, you adopt a style of fighting as your specialty. Spell attack modifier = your proficiency bonus +
Choose one of the following options. You can't take a your Charisma modifier
Fighting Style option more than once, even if you later get
to choose again. Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your
Defense paladin spells.
While you are wearing armor, you gain a +1 bonus to AC.
Crusader Strike
Dueling Starting at 2nd level, when you hit a creature with a melee
When you are wielding a melee weapon in one hand and no weapon attack, you can expend a spell slot to deal radiant
other weapons, you gain a +2 bonus to damage rolls with damage to the target, in addition to the weapon's damage.
that weapon. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8
Great Weapon Fighting for each spell level higher than 1st, to a maximum of 5d8.
When you roll a 1 or 2 on a damage die for an attack you Crusader Strikes damage increases by 1d8 if the target is
make with a melee weapon that you are wielding with two an undead or a fiend.
hands, you can reroll the die and must use the new roll. Sacred Oath
The weapon must have the two-handed or versatile
property for you to gain this benefit. When you reach 3rd level, you swear the oath that binds
you as a paladin forever. Up to this time you have been in a
Protection preparatory stage, committed to the path but not yet sworn
When a creature you can see attacks a target other than to it. Now you choose the Oath of the Holy, the Oath of
you that is within 5 feet of you, you can use your reaction to Protection, or the Oath of Retribution, all detailed at the
impose disadvantage on the attack roll. You must be end of the class description.
wielding a shield.

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    Your choice grants you features at 3rd level and again at Ability Score Improvement
7th, 15th, and 20th level. Those features include oath spells When you reach 4th level, and again at 8th, 12th, 16th, and
and the Channel Divinity feature. 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
Oath Spells by 1. As normal, you can't increase an ability score above 20
Each oath has a list of associated spells. You gain access to using this feature.
these spells at the levels specified in the oath description.
Once you gain access to an oath spell, you always have it Extra Attack
prepared. Oath spells don't count against the number of
spells you can prepare each day. Beginning at 5th level, you can attack twice, instead of
If you gain an oath spell that doesn't appear on the pala- once, whenever you take the Attack action on your turn.
din spell list, the spell is nonetheless a paladin spell for you.
Improved Crusader Strike
Channel Divinity By 11th level, you are so suffused with righteous might that
Your oath allows you to channel divine energy to fuel all your melee weapon strikes carry divine power with
magical effects. Each Channel Divinity option provided by them. Whenever you hit a creature with a melee weapon,
your oath explains how to use it. the creature takes an extra 1d8 radiant damage. If you also
When you use your Channel Divinity, you choose which use your Crusader Strike with an attack, you add this
option to use. You must then finish a short or long rest to damage to the extra damage of your Crusader Strike.
use your Channel Divinity again.
Some Channel Divinity effects require saving throws. Cleansing Touch
When you use such an effect from this class, the DC equals Beginning at 14th level, you can use your action to end one
your paladin spell save DC. spell on yourself or on one willing creature that you touch.
Divine Auras You can use this feature a number of times equal to your
Charisma modifier (a minimum of one), regaining expend-
Upon reaching 3rd level, you are able to emit your divinity ed uses when you finish a long rest.
onto creatures within 10 feet of you as divine auras.
As an action you active a divine aura, choosing which Sacred Oath
effect to create, you can only have one aura active at a time.
The aura persists for 1 hour before vanishing. You must Becoming a paladin involves taking vows that commit the
then finish a long rest to use a Divine Aura again. paladin to the cause of righteousness, an active path of
Beginning at 6th level, you can use your Divine Aura fighting wickedness. The final oath, taken when he or she
twice between rests, and you gain an additional use at reaches 3rd level, is the culmination of all the paladin's
10th, 14th, and 17th level. When you finish a long rest, you training. Some characters with this class don't consider
regain your expended uses. themselves true paladins until they have reached 3rd level
At 18th level, the range of your aura increases to 30 feet. and made this oath. For others, the actual swearing of the
oath is a formality, an official stamp on what has always
Aura of Courage been true in the paladin's heart.
You and friendly creatures can't be charmed or frightened.
Oath of the Holy
Aura of Devotion Like priests who serve the Light, holy paladins are devout
Whenever you or a friendly creature must make a saving in their faith. Those who pledge themselves to the holy oath
throw, the creature gains a bonus to their saving throw becomes beacons of the Light for their allies in conflict,
equal to your Charisma modifier (minimum of 1). taking up the heavy armor and weaponry of justice.
Aura of Protection Oath Spells
Whenever you or a friendly creature is hit by a weapon You gain oath spells at the paladin levels listed.
attack, its damage is reduced by an amount equal to your
Charisma modifier. Damage can't be reduced below 1. Oath of the Holy Spells
Aura of Resistance Paladin Level Spells
You and friendly creatures within range have resistance to 3rd protection from evil and good, sanctuary
damage from spells. 5th lesser restoration, zone of truth
Aura of the Crusader 9th beacon of hope, revivify
Whenever you or a friendly creature hits with a weapon 13th death ward, guardian of faith
attack, their attack deals extra radiant damage equal to
your Charisma modifier (minimum of 1). 17th holy weapon, mass cure wounds

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Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Light of Dawn. As an action, you present the holy light
and release a burst of radiant healing that can restore a
number of hit points equal to three times your paladin 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 an undead or construct.
Light's Hammer. As an action, you slam a divine maul
into the ground at a point within 30 feet of you, causing the
ground to erupt in holy light in a 10-ft radius. Any ally
within range is healed equal to your paladin level, and all
enemies within range must make a Constitution saving
throw, taking your paladin level in radiant damage on a
failed save, and half as much on a successful one.
Soothing Hand
Beginning at 7th level, you are able to use your Lay on
Hands on targets that are within 30 feet of you, instead of
requiring to touch them.
Divine Shield
Starting at 15th level, when you are reduced to 0 hit points
and are not killed outright, you can choose to drop to 1 hit
point instead. Once you use this ability, you can't use it
again until you finish a long rest.
Lightbringer
At 20th level, you can envelope your body in the warmth of
the holy light, making your skin shine a bright golden light.
Using your action, you undergo a transformation. For 1
minute, you gain the following benefits:
Whenever you cast a paladin spell that has a casting
time of 1 action, you can cast it using your bonus action.
Enemy creatures within 10 feet of you have disadvan-
tage on saving throws against your paladin spells and
Channel Divinity options.
You shine bright light in a 20-ft radius around you, and
dim light for an additional 20 feet.
    Once you use this feature, you can't use it again until you
finish a long rest.
Oath of Protection
Stalwart and steadfast, these protectors are ardent defen-
ders of the Light and all that it touches, and are rejuvenated
by its radiance in return. Dedicated to their cause, they con-
secrate the very ground upon which they battle corruption.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Protection Spells
Paladin Level Spells
3rd sanctuary, shield of faith
5th branding smite, warding bond
9th aura of vitality, life transference
13th aura of purity, death ward
17th banishing smite, reincarnate

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Channel Divinity Oath Spells


When you take this oath at 3rd level, you gain the following You gain oath spells at the paladin levels listed.
two Channel Divinity options.
Avenger's Shield. As an action, you can toss a radiant Oath of Retribution Spells
copy of a wielded shield against a target within 60 feet of Paladin Level Spells
you as part of the same action. The target must make a 3rd compelled duel, searing smite
Constitution saving throw. On a failed save, the target takes
radiant damage equal to your paladin level, or half as much 5th flame blade, magic weapon
damage on a successful one. If the target is concentrating 9th binding smite, holy wrath
on a spell, their check made to keep concentration is made
with disadvantage. 13th banishment, staggering smite
Consecration. As an action, you consecrate the land 17th destructive wave, dispel evil and good
around you. Each creature of your choice that you can see
within 30 feet of you must make a Wisdom saving throw. Channel Divinity
On a failed save, a creature can't willingly move more than When you take this oath at 3rd level, you gain the following
30 feet away from you. This effect ends on the creature if two Channel Divinity options.
you are incapacitated or die, or if the creature is moved
more than 30 feet away from you. Templar's Verdict. As a bonus action, you can utter a
verdict against a creature you can see within 10 feet of you.
Holy Shield You gain advantage on attack rolls against the creature for
Starting at 7th level, when a creature within 5 feet of you 1 minute, until it drops to 0 hit points or falls unconscious.
takes damage, you can use your reaction to magically Weapon of Justice. As an action, you slam a divine
substitute your own health for that of the target creature, weapon down upon an enemy within 30 feet, the target
causing that creature not to take the damage. Instead, you must succeed a Constitution saving throw, or be stunned
take the damage. This damage to you can't be reduced or for a number of rounds equal to your Charisma modifier, or
prevented in any way. until it takes damage. The target makes another saving
throw at the end of each of its turns, ending the sun on a
Guarded by the Light successful save.
At 15th level, the holy light mends your wounds in battle.
You regain hit points equal to 1d6 + half your paladin level Divine Weapon
if you end your turn in combat with fewer than half of your Upon reaching 7th level, your weapon attacks count as
hit points remaining and you aren't incapacitated. magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Ardent Defender
At 20th level, you armor is replaced by heavy plates of Relentless Avenger
divine energy, your presence on the field of battle becoming Starting at 15th level, when a creature under the effect of
an inspiration to those around you. Using your action, you your Templar's Verdict makes an attack, you can use your
undergo a transformation. For 1 minute, you gain the reaction to make a melee weapon attack against the
following benefits: creature if it is within range.
You have resistance to all damage. Divine Judgement
Your allies have advantage on death saving throws while At 20th level, you gain the ability to harness extraordinary
within 30 feet of you. martial prowess. Using your action, you undergo a trans-
You have advantage on Wisdom saving throws, as do formation. For 1 minute, you gain the following benefits:
your allies within 30 feet of you.
    Once you use this feature, you can't use it again until you You have resistance to bludgeoning, piercing, and
finish a long rest. slashing from nonmagical weapons.
When you take the Attack action on your turn, you can
Oath of Retribution make one additional attack as part of that action.
Your melee weapon attacks score a critical hit on a roll
Retribution paladins are vengeful guardians of the weak, of 19 or 20 on the d20.
crusaders judging and punishing the wicked. Their resolute    Once you use this feature, you can't use it again until you
conviction in the divine order of all things assures them finish a long rest.
that victory is inevitable, but they will fight to the end to
ensure that the Light prevails.

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

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The Priest
Proficiency Light Cantrips
Level Bonus Points Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Spellcasting, Divine Priesthood 3 2 — — — — — — — —
Channel Divinity (1/rest), Divine
2nd +2 2 3 3 — — — — — — — —
Priesthood feature, Lightwell
3rd +2 3 Word of Power 3 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 5 — 4 4 3 2 — — — — — —
Channel Divinity (2/rest), Divine
6th +3 6 4 4 3 3 — — — — — —
Priesthood feature
7th +3 7 — 4 4 3 3 1 — — — — —
Ability Score Improvement, Divine
8th +3 8 4 4 3 3 2 — — — — —
Priesthood feature
9th +4 9 — 4 4 3 3 3 1 — — — —
10th +4 10 Divine Intervention, Word of Power 5 4 3 3 3 2 — — — —
11th +4 11 — 5 4 3 3 3 2 1 — — —
12th +4 12 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 13 — 5 4 3 3 3 2 1 1 — —
14th +5 14 Word of Power 5 4 3 3 3 2 1 1 — —
15th +5 15 — 5 4 3 3 3 2 1 1 1 —
16th +5 16 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
Divine Priesthood feature, Word of
17th +6 17 5 4 3 3 3 2 1 1 1 1
Power
18th +6 18 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 20 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

Creating a Priest Class Features


Are you a devoted servant of good, loyal to the holy light?, a As a priest, you gain the following class features.
disciplined priest, in beautiful robes, monitoring a sept? or
are you an unholy priest of shadows, fallen either by choice Hit Points
or forcefully towards the necrotic arts? Hit Dice: 1d6 per priest level
How did you enter priesthood? Were you raised in a mo- Hit Points at 1st Level: 6 + your Constitution modifier
nastery? Did you hear a whisper from the light itself telling Hit Points at Higher Levels: 1d6 + your Constitution
you to serve it? Or did a terrible war force you to take up modifier per priest level after 1st
the warmth of the holy light to assist your allies? Perhaps
you might have known from your earliest memories that Proficiencies
the priest's life was your calling, almost as if you had been Armor: None
sent into the world with that purpose stamped on your soul. Weapons: All simple weapons
As guardians against forces of wickedness and evil, Tools: Healer's Kit
priests are rarely of any evil alignment. Most of them walk Saving Throws: Wisdom, Charisma
the paths of charity and soothing, or did you never feel the Skills: Choose two from History, Insight, Medicine,
warmth of the holy light, and instead felt the calling of the Persuasion, and Religion
old gods? their voidic magic wrapping around you, making
your actions chaotic? Equipment
You start with the following equipment, in addition to the
Quick Build equipment granted by your background:
You can make a priest quickly by following these sugges-
tions. First. Wisdom should be your highest ability score, (a) a mace or (b) a quarterstaff
followed by Constitution. (a) a priest's pack or (b) an explorer's pack
a holy symbol, and two daggers
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Spellcasting    Once you gain a priesthood spell, you always have it pre-
As a conduit for divine power. you can cast priest spells. pared, and it doesn't count against the number of spells you
See chapter 10 of the Player's Handbook for the general can prepare each day.
rules of spellcasting and chapter 6 of this book for the If you have a priesthood spell that doesn't appear on the
priest spell list. priest spell list, the spell is considered a priest spell for you.
Cantrips Channel Divinity
At 1st level, you know three cantrips of your choice from
the priest spell list. You learn additional priest cantrips of At 2nd level, you gain the ability to channel divine energy
your choice at higher levels, as shown in the Cantrips directly from the holy light, using that energy to fuel
Known column of the Priest table. magical effects. You start with two such effects: Shackle
Undead and an effect determined by your priesthood.
Preparing and Casting Spells When you use your Channel Divinity, you choose which
The Priest table shows how many spell slots you have to effect to create. You must then finish a short or long rest to
cast your spells of 1st level and higher. To cast one of these use your Channel Divinity again.
spells, you must expend a slot of the spell's level or higher. Some Channel Divinity effects require saving throws.
You regain expended spell slots when you finish a long rest. When you use such an effect from this class, the DC equals
You prepare the list of priest spells that are available for your priest spell save DC.
you to cast, choosing from the priest spell list. When you do Beginning at 6th level, you can use your Channel Divinity
so, choose a number of priest spells equal to your Wisdom twice between rests, and beginning at 18th level, you can
modifier + your priest level (minimum of one spell). The use it three times between rests. When you finish a short or
spells must be of a level for which you have spell slots. long rest, you regain your expended uses.
For example, if you are a 3rd-level priest, you have four
1st-level and two 2nd-level spell slots. With a Wisdom of 16, Channel Divinity: Shackle Undead
your list of prepared spells can include six spells of 1st or As an action, you present your holy symbol and speak a
2nd level, in any combination. If you prepare the 1st-level prayer censuring the undead. Each undead that can see or
spell flash heal, you can cast it using a 1st-level or 2nd-level hear you within 30 feet of you must make a Wisdom saving
slot. Casting the spell doesn't remove it from your list of throw. If the creature fails its saving throw, it is stunned for
prepared spells. 1 minute or until it takes any damage.
You can change your list of prepared spells when you
finish a long rest. Preparing a new list of priest spells Lightwell
requires time spent in prayer and meditation: at least 1 Also at 2nd level, you tap into a deep wellspring of divine
minute per spell level for each spell on your list. energy within yourself. This wellspring is represented by
light points, which allow you to create magical effects.
Spellcasting Ability
Wisdom is your spellcasting ability for your priest spells. Light Points
The power of your spells comes from the light. You use You have 2 light points, and you gain more as you reach
your Wisdom whenever a priest spell refers to your spell- higher levels, as shown in the Light Points column of the
casting ability. In addition, you use your Wisdom modifier Priest table. You can never have more light points than
when setting the saving throw DC for a priest spell you cast shown on the table for your level. You regain all spent light
and when making an attack roll with one. points when you finish a long rest.
Spell save DC = 8 + your proficiency bonus + Flexible Casting
your Wisdom modifier You can use your light points to gain additional spell slots,
Spell attack modifier = your proficiency bonus + or sacrifice spell slots to gain additional light points. You
your Wisdom modifier learn other ways to use your light points as you reach
Ritual Casting higher levels.
You can cast a priest spell as a ritual if that spell has the Creating Spell Slots. You can transform unexpended
ritual tag and you have the spell prepared. light points into one spell slot as a bonus action on your
turn. The Creating Spell Slots table shows the cost of
Spellcasting Focus creating a spell slot of a given level. You can create spell
You can use a holy symbol as a spellcasting focus for your slots no higher in level than 5th.
priest spells. Creating Spell Slots
Divine Priesthood Spell Slot Level Light Point Cost

Choose a divine priesthood: Discipline, Holy, or Shadow. 1st 2


Each priesthood is detailed at the end of the class descrip- 2nd 3
tion. Your choice grants you spells and other features when 3rd 5
you choose it at 1st level. It also grants you additional ways
to use Channel Divinity when you gain that feature at 2nd 4th 6
level, and additional benefits at 6th, 8th, and 17th levels. 5th 7
Priesthood Spells
Each priesthood has a list of spells that you gain at the Converting a Spell Slot to Light Points. As a bonus
priest levels noted in the priesthood description. action on your turn, you can expend one spell slot and gain
a number of light points equal to the slot's level.
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Word of Power Divine Priesthoods


Starting at 3rd level, you gain the ability to speak words of Priests enter into divine priesthoods, some strive to follow
power to envelope your allies or harm a creature. You learn the holy light directly, others enter sects dedicated to lesser
two of the following Word of Power options of your choice. powers, or fall to the void entirely. Your choice might corre-
You learn another word at 10th, 14th, and 17th level. spond to a particular branch of priesthood, it could simply
Speaking a word of power requires an action unless be a matter of personal preference, having the purpose that
otherwise specified. You can only have one Word of Power appeals to you the most.
active at a time, and can dismiss an active word as a bonus
action on your turn. Discipline Priesthood
Barrier These priests understand that light casts a shadow, that
You can spend 2 light points and choose a creature within darkness is defined by light, and that true discipline stems
30 feet of you, the chosen creature gains the benefit of the from one’s ability to balance these opposing powers in
protection from evil and good spell for its duration. services of a greater cause. While they poss many holy
This word of power requires your concentration. virtues to aid their allies, they also dabble in the dark arts
to debilitate their enemies.
Chastise
You can spend 2 light point and choose a point within 60 Discipline Priesthood Spells
feet of you, all allies within 10 feet gains advantage on Priest Level Spells
attack rolls until the start of your next turn. If they hit with 1st cure wounds, inflict wounds
a weapon attack, their weapon deals radiant damage
instead of weapon damage. 3rd darkness, spiritual weapon

Fortitude 5th animate dead, vampiric touch


You can spend 2 light point and choose a creature within 7th death ward, guardian of faith
60 feet of you, the chosen creature have resistance against 9th contagion, raise dead
all damage for up to 1 minute.
This word of power requires your concentration.
Shadow Mend
Pain At 1st level, you are able to manipulate the line between life
You can spend 1 light point and choose a creature within and death. When you would normally roll one or more dice
60 feet of you, the chosen creature must succeed on a to restore hit points with a spell to a creature at 0 hit point,
Constitution saving throw, or have disadvantage on attack you instead use the highest number possible for each die.
rolls until the end of its next turn. In addition, you learn the spare the dying cantrip, which
doesn't count against the number of priest cantrips you
Sanctify know. For you, it has a range of 30 feet, and you can cast it
You can spend 2 light points and choose a creature within as a bonus action.
30 feet of you, the chosen creature gains the benefit of the
sanctuary spell for its duration. Channel Divinity: Penance
This word of power requires your concentration. Starting at 2nd level, you can use your Channel Divinity to
burst out an expanse of radiant and necrotic force.
Shield As an action, you present your holy symbol, and release a
You can spend 2 light points and choose a creature within volley of holy light towards a target within 60 feet of you. Its
60 feet of you, the chosen creature gains temporary hit effect changing depending on if you target an ally or enemy.
points equal to your priest level + your Wisdom modifier. Ally. The target regains hit points equal to 1d10 + twice
your priest level. This feature can restore a creature to no
Ability Score Improvement more than half of its hit point maximum.
When you reach 4th level, and again at 8th, 12th, 16th, and Enemy. The target must make a Constitution saving
19th level, you can increase one ability score of your choice throw, taking necrotic damage equal to three times your
by 2, or you can increase two ability scores of your choice priest level on a failed save, or half as much on a success.
by 1. As normal, you can't increase an ability score above 20 Atonement
using this feature. Beginning at 6th level, the harmful spells you cast bolster
Divine Intervention your allies. When you cast a spell of 1st level or higher that
deals damage to a creature, an ally within 30 feet of you
Beginning at 10th level, you can call on a divine power to regains hit points equal to 2 + the spell's level.
intervene on your behalf when your need is great.
Imploring a powers aid requires your action. Describe Potent Spellcasting
the assistance you seek, and roll percentile dice. If you roll Starting at 8th level, you add your Wisdom modifier to the
a number equal to or lower than your priest level, the power damage you deal with any priest cantrip.
intervenes. The DM chooses the nature of the intervention;
the effect of any priest spell would be appropriate. Pain Suppression
If a divine power intervenes, you can't use this feature At 17th level, you can spend 4 light points and use your
again for 7 days. Otherwise, you can use it again after you reaction when a creature is hit by an attack or spell to give
finish a long rest. them resistance to all damage except psychic until the end
At 20th level, your call for intervention succeeds of the current turn.
automatically, no roll required.
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Holy Priesthood Shadow Priesthood


These priests carry out the holy message of the light, they These priests fully embrace the void and its magics, their
leave their house of worship to serve on the battlefield. faith equal to their holy counterparts, yet focused on dark
They use their divine powers to bless their allies and mend magics and mental manipulation. They dedicate their lives
wounds from afar, pulling creatures out of harm's way by to worship, but they derive their power from the Void, stray-
enveloping them in divine light. ing dangerously close to the domain of the Old Gods.
Holy Priesthood Spells Shadow Priesthood Spells
Priest Level Spells Priest Level Spells
1st bless, cure wounds 1st arms of hadar, hex
3rd lesser restoration, spiritual weapon 3rd mind blast, phantasmal force
5th beacon of hope, revivify 5th fear, hunger of hadar
7th death ward, guardian of faith 7th black Tentacle, phantasmal Killer
9th mass cure wounds, raise dead 9th negative energy flood, wall of Force

Echoes of Life Legacy of the Void


At 1st level, whenever you use a spell of 1st level or higher Also at 1st level, learn one necromancy cantrip of your
to restore hit points to a creature, the creature regains choice from any spell list. When you cast a necromancy
additional hit points equal to 2 + the spell's level. cantrip that normally targets only one creature, the spell
can instead target two creatures within range and within 5
Channel Divinity: Prayer of Healing feet of each other.
Starting at 2nd level, you can use your Channel Divinity to
heal those that are badly injured. Chan. Divinity: Surrender to Madness
As an action, you present your holy symbol and evoke Starting at 2nd level, you can use your Channel Divinity to
healing energy that can restore a number of hit points submit to the whispers of the Old Gods.
equal to five times your priest level. Choose any creatures As a bonus action, you invoke the madness of the old
within 30 feet of you, and divide those hit points among gods into your holy symbol, shrouding your body in void.
them. This feature can restore a creature to no more than For 1 minute, you gain the following benefits:
half of its hit point maximum. You can't use this feature on
an undead or a construct. You add your Wisdom modifier to your Armor Class.
You can use your reaction to give a weapon attack
Perseverance against you disadvantage, shifting your void form.
Beginning at 6th level, the healing spells you cast on others When you would normally roll one or more dice to
can heal you as well. When you cast a spell with a spell slot damage a target with a spell of 5th level or lower, you
and it restores hit points to any creature other than you this instead use the highest number possible for each die.
turn, you regain hit points equal to 2 + the spell's level. At the end of each of your turns, you must succeed on a
Leap of Faith DC 10 Wisdom saving throw, or take half of your hit point
Starting at 8th level, you can spend 2 light points to warp a maximum in psychic damage and ending the madness on a
target in divine energy and pull them towards you. As an failed save, this damage can't be prevented or resisted.
action, choose a creature within 60 feet of you, pulling it to The DC increases by 1 for each consecutive turn.
an empty space within 5 feet of you, doing so does not Inescapable Corruption
provoke opportunity attacks. If a creature is unwilling to be Beginning at 6th level, you learn to weave necrotic magic
moved, it must succeed on a Strength saving throw. past a creatures natural resistances. Necrotic damage dealt
Guardian Spirit by your spells ignore resistance to necrotic damage.
At 17th level, you can call upon a guardian to guide a fallen Void Eruption
allies spirit back to their body. When a target dies, you can Starting at 8th level, you gain the ability to infuse your
use your reaction to return them to life before their spirit weapon strikes with necrotic energy---a gift from the void.
lives for the afterlife. The target is immediately returned to Once on each of your turns when you hit a creature with a
life, healed for twice your priest level, and gains immunity weapon attack, you can cause the attack to deal an extra
to all damage until the beginning of their next turn. 1d8 necrotic damage to the target. When you reach 14th
Once you use this feature, you can't use it again until you level, the extra damage increases to 2d8.
finish a long rest.
Improved Legacy of the Void
Upon reaching 17th level, when you cast a necromancy
spell of 1st through 5th-level that targets only one creature,
the spell can instead target two creatures within range and
within 5 feet of each other. If the spell consumes its mate-
rial components, you must provide them for each target.

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A Simple Code
For rogues, the only code is the contract, and their honor is
purchased in gold. Free from the constraints of a
conscience, these mercenaries rely on brutal and efficient
tactics. Lethal assassins and masters of stealth, they will
approach their marks from behind, piercing a vital organ
Rogue and vanishing into the shadows before the victim hits the
You're gonna find a number of outfits that covet our skills. ground. Rogues can dip their weapons in paralyzing toxins
Adventurers, SI:7... heck, even the disorganized rabble that render foes unable to defend themselves. These silent
wouldn't mind a spy or two inside Stormwind. But you stalkers wear leather armor so they can move
remember this: You're your own man. Don't let nobody unencumbered, ensuring that they land the first strike.
bully you into doing something you don't wanna do! With the rogue’s poisons and speed, the first strike is
Besides, we hold all the cards... at least, we do before the often the last step before the killing blow.
game's done. Rogues fend for themselves, looking for fights in which
they dictate the terms. They’re the shadows in the night
— Jorik Kerridan   that remain unseen until the right moment comes to strike,
then they dispatch an opponent with quick blade work or a
Signaling for her companions to wait, a female orc deadly toxin snuck acutely into the bloodstream. Rogues
creeps forward through the dungeon hall. She presses an are opportunistic thieves, bandits, and assassins, but
ear to the door, then pulls out a set of tools to pick it in the there’s an unparalleled art to what they do.
blink of an eye. Before disappearing into the shadows as
her warrior friend moves forward to kick the door open. Skill and Precision
A human lurks in the shadows of an alley while his Rogues devote as much effort to mastering the use of a
accomplice prepares for her part in the ambush. When variety of skills as they do to perfecting their combat
their target passes the alleyway, the accomplice cries out, abilities, giving them a broad expertise that few other
the slaver comes to investigate, and the assassin's blade characters can match. Many rogues focus on stealth and
cuts his throat before he can make a sound. deception, while others refine the skills that help them in a
Suppressing a giggle, a gnome silently sneaks up behind dungeon environment, such as climbing, finding and
a guard, lifting the key ring from the his belt. In a moment, disarming traps, and opening locks.
the keys are in her hand, the cell door is open, and she and When it comes to combat, rogues prioritize cunning over
her companions are free to make their escape. brute strength. A rogue would rather make one precise
Rogues rely on skill, stealth, and their foes' strike, placing it exactly where the attack will hurt the
vulnerabilities to get the upper hand in any situation. They target most, than wear an opponent down with a barrage of
have a knack for finding the solution to just about any attacks. Rogues have an almost supernatural knack for
problem, demonstrating a resourcefulness and versatility avoiding danger, and a few learn magical tricks to
that is the cornerstone of any successful adventuring party. supplement their other abilities.
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The Rogue
Proficiency Sneak
Level Bonus Attack Features
Expertise, Sneak Attack,
1st +2 1d6
Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Specialization
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
Roguish Specialization
9th +4 5d6
feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
Roguish Specialization
13th +5 7d6
feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
Roguish Specialization
17th +6 9d6
feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck Class Features
As a rogue, you gain the following class features.
Hit Points
Creating a Rogue Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
As you create your rogue character, consider the charac- Hit Points at Higher Levels: 1d8 + your Constitution
ter's relationship to the law. Do you have a criminal past, or modifier per rogue level after 1st
present? Are you on the run from the law or from an angry
thieves' guild master? or did you leave your guild in search Proficiencies
of bigger risks and bigger rewards? Is it greed that drives Armor: Light armor
you in your adventurers, or some other desire or ideal? Weapons: Simple weapons, hand crossbows, longswords,
What was the trigger that led you away from your rapiers, shortswords
previous life? Did a great con or heist gone terribly wrong Tools: Thieves' tools
cause you to reevaluate your career? Maybe you were lucky Saving Throws: Dexterity, Intelligence
and successful robbery gave you the coin you needed to Skills: Choose four from Acrobatics, Athletics, Deception,
escape the squalor of your life. Did wanderlust finally call Insight, Intimidation, Investigation, Perception,
you away from your home? Perhaps you suddenly found Performance, Persuasion, Sleight of Hand, and Stealth
yourself cut off from your family or your mentor, and you
had to find a new means of support. Or maybe you made a Equipment
new friend, who showed you new possibilities for earning a You start with the following equipment, in addition to the
living and employing your particular talents. equipment granted by your background:
Quick Build (a) a rapier or (b) a shortsword
You can make a rogue quickly by following these sugges- (a) a shortbow and quiver of 20 arrows or (b) a
tions. First, Dexterity should be your highest ability score. shortsword
Make intelligence your next-highest if you want to excel at (a) a burglar's pack or (b) a dungeoneer's pack, or (c) an
Investigation. Choose Charisma instead if you plan to explorer's pack
emphasize deception and social interaction. Leather armor, two daggers, and thieves' tools
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Expertise damage, you instead take no damage if you succeed on


the saving throw, and only half damage if you fail.
At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves' Reliable Talent
tools. Your proficiency bonus is doubled for ability checks By 11th level, you have refined your chosen skills until they
you make that uses either of the chosen proficiencies. approach perfection. Whenever you make an ability check
At 6th level, you can choose two more of your proficien- that lets you add your proficiency bonus, you can treat a
cies (in skills or with thieves' tools) to gain this benefit. d20 roll of 9 or lower as a 10.
Sneak Attack Blindsense
Beginning at 1st level, you know how to strike subtly and Starting at 14th level, if you are able to hear, you are aware
exploit a foe's distraction. Once per turn, you can deal an of the location of any hidden or invisible creature within 10
extra 1d6 damage to one creature you hit with an attack if feet of you.
you have advantage on the attack roll. The attack must use
a finesse or a ranged weapon. Slippery Mind
You don't need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn't in- By 15th level, you have acquired greater mental strength.
capacitated, and you don't have disadvantage on the attack. You gain proficiency in Wisdom saving throws.
The amount of the extra damage increases as you gain
levels in this class, as shown in the Sneak Attack column of Elusive
the Rogue table. Beginning at 18th level, you are so evasive that attackers
rarely gain the upper hand against you. No attack roll has
Thieves' Cant advantage against you while you aren't incapacitated.
During your rogue training you learned thieves' cant, a
secret mix of dialect, jargon, and code that allows you to Stroke of Luck
hide messages in seemingly normal conversation. Only At 20th level, you have an uncanny knack for succeeding
another creature that knows thieves' cant understands when you need to. If your attack misses a target within
such messages. It takes four times longer to convey such a range, you can turn the miss into a hit. Alternatively. if you
message than it does to speak the same idea plainly. fail an ability check, you can treat the d20 roll as a 20.
In addition, you understand a set of secret signs and Once you use this feature, you can't use it again until you
symbols used to convey short, simple messages, such as finish a short or long rest.
whether an area is dangerous or the territory of a thieves'
guild, or will provide a safe house for thieves on the run.
Roguish Specialization
Cunning Action Rogues have many features in common, including their
Starting at 2nd level, your quick thinking and agility allow emphasis on perfecting their skills, their precise and deadly
you to move and act quickly. You can take a bonus action on approach to combat, and their increasingly quick reflexes.
each of your turns in combat. This action can be used only But different rogues steer those talents in varying directi-
to take the Dash, Disengage, or Hide action. ons, embodied by the rogue specializations.
Roguish Specialization Assassin
At 3rd level, you choose an area to specialize yourself You focus your training on the grim art of death. Favoring
within, that shapes your rogue abilities: Assassin, Outlaw, stealth and vicious poisons over direct approaches. Those
or Subtlety, all detailed at the end of the class description. who adhere to this specialization are diverse: hired killers,
Your specialization choice grants you features at 3rd level spies, and bounty hunters. Stealth, and poison help you
and then again at 9th, 13th, and 17th level. eliminate your foes with deadly efficiency.
Assassin's Intuition
Ability Score Improvement When you choose this specialization at 3rd level, you are at
When you reach 4th level, and again at 8th, 10th, 12th, your deadliest when you get the drop on your enemy. You
16th, and 19th level, you can increase one ability score of have advantage on attack rolls against any creature that
your choice by 2, or you can increase two ability scores of hasn't taken an action in the combat yet. In addition, your
your choice by 1. As normal, you can't increase an ability first hit against a creature on the first round of each combat
score above 20 using this feature. deals additional damage equal to your Rogue level.
Poisoned Knife
Uncanny Dodge At 9th level, you gain proficiency with the poisoner's kit. In
Starting at 5th level, when an attacker that you can see hits addition, when you use your Sneak Attack feature, you can
you with an attack, you can use your reaction to halve the force the target to make a Constitution saving throw (DC of
attack's damage against you. 8 + your Intelligence modifier + proficiency bonus).
On a failed save, your Sneak Attack damage is dealt as
Evasion poison damage, and the target is poisoned for 1 minute. On
At 7th level, you can nimbly dodge out of the way of certain a successful save, the target takes half the poison damage
area effects, such as a red dragon's fiery breath or an ice and isn't poisoned.
storm spell. When you are subjected to an effect that allows When you poison a creature in this way, you apply an
you to make a Dexterity saving throw to take only half-- additional effect from the list below. You can only affect a
creature with one of these at a time.
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The creature can't regain hit points. Subtlety
The creature's speed is reduced by 10 feet.
The creature can't take reactions. Subtlety rogues are the masters of the shadows, and they
You can use this feature a number of times equal to your strike unseen. They don’t have the lethal strikes of the
Intelligence modifier. You regain all spent uses after finish- assassin or the brawling prowess of the outlaw, but their
ing a short or long rest. ability to hide in plain sight are unrivaled, performing
devastating strikes, and slipping away to strike again.
Venomous Wounds Symbols of Death
Starting at 13th level, when you use your Poisoned Knife When you choose this specialization at 3rd level, you can
feature and successfully poison a creature, the creature invoke ancient symbols of powers to gain the upper hand.
gains disadvantage on one ability saving throw of your As a bonus action, you can place a symbol of death on
choice for the poisoned conditions duration. creature you can see, allowing you to use your Sneak
Seal Fate Attack against that target even if you don't have advantage
At 17th level, you have become a master of instant death. on the attack roll, but not if you have disadvantage on it.
When you hit a creature with a weapon attack, you can The symbol lasts for 1 minute or until you use this
force it to make a Constitution saving throw against a DC feature against a different target.
of 8 + your Strength or Dexterity modifier (your choice) + You can use this feature a number of times equal to your
your proficiency bonus. On a failed save, the damage of Dexterity modifier. You regain all spent uses after finishing
your attack is doubled, and it automatically fails its saving a short or long rest.
throw against your Poisoned Knife feature. Nightblade
Once you use this feature, you can't use it again until you At 3rd level, you gain darkvision out to a range of 60 feet. If
finish a long rest. you already have darkvision from your rage, its range
Outlaw increases by 30 feet.
Additionally, you have advantage on a Dexterity (Stealth)
You hone your skills in larcenous arts. Burglars, bandits, check if you move no more than half your speed on the
pirates, and other criminals typically follow this specializa- same turn.
tion, but so do rogues who prefer to not fight fair, using
dirty tricks to gain the upper hand in combat. They care Shadowstep
little for discretion, and happily engages in brawls head on. Starting at 9th level, you can use a bonus action to teleport
up to 30 feet to an unoccupied space within 5 feet of
Firearm Intrigue another creature that you can see. If you hit the targeted
When you choose this specialization at 3rd level, you gain creature with an attack, on the same turn, it is surrounded
proficiency with firearms. by entangling shadows and its movement speed is halved
until the start of your next turn.
Hit and Run You can use this feature twice starting at 9th level, and
At 3rd level, you learn how to land a strike and slip away gain an additional use at 13th and 17th level. You regain
without reprisal. During your turn, if you make a melee expended uses when you finish a short or long rest.
attack against a creature, that creature can't make oppor-
tunity attacks against you for the rest of your turn. Cloak of Shadows
You also gain an additional way to use your Sneak Attack At 13th level, you are able to evade attacks by enveloping
you don't need advantage on the attack roll to use your yourself in supernatural shadows. Whenever a creature
Sneak Attack against a creature if you are within 5 feet of makes an attack roll against you and doesn't have
it, no other creatures are within 5 feet of you, and you don't advantage on the roll, you can use your reaction to impose
have disadvantage on the attack roll. All the other rules for disadvantage on it.
Sneak Attack still apply to you. You must use this feature before you know the outcome
of the attack roll.
Quick Combatant
Starting at 9th level, your walking speed increases by 10 Veil of Deceit
feet. If you have a climbing or swimming speed, this in- At 17th level, your thoughts can't be read by telepathy or
crease applies to that speed as well. other means, unless you allow it. You can present false
thoughts by succeeding on a Charisma (Deception) check
Misdirection contested by the mind reader's Wisdom (Insight) check.
Starting at 13th level, you can sometimes cause another Additionally, no matter what you say, magic that would
creature to suffer an attack meant for you. When you are determine if you are telling the truth indicates you are
targeted by an attack while a creature is within 5 feet of being truthful if you so choose, and you can't be compelled
you, you can use your reaction to have the attack target that to tell the truth by magic.
creature instead of you.
You can use this feature a number of times equal to your
Dexterity modifier, regaining uses after a short or long rest.
Adrenaline Rush
At 17th level, the rush of battle runs to your head. You can
take two turns during the first round of any combat. You
take your first turn at your normal initiative and your se-
cond turn at your initiative minus 10. You can't use this
feature when you are surprised.
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Shaman
The wolves are not tamed, not as you might understand the
word. They have come to be our friends because I invited
them. It is a part of being a shaman. We have a bond with Herald of the Elements
the things of the natural world, and strive always to work in A Shaman's bond to their magic is unique. While a mage
harmony with them. Warlocks would term them spells, but would study it in great depth, and a warlock would bend
we shamans simply term them calls. We ask, the powers those same power to their whim, a shaman calls upon the
we work with answer. Or not, as they will. I can call the elements themselves for aid. They commune with forces
snows, and wind, and lightning. The trees may bend to me not strictly benevolent -- sometimes they may respond, and
when I ask. The rivers may flow where I ask them to. sometimes they may choose not to. The elements are
— Drek'Thar of the Frostwolf clan chaotic, chained away in their elemental plane as they rage
against one another with unending primal fury. It is the call
An orc clad in loose plates chained together stands atop of the shaman to bring balance to this chaos.
a lonely peak, the winds picking up around him, rattling These masters of the elements can also call upon ele-
through the chains of his armor, before he releases a glist- mental forces directly, unleashing torrents of lava and bolts
ening bolt of lightning toward his enemies. of lightning against foes. The elements can create, destroy,
A gray haired dwarf slowly lumps his way across the support, and hinder. An experienced shaman balances the
battlefield, emptying a bottle of water into the earth as he vast spectrum of these primordial forces into an array of
walks, before lifting it from the soil, and gently waves it over diverse abilities, making shaman versatile adventurers and
the body of a wounded ally, soothing his grave wounds. valued members of any group.
A human sprinting through the thicket, a pair of massive Respected and Feared
wolves of spectral vision running at his side. In the flash of
a moment he howls as his body turns into a wolf of similar Since the early days of mortal life both Azeroth and
visage to his pets. Draenor, the elements of have been both feared and wor-
Shamans are mortal mediators between the elements shiped. Mystics have sought to commune with them, to tap
themselves. Often a spiritual guide in their community, into the raw power of earth, air, fire, and water. In time,
these mystical figures may commune with ancestral spirits these spiritual guides have come to understand that the
and weave elemental powers into their spells. Both to depth and gravity of the powers they wield. That the ele-
strengthen and heal their allies, and to strike down on the ments are not wholly benevolent, but rather a torrent of
battlefield with devestating force. Shamans can imbue their neverending conflict, as the elemental lord vie for control.
weapons with the elements, smite their enemies with The calling of the shaman is as a conduit of these volatile
storm and fire, and summon forth elementals to their aid. energies, leveraging them both to heal and to harm.

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The Shaman
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Kalimag, Spellcasting 2 4 2 — — — — — — — —
2nd +2 Totemist (1/rest, 2 totems) 2 5 3 — — — — — — — —
3rd +2 Shamanic Binding 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —
5th +3 Ghost Form 3 8 4 3 2 — — — — — —
Totemist (2/rest, 4 totems),
6th +3 3 9 4 3 3 — — — — — —
Shamanic Attunement feature
7th +3 — 3 10 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — —
9th +4 — 3 12 4 3 3 3 1 — — — —
10th +4 Totemic Projection 4 14 4 3 3 3 2 — — — —
11th +4 — 4 15 4 3 3 3 2 1 — — —
Totemist (3/rest, 6 totems),
12th +4 4 15 4 3 3 3 2 1 — — —
Ability Score Improvement
13th +5 — 4 16 4 3 3 3 2 1 1 — —
14th +5 Shamanic Attunement feature 4 18 4 3 3 3 2 1 1 — —
15th +5 — 4 19 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 —
17th +6 — 4 20 4 3 3 3 2 1 1 1 1
18th +6 Far Sight 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Reincarnation 4 22 4 3 3 3 3 2 2 1 1

Creating a Shaman Quick Build


When creating a shaman, consider how your bond with the You can make a shaman quickly by following these
elements have affected your personality and your view of suggestions. First, Wisdom should be your highest ability
the world. Although shamans resonate with all four primary score, followed by Constitution. If you intend to engage in
elements, some tend to outwardly display aspects of one melee combat regularly, make Strength or Dexterity your
over the rest. second highest ability score instead.
Shamans who lean towards fire might be impatient,
temperamental, or bursting with energy in all they do. Class Features
Shamans who lean toward water are adaptable, chaotic, As a shaman, you gain the following class features.
and tend to go with the flow.
Those who favor earth are typically lawful, stalwart, and Hit Points
stubborn. And shaman who favor air are often aloof, Hit Dice: 1d8 per shaman level
distant, and the most neutral in their arbitrations. Hit Points at 1st Level: 8 + your Constitution modifier
Think about your bond with your totems and how they Hit Points at Higher Levels: 1d8 + your Constitution
represent the elemental planes from which you gain your modifier per shaman level after 1st
power. Are they simply tools to you for channelling raw
planar power, or are they sacred and worthy of reverence? Proficiencies
Do they act as representations of a favored element, or Armor: Light armor, medium armor, shields
do you use them to keep that element in check? How a Weapons: Simple weapons, martial weapons
shaman perceives their connection to the elemental planes Tools: Herbalism kit
is often reflected in the totems they summon forth. Saving Throws: Strength, Wisdom
Skills: Choose two from Animal handling, Arcana, History,
Insight, Medicine, Nature, Perception, and Survival

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Equipment Totemist
You start with the following equipment, in addition to the Staring at 2nd level, you can bind elemental forces into
equipment granted by your background: totems. Effigies of elemental power, bound to your will.
(a) scale mail or (b) studded leather
(a) a mace and shield or (b) two martial weapons Totems Known
(a) a dungeoneer's pack or (b) an explorer's pack When you gain this feature, you learn two totems of your
a holy symbol choice. The totems available to you are detailed at the end
of the class description.
Kalimag You can learn two additional totems at 6th level, and
You know Kalimag, the language of elementals. You can another two totems and 12th level.
speak the language and use it to leave messages in rocks Additionally, when you gain a level in this class, you can
and pools of water that only you and other shamans spot. choose one of the totems you know and replace it with
The messages are spoken as through a sending spell, with another totem that you could learn at that level.
the limitations that come of that spell.
Summoning a Totem
Spellcasting You can use a bonus action to summon a totem that you
Drawing on the elements themselves, you can manifest know to an empty space within 15 feet of you that you can
them into casting spells. See chapter 10 of the Player's see. The totem lasts for 1 minute, until it is destroyed, or
Handbook for the general rules of spellcasting and chapter until you use your bonus action to summon another one.
6 of this book for the shaman spell list. You can also dismiss an active totem as a bonus action.
Beginning at 6th level, you can use your Totemist feature
Cantrips twice between rests, and beginning at 12th level, you can
You know two cantrips of your choice from the shaman use it three times between rests.
spell list. You learn additional shaman cantrips of your Activating a Totem
choice at higher levels, as shown in the Cantrips Known The specific actions available to each totem is detailed in
column of the Shaman table. the totem's description. If a totem requires a bonus action
Spell Slots to activate, you may activate it the first time for free as part
The Shaman table shows how many spell slots you have to of the bonus action used to summon it.
cast your spells of 1st level and higher. To cast one of these The totem uses your shaman spellcasting ability to
spells, you must expend a spell slot of the spell's level or determine its spell save DC and attack modifier.
higher. You regain all expended spell slots when you finish Shamanic Binding
a long rest.
At 3rd level, you choose a shamanic binding to tune your-
Spells Known of 1st Level and Higher self to: Elemental, Enhancement, or Restoration, each of
You know four 1st-level spells of your choice from the which are detailed at the end of the class description.
shaman spell list. Your choice grants you features at 3rd level and again at
The Spells Known column of the Shaman table shows 6th, and 14th level.
when you learn more shaman spells of your choice. Each of
these spells must be of a level for which you have spell Binding Spells
slots. For instance, when you reach 3rd level in this class, Each Shamanic Binding has a list of spells that you gain at
you learn one new spell of 1st or 2nd level. the shaman levels noticed in the binding description. Once
Additionally, when you gain a level in this class, you can you gain a binding spell, you always have it prepared, and it
choose one of the shaman spells you know and replace it doesn't count against your number of spells known.
with another spell from the shaman spell list, which also If you have a binding spell that isn't on the shaman spell
must be of a level for which you have spell slots. list, the spell is nonetheless a shaman spell for you.
Spellcasting Ability Ability Score Improvement
Wisdom is your spellcasting ability for your shaman spells, When you reach 4th level, and again at 8th, 12th, 16th, and
since your power comes from the elements and spirits. You 19th level, you can increase one ability score of your choice
use your Wisdom whenever a shaman spell refers to your by 2, or you can increase two ability scores of your choice
spellcasting ability. In addition, you use your Wisdom by 1. As normal, you can't increase an ability score above 20
modifier when setting the saving throw DC for a shaman using this feature.
spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + Ghost Form
your Wisdom modifier At 6th level, you can use your action to transform into the
Spell attack modifier = your proficiency bonus + ghostly visage of your spirit animal; an animal that embo-
your Wisdom modifier dies you or that you share a strong bond with.
Ritual Casting You can use this feature twice. You regain all expended
You can cast a shaman spell you know as a ritual if that uses when you finish a short or long rest.
spell has the ritual tag. You can stay in this form for a number of hours equal to
half your Shaman level before reverting to your normal
Spellcasting Focus form. You can revert to your normal form earlier by using a
You can use a holy symbol as a spellcasting focus for your bonus action, and revert automatically if you fall uncon-
shaman spells. scious, drop to 0 hit points, or die.
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While you are transformed, the following rules apply:
Elemental Binding Spells
Your base movement speed changes to 50 feet. Shaman Level Spells
You are considered unarmored and add your Wisdom
modifier to your Armor Class. 3rd earth tremor, witch bolt
If you make an attack or cast a spell you immediately 5th dust devil, gust of wind
revert to your normal form. Transforming doesn't break
your concentration on a spell you've already cast, how- 9th call lightning, tidal wave
ever, or prevent you from taking actions that are part of 13th control water, storm sphere
a spell that you've already cast, such as call lightning.
Your ability to speak or take any actions that require 17th maelstrom, wall of stone
hands is limited to the capabilities of your ghost form.
Your equipment merges into your ghost form and has no Echo of the Elements
effect until you leave the shape again. When you choose this binding at 3rd level, you gain a
A deeper explanation of shamans and their spirits can be lingering boon of the elements. You gain resistance to your
found in Appendix A at the end of this book. choice of cold, fire, lightning, thunder damage, or bludgeon-
ing from nonmagical attacks.
Totemic Projection Resurgence
Starting at 10th level, you can manipulate a summoned Starting at 3rd level, when you cast a spell that deals cold,
totem. As an action, you can move your summoned totem fire, lightning or thunder damage using a spell slot of 2nd
to an empty space within range that you can see. level or higher, you regain one expended spell slot. The slot
Additionally, the distance at which you can summon and you regain must be of a level lower than the spell you cast
move a totem increases to 30 feet. and can't be higher than 5th level.
You can recover spell slots with a combined level equal to
Far Sight half your shaman level. The pool of spell slots that can be
recovered resets when you finish a long rest.
Starting at 18th level, you can hone your sight through the
element of air, focusing on a creature that you have seen. Aftershock
Using a minute to focus, you attempt to find the creature. Beginning at 6th level, when you make a spell attack with a
Roll percentile dice. If you know the creature well, or if you cantrip and miss, you can use your bonus action to repeat
are presently holding something of their belonging, roll the attack against a different target within 30 feet of your
twice and take the lowest result. original target.
If the result is less than your Shaman level, you find the
creature you seek and are shown their surroundings as if Ascendance
standing next to them. You are also shown the most direct At 14th level, you are able to assume the form of an elemen-
path by which you can get to them, whether by land or sea. tal ascendant. As an action, you draw upon your powers
Once you use this feature, you can't use it again until you and ascend into a raw manifestation of an element. For 1
finish a long rest. minute, you gain the following benefits:
Reincarnation You gain immunity to the damage type chosen by your
Echo of the Elements feature.
At 20th level, you no longer suffer any of the drawbacks of You gain a flying speed equal to your movement speed, if
old age, and you can't be aged magically. If you die and your you end your turn in the air you immediately fall to the
body was not destroyed, your spirit will linger around it for ground and take damage from the fall as normal.
up to 24 hours. During this time, you can choose to return Your spell attacks score a critical hit on a roll of 19 or
to your body and come back to life with 1 hit point. 20 on the d20.
Once used, you can't use this feature again for 7 days.
Once you use this feature, you can't use it again until you
Shamanic Attunement finish a long rest.
Shamans strive to deepen their understanding and connec- Enhancement
tion with the elements, often forming a bond with it for life. For Enhancement shamans, their bond with the elements
Some prefer a more brutal approach as they rein in the is the means to an end for their martial prowess. Often
powers of fire and earth for physical combat, or the forces keeping the element of air as their closest ally, channeling
of fire and air to fight at range. Others in turn, prefer a their powers through their weapons, they favor facing their
subtle approach of peace and meditation, bending water adversaries up close with devastating force.
and air to their will. You attune with one of these groups.
Enhancement Binding Spells
Elemental Shaman Level Spells
More than any other, Elemental shamans have dedicated 3rd absorb elements, searing smite
themselves to forging a deep bond with the elements.
This bond often favoring the element of fire, allowing them 5th flame blade, warding wind
to wield their powers to great effect, manipulating the land 9th elemental weapon, haste
itself. To battle an Elemental shaman is to taunt the very
forces of nature. 13th fire shield, stoneskin
17th control winds, far step

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Stormstrike Restoration
When you choose this binding at 3rd level, you learn to Restoration shamans have formed a deep connection with
channel the elements to deal devastating strikes. the element of water, drawing on its soothing powers to
Once your turn, when you hit a creature with a melee restore life and heal afflictions. They finding harmony in
attack, you can expend one spell slot to deal lightning the the churning waves of their powers, as they unleash it
damage to the target in addition to the weapon's damage. like a tidal surge washes against a sandy shore.
The extra damage is 2d6 for a 1st-level spell slot, plus 1d6
for each spell level higher than 1st, to a maximum of 5d6. Restoration Binding Spells
If you make a Stormstrike as part of the Attack action Shaman Level Spells
while you are fighting with two weapons, you can make an
attack with the weapon in your other hand as part of the 3rd bless, cure wounds
same action. If you do so, you cannot use your Bonus 5th aid, lesser restoration
Action to make another attack with that weapon.
9th remove curse, revivify
Fighting Style 13th death ward, watery sphere
At 3rd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can't 17th greater restoration, reincarnate
take a Fighting Style option more than once, even if you
later get to choose again. Riptide
Defense. While you are wearing armor, you gain a +1 When you choose this binding at 3rd level, you can conjure
bonus to AC. bursts of healing water. You have a pool of healing repres-
Great Weapon Fighting. When you roll a 1 or 2 on a ented by a number of d6s equal to your Shaman level.
damage die for an attack you make with a melee weapon As an action, choose a creature within 60 feet of you that
that you are wielding with two hands, you can reroll the die you can see, and spend a number of d6s equal to half your
and must use the new roll, even if the new roll is a 1 or a 2. Shaman level or less. Roll the dice and add them together.
The weapon must have be two-handed or versatile for you The target regains a number of hit points equal to the total.
to gain this benefit. You regain all expended dice when you finish a long rest.
Two-Weapon Fighting. When you engage in two-weapon
fighting, you can add your ability modifier to the damage of Astral Shift
the second attack. At 3rd level, you can momentarily shift your body into the
astral plane. As a reaction upon being targeted by a weapon
Extra Attack or spell attack you can shift into the astral plane, giving
Beginning at 6th level, you can attack twice, instead of attack rolls against you disadvantage until the beginning of
once, whenever you take the Attack action on your turn. your next turn.
Once you use this feature, you can't use it again until you
Feral Spirit finish a short or long rest.
At 14th level, you can call forth spectral forces that take the
form of wolves and appear in unoccupied spaces that you Tidal Waves
can see within 60 feet of you. You call forth either one Starting at 6th level, when you use your Riptide feature to
Greater Feral Spirit or two Lesser Feral Spirits. heal a creature, a different creature of your choice within
The feral spirit requires concentration, and it disappears 15 feet of it regains a number of hit points equal to your
when it drops to 0 hit points or when the spell ends. The Wisdom modifier plus the number of riptide dice spent
feral spirits are friendly to you and your companions. (minimum of 2 hit points).
Roll initiative for the spirits as a group, which has its own
turns. They obey any verbal commands that you issue to Spirit Link
them (no action required by you). If you don't issue any At 14th level, you can tether your spirit to those around you.
command, they defend themselves from hostile creature. As an action, choose three willing creatures within 10 feet
Statistics for the feral spirits can be found in Appendix B. of you to form a spirit link with for 1 minute. You can use
Once you use this feature, you can't call forth the spirits your reaction when you or another tethered creature takes
again until you finish a long rest. damage to split the damage evenly between all tethered
creatures. A creature breaks the tether if they move more
than 60 feet away from you.
Once you use this feature, you can't use it again until you
finish a long rest.

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Totems Resistance Totem


If a totem has prerequisites, you must meet them to learn The totem shields nearby creatures from the elements. You
it. You can learn a totem at the same time that you meet its can use your reaction when a creature within a 15-foot
prerequisites. A level prerequisite for a totem refers to your radius of the totem is hit by an attack that deals cold, fire,
shaman level, not your character level. lightning, poison, or thunder damage, to give the creature
resistance against one of the damage types mentioned
Earthbind Totem above for the attack.
The totem hinders movement of creatures around it. As a
bonus action, you can cause the totem to warp the ground Searing Totem
in a 15-foot radius around it. The area is considered The totem emits dim light in a 10-foot radius around it.
difficult terrain until the start of your next turn. Using your bonus action, the totem hurls a bolt of magma
at a target within 60 feet of it. Make a ranged spell attack.
Grace of Air Totem On a hit, the target takes 1d6 fire damage. The fire ignites
Prerequisite: 12th level flammable objects hit by it that isn't being worn or carried.
The totem guides the step of creatures around it. You can The totem's damage increases by 1d6 when you reach
use your reaction when a creature within a 15-foot radius 5th level (2d6), 11th level (3d6), and 17th level (4d6).
of the totem is forced to make a Dexterity check or saving
throw, to give them advantage on the roll. Strength of the Earth Totem
Prerequisite: 12th level
Grounding Totem The totem bolsters creatures around it. You can use your
Prerequisite: 6th level reaction when a creature within a 15-foot radius of the
The totem redirects spells that pass nearby. You can use totem is forced to make a Strength check or saving throw
your reaction when a creature within a 10-foot radius of the to give them advantage on the roll.
totem is the target of a harmful spell, forcing the caster of
the spell to make a Wisdom saving throw. On a failed save, Totem of Wrath
the caster must pick a new target or lose the spell. Prerequisite: 12th level
Creatures are aware of the totem and its effect before The totem fuels nearby creatures with primal fury. You can
casting their spell. use your reaction when a friendly creature within a 15-foot
radius of the totem rolls damage for an attack or spell, to
Healing Tide Totem reroll a number of damage dice equal up to your Wisdom
Prerequisite: 12th level modifier. You must use the new rolls for those dice.
The totem wards creatures around it. Using your bonus
action, choose a creature within a 15-foot radius of the Tranquil Mind Totem
totem. The creature gains temporary hit points equal to Prerequisite: 6th level
half your shaman level, that lasts until the start of your next The totem stills the mind of nearby creatures. You can use
turn. your reaction when a creature within a 10-foot radius of the
totem is forced to make a saving throw to maintain concen-
Magma Totem tration to give it advantage on the check.
Prerequisite: 6th level
The totem surges with magma, heating up the air around it. Tremor Totem
As a bonus action, you can cause the totem to erupt. Each Prerequisite: 6th level
creature within a 10-foot radius of the totem must make a The totem sends shocks pulsating through the ground. You
Dexterity saving throw. A creature takes 2d8 fire damage can use your reaction when a creature within a 10-foot
on a failed save, or half as much on a successful one. radius of the totem is forced to make a saving throw to
avoid being charmed or frightened, to give the creature
advantage on the saving throw.
Wind Rush Totem
The totem quickens creatures around it. As a bonus action,
choose a number of creatures within a 15-foot radius of the
totem, up to your Wisdom modifier. The creatures have
their movement speed increased by 15 feet and ignore non-
magical difficult terrain, until the start of your next turn.

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Warlock Wielders of Fel


Imagine what you could do if you led a group of shaman warlocks are the wielders of the destructive fel magic, a
who controlled the source of their powers, instead of form of magic often used by demons and members of the
begging and scraping for it. Imagine if these shaman had Burning Legion. It is a form of magic that is demonic,
servants who could also fight on your side. Servants who entropic, and extremely chaotic. Its practice has been
could send your enemies fleeing helplessly in terror. Suck banned throughout most regions of Azeroth, and is not
their magic dry as the insects in the summer suck blood. something even warlocks dare practice openly, yet it is still
practiced by most warlocks in secrecy.
— Gul'dan   Whilst other forms of magic comes as a natural source
from the wielder or is granted by the spirits, fel magic is a
An imp skitters behind her as a young human clad in bargain, it corrupts the minds of those surrounded and
robes smiles warmly, weaving magical charms into her affected by it, and desecrates the land it touches. If their
honeyed words, bending the palace sentinels to her will. demonic companion was not enough to frighten common
A brutish orc waves his hand in the air, sparking flames folks of Azeroth, the knowledge of the fel powers they wield
of green and red, with a flash of his hand, he hurls a ball of are enough to discourage service to them.
fel infused fire against a night elf.
Shifting his gaze between a battered tome and the rough Delvers of Secrets
drawn glyphs made in the dirt. A wild eyed forsaken begins Warlocks are the most volatile and insatiable of spell-
a slow chant, as a demonic gate erupts from the ground. casters. Though they often pledge themselves to the service
Warlocks and seekers of the knowledge that lies hidden of noble causes and are not innately evil, their desire to
in the fabric of the multiverse. Through their powerful fel understand darker magics and exercise unwavering
magic and secret grimoire, warlocks unlock magical effects command over demonic forces breeds mistrust among
both subtle and spectacular. They draw on powers often even their closest allies. Warlocks peer into the Void
forbidden throughout Azeroth to bolster their own power. without hesitation, leveraging the chaos they glimpse
Dark Arts, Dominance within to devastating ends in battle—their greatest abilities
are fueled by the souls they’ve harvested from their victims.
In the face of demonic powers, most adventurers see death They exploit powerful shadow and fel magic to manipu-
and destruction. Warlocks see only opportunity, dominance late and degrade the minds and bodies of their enemies.
is their aim, and have found a path to it in their shadow They employ hellish fires to rain from the skies, immolating
magic. These voracious spellcasters enslave demon as their opponents. summoning and commanding indomitable
their minions to fight and protect besides them. The power demons from the Twisting Nether to do their bidding, or
of their enslaved demons strengthens as the warlock does, even to be sacrificed as the Warlock sees fit, empowering
making them able to summon deadly demons to their aid. and protecting the dark caster from harm.
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The Warlock
Proficiency Cantrips Spells Spell Spell
Level Bonus Features Known Known Slots Level
1st +2 Fel Study, Shadow Magic 3 2 1 1st
2nd +2 Life Tap 3 3 2 1st
3rd +2 Shadow Embrace 3 4 2 2nd
4th +2 Ability Score Improvement 4 5 2 2nd
5th +3 — 4 6 2 3rd
6th +3 Fel Study feature 4 7 2 3rd
7th +3 — 4 8 3 4th
8th +3 Ability Score Improvement 4 9 3 4th
9th +4 — 4 10 3 5th
10th +4 Fel Study feature 5 10 3 5th
11th +4 Fel Arcanum (6th level) 5 11 3 5th
12th +4 Ability Score Improvement 5 11 4 5th
13th +5 Fel Arcanum (7th level) 5 12 4 5th
14th +5 Fel Study feature 5 12 4 5th
15th +5 Fel Arcanum (8th level) 5 13 4 5th
16th +5 Ability Score Improvement 5 13 4 5th
17th +6 Fel Arcanum (9th level) 5 14 5 5th
18th +6 — 5 14 5 5th
19th +6 Ability Score Improvement 5 15 5 5th
20th +6 Shadow Master 5 15 5 5th

Sworn and Beholden Class Features


Warlocks are defined by the powers they wield, the power- As a warlock, you gain the following class features.
ful fel that the have studied, granting them knowledge of
powers hidden to mages and arcanists. A warlock might be Hit Points
a new found member of one of Azeroth's many cults hidden Hit Dice: 1d8 per warlock level
in ruins no longer used, studying fel in secrecy, attempting Hit Points at 1st Level: 8 + your Constitution modifier
to unlock devastating powers. Hit Points at Higher Levels: 1d8 + your Constitution
The boons bestowed upon a warlock through their modifier per warlock level after 1st
studies ranges from minor but lasting alterations to the
warlock's being, to access of powerful spells. Unlike Proficiencies
bookish wizards, warlocks supplement their magic with Armor: Light armor
some faciliy at hand-to-hand combat. Weapons: Simple weapons, longswords, rapier, scimitar,
shortswords
Creating a Warlock Tools: None
As you make your warlock character, spend some time Saving Throws: Intelligence, Wisdom
thinking about why you decided to delve into the secrets of Skills: Choose two skills from Arcana, Deception, History,
fel, its impressive and destructive nature. Were you seduced Intimidation, Investigation, Nature, and Religion
by the powers it had? What the fel promised for you? Did
you seek out a warlock yourself? or perhaps you became Equipment
addicted to its powers. How your studies came to be is for You start with the following equipment, in addition to the
you to decide. equipment granted by your background:
Quick Build (a) shortsword or (b) any simple weapon
You can make a warlock quickly by following these sug- (a) a component pouch or (b) an arcane focus
gestions. First, Intelligence should be your highest ability (a) a scholar's pack or (b) a dungeoneer's pack
score, followed by Constitution. Leather armor, and a dagger

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Fel Study Life Tap


At 1st level, you have begun studying into the powers and Starting at 2nd level, you are able to sacrifice your own life
chaotic fel, uncovering knowledge of your choice: Study of force to restore spell slots. As an action, you can deal 1d6
Affliction, Study of Demonology, or Study of Destruction. necrotic damage per spell level to yourself, and replenish
Your choice grants you features at 1st level and again at an expended shadow magic spell slot.
6th, 10th, and 14th level. Your maximum hit points are reduced by an amount
equal to the damage taken, and are restored when you
Shadow Magic finish your next long rest.
Your research of shadow and its devastating magic have Shadow Embrace
given you facility with spells. See chapter 10 of the Player's
Handbook for the general rules of spellcasting and chapter At 3rd level, you've been embraced by shadow, granted
6 of this book for for the warlock spell list. knowledge and powers unknown to most. You gain one of
Cantrips the following features of your choice.
You know three cantrips of your choice from the warlock Embrace of the Great Dark
spell list. You learn additional warlock cantrips of your You gain a grimoire from the Great Dark Beyond. When
choice at higher levels, as shown in the Cantrips Known you gain this feature, choose three cantrips from any class's
column of the Warlock table. spell list. While the book is on your person, you can cast
Spell Slots those cantrips at will. The cantrips are warlock spells for
The Warlock table shows how many spell slots you have. you and don't count against your cantrips known.
The table also shows what the level of those slots is; all of Additionally, you learn one spell of your choice from any
your spell slots are the same level. To cast one of your class's spell list. The spell must have a level equal or lower
warlock spells of 1st level or higher, you must expend a than your shadow magic's spell level. You can cast that spell
spell slot. You regain all expended spell slots when you once per long rest without expending a spell slot. When
finish a short or long rest. you receive a replacement grimoire, you may change this
For example. at 5th level, you have two 3rd-level spell spell to another from any class's spell list.
slots. To cast the 1st-level spell false life, you must spend If you lose your grimoire, you can perform a 1-hour ritual
one of those slots, and you cast it at 3rd-level spell. to receive a replacement from the Great Dark. This ritual
can be performed during a short or long rest, and destroys
Spell Known of 1st Level and Higher the previous book. The book turns to ash when you die.
At 1st level, you know two 1st-level spells of your choice
from the warlock spell list. Embrace of the Shadowlands
The Spells Known column of the Warlock table shows You can harvest the souls of the living. If you have a free
when you learn more warlock spells of your choice of 1st hand, you can use your reaction when a creature dies with-
level and higher. A spell you choose must be of a level no in 90 feet of you, to trap its soul in a shard in that hand. The
higher than what's shown in the table's Slot Level column creature must have a CR of 1/2 or greater.
for your level. When you reach 6th level, for example, you Each soul shard keeps its potency for 8 hours before
learn a new warlock spell, which can be 1st, to 3rd level. crumbling into dust. You can never have more soul shards
Additionally, when you gain a level in this class, you can than your Warlock level.
choose one of the warlock spells you know and replace it You can expend soul shards within 5 feet of you to use
with another spell from the warlock spell list, which also one of the abilities below. Once a shard have been spent, it
must be of a level for which you have spell slots. disappears.
Spellcasting Ability Concentrated Souls. As a reaction when making a
Intelligence is your spellcasting ability for your warlock concentration check for a spell, you can spend a number of
spells, so you use your Intelligence whenever a spell refers soul shards equal to the spell's level. You automatically
to your spellcasting ability. In addition, you use your Intelli- succeed the concentration check, and have advantage on
gence modifier when setting the saving throw DC for a war- any additional concentration checks until the start of your
lock spell you cast and when making an attack roll with one next turn.
Drain Life. As an action, you can spend soul shards to
Spell save DC = 8 + your proficiency bonus + force a target within 60 feet of you to make a Constitution
your Intelligence modifier saving throw. On a failed save, the target takes 1d4 necrotic
Spell attack modifier = your proficiency bonus + damage per soul shard spent, or half as much on a success-
your Intelligence modifier ful save. You regain hit points equal to the damage dealt.
Spellcasting Focus
Healthstone. As an action, you can spend soul shards to
create a healthstone, the stone keeps its potency for 24
You can use an arcane focus as a spellcasting focus for your hours before vanishing. As an action, a creature can crush
warlock spells. the stone, regaining 1d4 hit points for each soul shard
spent in its creation.

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Embrace of the Twisting Nether


You learn to summon and bind a demon from the twisting Fel Study
nether to serve as your companion. With 1 hour of work Warlocks have come into contact with the powerful fel,
and the expenditure of 50 gp worth of charcoal and herbs, studying its uncontrollable energy. Three such studies
you summon your choice of an imp, voidwalker, succubus exist, each delving into a different aspect of the powers
or felhunter, each of which are described in Appendix C at wielded by warlocks.
the end of the book.
Your demon gains all the benefits of your Demon Servant Study of Affliction
ability. You can only have one demon summoned at a time. Warlocks that study affliction become masters of shadow-
If your demon companion is ever slain, you can call forth touched powers, unlike priests of the shadow priesthood,
another using the rules mentioned above. warlocks delight in the use of fel as a force to cause pain
You can dismiss the demon companion permanently any and leaving their enemies in whirls of torment.
time you choose, using 1 minute, or you can temporarily
dismiss it to a pocket dimension. You can recall the demon Expanded Spell List
from the pocket dimension, as an action, to reappear in any Affliction lets you choose from an expanded list of spells
unoccupied space within 30 feet of you. when you learn a warlock spell. The following spells are
Demon Servant added to the warlock spell list for you.
Your demon companion gains a variety of benefits while Affliction Expanded Spells
summoned by you. Spell Level Spells
The demon obeys your command as best it can. It rolls 1st fog cloud, mind blast
for initiative like any other creature, but you determine
its actions, decisions, attitudes, and so on. If you are 2nd enlarge/reduce, phantasmal force
incapacitated or absent, your demon acts on its own. 3rd counterspell, slow
Your demon has abilities and game statistics
determined in part by your level. In addition to the areas 4th blight, vitriolic sphere
where it normally uses its proficiency bonus, your 5th cloudkill, hold monster
demon also adds its proficiency bonus to its AC. The
demon uses your proficiency bonus rather than its own, Curse of Agony
and gains more abilities as you gain Warlock levels. Starting at 1st level, you gain the ability to place a baleful
For each level you gain after 3rd, your demons health curse on someone. As a bonus action, choose one creature
increases by the average of its hit dice. you can see within 30 feet of you. The curse ends early if
The demon keeps its alignment, but it can't willingly do the target dies, you die, or you are incapacitated. The target
any actions that goes against your alignment. is cursed for 1 minute. Until the curse ends, you gain the
Ability Score Improvement following benefits:
When you reach 4th level, and again at 6th, 8th, 12th, 14th, You gain a bonus to damage rolls against the cursed
16th, and 19th level, you can increase one ability score of target equal to your proficiency bonus.
your choice by 2, or you can increase two ability scores of Any attack roll you make against the cursed target is a
your choice by 1. As normal, you can't increase an ability critical hit on a roll of 19 or 20 on the d20.
score above 20 using this feature. You can use this feature twice. You regain expended uses
Fel Arcanum when you finish a short or long rest.
At 11th level, you've delved deep into fel and unveil magical Nether Ward
secrets called arcanums. Choose one 6th-level spell from At 6th level, you learn to magically ward yourself against
the warlock spell list as this arcanum. attacks and to use an enemey's failed strike as an opening
You can cast your arcanum spell once without expending for yourself. When a creature makes an attack roll against
a spell slot, after which you must finish a long rest before you, you can use your reaction to impose disadvantage on
you can do so again. that roll. If the attack misses you, your next attack roll
At higher levels, you gain more warlock spells of your against the creature has advantage if you make it before the
choice that can be cast in this way end of your next turn.
At higher levels, you gain more warlock spells of your Once you use this feature, you can't use it again until you
choice that can be cast in this way: one 7th-level spell at finish a short or long rest.
13th level, one 8th-level spell at 15th level, and one 9th-level Unstable Affliction
spell at 17th level. You regain all uses of your Fel Arcanum
when you finish a long rest. Upon reaching 10th level, when you deal damage to a crea-
ture under the effects of your Curse of Agony, you can use
Shadow Master your bonus action to attempt to afflict it. The target must
succeed on a saving throw against the chosen affliction.
At 20th level, you can draw on your inner reserve of shadow On a failed save, the creature gains the effects of the
to regain expended spell slots. You can spend 1 minute to corruption until the end of your next turn.
regain all your expended spell slots from your Spellcasting
feature. Once you regain spell slots with this feature, you Weakness (Strength Save). Weapon attacks deal half
cannot do so again until you finish a long rest. damage and Strength saving throws are made with
disadvantage.

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Graceless (Dexterity Save). Attack rolls and Dexterity
saving throws are made with disadvantage.
Illness (Constitution Save). The creature can't regain
hit points and Constitution saving throws are made with
disadvantage.
Stupidity (Intelligence Save). The creature must use
its action to use their bonus action or movement.
Negligence (Wisdom Save). The creature uses its
movement on its turn to move towards you by the most
direct route possible.
Abhorrence (Charisma Save). The creature becomes
frightened of you, and uses its turn to move more than
60 feet away from you if possible.
Seed of Corruption
At 14th level, you can plunge a creature into an illusory
realm of the horrific twisting nether. As an action, choose a
creature that you can see within 60 feet of you. It must
make a Wisdom saving throw against your warlock spell
save DC. On a failed save, it is charmed or frightened by
you (your choice) for 1 minute or until your concentration is
broken (as if you are concentrating on a spell). This effect
ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in
the eternal cosmos of the twisting nether. The creature can
see and hear only itself, you, and the illusion around it.
You must finish a short or long rest before you can use
this feature again.
Study of Demonology
Warlocks that study demonology harness the powers of the
malefic demon beings of the twisting nether. Uncovering
secrets unknown by residents of Azeroth, and twisting their
magic with the aid of demonic powers from the great dark.
Expanded Spell List
Demonology lets you choose from an expanded list of
spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you.
Demonology Expanded Spells
Spell Level Spells
1st charm person, sudden awakening
2nd find steed, mind blast
3rd animate dead, slow
4th charm monster, dominate beast
5th hold monster, planar binding

Fiendish Influence
Starting at 1st level, you learn the friends cantrip, which
counts as a warlock cantrip for you.
Additionally, fiends have difficulty harming you. If a fiend
targets you directly with an attack or a harmful spell, that
creature must make a Wisdom saving throw against your
spell save DC (a fiend needn't make the save when it
includes you in an area effect, such as the explosion of
fireball). On a failed save, the creature must choose a new
target or forfeit targeting someone instead of you, poten-
tially wasting the attack or spell. On a successful save, the
creature is immune to this effect for 24 hours. A fiend is
also immune to this effect for 24 hours if you target it with
an attack or harmful spell.

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Wild Imps Destruction Expanded Spells


Upon reaching 6th level, your spells are able of open rifts Spell Level Spells
into the twisting nether to bring forth wild imps. Each time
you roll a 20 on the d20 roll for a spell attack, or deal the 1st burning hands, witch bolt
killing blow to a creature of significant threat (DM's discre- 2nd aganazzar's scorcher, scorching ray
tion). You summon an imp in an unoccupied space within
30 feet of you. A statblock can be found in Appendix C. 3rd erupting earth, flame arrows
A summoned imp obeys your commands as best it can. It 4th fire shield, wall of fire
rolls initiative like any other creature, but you determine its
actions, decisions, attitudes, and so on. If you are inca- 5th flame strike, planar binding
pacitated or absent, the imp acts on its own.
Imps stay for 1 minute before being dragged back to the Ignite
twisting nether. You can have a number of imps summoned At 1st level, as an action, you can magically ignite a flam-
equal to your proficiency bonus. mable object you touch with your hand.
Demonic Resilience Chaos Magic
Starting at 10th level, you can choose one damage type Starting at 1st level, whenever you cast a spell of 1st level
when you finish a short or long rest. You gain resistance to or higher that deals fire or necrotic damage, you can use
that damage type until you choose a different one with this your bonus action and choose a creature hit by your spell.
feature. Damage from magical weapons or silver weapons Volatile magic erupts in a 10 feet radius around the target,
ignores this resistance. dealing fire or necrotic damage equal to your warlock level
to all creatures within range.
Mark of Service
At 14th level, you gain the ability to infect fiends minds. You Havoc
can use your action to touch an incapacitated fiend. That Starting at 6th level, you can duplicate certain spell effects.
creature is charmed by you until a remove curse spell is When you cast a spell with a spell slot that targets only one
cast on it, the charmed condition is removed from it, you creature and doesn't have a range of self, you may choose
use this feature again, or 24 hours pass. to target a second creature in range with the same spell.
You can communicate telepathically with the charmed Once you use this feature, you can't use it again until you
creature as long as the two of you are on the same plane. finish a short or long rest.
Study of Destruction Soul Fire
Warlocks that study destruction meddle with the energy of Beginning at 10th level, you gain the ability to use your
fel and fire, combining the two to create devastating spells. tapped life to empower your spells. Whenever you use your
They require little motivation for the havoc they wreak, and Life Tap feature, you are able to reroll a number of damage
are happy to revel in the destruction they cause, thrilled at dice up to your Intelligence modifier for the next spell you
any opportunity to watch the world erupt in discord. cast within 1 minute.
Expanded Spell List Chaos Bolt
Destruction lets you choose from an expanded list of spells At 14th level, you are able to hurl a roaring bolt of chaotic
when you learn a warlock spell. The following spells are energy towards a target. As an action, choose a creature
added to the warlock spell list for you. within 120 feet of you, the target must make a Constitution
saving throw. Taking 7d8 necrotic plus 30 fire damage on a
failed save, or half as much on a successful one.
A creature killed by this feature and everything it is wear-
ing and carrying, except magic items, are reduced to a pile
of fine gray dust. The creature can be restored to life only
by True Resurrection or Wish.
Once you have used this feature you cannot use it again
until you have finished a long rest.

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Warrior
Now, watch them attack me. Pitiful! Do they think to take
vengeance for their fallen? Do they come to challenge ME?
I, who have won a hundred wars? I, who stood alone
against thousands and still shouted for my enemies to
come? No, these saurok will crumple before me like paper
before the flame!
— Skeer the Bloodseeker  
The warrior’s battle cries embolden friends and leave foes
A human in clanging plate armor holds her shield high cowering in fear. With legendary precision, warriors target
before her as she charges toward the massed kobolds. A the smallest gaps in armor and slice at hamstrings in a blur
night elf behind her, clad in studded leather armor, peppers of steel.
the kobolds with arrows loosed from his exquisite bow. The Every dragon slain, corrupted tyrant toppled, and demon
dwarf nearby shouts orders, helping the two combatants banished from Azeroth has trembled in the face of these
coordinate their assault to the best advantage. lords of war.
An orc in chainmail interposes his shield between the Warriors are the quintessential fearless fighters on the
ogre's club and his companion in a swift action, knocking battlefield, and their pure martial prowess inspires courage
the deadly blow aside. His companion, a blood elf in scale in allies and despair in enemies. Experts in all manner of
armor, swings two scimitars in a blinding whirl as she melee weaponry and possessing incredible physical
circles the ogre, looking for a blind spot in its defenses. strength and skill, Warriors are perfectly suited to serve as
A gladiator fights for sport in an arena, a master with his frontline combatants and battlefield commanders.
trident and net, skilled at toppling foes and moving them
around for the crowd's delight, and his own tactical Well-Rounded Specialists
advantage. His opponent's sword flares with blue light an Warriors learn the basics of all combat styles. Every
instant before she sends lightning flashing forth to smite warrior can swing an axe, fence with a rapier, wield a
him. longsword or a greatsword, use a bow, and even trap foes in
Ancient Practice a net with some degree of skill. Likewise, a warrior is adept
with shields and every form of armor. Beyond that basic
For as long as war has raged, heroes from every race have degree of familiarity, each fighter specializes in a certain
aimed to master the art of battle. Warriors combine style of combat. Some concentrate on protection their
strength, leadership, and a vast knowledge of arms and allies from mortal blows, some on fighting with two
armor to wreak havoc in glorious combat. Some protect weapons at once, and some prefer a single large weapon
from the front lines with shields, locking down enemies able to be wielded with extraordinary force. This
while allies support the warrior from behind with spell and combination of broad general ability and extensive
bow. Others forgo the shield and unleash their rage at the specialization makes fighters superior combatants on
closest threat with a variety of deadly weapons. battlefields and in dungeons alike.
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The Warrior
Proficiency Rage
Level Bonus Features Rages Reserve
1st +2 Fighting Style, Second Wind — —
2nd +2 Rage 2 1
3rd +2 Martial Stance 3 2
4th +2 Ability Score Improvement 3 2
5th +3 Extra Attack 3 3
6th +3 Action Surge (one use) 4 3
7th +3 Martial Stance feature, Rage Improvement 4 4
8th +3 Ability Score Improvement 4 4
9th +4 Martial Stance feature 4 5
10th +4 Dauntless, Rage Improvement 4 5
11th +4 Martial Stance feature 4 6
12th +4 Ability Score Improvement 5 6
13th +5 — 5 7
14th +5 Ability Score Improvement 5 7
15th +5 Martial Stance feature, Rage Improvement 5 8
16th +5 Ability Score Improvement 5 8
17th +6 Action Surge (two uses) 6 9
18th +6 Martial Stance feature 6 9
19th +6 Ability Score Improvement 6 10
20th +6 Extra Attack (2) 6 10

Creating a Warrior Class Features


As you build your warrior, think about two related elements As a warrior, you gain the following class features.
of your character's background: Where did you get your
combat training, and what set you apart from the mundane Hit Points
fighters around you? Were you particularly ruthless? Did Hit Dice: 1d10 per warrior level
you get extra help from a mentor, perhaps because of your Hit Points at 1st Level: 10 + your Constitution modifier
exceptional dedication? Hit Points at Higher Levels: 1d10 + your Constitution
You might have enjoyed formal training in a noble's army modifier per warrior level after 1st
or in a local militia. Perhaps you trained in a war academy,
learning strategy, tactics, and military history. Or you might Proficiencies
be self-taught—unpolished but well tested. Did you take up Armor: All armor, shields
the sword as a way to escape the limits of life on a farm, or Weapons: Simple weapons, martial weapons, firearms
are you following a proud family tradition? Where did you Tools: None
acquire your weapons and armor? They might have been
military issue or family heirlooms. or perhaps you Saving Throws: Strength, Constitution
scrimped and saved for years to buy them. Your armaments Skills: Choose two skills from Acrobatics, Animal
are now among your most important possessions—the only Handling, Athletics. History, Insight, Intimidation,
things that stand between you and death's embrace. Perception, and Survival
        Quick Build Equipment
            You can make a warrior quickly by following these You start with the following equipment, in addition to the
            suggestions. First, Strength should be your highest equipment granted by your background:
            ability score, followed by Constitution. (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
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Fighting Style Berserker Rage


You adopt a particular style of fighting as your specialty. You can spend 3 rage points and use your action to end one
Choose one of the following options. You can't take a effect that is causing you to be charmed or frightened.
Fighting Style option more than once, even if you later get Charge
to choose again. You can spend 2 rage points and take the Dash action, if
Defense you move at least 20 feet straight towards a target you can
While you are wearing armor, you gain a +1 bonus to AC. make one weapon attack against it with advantage.
Dueling Deep Wounds
When you are wielding a melee weapon in one hand and no When you hit another creature with a weapon that deals
other weapons, you gain a +2 bonus to damage rolls with piercing or slashing damage, you can spend 3 rage point to
that weapon. attempt to deepen your hit. The target must succeed on a
Constitution saving throw, or have all healing received
Great Weapon Fighting reduced by your Warrior level for 1 minute. Target may
When you roll a 1 or 2 on a damage die for an attack made repeat the saving throw at the end of each of their turn.
with a melee weapon that you wield with two hands, you
can reroll the die and must use the new roll, even if the new Disarm
roll is a 1 or a 2. The weapon must have the two-handed or You can spend 2 rage points before making an attack to
versatile property for you to gain this benefit. attempt to disarm the target. If you hit, the target loses the
grip on their weapon, the weapon lands in an empty space
Protection of your choice within 10 feet of the target.
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 Execute
impose disadvantage on the attack roll. You must be When you hit with a weapon attack, you can spend 6 rage
wielding a shield. points to ferociously wound the target, dealing extra
weapon damage equal to your Warrior level.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your Hamstring
ability modifier to the damage of the second attack. You can spend 3 rage points before making an attack to
attempt to hinder the target's movement. If your attack hits,
Second Wind the target must make a Constitution saving throw. The
You have a limited well of stamina that you can draw on to target's speed is reduced to 0 on a failed save, or half on a
protect yourself from harm. On your turn, you can use a successful one, until the start of your next turn.
bonus action to regain hit points equal to Id10 + your Ignore Pain
warrior level. You can spend 2 rage points as a reaction when hit by a
Once you use this feature, you must finish a short or long weapon attack to give yourself resistance towards bludge-
rest before you can use it again. oning, piercing, and slashing damage from nonmagical
attacks until the start of your next turn.
Rage
At 2nd level, you can fight with primal ferocity in battle. On Raging Blow
your turn, you can enter a rage as a bonus action. You can spend 1 or more rage points when rolling damage
When you rage, you gain a number of rage points equal for a weapon attack. When done, you may reroll 1 damage
to your Rage Reserve column. You gain 1 additional point die for each rage spend, you must use the new roll.
while raging each time you hit with a melee weapon attack
you didn't spend rage points on. You can never have more Martial Stance
rage points than your Warrior level. At 3rd level, you choose a martial stance that you strive to
You can spend these rage points to fuel various rage emulate in your combat styles and techniques. Choose
features. At 2nd level, you know two rage features of your Arms, Fury, or Protection, all detailed at the end of the
choice from the list below. You learn an additional rage fea- class description. The stance grants you features at 3rd
ture of your choice at 7th, 10th, and 15th level. Each time level and again at 7th, 9th, 15th, and 18th level.
you learn a rage feature, you can also replace one feature
you know with a different one from the list. Ability Score Improvement
Your rage lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you haven't When you reach 4th level, and again at 8th, 12th, 14th,
attacked a hostile creature since your last turn or taken 16th, and 19th level, you can increase one ability score of
damage since then. You can also end your rage on your your choice by 2, or you can increase two ability scores of
turn as a bonus action. your choice by 1. As normal, you can't increase an ability
Once you have raged the number of times shown for your score above 20 using this feature.
warrior level in the Rages column of the Warrior table, you Extra Attack
must finish a long rest before you can rage again.
Some of your rage features require your target to make a Beginning at 5th level, you can attack twice, instead of
saving throw to resist the feature's effect. The saving throw once, whenever you take the Attack action on your turn.
DC is calculated as follows: The number of attacks increases to three when you
Rage save DC = 8 + your proficiency bonus + reach 20th level in this class.
your Strength modifier
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Action Surge Additional Fighting Style


At 6th level, you can push yourself beyond your normal At 9th level, you choose a second option from the Fighting
limits for a moment. On your turn, you can take one Style class feature.
additional action on top of your regular action and a Colossus Smash
possible bonus action. Starting at 11th level, you can spend 2 rage points before
Once you use this feature, you must finish a short or long taking the attack Action. If one of your weapon attacks hits,
rest before you can use it again. Starting at 17th level, you the target takes normal weapon damage and allies gain
can use it twice before a rest, but only once per turn. advantage on weapon attacks against that creature until
the start of your next turn.
Dauntless
By 10th level, your instincts are so honed that you have Improved Critical
advantage on initiative rolls. Upon reaching 15th level, your weapon attacks score a
In addition, if you are surprised at the beginning of critical hit on a roll of 19 or 20.
combat, you can act normally on your first turn if you
choose to enter a rage as part of that turn. Opportunity Strikes
Starting at 18th level, you respond to openings in enemies
defense with unmatched ferocity. In combat, you get a
Martial Stances special reaction that you can take once on every creature's
Different fighters choose different approaches to perfecting turn, except your turn. You can use this special reaction
their fighting prowess. The martial stance you choose to only to make an opportunity attack, and you can't use it on
emulate reflects your approach. the same turn that you take your normal reaction.
Arms Fury
As a childhood of sparring defines a warrior’s destiny, so On the battlefield and in the arena, the most feared combat-
too does one’s choice of weapon determine their role on the ants are often the furious berserkers who lust for battle and
battlefield. Arms warriors gravitate toward two-handed thirst for blood. Through a lifetime of training and sparring,
weapons instinctively. Two-handed weapons allow them to these merciless warriors have become masters of carnage.
deliver devastating, overpowering blows, fully exploiting
their enemies’ weaknesses. Rampage
Beginning when you chose this stance at 3rd level, your
Overpower intensity in battle allows you to shrug off harm and helps
Beginning when you choose this stance at 3rd level, when- you strike true. As a bonus action on your turn, you can give
ever you hit with a weapon that you're proficient with and yourself advantage on weapon attack rolls until the end of
deal damage, the weapon's damage increases by an amount the current turn. When done, you also gain 5 temporary hit
based on your Warrior level, as shown in the Overpower points. The number of temporary hit points increases when
Bonus table. you reach certain levels in this class, creasing to 10 at 10th
level and 15 at 15th level.
Overpower Bonus You can use this feature three times, and you regain all
Warrior Level Damage Increase expended uses of it when you finish a long rest.
3rd 1d4 Titan's Grip
10th 1d6 Starting at 7th level, you can wield melee weapons that
have the two-handed property with one hand, gaining all of
16th 1d8 the benefits that otherwise comes with the weapon. To do
20th 1d10 this you must be proficient in the weapons use.
Additionally, versatile one-handed weapons now deal
Seasoned Soldier their versatile damage die instead.
Starting at 7th level, if you spend 1 minute observing or Tireless Rampage
interacting with another creature outside of combat, you Upon reaching 9th level, when you roll initiative and have
can learn certain information about its capabilities com- no uses of rampage remaining, you regain one use.
pared to your own. The DM tells you if the creature is your
equal, superior, or inferior in regard to two of the following Bloodthirst
characteristics of your choice: Starting at 11th level, you can spend 1 rage points before
Strength score taking the Attack action to make your first successful attack
Dexterity score this turn deal twice your ability modifier to its damage.
Constitution score
Armor Class
Current hit points
Total class levels (if any)
Warrior class levels (if any)

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Into The Fray Intercept


Upon reaching 15th level, creatures provoke an opportunity Starting at 7th level, you learn to fend off strikes directed at
attack from you when they move 5 feet or more while you, or other creatures nearby. If you or a creature you can
within your reach, and if you hit a creature with an oppor- see within 5 feet of you is hit by an attack, you can roll 1d8
tunity attack, the target's speed is reduced to 0 until the as a reaction if you're wielding a melee weapon or a shield .
end of the current turn. Roll the die, and add the number rolled to the target's AC
against that attack. If the attack still hits, the target has
Anger Management resistance against the attack's damage.
At 18th level, if you take damage that reduces you to 0 hit You can use this feature a number of times equal to your
points and doesn't kill you outright, you can use your Constitution modifier (minimum of once), and you regain
reaction to delay falling unconscious and immediately take all expended uses of it when you finish a long rest.
an extra turn. While you have 0 hit points during that extra
turn, taking damage causes death saving throw failures as Never Surrender
normal, and three death saving throw failures can still kill Beginning at 9th level, you are able to use your second
you. When the extra turn ends, you fall unconscious if you wind feature twice between short or long rests. When you
still have 0 hit points. Once you use this feature, you can't succeed a death saving throw, you can expend a use of
use it again until you finish a long rest. Second Wind whilst unconscious.
Protection Shield Slam
Like their counterparts, protection warriors are virtually Starting at 11th level, immediately after you hit a creature
bred for physical dominance, having been raised in the art with a melee attack on your turn, you can spend 3 rage
of close-quarters combat. They demonstrate an uncanny points to make a shield slam as a bonus action. If you hit,
knack for the use of a shield, nullifying an opponent’s the target takes bludgeoning damage equal to your Warrior
advances and creating opportunities for counterattacks. level, and must succeed on a Constitution saving throw (DC
8 + your Strength modifier + your proficiency bonus) or be
Taunt stunned until the end of it's next turn.
Beginning when you choose this stance at 3rd level, you You must be wielding a shield to use this feature.
can use your action to taunt creatures of your choice within Unstoppable Force
30 feet of you. Creatures within range must succeed on a Starting at 15th level, you are able to soften even the most
Wisdom saving throw (DC 8 + your Strength modifier + devastating blows, and push against any one trying to
your proficiency bonus) or have disadvantage when attack- tumble you. Critical hits against you becomes normal hits,
ing a creature besides you for 1 minute. A target can repeat any attempts to knock you prone has disadvantage, and the
the saving throw at the end of their turn, ending the taunt distance you can be shoved is halved.
on a success.
Once you use this feature, you can't use it again until you Last Stand
finish a short or long rest. At 18th level, at the start of each of your turns, you regain
hit points equal to 5 + your constitution modifier if you have
no more than half of your hit points left. You don't gain this
benefit if you have 0 hit points.

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Prestige Classes

P
restige classes offer players a way to delve    A prestige class requires a minimum character level and
into uniqie class options, classes that are not a minimum score in at least one ability, as well as requiring
so easily taught or learnt. The Death Knight that you complete a specific deed before being able to take
requires the aid of the powerful Val'kyr, and a up that class.
personal sacrifice to be made, a sacrifice of
blood, and the Demon Hunter, Illidan's elite Experience Points
soldiers, requires more than a simple blood Just as with the standard rules for multiclassing, the
sacrifice, it requires cunning actions to be taken, personal experience point cost to gain a level is always based on
scars to be made that will last the characters life. your total character level, not your level in a particular
Both classes are powerful in their own ways, and both class.
will grant the individual features unique to them. They each
require the player to complete special tasks, a brief Hit Points and Hit Dice
description of the tasks are presented in the class Each prestige class specifies the hit points you gain from it.
Prerequisites. For a more indepth look of what must be You add together the Hit Dice granted by all your classes
done, see Appendix D at the end of this book. and prestige classes to determine your pool of Hit Dice. If
the Hit Dice are the same die type, you pool them together.
Joining a Prestige Class
Proficiency Bonus and Proficiencies
In order to join a prestige class, you must first check with Your proficiency bonus is always based on your total
your Dungeon Master. A DM can opt to include or disallow character level, not your level in a particular class. A
prestige classes in their game. Prestige classes require you prestige class specifies whether it grants proficiencies
to undertake specific actions in the game so that your when you enter it.
character can begin pursuing that class. If those actions
aren't alreaady possible in your campaign, talk to your DM Prestige Class Features
about integrating the prestige class that interests you. You gain prestige class features just like normal class
A prestige class uses the normal rules for multiclassing features. Sometimes, a prestige class can improve features
(See chapter 5, "Customization Options," later in this book). you have gained from other classes. If a prestige class
When your character is ready to advance a level, you can grants Channel Divinity, Extra Attack, or Unarmored
choose to gain a level in a prestige class. Your levels in all Defense, that feature is treated the same way as if you had
your classes, including prestige classes, are added together gained it from multiple standard classes.
to determine your character level.
Spellcasting
Prerequisites The Death Knight prestige class grants spellcasting. It
Taking up a prestige class through multiclassing involves provides details on how to determine your overall
meeting certain prerequisites, just as with multiclassing spellcasting ability, using the rules for spellcasting and
into a standard class. You must meet the ability score multiclass character.
prerequisites for your current class and for the prestige
class in order to qualify for it.

Prestige Classes
Hit Primary Saving
Class Description Die Ability Throws Armor and Weapons
Death A unholy warrior, wielding necrotic powers to aid All armor, simple and
d10 Strength Strength
Knight themselves and defeat their enemies. martial weapons
Demon An agile combatant made through personal sacrifices, Simple and martial
d6 Dexterity Dexterity
Hunter imbued with the powers of fel. weapons, warglaives

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Outcast for Life


Although these death knights are not undead as the genera-
tions before them, they carry much of the essence of the
knights that came before them, and from a distance have
the look of a dead person, their blank white stares peering
at the world around them. Even though they are alive and
not emotionless, it means little to most they meet who shun
Death Knight them because of what they have become. Death knights are
A hero... that's what you once were. You stood against the bringers of death and destroy, a fact not easily forgotten.
shadow, and purchased another dawn for this world at the This has lead most death knights down a solitary path,
cost of your life. But the evil you fought is not so easily many keep to the outskirts of towns and cities, or hide their
banished, the victory you claimed not so easily held. The appearance well before entering.
specter of death looms over this world again, it has found
new champions to bring about its final reign. Knights of Grim Revival
darkness, this is the hour of your dark rebirth . . . Being resurrected as a death knight is not a simple task,
— A knight of the Ebon Blade   only complicated further by the scar it leaves on the newly
resurrected, gaining the powers of the death knights weak-
A human clad in heavy armor, wielding a greatsword with ens the soul for a tremendous time, a price that has to be
both hands, as he clutches it close, runes flash along its paid. But not only does it drain the death knight, some
edge, leaving a stream of black smoke behind his swings. scars are visible for all to see, their resurrection has filled
An orc surrounded by kobolds, forces his axe into the their body with necrotic energy that will forever linger with-
ground as the earth around him wither and die, frightening in them, a trait always shown through their eyes, which will
the kobolds as they run for their life. forever sit as two white lights in their sockets.
Biting cold rushes through the battle, as a lone blood elf
walks forward, her armor clad in a layer of frost, she walks Steadfast Warriors
with firm steps, freezing the earth beneath her feet. Death knights are exceptional warriors, and in many ways
No matter their past calling, death knights serve the similar to paladins, being keen with various weapons and
powers of death, wielding weapons infused with runes of able to fight in any armor, aiding their combat with the use
power. They are ruthless and practical warriors resurrected of magic. They wield their empowered runic weapons and
by the powerful val'kyrs and granted the powers of the shadow magic which enables them to overpower most foes
revered death knights of the Ebon Hold. Although these that would dare to stand against them, making them fearful
warriors seem dead at a glance, they are very much alive. fighters able to stand in any situation.
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The Death Knight


Proficiency Spells Spell Slot Runes
Level Bonus Features Known Slots Level Known
1st +3 Lingering Death, Rune Weapon, Shadow Magic 2 1 1st —
2nd +3 Presence, Runic Empowerments 3 2 1st 2
3rd +3 Ability Score Improvement 4 2 2nd 2
4th +4 — 5 2 2nd 2
5th +4 Presence feature 6 3 3rd 3
6th +4 Death Strikes 7 3 3rd 3
7th +4 Ability Score Improvement 8 3 4th 3
8th +5 Undeath 9 3 4th 4
9th +5 Presence feature 10 3 5th 4
10th +5 Antimagic Shell 10 3 5th 4
11th +5 Ability Score Improvement 11 3 5th 5
12th +6 — 11 4 5th 5
13th +6 Presence feature 12 4 5th 5
14th +6 Ability Score Improvement 12 4 5th 6
15th +6 Master of Death 13 4 5th 6

Becoming a Death Knight Prerequisites


For most, becoming a death knight was not a choice, the In order to undergo the transformation required to advance
vast majority of death knights was raised by the Lich King as a death knight, you must meet the following prerequi-
and enslaved under his control, very few remain of the sites (in addition to the multiclassing prerequisites for your
death knights that was freed from his control. Because of existing class):
this very few new death knights are made, as death knights
does not wish to give other their fates, living a live without Strength 13. Death Knights need to be able to wield
feelings, in constant battle against the Lich King's ever weapons and strike hard upon their enemies.
present control. Necromancers cared little for what death Charisma 13. Imbued with magic they need to be able
knights wanted, and in secret studied incantations and to wield the magic within them into spells.
rituals that would make them able to gain the powers of the Proficiency in Heavy Armor or Martial Weapons.
revered death knights. Eventually they succeed and crafted Death knights learn much through their training, but
a dark simulacrum, detailing complex spells that would some skills has to be known beforehand.
allow them to gain the powers of a death knight, without Character Level 5th. Death knights are made out of
the sacrifice of death, and outside the Lich King's control. the corpses of adventurers, imbued with magic, a simple
To this day their efforts has been eliminated and their process but straining for the imbuer, as such you must
simulacrum lost to time. be a 5th-level character before you can gain levels in the
As you choose to use the simulacrum to become a death death knight prestige class.
knight, consider why you decided to undergo the transfor- Complete a Special Task. To become a death knight
mation. Did you seek greater power that what was offered you must find the dark simulacrum and perform the
in the living world? Were you seeking a means to end the ritual presented in it. At which point you will be
scourge? Perhaps you were simply curious as to the tomes reawaken as a weak death knight. See Appendix D for
spells and did not know what you were entering? Perhaps an indepth of the special task and the dark simulacrum.
you were sick of your previous life, and wished for a new
beginning? Class Features
Think about what effect the transformation has done to
you, becoming a death knight comes at a cost, it splits a As a death knight, you gain the following class features.
fragment of your soul, forever changing part of you, while
these death knights are still alive, the resurrection often Hit Points
changes how one acts, if not for the memory of having Hit Dice: 1d10 per death knight level
sacrificed yourself, then the necrotic energy now rushing Hit Points at Higher Levels: 1d10 + your Constitution
through your body. modifier per death knight level
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Proficiencies Spell Known of 1st Level and Higher


Armor: All armors At 1st level, you know two 1st-level spells of your choice
Weapons: Simple weapons, martial weapons from the death knight spell list.
Tools: None The Spells Known column of the Death Knight table
Saving Throws: Strength shows when you learn more death knight spells of your
Skills: None choice of 1st level and higher. A spell you choose must be of
a level no higher than what's shown in the table's Slot Level
Equipment column for your level. For example, when you reach 5th
The death knight prestige class does not grant any special level, you learn a new death knight spell, which can be 1st,
equipment. 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can
Lingering Death choose one of the death knight spells you know and replace
You have been resurrected by a val'kyr in an unholy ritual, it with another spell from the death knight spell list, which
twisting your body and giving you the following benefits. also must be of a level for which you have spell slots.
Dead Gaze Spellcasting Ability
You gain darkvision to a range of 120 feet, if you already Charisma is your spellcasting ability for your death knight
have darkvision it increases by to that range and you are spells, so you use your Charisma whenever a spell refers to
able to see normally in magical darkness. your spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a cast death
Lost Radiance knight spell and when making an attack roll with one
Any traces of the holy light have left your body, replaced by Spell save DC = 8 + your proficiency bonus +
unholy energies. Your divine spells becomes twisted if cast, your Charisma modifier
changing the damage of any spell that deals radiant to Spell attack modifier = your proficiency bonus +
necrotic damage. Talk with your DM about adjusting the your Charisma modifier
spell visually to better implement this change.
Presence
Rune Weapon
At 2nd level, you have gained powers in a presence of after-
You carve magical runic sockets onto a weapon, binding it life, choosing between: the presence of Blood, Frost, or
to you and preparing it for your runic empowerments. This Unholy, each of which is detailed at the end of the class
weapon counts as magical for the purpose of overcoming description. Your choice grants you features at 2nd level
resistance and immunity to nonmagical attacks. Your rune and again at 5th, 9th, and 13th level.
weapons power fades when not held by you, and its bene-
fits can't be used by anyone other than yourself. Channel Necromancy
You can transform one two-handed weapon or two one- Your presence allows you to channel necrotic energy to fuel
handed weapons into your rune weapon by performing a dark magics. Each Channel Necromancy option provided
special ritual while you hold the weapon. You perform the by your presence explains how to use it.
ritual over the course of 1 hour, which can be done during a When you use your Channel Necromancy, you choose
short rest. The weapon ceases to be your rune weapon if which option to use. You must then finish a short or long
you perform the 1-hour ritual on a different weapon, or if rest to use your Channel Necromancy again.
you use a 1-hour ritual to break your bond. Some Channel Necromancy effects require saving
throws. When you use such an effect from this class, the
Shadow Magic DC equals your Death Knight spell save DC.
Your dark resurrection has filled you with necrotic energies
that make you able to cast spells. See chapter 10 of the Runic Empowerments
Player's Handbook for the general rules of spellcasting and You have unearthed fragments of magic and learned how to
chapter 6 of this book for for the death knight spell list. shape them onto your blade in the form of runes to fill its
empty sockets with power.
Spell Slots At 2nd level, you gain two runic empowerments of your
The Death knight table shows how many spell slots you choice. Your rune options are detailed at the end of the
have. The table also shows what the level of those slots is; class description. When you gain certain levels in this class,
all of your spell slots are the same level. To cast one of your you imbue additional runes of your choice, as shown in the
death knight spells of 1st level or higher, you must expend a Runes Known column of the Death Knight table.
spell slot. You regain all expended spell slots when you Additionally, when you gain a level in this class, you can
finish a short or long rest. choose one of the runes you know and replace it with
For example. when you are 5th level, you have three 3rd- another rune that you could learn at that level.
level spell slots. To cast the 1st-level spell cause fear, you
must spend one of those slots, casting it as a 3rd-level spell.

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Ability Score Improvement Blood Presence


When you reach 3rd level, and again at 7th, 11th, and 15th Death knights of the blood presence enter delve into the
level, you can increase one ability score of your choice by 2, shunned arts of blood magic, bolstering their own defenses
or you can increase two ability scores of your choice by 1. by the use of blood from themselves and draining their
As normal, you can't increase an ability score above 20 enemies lifeforce for their own gain.
using this feature.
Channel Necromancy
Death Strikes When you take this presence at 2nd level, you gain the
By 6th level, you are so suffused with negative energy that following two Channel Necromancy options.
all your melee weapon strikes carry necrotic power with Dancing Rune Weapon. As a bonus action, you present
them. Whenever you hit a creature with a melee weapon, your rune weapon and manifest an animated copy of your
the creature takes an extra 1d8 necrotic damage. rune weapon. The weapon has the statistics of a flying
sword, but deals damage equal to your rune weapon, and
Undeath has hit points equal to twice your death knight level. It acts
on your initiative, its actions determined by you.
Starting at 8th level, you can hold your breath indefinitely, The sword lasts for 1 minute, and you can end the effect
and you don't require food, water, or sleep, although you early as a bonus action, making the the weapon fly back to
still require rest to reduce exhaustion and still benefit from you and fall to the ground in your space, if you have an
finishing short and long rests. empty hand you can instead make the weapon return to it
In addition, you age at a slower rate. For every 10 years rather than falling to the ground.
that pass, your body ages only 1 year, and you are immune Death and Decay. As an action, you can pierce your rune
to being magically aged. weapon into the ground and use your channel necromancy
to desecrate the earth. Each creature of your choice within
Antimagic Shell 20 feet of you must succeed on a Wisdom saving throw, or
Beginning at 10th level, you can use your bonus action to be frightened of you for 1 minute.
end one spell on yourself. A frightened creature must spend its turn trying to move
You can use this feature a number of times equal to your as far away from you as it can, and can't willingly move to a
Charisma modifier (a minimum of 1). You regain expended space within 20 feet of you. For its action, it can use only
uses when you finish a long rest. the Dash action or try to escape from effects that prevent it
from moving. IF the creature ends its turn out of sight of
Master of Death you and the desecrated area, it may make another Wisdom
saving throw, ending the frightened on a successful save.
At 15th level, you bond with your runic weapons, parting
with a fraction of your soul to imbue with in them. If you Rune Tap
die, you return to life 24 hours after death, as the weapon Upon reaching 5th level, you can tap your rune weapon's
resurrects you. IF your body is destroyed, you reform with- energy to bolster your own defense. As an action you tap
in 1 mile of the place of your death. If your equipment was your rune weapons power, briefly removing all benefits
destroyed you do not regain it. from your empowerments from it. For 1 minute, you gain
If your rune weapon is broken or on another place of resistance towards bludgeoning, piercing, and slashing
existence, you are not resurrected after 24 hours. If your damage. Once the duration ends, you regain the abilities
weapon returns to your plane of existence after 24 hours granted by your runic empowerments.
has passed, you do not return to life as the magic of your Once you use this feature, you can't use it again until you
weapon fades and vanishes. finish a short or long rest.
Presence Purgatory
Beginning at 9th level, you don't fall unconscious when you
No matter why one decided to become a death knight, they are reduced to 0 hit points and not outright killed, but con-
all feel the drawing to greater powers, most of which are tinue to fight on as normal, making death saving throws at
shunned or directly forbidden in most of Azeroth. A death the beginning of your turn.
knight feels the presence of these powers and chooses to
delve deeper into one of them, expanding his view whilst Blood Shield
learning arts which most would see as dark magic. Starting at 13th level, whenever you deal necrotic damage
to a creature through death strikes, you gain temporary hit
points equal to the necrotic damage dealt.
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Frost Presence A turned creature spend its turn trying to move as far
away from you as it can, and it can't willingly move to a
Death knights of the frost presence walk in the footsteps of space within 30 feet of you. It also can't take reactions. For
those that came before them, using cold and ice in a way its action, it can only take the Dash action or try to escape
only matched by mages to do their bidding. They are from an effect that prevents it from moving. If there's
exceptional combatants able to deliver devastating blows. nowhere to move, the creature can use the Dodge action.
Channel Necromancy Raise Ghoul
When you take this presence at 2nd level, you gain the Starting at 5th level, you can cast the animate dead spell at
following two Channel Necromancy options. will. When you cast animate dead, you raise a ghoul rather
Obliterate. When you hit a creature with your rune than a zombie or skeleton. If you cast animate dead while
weapon, you can use Channel Necromancy to deal extra you have an undead under your control, you destroy your
necrotic damage equal to 5 + twice your death knight level. current ghoul as you cast the spell.
Howling Blast. As an action, you present your rune Whenever you create a ghoul using this spell, it has
weapon, and cause a frigid wind to howl past you. Each additional benefits:
creature within a 60 feet long and 15 feet wide line from The ghoul's hit point maximum is increased by an
you in a direction you choose must make a Constitution amount equal to your death knight level.
saving throw, on a fail, the target gains one level of exhaus- The ghoul adds your proficiency bonus to its weapon
tion and has disadvantage on attack rolls for 1 minute. damage rolls.
Remorseless Winter Unholy Protection
Starting at 5th level, you can use your bonus action to cast Beginning at 9th level, you regain hit points equal to 1d6 +
armor of agathys at 1st-level on yourself, the spell is cast on half your death knight level if you end your turn in combat
you again at the beginning of your turn as a free action until with fewer than half of your hit points remaining and you
you use your bonus action to end its effect. aren't incapacitated.
Additionally, you gain temporary hit points equal to your
death knight level when you finish a short or long rest. Dark Transformation
Icebound At 13th level, as an action you can surround yourself with
Beginning at 9th level, you gain resistance to cold damage. an aura of gloom that lasts for 1 minute. The aura reduces
In addition, you can use your reaction and expend your any bright light in a 30-foot radius around you to dim light,
armor of agathys spell to give yourself resistance to all and dim light to darkness. You and any creature of your
damage until the end of your next turn. You regain your choice in the aura are draped in necrotic shadows. Crea-
armor of agathys spell once you finish a short or long rest. tures that rely on sight have disadvantage on attack rolls
against any creature draped in this shadow.
Frozen Tomb While active, you can use a bonus action to cause the
Starting at 13th level, you are able to momentarily encase a shadows in the aura to attack a creature. Making a melee
creature in solid ice. As an action, choose a creature within spell attack against the target. If the attack hits, the target
60 feet of you. The target must make a Dexterity saving takes 3d10 + your Charisma modifier necrotic damage.
throw. On a failed save, the target takes 8d10 cold damage After activating this aura, you can't do so again until you
and becomes petrified until the beginning of your next turn finish a long rest.
as ice envelopes it, or half as much damage and it is not
petrified on a successful save. Runic Empowerments
You must then finish a long rest to use this feature again. If a runic empowerment has prerequisites, you must meet
Unholy Presence them to learn it. You can learn a rune at the same time that
you meet its prerequisites. A level prerequisite in a rune
Death knights of the unholy presence are shunned by most refers to your death knight level, not your character level.
for their deeds, especially by the Holy Light, they wield ne-
crotic energy in a way matched only by warlocks, removing Rune of Asphyxiate
any shred of Holy Light around them as they drain their Prerequisite: 9th level
surroundings of joy and hope. You can cast hold monster at will, without expending a spell
Channel Necromancy
slot or material components. You must finish a long rest
before you can use this empowerment on the same
When you take this presence at 2nd level, you gain the creature again.
following two Channel Necromancy options.
Control Undead. As an action, you target one undead Rune of Dread
creature you can see within 30 feet of you. The target must Prerequisite: 7th level
make a Wisdom saving throw. On a failed save, the target You can cast confusion once using a death knight spell slot.
must obey your commands for the next 24 hours, or until You can't do so again until you finish a long rest.
you use this Channel Necromancy option again. An undead
whose challenge rating is equal to or greater than your Rune of Festering
death knight level is immune to this effect. You become immune to diseases and the poisoned
Turn the Holy. As an action, you present your rune condition.
weapon and speak vile words censuring celestials and feys.
Each celestial and fey that can see or hear you within 30 Rune of Five Fates
feet of you must succeed a Wisdom saving throw, or be You can cast bane once using a death knight spell slot. You
turned for 1 minute or until it takes damage. can't do so again until you finish a long rest.
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Rune of Influence
You gain proficiency in the Intimidation and
Persuasion skills.
Rune of Necromancy
You learn two cantrips of your choice from the warlock
spell list, charisma is your spellcasting ability for these
spells.
Rune of Misfortune
Prerequisite: 5th level
You can cast bestow curse once using a death knight spell
slot. You can't do so again until you finish a long rest.
Rune of Razorice
Your rune weapon gains a +1 bonus to attacks and damage
rolls made with it.
Rune of Shadow Armor
You can cast mage armor on yourself at will, without
expending a spell slot or material components.
Rune of the Blade Caller
As long as your rune weapons are on the same plane of
existence as you, you can summon them as a bonus action,
causing them to teleport to your hands.
Rune of the Caller
Prerequisite: 5th level
You can cast animate dead once using a death knight spell
slot. You can't do so again until you finish a long rest.
Rune of the Fallen Crusader
Your weapon attacks score a critical hit on a roll of 19 or 20
Rune of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without expending a
spell slot.
Rune of the Lich
You have advantage on saving throws against being
charmed, and magic can't put you to sleep.
Rune of the Scourge
You can cast false life on yourself at will as a 1st-level spell,
without expending a spell slot or material components.
Rune of the Shadows
You can cast darkness at will once, without expending a
spell slot or material components. You can't do so again
until you finish a long rest.
Rune of the Stoneskin Gargoyle
You gain a +1 bonus to your Armor class whilst wielding
your rune weapon.
Rune of the Thirsting Blade
You can attack with your rune weapon twice, instead of
once, when you take the Attack action on your turn.
Rune of the Val'kyr
You can cast detect magic at will, without expending a
spell slot.

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Demon Hunter
The enemy came into our world, desiring to extinguish all
life. They slaughtered our loved ones, razed our homes..
our cities. You could not stop them. So you came to me,
nothing but rage and determination left, I taught you that
what once tormented you could give you power.
Now you know, no sacrifice is too great if it brings an end
to the Burning Legion
— Illidan Stormrage  
   Even though the world are untrusting of demon hunters,
A lone night elf clutching a pair of curved blades, peers to it matters not the the hunter themselves, cause they are
the ground as enemies surround him on all sides, before protectors of the common folk against threats wishing the
leaping backwards over the heads of his enemies, swinging destruction of Azeroth, and most importantly demon. They
his swords at one of them in the process. are not righteous like paladins that fight for the Holy Light,
A blood elf sprints to the distant aid of her allies, a pair of or selfless like some rogues and warriors. They are the
heavy warglaives in her hands, she releases the fel within, force who battles evil and although shunned by common
leaving a trail of fel in her path as she rushes in inhumane folk, their aid is appreciated by experienced fighters.
speed to their aid to jump on the nearest enemy.
A heavily built human standing afar as his allies engage a Power Granted for a Price
massive demon, in two swift motions he effortlessly slings Demon hunters are not trained like warriors are, they are
his warglaives through the air at the demon, making deep created. It is a harsh and incurable process, leaving scars
gauges in its hide before returning to his firm grasp. on the individual that will never heal. Most who attempt to
These hunters have sworn their life to a sacred cause, al- undergo the rites to become a demon hunter end up dying
though their motivation may vary, demon hunters are one from the horrors of what now possess them, or kills them-
of Azeroths protectors, these agile hunters carry exceptio- selves because of what they have seen.
nal skill against the foe they face. They wield both mortal At its very core of becoming a demon hunter is the con-
strength and the devastating effects of fel magic, carrying sumption of a demon's soul in a ceremony, forever binding
out both with extreme precision it to the demon hunter and suppressing it from taking
Feared and Revered control through magical inscriptions on the hunters skin,
infused with fel. Finishing the binding of soul to the demon
Society often shun demon hunters. Most don't understand hunter by burning out their eyes with a magically imbued
the sacrifice that they make, therefore, many choose to blade, forever binding the chaotic soul of the demon to the
become outcasts from their societies. Eyes are commonly hunter. Other processes are done to create a demon hunter,
turned at them when they wade through towns, most slowly creating a fully fleshed demon hunter by removing
distrust and fear them for what they have become. much of who they were in their past lives.
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The Demon Hunter


Proficiency Felblade Chaos
Level Bonus Attack Points Features
1st +3 1d6 — Demonic Mark, Illidari Initiation, Unarmored Defense
2nd +3 1d6 3 Chaos, Evasion
3rd +3 1d6 4 Ability Score Improvement
4th +4 2d6 4 Chaos-Empowered Strikes, Demon Wings
5th +4 2d6 5 Demonic Mark feature
6th +4 2d6 5 Eternal Hunter
7th +4 3d6 6 Ability Score Improvement
8th +5 3d6 6 Demonic Mark feature
9th +5 3d6 7 Demon Wings Improvement
10th +5 4d6 7 Eternal Hunter Improvement
11th +5 4d6 8 Ability Score Improvement
12th +6 4d6 8 Spectral Sight
13th +6 5d6 9 Demonic Mark feature
14th +6 5d6 9 Ability Score Improvement
15th +6 5d6 10 Metamorphosis

Becoming a Demon Hunter


As you choose to become a demon hunter, consider why
Prerequisites
you decided to undergo their deadly rituals. Were your In order to undergo the transformation required to advance
family slaughtered by demons of the Burning Legion and as a demon hunter, you must meet the following prerequi-
you seek to avenge them? Did you strive for greater power sites (in addition to the multiclassing prerequisites for your
through fel, and wished to control it? Were you full of rage existing class):
and anger and wished to put it to use beyond raw strength? Dexterity 13. Demon Hunters need to be swift and
perhaps you went through their rituals unwillingly, and by a acrobatic to out maneuver their foes.
miracle survived the demons attempts to take control? Intelligence 13. Bonding with a demon requires a
Think of the demon hunters that put you through the strong mind to overcome the mental strain.
rituals and did the rites on you, your relationship to them, Character Level 5th. Demon hunters are exposed to
are you angry at them for what they have done? pleased deadly amounts of fel energy when created, killing most
with their accomplishment? who attempt the transformation, as such you must be a
Think about what affect the transformation has done on 5th-level character before you can gain levels in the
you, physically as well as mentally. All demon hunters who demon hunter prestige class.
survive the transformation grows horns, varying for tiny Complete a Special Task. You must find one or more
studs to massive horns stretching the length of their head. demon hunters willing to lead you through the array of
Some demon hunters grow scales on parts of their body, complex rituals required to become a demon hunter.
claws on their hands, or have entire limbs misshapen into a See Appendix D for an indepth of the special task.
crude limb of a demon being. No demon hunter goes
through the rites unchanges, and no two hunters come out
with the same mutations, the mutations vary as much as Class Features
the demon soul which now lives within them. Consider As a demon hunter, you gain the following class features.
what it has done to your personality. Many demon hunters
gains a temper cause of the ferocity of the demon within Hit Points
them, or change personality entirely for better or worse. Hit Dice: 1d6 per demon hunter level
Think about how the demon bond to you is affected you, if Hit Points at Higher Levels: 1d6 + your Constitution
it takes control of your judgement at times, or if you keep it modifier per demon hunter level
in check at all times.

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Proficiencies Chaos
Armor: None Starting at 2nd level, you are able to harness the chaotic
Weapons: Simple weapons, martial weapons, warglaives energies built up within. Your access to this energy is repre-
Tools: None sented by a number of chaos points. Your demon hunter
Saving Throws: Dexterity level determines the number of points you have, as shown
Skills: Choose one from Acrobatics, Insight, Investigation, in the Chaos Points column of the Demon Hunter table.
Perception, Stealth, and Survival You can spend these points to fuel various chaotic fea-
Equipment tures. You start by knowing two such features: Demon's
You gain the following equipment when you choose this Bite, and Fel Rush. You learn additional chaotic features as
prestige class. you gain levels in this class.
When you spend a chaos point, it is unavailable until you
A pair of warglaives finish a short or long rest, at the end of which you draw all
of your expended chaotic energy back into yourself.
Demonic Mark Some of your chaotic features require your target to
Choose a demonic mark, which describes the demons soul make a saving throw to resist the feature's effects. The
that you have bonded with: Mark of Havoc, Vengeance or saving throw DC is calculated as follows:
Wrath, each detailed at the end of the class description. Chaos save DC = 8 + your proficiency bonus +
Your choice grants you features when you choose it at 1st your Intelligence modifier
level and again at 5th, 8th, and 13th level.
Demon's Bite
Illidari Initiation Immediately after you take the Attack action on your turn,
Becoming a Demon Hunter is a difficult task, requiring you can spend 1 chaos point to make a weapon attack with
hard training and sacrifices to be made. As a result of this each weapon you're wielding as a bonus action.
you gain the following benefits: Fel Rush
Blind Sight You can spend 1 chaos point and use your bonus action to
Your eyes have been torn out, their sockets burnt to see the vanish in a cloud of fel and teleport from your current
world in its true form. You lose any darkvision and sun-light position to an empty space within 30 feet that you can see.
sensitivity from your race, and gain the following sight: Evasion
You are able to see normally to a range of 120 feet. At 2nd level, your agility lets you dodge out of the way of
You are able to see in normal and magical darkness, and certain area effects, such as a red dragon's fiery breath or
can discern colors in darkness. an ice storm spell. When you are subjected to an effect that
You perceive the world beyond your vision, but it allows you to make a Dexterity saving throw to take only
appears blurred, and details can't be discerned. half damage, you instead take no damage if you succeed on
Illidari Fighting the saving throw, and only half damage if you fail.
Demon hunters are trained to wield a weapon in each Ability Score Improvement
hand, giving you the following benefits:
When you reach 3rd level, and again at 7th, 11th, and 15th
You can draw or stow two one-handed weapons when level, you can increase one ability score of your choice by 2,
you would normally be able to draw or stow only one. or you can increase two ability scores of your choice by 1.
When you engage in two-weapon fighting, you can add As normal, you can't increase an ability score above 20
your ability modifier to the damage of the second attack. using this feature.
You can wield warglaives using either Dexterity or
Strength as if they had the finesse property. Chaos-Empowered Strikes
Felblade Attack Starting at 4th level, your weapon attacks count as magical
You know how to channel small portions of fel through your for the purpose of overcoming resistance and immunity to
strikes. Once per turn, you can deal an extra 1d6 fire dam- nonmagical attacks and damage.
age to one creature you hit with an attack if you have advan-
tage on the attack roll. You don't need advantage on the Demon Wings
attack roll if another enemy of the target is within 5 feet of Also at 4th level, you can use your reaction when you fall to
it, that enemy isn't incapacitated, and you don't have disad- sprout a pair of leathery wings from your back, making you
vantage on the attack roll. decent at 60 feet per round. Landing on your feet and
The amount of the extra damage increases as you gain taking no damage from the fall.
levels in this class, as shown in the Felblade Attack column At 9th level, you can spend 2 chaos points to make the
of the Demon Hunter table. wings capable of carrying you, giving you a flying speed
equal to your current speed. While active you can sprout
Unarmored Defense and dismiss the wings as a bonus action on your turn. They
While you are not wearing any armor and wielding a shield, last for 1 hour before being unable to carry you any further.
your Armor Class equals 10 + your Dexterity modifier + You can't sprout your wings while wearing armor unless
your Intelligence modifier. the armor is made to accommodate them, and clothing not
made to accommodate your wings might be destroyed
when you manifest them.

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Eternal Hunter Demonic Marks


Upon reaching 6th level, your knowledge of demons and Different souls are absorbed in the process of becoming a
their fiendish nature is growing larger, giving you advan- demon hunter and planted into the demon hunter skin.
tage on any ability checks made to recall knowledge of a Although many variations exist, most of these souls fall into
specific demon, and to track said demon. three categories: a mark of havoc, vengeance or wrath.
At 10th level, your hatred of demons, and knowledge of
their capabilities have made you a keen combatant to fight, Mark of Havoc
giving you advantage on all saving throws made to avoid
abilities and spells cast by fiends. Havoc demon hunters unleashes the potent energy stored
up within them, they are the pinnacle of close quarter fight-
Spectral Sight ing. They harness destructive powers in its most raw form
Starting at 12th level, you can channel the chaos within to unravel it upon their enemies. Demon hunters marked
into your charred eye sockets to show you the world in its with havoc are known for their ability to funnel fel into their
true colors. As an action, you can spend 2 chaos points to abilities, and fight on harder and longer than most.
cast detect magic, while detect magic is active, your vision Shattered Souls
also changes to truesight within your blind sights range. Starting at 1st level, whenever you roll a 20 on a d20 on an
Metamorphosis attack roll against a creature, you regain hit points equal to
your demon hunter level. Additionally, you also regain 1d4
At 15th level, you can let the lingering soul of your demon chaos points. You can never have more chaos points than
mark loose, changing you to a demonic visage of yourself. shown on the table for your level.
As an action, you take on the shape of your inner demon for
10 minute and gain the powers of your Demonic Mark. Blade Dance
Once you use this feature, you can't use it again until you At 5th level, you gain the ability to pass through the great
finish a long rest. dark beyond in the blink of an eye. When you take the
Attack action, you can teleport up to 10 feet before each
Havoc attack to an unoccupied space you can see.
Your Demonic Mark of Havoc twists your body, granting If you attack at least two different creatures with the
you the following features. action, you can make one additional attack with it against a
third creature.
As part of the action you used to release your Demonic
Mark. You can jump to an unoccupied space within 60 Demon's Flurry
feet of you, releasing a burst of fel on impact. Each crea- Starting at 8th level, once on each of your turns when you
ture within 5 feet of you must make on a Dexterity miss with a weapon attack, you can make another weapon
saving throw. A creature takes 5d8 fire damage on a attack as part of the same action.
failed save, or half as much on a successful one.
When you take the Attack action on your turn, you can Eye Beam
make one additional attack as part of that action. At 13th level, you can channel chaotic energy through your
Whenever a creature hits you with an attack, it takes fire charred eyes into a volatile beam. As an action, you can
damage equal to half the damage taken from the attack. spend 3 chaos points to blast energy in a 50 feet long and 5
Vengeance
feet wide line out from you in a direction you choose. Each
creature in the line must make a Dexterity saving throw. A
Your Demonic Mark of Vengeance twists your body, grant- creaeture takes 5d10 fire damage and 5d10 force damage
ing you the following features. on a failed save, or half as much on a successful one.
As part of the action you used to release your Demonic Mark of Vengeance
Mark. The ground around you twists with fel, each crea-
ture of your choice within 5 feet of you must succeed on Vengeance demon hunters empowers themselves through
Constitution saving throw or be stunned until the start the energies within, they are hunters that continue to be
of your next turn. able to stand and fight when all else fails. By empowering
You have resistance to all damage. themselves they are to take an enormous amount of hits
You are enlarged, as by the enlarge/reduce spell. and still come out victorious by the fights end.
Wrath Demon Spikes
Your Demonic Mark of Wrath twists your body, granting Starting at 1st level, when you are hit by a melee attack you
you the following features. can use your reaction to gain resistance against the attack,
As part of the action you used to release your Demonic as the fiendish nature of your inner demon comes forth,
Mark. You release a 4th-level magic missiles, each dart manifesting rugged spikes across your body.
deals fire damage instead of force damage. The darts You can use this feature a number of times equal to your
damage can't be reduced or prevented in any way. Intelligence modifier (minimum of 1). You regain all spent
Your demon wings sprout from your back and grant you uses after finishing a short or long rest
a flying speed of 60 feet.
Your ranged weapon attacks score a critical hit on a roll
of 19 or 20 on the d20.

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Mark of Wrath
Last Resort Wrath demon hunters use range to their advantage, strik-
Beginning at 5th level, the demon soul that lives within you ing enemies from afar by channeling fel energy into spells
keeps you fighting against all odds. When you are reduced and slinging their glaives with precision at targets from
to 0 hit points, you can choose to have 1 hit point instead. great ranges, before swiftly returning to their grasp.
The first time you do so, you suffer no adverse effect. If
you use this feature again before you finish a long rest, you Bonus Cantrips
gain two levels of exhaustion. Starting at 1st level, you learn the fel flame and green-flame
blade cantrips, using Intelligence as your spellcasting
Sigil ability for them.
Upon reaching 8th level, you gain one of the following sigils
of your choice. Once you use this feature, you can't use it Thrown Weapons
again until you finish a short or long rest. At 1st level, you are able to throw certain weapons with
Sigil of Chains. As an action, choose a creature within extreme precision. When you wield warglaives or weapons
60 feet of you, the creature must succeed on a Strength with the finesse property, the weapon gains a normal range
saving throw, or be restrained for 1 minute. At the end of of 20 feet, and a maximum range of 60 feet.
each of its turns the creature can make another Strength A thrown weapon returns to your grasp immediately
saving throw, ending the restrain on a successful one. after the attack roll is made.
Sigil of Misery. As an action, choose a point within 30 War Magic
feet of you, creating a sigil that extend in a 10 feet radius
around it. Each creature within range succeed on a Con- Beginning at 5th level, when you use your action to cast a
stitution saving throw, or be incapacitated for 1 minute. At cantrip, you can make a weapon attack, or spend 1 chaos
the end of each of its turns, and each time it takes damage, point to use Demon's Bite as a bonus action.
a creature can make another Constitution saving throw, Fel Barrage
ending the effect on a successful save.
Sigil of Silence. As an action, you force each creature of Also at 5th level, you are able to hurl shards of fel against
your choice within 10 feet of you to make a Wisdom saving targets. As an action, you can spend 2 chaos point, creating
throw. On a failed save, the creature becomes unable to 5 fel shards. Each shard hits a creature within 120 feet of
speak and can't cast any spells with a vocal component for you that you can see. A shard deals 2d4 fire damage. The
1 minute. At the end of each of its turns, the creature can shards all strike simultaneously and you can direct them to
make another Wisdom saving throw, ending the effect on a hit one creature or several.
successful save. Reflective Instincts
Demonic Wards Starting at 8th level, whenever a creature within 20 feet of
At 13th level, the fel that surges through your body have you is hit by an attack made by an allied creature, you can
fortified you against magical effect. Whenever you finish a use your reaction to make a ranged weapon attack against
long rest, you gain resistance to one of the following that creature.
damage types of your choice: cold, fire, lightning, necrotic, Fiery Brand
or thunder damage. At 13th level, a new brand appears upon your body, forged
The resistance lasts until you finish your next long rest, of fel flames and continuously flickering as if burning. You
at which point you may choose a new damage type from the can use this brand to channel energy into specific spells. As
list to gain resistance too. an action, you can cast your choice of: banishment, fire
shield, or wall of fire.
You must then finish a long rest to use this feature again.

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Chapter 3: Personality & Background

C
haracters are defined by much more than their Height and Weight
race and class. They're individuals with their
own stories, interests, connections, and capabi- You can decide your character's height and weight, using
lities beyond those that class and race define. the information provided in your race description or on the
This chapter expounds on the details that dis- Random Height and Weight table. Think about what your
tinguish characters from one another, including character's ability scores might say about his or her height
the basics of name and physical description, and weight. A strong and tough character might be tall or
the rules of backgrounds and languages, and finer points just heavy. A weak but agile character might be thin.
of personality and alignment. If you want to, you can roll randomly for your character's
height and weight using the Random Height and Weight
Character Details table. The dice roll given in the Height Modifier column
Your character's name and physical description might be determines the character's extra height beyond the base
the first things that the other players at the table learn height. The same number multiplied by the dice roll or
about you It's worth thinking about how these characteris- quantity given in the Weight Modifier column determines
tics reflect the character you have in mind. the character's extra weight beyond the base weight.
Random Height and Weight
Name Base Height Base Weight
Your character's race description includes sample names Race Height Modifier Weight Modifier
for members of that race. Put some thought into your name Draenei, broken 5'6" +2d8 155 lb. x (2d6) lb.
even if you're just picking one from a list, it may be some-
thing you will have to keep for a long time. Draenei, exodar 5'9" +2d8 175 lb. x (2d6) lb.
Draenei, light 6" +2d8 185 lb. x (2d6) lb.
Sex
Dwarf, bronze 3'8" +2d4 115 lb. x (2d6) lb.
You can play a male or female character without gaining
any special benefits or hindrances. Think about how your Dwarf, dark 3'7" +2d4 125 lb. x (2d6) lb.
character does or does not conform to the broader culture's Dwarf, wild 4' +2d4 130 lb. x (2d6) lb.
expectations of sex, gender, and sexual behavior. As an ex-
ample, a male night elf priest defies the traditional gender Elf, high 4'9" +2d10 100 lb. x (1d4) lb.
divisions of blood elf society, which could be a reason for Elf, night 6'1" +2d8 145 lb. x (1d6) lb.
your character to leave that society and venture on Azeroth.
You don't need to be confined to binary notions of sex Elf, nightborne 6" +2d10 125 lb. x (1d6) lb.
and gender. You could play a female presenting herself as a Elf, void 4'7" +2d10 95 lb. x (1d4) lb.
man, a man feeling trapped in a female body, or a bearded Forsaken, elf 4'7" +2d10 90 lb. x (1d4) lb.
female dwarf who hates being mistaken for a male. Your
character's sexual orientation is for you to decide. Forsaken, human 4'6" +2d10 100 lb. x (1d4) lb.
Gnome 2'7" +2d4 40 lb. x 1 lb.
Goblin 3' +2d4 35 lb. x 1 lb.
Contrasting Characters
The details in this chapter make a big difference Human 4'8" +2d10 110 lb. x (2d4) lb.
in setting your character apart from every other Orc 5'4" +2d10 160 lb. x (2d6) lb.
character. Consider the following two human
fighters. Pandaren 5'8" +2d4 150 lb. x (2d6) lb.
Hailing from Strahnbrad. Cayla Davenport was
Tauren, high 6'4" +2d10 195 lb. x (2d6) lb.
a brash teenager who had a rough childhood. The
daughter of a thief, she ran away from home and Tauren, mulgore 6'3" +2d10 200 lb. x (2d6) lb.
practiced her father's trade on the streets of
Southshore. When she tried to rob the proprietor Tauren, taunka 6'1" +2d10 240 lb. x (2d6) lb.
of the Inn, the Early Oak, he caught her and took Troll, forest 5'8" +2d10 150 lb. x (2d6) lb.
her under his wing, giving her a job as a barmaid.
After the scourge destroyed the inn, necessity Troll, ice 5'4" +2d8 175 lb. x (2d6) lb.
forced Cayla into adventure alongside the friends Troll, jungle 5'3" +2d8 160 lb. x (2d4) lb.
she'd known from her childhood.
Endrik Goodwin grew up on the streets of Troll, zandalari 5'5" +2d10 165 lb. x (2d6) lb.
Stormwind. He used his wits, strength, and agility
Worgen 6'2" +2d10 155 lb. x (2d6) lb.
to carve out his own territory in the city's shanty
town. After several years, he attracted the notice
of one of the most powerful thieves' guilds in    For example, as a human, Cayla has a height of 4 feet 8
the city, and he ascended the ranks of the guild inches plus 2d10 inches. Her player rolls 2d10 and gets a
quickly despite his youth. total of 12, so Cayla stands at 5 feet 8 inches tall. Then the
Cayla and Endrik are both human and both player uses the same roll of 12 and multiplies it by 2d4
warriors, possessing similarly high Strength and pounds. Her 2d4 roll is 3, an extra 36 pounds (12 x 3) on
Dexterity scores, but there the similarity ends. top of her base 110 pounds for a total of 146 pounds.

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Character Details
Consider how the names Cayla Davenport and
Endrik Goodwin set these characters apart from    Chaotic neutral (CN) creatures follow their whims,
each other and reflect their personalities. Cayla is holding their personal freedom above all else. Many
a young woman determined to prove that she's warriors, and rogues are chaotic neutral.
not just a kid any more, and her name makes her Lawful evil (LE) creatures methodically take what they
sound young and ordinary. Endrik Goodwin want, within the limits of a code of tradition, loyalty, or
comes from a the Stormwind province and
carries a name of riches.
order. The black dragonflight are lawful evil.
Cayla is nineteen years old at the start of her Neutral evil (NE) is the alignment of those who do
adventuring career and has auburn hair, green whatever they can get away with, without compassion or
eyes, fair skin with freckles, and a mole on her qualms. Many goblins, and warlocks are neutral evil.
right hip. Endrik is a small man, compact and all Chaotic evil (CE) creatures act with arbitrary violence,
wiry muscle. He has angular features and high spurred by their greed, hatred, or bloodlust. Demons, and
cheekbones, and he always seems in need of a gnolls are chaotic evil.
shave. His raven-black hair is thick and full, but
his eyes are gray and lifeless, betraying the Alignment in the Multiverse
emptiness of his life and soul. For many thinking creatures, alignment is a moral choice.
Humans, orcs, elves, and other humanoid races can choose
whether to follow the paths of good or evil, law or chaos.
Other Physical Characteristics According to myth, these races were giving free will to
choose their moral paths, knowing that good without free
You choose your character's age and the color of his and will is slavery.
her hair, eyes, skin, and other racial traits. To add a touch of The evil who created other races, though, made those
distinctiveness, you might want to give your character an races to serve them. Those races have strong inborn
unusual or memorable physical characteristic, such as a tendencies. Centaurs share a violent temperament, running
scar, a limp, or a tattoo. deep in their blood, and are thus inclined toward evil. Even
if an centaur chooses a good alignment, it struggles against
Alignment its innate tendencies for its entire life.
A typical creature in the world of Warcraft has an align- Alignment is an essential part of the nature of celestials
ment, broadly describing its moral and personal attitudes. and fiends. A eredar does not choose to be lawful evil, and
Alignment is a combination of two factors: one identifies it doesn't tend toward lawful evil, but rather it is lawful evil
morality (good, evil, or neutral), and the other describes in its essence. If it somehow ceased to be lawful evil, it
attitude towards society and order (lawful, chaotic, or would cease to be a eredar.
neutral). Thus, nine distinct alignments define the possible Most creatures that lack the capacity for rational thought
combinations. do not have alignments, they are unaligned. Such a crea-
These brief summaries of the nine alignments describe ture is incapable of making a moral or ethical choice and
the typical behavior of a creature with that alignment. Indi- acts according to its bestial nature. Sharks are savage
viduals might vary significantly from that typical behavior, predators, but they are not evil; they have no alignment.
and few people are perfectly and consistently faithful to the
precepts of their alignment.
Lawful good (LG) creatures can be counted on to do the Cayla and Endrik: Alignment
right thing as expected by society. Most paladins, and Cayla Davenport is neutral good, fundamentally
dwarves are lawful good. good-hearted and striving to help others where
Neutral good (NG) folk do the best they can to help she can. Endrik is lawful evil, unconcerned with
others according to their needs. Many celestials, and most the value of sentient life but at least professional
gnomes are neutral good. in his approach to murder.
Chaotic good (CC) creatures act as their conscience As an evil character, Endrik is not an ideal
directs, with little regard for what others expect. Many adventurer. He began his career as a villain, and
elves, and unicorns are chaotic good. only cooperates with heroes when he must and
Lawful neutral (LN) individuals act in accordance with when it's in his own best interests.
In most games, evil adventurers cause
law, tradition, or personal codes. Many monks, and some problems in groups alongside others who don't
mages are lawful neutral. share their interests and objectives. Generally,
Neutral (N) is the alignment of those who prefer to steer evil alignments are for villains and monsters.
clear of moral questions and don't take sides, doing what
seems best at the time. Many humans are neutral.

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Languages Personality Traits


Your race indicates the languages your character can speak Give your character two personality traits. Personality
by default, and your background might give you access to traits are small, simple ways to help you set your character
one or more additional languages of your choice. apart from every other character. Your personality traits
should tell you something interesting and fun about your
Choose your languages from the Standard Languages character. They should be self-descriptions that are specific
table, or choose one that fits in your campaign. With your about what makes your character stand out. "I'm smart" is
DM's permission, you can instead choose a language from not a good trait, because it describes a lot of characters.
the opposite factions Language table, an Exotic Languages "I've read every book in Dalaran" tells you something
table, or the language of druids and rogues. specific about your character's interests and disposition.
Some languages are actually families of languages with Personality traits might describe the things your char-
many dialects. For example, the Kalimag language includes acter likes, his or her past accomplishments, things your
the Auran, Aquan, Ignan, and Terran dialects, one for each character dislikes or fears, your character's self-attitude or
of the four elementals. mannerisms, or the influence of his or her ability scores.
Standard Languages A useful place to start thinking about personality traits is
to look at your highest and lowest ability scores and define
Language Typical Speakers Script one trait related to each. Either one could be positive or
Alliance Races negative: you might work hard to overcome a low score, for
Common Humans Common
example, or be cocky about your high score.
Dwarven Dwarves Runic Ideals
Gnomeish Gnomes Common
Describe one ideal that drives your character. Your ideals
are the things that you believe in most strongly, the funda-
Draenei Draeneis Eredic mental moral and ethical principles that compel you to act
Horde Races as you do. Ideals encompass everything from your life goals
to your core belief system.
Orcish Orcs Common Ideals might answer any of these questions: What are the
Gutterspeak Forsaken Common principles that you will never betray? What would prompt
you to make sacrifices? What drives you to act and guides
Taur-ahe Taurens Pictoform your goals and ambitions? What is the single most impor-
Zandali Trolls — tant thing you strive for?
You can choose any ideals you like, but your character's
Goblin Goblins Common alignment is a good place to start defining them. The back-
Neutral Races ground in this chapter includes six suggested ideals. Five of
them are linked to aspects of alignment: law, chaos, good,
Darnassian Night Elves Darnassian evil, and neutrality. The last one has more to do with the
Mogu Pandarens Logogram background than with moral or ethical perspectives.
Shalassian Nightborne Darnassian
See also the Player's Handbook and other sources for a
full list of available backgrounds to choose from.
Thalassian High Elves Darnassian
Bonds
Exotic Languages Create one bond for your character. Bonds represent a
Language Typical Speakers Script character's connections to people, places, and events in the
world. They tie you to things from your background. They
Celestial Celestials Celestial might inspire you to heights of heroism, or lead you to act
Draconic Dragons Runic against your own best interests if they are threatened. They
can work very much like ideals, driving a character's
Eredun Demons Eredic motivations and goals.
Giant Ogres — Bonds might answer any of these questions: Whom do
you care most about? To what place do you feel a special
Kalimag Elementals Runic connection? What is your most treasured possession?
Low Common Lesser Races Common Your bonds might be tied to your class, your background,
Pandaren — Syllabary
your race, or some other aspect of your character's history
or personality. You might also gain new bonds over the
course of your adventures.
Personal Characteristics
Fleshing out your character's personality —the array of Flaws
traits, mannerisms, habits, beliefs, and flaws that give a Finally, choose a flaw for your character. Your character's
person a unique identity— will help you bring him or her to flaw represents some vice, compulsion, fear, or weakness
life as you play the game. Four categories of characteristics in particular, anything that someone else could exploit to
are presented here: personality traits, ideals, bonds, and bring you to ruin or cause you to act against your best
flaws. Beyond those categories, think about your charac- interests. More significant than negative personality traits,
ter's favorite words or phrases, tics and habitual gestures, a flaw might answer any of these questions: What enrages
vices and pet peeves, and whatever else you can imagine. you? What's the one person, concept, or event that you are
New backgrounds are presented later in this chapter, see terrified of? What are your vices?
also the Player's Handbook and other sources for the full
array of available backgrounds for you to choose from.
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New Backgrounds
Every story has a beginning. Your character's background
reveals where you came from, how you became an
adventurer, and your place in the world. Your warrior might
have been a courageous knight or a grizzled soldier. Your
mage could have been a sage or an artisan. Your rogue
might have gotten by as a guild thief or commanded
audiences as a jester.
Choosing a background provides you with important
story cues about your character's identity. The most
important question to ask about your background is what
changed? Why did you stop doing whatever your back-
ground describes and start adventuring? Where did you
get the money to purchase your starting gear, or, if you
come from a wealthy background, why don't you have more
money? How did you learn the skills of your class? What
sets you apart from ordinary people who share your
background?
The backgrounds in this chapter are meant as additions
to the factions presented in the Player's Handbook, not as
replacements for them.
Proficiencies
Each background gives a character proficiency in two
skills. Skills are described in chapter 6 of the Player's
Handbook.
In addition, most backgrounds give a character profi-
ciency with one or more tools. Tools and tool proficiencies
are detailed in chapter 5 of the Player's Handbook.
If a character would gain the same proficiency from two
different sources, he or she can choose a different profi-
ciency of the same kind (skill or tool) instead.
Languages
Some backgrounds also allow characters to learn
additional languages beyond those given by race. See
"Languages" earlier in this chapter.
Equipment
Each background provides a package of starting equip-
ment. if you use the optional rule from chapter 4 to spend
coin on gear, you do not receive the starting equipment
from your background.
Suggested Characteristics
A background contains suggested personal characteristics
based on your background. You can pick characteristics,
roll dice to determine them randomly, or use the sugges-
tions as inspiration for characteristics of your own creation.
Customizing a Background
You might want to tweak some of the features of a back-
ground so it better fits your character or the campaign
setting. To customize a background, you can replace one
feature with any other one, choose any two skills, and
choose a total of two tool proficiencies or languages from
the sample backgrounds.
You can either use the equipment package from your
background or spend coin on gear as described in chapter
4. (If you spend coin, you can't also take the equipment
package suggested for your class.) Finally, choose two
personality traits, one ideal, one bond, and one flaw. If you
can't find a feature that matches your desired background,
work with your DM to create one.

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

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

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

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

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

Skill Proficiencies: Nature, Survival d6 Flaw


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

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Chapter 4: New Equipment

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

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Shields
Name Cost Armor Class (AC) Strength Stealth Weight
Shield, Buckler 5 gp +1, Special — — 2 lb.
Shield, Standard 10 gp +2 — — 6 lb.
Shield, Tower 25 gp +2, Special Str 15 Disadvantage 24 lb.

Shields Racial Weapons


The Shield table shows the cost, weight, and other proper- Your race may grant proficiency in special weapons that are
ties of the common types of shields worn on Azeroth. crafted and used by your race exclusively. The night elves
Shield Proficiency. Anyone can strap a shield to their with their circular moon swords and glaives, taurens with
arm. Only those proficient in the shield's use know how to their heavy blunt totems, capable of crushing most men,
wield it effectively, however. If you wield a shield that you and the blood elves with their double ended warblades.
lack proficiency with, you have disadvantage on any ability
check, saving throw, or attack roll that involves Strength or Racial Weapon Proficiency
Dexterity, and you can't cast spells. Your race, and feats can grant you proficiency with certain
Special Shields racial weapons. These weapons are exotic, and can't be
Shields with special rules are described here. wielded proficiently with simple and martial proficiency.
Buckler. A buckler is strapped to your forearm, allowing Proficiency with a racial weapon allows you to add your
you to hold an item in its hand. If you use the shielded hand proficiency bonus to the attack roll for any attack you make
as part of an action or bonus action, you loose its increase with that weapon. If you make an attack roll using a
to your Armor Class until the start of your next turn. weapon with which you lack proficiency, you do not add
Tower Shield. You use your Strength modifier, instead of your proficiency bonus to the attack roll.
your Dexterity for determining your Armor Class while you Special Weapons
have this shield donned. Weapons with special rules are described here.
Sin'dorei Warblade. Immediately after attacking an
enemy with this blade, you may make an additional attack
with its second blade using your bonus action.

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

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Firearm Properties
Firearms Firearms have special properties related to their use that
For tinkers the invention of the crossbow was not enough. are unique to them, as shown in the Weapons table.
They strived to further improve the ability to shoot from a Misfire. Whenever you make an attack roll with a
distance without the aid of magic. With the invention of firearm, and the dice roll is equal to or lower than the
black powder, the dwarves of Ironforge were quick to act in weapon's Misfire score, the weapon misfires. The attack
experimenting with its uses, crafting the first firearms from misses, and the weapon cannot be used again until you
which the weapon has evolved around. spend an action to try and repair it. To repair your firearm,
you must make a successful Intelligence or Tinker's Tools
Firearm Proficiency check (DC equal to 8 + misfire score). If your check fails,
the weapon is broken and must be mended out of combat
Your race, class, and feats can grant you proficiency with at a quarter of the cost of the firearm.
firearms. The two categories are flintlock and caplock. Reload. A limited number of shots can be made with a
If you make an attack roll with a firearm without being firearm. You must then reload it using an action or bonus
proficient, you do not add your proficiency bonus to the action (Your choice).
attack roll, and you increase the firearms misfire score by 1.
Flintlock. A common trigger, requiring black powder to Ammunition
be poured into the barrel following a bullet in order to be Firearms require ammunition to make an attack. Flint and
fired. Flintlock weapons are unable to be shot in heavy rain, caplock firearms use the same ammunition. Both ammuni-
or while submerged in water. tions are generally sold in batches at the prices list below.
Caplock. A rare trigger, requiring special bullets with a Blunderbuss and Scatterguns use special ammunition that
black powder compartment built into them to be operated. has its own price.
Caplock weapons can be shot even in heavy rain, or whilst
submerged in water. Crafting
If materials are gathered, you can craft ammunition your-
self using Tinker's Tools at half the cost in the table below.
Requiring a successful DC 12 Tinker's Tools check to be
done over the course of a short rest, crafting 1 batch of
ammunition for the chosen weapon type.

Firearms
Name Cost Damage Weight Properties
Flintlock Firearms
Blunderbuss 300 gp 2d8 piercing 10 lb. Ammunition (range 15/60), reload 1, misfire 2
Ammunition (range 120/480), two-handed,
Musket 300 gp 1d12 piercing 10 lb.
reload 1, misfire 2
Pistol 150 gp 1d10 piercing 3 lb. Ammunition (range 60/240), reload 2, misfire 1
Caplock Firearms
Pepperbox 350 gp 2d4 piercing 5 lb. Ammunition (range 80/320), reload 4, misfire 2
Revolver 525 gp 1d10 piercing 6 lb. Ammunition (range 120/380), reload 6, misfire 1
Ammunition (range 300/600), two-handed,
Rifle 600 gp 2d6 piercing 10 lb.
reload 8, misfire 2
Scattergun 400 gp 2d10 piercing 12 lb. Ammunition (range 30/90), reload 1, misfire 3
Ammunition
Flintlock, bullets (10) 3 gp — 2 lb. —
Blunderbuss, bullets (5) 5 gp — 2 lb. —
Caplock, rifle (10) 5 gp — 3 lb. —
Scattergun, bullets (5) 8 gp — 3 lb. —

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Chapter 5: Customization Options

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

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


A feat represents a talent or an area of expertise that gives Leveling up in a class is the main way a character evolves
a character special capabilities. It embodies training, exper- during a campaign. Some DMs also allow the use of feats
ience, and abilities beyond what a class provides. to customize a character. Feats are an optional rule in
At certain levels, your class gives you the Ability Score chapter 6, of the Player's Handbook. The DM decides
Improvement feature. Using the optional feats rule, you can whether they're used and may also decide that some feats
forgo taking that feature to take a feat of your choice are available in a campaign and others aren't.
instead. You can take each feat only once, unless the feat's This section introduces a collection of special feats that
description says otherwise. allow you to explore your character's race further. These
You must meet any prerequisite specified in a feat to take feats are each associated with a race from chapter 1, as
that feat. If you ever lose a feat's prerequisite, you can't use summarized in the Racial Feats table. A racial feat repre-
that feat until you regain the prerequisite. For example, the sents either a deepening connection to your race's culture
Battlemage feat requires you to be able to cast a spell. If or a physical transformation that brings you closer to an
you lose your ability to cast spells somehow you can't bene- aspect of your race's lineage.
fit from the Battlemage spell until that ability is restored. The cause of a particular transformation is up to you and
The feats presented in this book are meant as additions your DM. A transformational feat can symbolize a latent
to those presented in the 5th edition Player's Handbook. quality that has emerged as you age, or a transformation
might be the result of an event in the campaign, such as ex-
Battlemage posure to powerful magic or visiting a place of ancient sig-
Prerequisite: The ability to cast at least one spell nificance to your race. Figuring out why your character has
changed can be a rich addition to your campaign's story.
You have improved you technique with spells in the heat of
battle, you gain the following benefits:
You learn two cantrips of your choice from the mage Racial Feats
spell list. Race Feat
When you make a ranged spell attack, you do not suffer
disadvantage on the attack roll if you are within 5 feet of Any Race Faction Grudge
the hostile creature. Dwarf Dwarven Fortitude
Before you cast an instantaneous spell that requires a
spell attack and are unable of hitting more than a single Dwarf Squat Nimbleness
target, you can choose to take a -5 penalty to the spell Dwarf (wildhammer) Spiritual Guidance
attack roll. If the spell hits, you add +10 to the spell's
damage. Elf Elven Accuracy
Elf (kaldorei) Critter Friend
Firearm Expert
Elf (kaldorei) Darnassian Heritage
You have become excellent at the usages of firearms,
gaining the following benefits: Elf (quel'dorei) Arcane Teleportation
Elf (ren'dorei) Embrace of the Void
You ignore the reload quality of firearms with which
you are proficient. Forsaken (elf) Arcane Teleportation
Being within 5 feet of a hostile creature doesn't impose Forsaken (elf) Elven Accuracy
disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one- Forsaken (human) Prodigy
handed weapon, you can use a bonus action to attack Gnome Squat Nimbleness
with a loaded one-handed firearm you are holding.
Gnome Mechanical Tinker
Firearm Adept Goblin Better Chemistry
Your have become interested in the mechanical firearms Goblin Squat Nimbleness
and their uses, gaining the following benefits:
Human Prodigy
Increase your Dexterity or Intelligence score by 1, to a Orc Orcish Fury
maximum of 20.
You gain proficiency in the Tinker's tools. Orc Spiritual Guidance
You gain proficiency with firearms. Tauren Tauren Endurance
Racial Weapon Master Tauren Spiritual Guidance
You have practiced extensively with the exotic weapons Troll Spiritual Guidance
used by certain races, gaining the following benefits: Worgen Hardened Predator
Increase your Strength or Dexterity score by 1, to a
maximum of 20.
You gain proficiency with racial weapons.

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Arcane Teleportation Dwarven Fortitude


Prerequisite: Elf (quel'dorei) or forsaken (elf) Prerequisite: Dwarf
Your study of high elven lore has unlocked arcane power You have the blood of dwarf heroes flowing through your
that few other elves possess. Drawing on the ley lines, you veins. You gain the following benefits:
can momentarily stride through space to shorten your path
from one place to another. You gain the following benefits: Increase your Constitution score by 1, to a max of 20.
Whenever you take the Dodge action in combat, you can
Increase your Intelligence or Charisma score by 1, to a spend one Hit Die to heal yourself. Roll the die, add your
maximum of 20. Constitution modifier, and regain a number of hit points
You learn the misty step spell and can cast it once equal to the total (minimum of 1).
without expending a spell slot. You regain the ability to
cast it in this way when you finish a short or long rest. Elven Accuracy
Intelligence is your spellcasting ability for this spell. Prerequisite: Elf or forsaken (elf)
Better Chemistry The accuracy of elves is legendary, especially that of elf
Prerequisite: Goblin archers and spellcasters. You have an uncanny aim with
attackss that rely on precision rather than brute force. You
You've improved your living through chemistry, and have gain the following benefits:
become an expert in its practices. You gain the following
benefits: Increase your Dexterity, intelligence, Wisdom, or
Charisma score by 1, to a maximum of 20.
Increase your Intelligence sscore by 1, to a max of 20. Whenever you have advantage on an attack roll using
You gain proficiency with alchemist's supplies. If you are Dexterity, Intelligence, Wisdom, or Charisma, you can
already proficient with them, you double your profi- reroll one of the dice once.
ciency bonus to checks you make with them.
As an action, you can identify one potion within 5 feet of Embrace of the Void
you, as if you had tasted it. You must see the liquid for Prerequisite: Elf (ren'dorei)
this benefit to work.
Over the course of a short rest, you can temporarily You learn to embrace the call of the void lords. You gain the
improve the potency of one potion of healing of any following benefits:
rarity. You must have alchemist's supplies with you to Increase your Intelligence, Wisdom, or Charisma score
improve the potions potency, and the potion must be by 1, to a maximum of 20.
within reach. For 1 hour after the short rest ends, a When you roll necrotic damage for a spell you cast, you
creature drinking the potion can forgo the potion's die can reroll any roll of 1 on the necrotic damage dice, but
roll and regains the maximum number of hit points that you must use the new roll, even if it is another 1.
the potion can restore. When you cast a spell that deals necrotic damage, you
Critter Friend can cause void to wreathe you until the end of your next
turn. The void doesn't harm, and reduces all light within
Prerequisite: Elf (kaldorei) 30 feet to darkness, and light within an additional 30
Your friendship with animals mystically deepens. You gain feet to dim light. While the void is present, any creature
the following benefits: within 5 feet of you that hits you with a melee attack
takes 1d4 damage.
You gain proficiency in the Animal Handling skill. If
you're already proficient in it, your proficiency bonus is Faction Grudge
doubled for any check you make with it. Prerequisite: Any race
You learn the speak with animals spell and can cast it at
will, without expending a spell slot. You also learn the You have a deep hatred for a particular member of the
animal friendship spell, and can cast it once with this opposite faction. Choose two races of the opposite faction
feat, without expending a spell slot. You regain the to bear the burden of your wrath (each race includes all of
ability to cast it in this way when you finish a long rest. it's sub races). You gain the following benefits:
Wisdom is your spellcasting ability for these spells. Increase your Strength, Constitution, or Wisdom by 1,
Darnassian Heritage to a maximum of 20.
During the first round of combat against your chosen
Prerequisite: Elf (kaldorei) foes, your attack rolls against them have advantage.
Your connection to your kin deepens, unlocking unique When any of your chosen foes make an opportunity
gifts. You gain the following benefits: attack against you, it makes the attack roll with
disadvantage.
Increase your Intelligence or Wisdom score by 1, to a When you make an Intelligence (Arcana, History,
maximum of 20. Nature, or Religion) check to recall information about
You have advantage on Dexterity (Stealth) checks made your chosen foes, you add double your proficiency
in dim or unlit areas. bonus to the check, even if you're not normally
When you fail a death saving throw, you may call upon a proficient in the skill.
wisp to change the dice to a success. The essence of the
wisp continues to linger in your body for your next two
long rests, making you unable to call for anothers aid.

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Hardened Predator Prodigy


Prerequisite: Worgen Prerequisite: Forsaken (human) or human
You have grown accustom to your worgen form, realizing You have a knack for learning new things. You gain the
the benefits that come with it. You gain the following following benefits:
benefits while in your worgen form:
You gain one skill proficiency of your choice, one tool
You have advantage on Wisdom (Perception) checks proficiency of your choice, and fluency in one language
that rely on smell. of your choice.
While both your hands are empty, you can take the Dash Choose one skill in which you have proficiency. You gain
action as a bonus action, running on all four. expertise with that skill. The skill you choose must be
Your claws grow large, and become natural weapons, one that isn't already benefiting from a feature, such as
which you can use to make unarmared strikes. If you hit Expertise, that doubles your proficiency bonus.
with them, you deal slashing damage equal to 1d4 +
your Strength modifier, instead of normal bludgeoning Spiritual Guidance
damage for an unarmed strike. Prerequisite: Dwarf (wildhamnmer), orc, tauren, or troll
If you make a bite attack as an action, you can use your
bonus action to make an attack with your claws. You have seen the balance and harmony the spirits bring.
You gain the following benefits:
Mechanical Tinker Increase your Wisdom or Charisma score by 1, to a
Prerequisite: Gnome maximum of 20.
You master the tinker techniques of your kin. You gain the You have advantage on saving throws against being
following benefits: frightened.
You learn the healing spirit spell, and can cast it once
Increase your Dexterity or Intelligence score by 1, to a with this feat, without expending a spell slot. You regain
maximum of 20. the ability to cast it in this way when you finish a long
When you make a check using your proficiency with rest. Wisdom is your spellcasting ability for this spell.
tinker's tools, you add double your proficiency bonus to
the check. Squat Nimbleness
When you make a device with your Engineering trait, Prerequisite: Dwarf or a Small race
you can make the following devices along side the ones
you can normally make: You are uncommonly nimble for your race. You gain the
    Alarm: This device senses when a creature moves following benefits:
within 15 feet of it without speaking aloud a password Increase your Strength or Dexterity score by 1, to a
chosen by you when making the device. One round after maximum of 20.
the creature moves within range, the alarm makes a Increase your walking speed by 5 feet.
shrill ringing that lasts for 1 minute and can be heard You gain proficiency in the Acrobatics or Athletics skill
from up to 300 feet away. (your choice).
    Calculator: This device makes sums easy. You have advantage on any Strength (Athletics) or
    Lifter: This device can be used as a block and tackle, Dexterity (Acrobatics) check you make to escape from
allowing its user to hoist five times the weight the user being grappled.
can normally lift.
    Timekeeper: This pocket watch keeps accurate time. Tauren Endurance
Orcish Fury Prerequisite: Tauren
Prerequisite: Orc Your hide toughens, improving your ability to shrug off
Your fury burns tirelessly. You gain the following benefits: attacks. You gain the following benefits:
Increase your Strength or Constitution score by 1, to a Increase your Strength, Dexterity or Constitution score
maximum of 20. by 1, to a maximum of 20.
When you hit with an attack made with a simple or Your hide thickens. While you aren't wearing armor, you
martial weapon, you can roll one of the weapon's can calculate your AC as 10 + your Dexterity modifier +
damage dice an additional time and add it as extra your Constitution modifier. You can use a shield and still
damage of the weapon's damage type. Once you use this gain this benefit.
ability, you can't use it again until you finish a short or Your hit point maximum increases by an amount equal
long rest. to your level when you gain this feat. Whenever you gain
Immediately after you use your Relentless Endurance a level thereafter, your hit point maximum increases by
trait, you can make one weapon attack as a reaction. an additional 1 hit point.

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Magic

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Chapter 6: Spells

T
his chapter describes the most common ✦ Cyclone Sunbeam
spells on Azeroth. The chapter begins with Darkvision Transport via Plants
the spell lists of the spellcasting classes. The Dust Devil Wall of Thorns
remainder contains spell descriptions, pre- Enhance Ability Wind walk
sented in alphabetical order by the name of Gust of Wind
the spell. Hold Person 7th Level
Spells marked with a star in front of the spells name are Lesser Restoration Crown of Stars
spells found later in this chapter in the Spell Descriptions. Locate Animals or Plants Mirage Arcane
Moonbeam Regenerate
Pass without Trace Reverse Gravity
Death Kt. Spells 5th Level Protection from Poison Whirlwind
Antilife Shell Skywrite
1st Level Banishing Smite Spike Growth 8th Level
Armor of Agathys Danse Macabre Warding Wind Animal Shapes
Cause Fear ✦ Death Chain Control Weather
Command Destructive Wave 3rd Level Feeblemind
Compelled Duel Dominate Person Catnap Sunburst
Detect Evil and Good Geas Conjure Animals
False Life Hold Monster Daylight 9th Level
Heroism Holy Weapon Dispel Magic Foresight
Ice Knife Insect Plague Feign Death Mass Heal
✦ Icy Touch Negative Energy Flood Mass Healing Word Shapechange
Prot. from Evil and Good Scrying Plant Growth True Resurrection
Puppet Protection from Energy
Ray of Sickness Druid Spells Revivify Mage Spells
Thunderous Smite Speak with Plants
Wrathful Smite Cantrips (0 Level) ✦ Starsurge Cantrips (0 Level)
Dancing Lights Water Breathing Blade Ward
2nd Level Wind Wall
Druidcraft Control Flames
Branding Smite Guidance Create Bonfire
✦ Chains of Ice Primal Savagery 4th Level
Crown of Madness Dancing Lights
Resistance Blight Fire Bolt
✦ Death Grip Shape Water Charm Monster ✦ Flurry
Find Steed Shillelagh Confusion Frostbite
✦ Frost Strike ✦ Solar Wrath Conjure Woodland Beings
Gentle Repose Mage Hand
Thorn Whip Dominate Beast Mending
Hold Person Freedom of Movement Message
Magic Weapon 1st Level Grasping Vine Minor Illusion
Ray of Enfeeblement Animal Friendship Guardian of Nature Prestidigitation
Sniloc's Snowball Swarm Beast Bond Hallucinatory Terrain Produce Flame
Suggestion Cure Wounds Locate Creature Ray of Frost
Detect Magic Watery Sphere
3rd Level
Detect Poison and Disease 1st Level
Animate Dead Earth Tremor 5th Level
Alarm
✦ Asphyxiate Entangle Awaken
Bestow Curse Armor of Agathys
Expeditious Retreat Commune with Nature Burning Hands
Dispel Magic Faerie Fire Control Winds Comprehend Languages
Enemies Abound Fog Cloud Dawn Create or Destroy Water
✦ Mind Freeze Goodberry Dream
Phantom Steed Detect Magic
Guiding Hand Geas Disguise Self
Protection from Energy Healing Word Greater Restoration Feather Fall
Sleet Storm Jump Mass Cure Wounds Find Familiar
Speak with Dead Longstrider Reincarnate ✦ Frostfire Bolt
Vampiric Touch Purify Food and Drink Scrying Hellish Rebuke
Water Walk Sleep Tree Stride Ice Knife
Snare Wrath of Nature Identify
4th Level Speak with Animals
Banishment 6th Level Illusory Script
✦ Starfire Jump
Death Ward Wild Cunning Conjure Fey Longstrider
Find Greater Steed Druid Grove Mage Armor
Ice Storm 2nd Level Find the Path Magic Missile
Shadow of Moil Animal Messenger Heal Shield
Sickening Radiance Barkskin Investiture of Wind Silent Image
Staggering Smite Beast Sense ✦ Starfall

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Snare Greater Invisibility 9th Level 5th Level
Sudden Awakening Hallucinatory Terrain Imprisonment Banishing Smite
Tenser's Floating Disk ✦ Ice Block Invulnerability Circle of Power
Unseen Servant Ice Storm ✦ Jaina's Flying Ship Destructive Wave
Locate Creature Mass Polymorph Dispel Evil and Good
2nd Level Mordenkainen's Meteor Swarm Hallow
Aganazzar's Scorcher     Private Sanctum Time Stop Holy Weapon
Alter Self Polymorph True Polymorph Mass Cure Wounds
Arcane Lock Wall of Fire Raise Dead
Blindness/Deafness Paladin Spells Scrying
Blur 5th Level
Wall of Light
Cloud of Daggers Animate Objects 1st Level
Continual Flame Bigby's Hand Bane Priest Spells
Darkness Cone of Cold Bless
Darkvision Creation Ceremony Cantrips (0 Level)
Detect Thoughts Dominate Person Command Guidance
Enlarge/Reduce Enervation Compelled Duel Light
Flame Blade Immolation Cure Wounds Mending
Flaming Sphere Passwall Detect Evil and Good Resistance
Heat Metal Scrying Divine Favor Sacred Flame
Hold Person Seeming Healing Word Spare the Dying
Invisibility Skill Empowerment Heroism Thaumaturgy
Knock Synaptic Static Prot. from Evil and Good Toll the Dead
Levitate Teleportation Circle ✦ Repentance Virtue
Magic Mouth Wall of Force Searing Smite Word of Radiance
Mirror Image Shield of Faith
Misty Step 6th Level
Thunderous Smite 1st Level
Phantasmal Force Arcane Gate Wrathful Smite
Scorching Ray ✦ Angelic Feather
Contingency Arms of Hadar
See Invisibility Disintegrate 2nd Level
Shatter Globe of Invulnerability Bless
Spider Climb Guards and Wards Aid Cause Fear
Suggestion ✦ Blinding Light Ceremony
Heroes' Feast Branding Smite Cure Wounds
Investiture of Flame Find Steed ✦ Dark Void
3rd Level Investiture of Ice
Bestow Curse Magic Jar Flame Blade Detect Evil and Good
Blink Mass Suggestion Lesser Restoration Detect Magic
✦ Blizzard Mental Prison Magic Weapon Guiding Bolt
Counterspell Otiluke's Freezing Sphere Prayer of Healing Healing Word
Create food and Water Programmed Illusion Protection from Poison Inflict Wounds
✦ Dampen Magic Scatter Zone of Truth Prot. from Evil and Good
Dispel Magic True Seeing Purify Food and Drink
3rd Level Sanctuary
Feign Death Wall of Ice Shield of Faith
Fireball Aura of Vitality
Fly 7th Level Beacon of Hope
Blinding Smite 2nd Level
Glyph of Warding Delayed Blast Fireball
Haste Etherealness Crusader's Mantle Aid
Hypnotic Pattern Fire Storm Daylight Blindness/Deafness
Major Image Forcecage Dispel Magic Calm Emotions
Nondetection ✦ Guardian of the Crown of Madness
✦ Glacial Spike
Protection from Energy Mordenkainen's    Forgotten Queen ✦ Divine Star
Remove Curse ✦ Holy Wrath Gentle Repose
    Magnificent Mansion Mass Healing Word Healing Spirit
Sending Project Image
Sleet Storm ✦ Pyreblast
Phantom Steed Hold Person
Slow Sequester Protection from Energy Lesser Restoration
✦ Spellsteal Teleport Remove Curse ✦ Mind Blast
Tiny Servant Revivify ✦ Mind Flay
Tongues 8th Level Mind Spike
4th Level Prayer of Healing
Antimagic Field Aura of Life Protection from Poison
4th Level ✦ Blast Wave
✦ Arcane Barrage Clone Aura of Purity Shadow Blade
✦ Arcane Explosion Demiplane Death Ward ✦ Shining Force
✦ Divine Shield Silence
Banishment Feeblemind Find Greater Steed Suggestion
Charm Monster ✦ Ice Nova
Guardian of Faith ✦ Void Strike
Confusion Incendiary Cloud Locate Creature
Dimension Door Mighty Fortress Staggering Smite
Fire Shield Mind Blank
✦ Freezing Touch

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Thunderstep
3rd Level 9th Level Tidal Wave
Animate Dead Foresight Wall of Water
Beacon of Hope Mass Heal Water Breathing
Bestow Curse Psychic Scream Water Walk
Daylight True Resurrection Wind Wall
Dispel Magic
Fear Shaman Spells 4th Level
Feign Death Conjure Minor Elementals
Glyph of Warding Cantrips (0 Level) Control Water
Hunger of Hadar Control Flames Elemental Bane
Life Transference Create Bonfire Freedom of Movement
Mass Healing Word Frostbite Locate Creature
Protection from Energy Gust Polymorph
Remove Curse ✦ Invoke Elements Stone Shape
Revivify ✦ Lightning Blast Stoneskin
✦ Shadow Crash Lightning Lure Storm Sphere
Speak with Dead Mending Watery Sphere
Spirit Guardians Mold Earth
Tongues Produce Flame 5th Level
Vampiric Touch Shape Water Commune with Nature
Shocking Grasp Conjure Elemental
4th Level Thunderclap Control Winds
Banishment Greater Restoration
Death Ward 1st Level ✦ Healing Rain
Divination Absorb Elements Legend Lore
Evard's Black Tentacles Chromatic Orb Maelstrom
Freedom of Movement Create or Destroy Water Mass Cure Wounds
Guardian of Faith Cure Wounds Reincarnate
Locate Creature Detect Magic Scrying
✦ Void Shift Detect Poison and Disease Steel Wind Strike
Earth Tremor Wall of Stone
5th Level ✦ Elemental Shock
Dawn Fog Cloud 6th Level
Dispel Evil and Good Guiding Hand Bones of the Earth
Geas Searing Smite Chain Lightning
Greater Restoration Thunderous Smite Flesh to Stone
Hallow Thunderwave Investiture of Stone
Mass Cure Wounds Investiture of Wind
Negative Energy Flood 2nd Level Move Earth
Raise Dead Augury Primordial Ward
Wall of Light ✦ Chain Heal Tenser's Transformation
Continual Flame Wind Walk
6th Level Dust Devil
Eyebite Gust of Wind 7th Level
Find the Path Healing Spirit Etherealness
Forbiddance Heat Metal Prismatic Spray
Harm ✦ Lava Burst Regenerate
Heal Lesser Restoration Whirlwind
Mass Suggestion Maximilian's Earthen Grasp
True Seeing Protection from Poison 8th Level
Word of Recall Shatter Antimagic Field
Skywrite Control Weather
7th Level Warding Wind Earthquake
Divine Word Tsunami
Etherealness 3rd Level
Regenerate Call Lightning 9th Level
Resurrection Counterspell Foresight
Temple of the Gods Dispel Magic Imprisonment
✦ Earthen Spike Storm of Vengeance
8th Level Erupting Earth True Resurrection
Abi-Dalzim's Horrid Wilting ✦ Lesser Chain Lightning
Antimagic Field Lightning Bolt
Holy Aura Meld Into Stone
Maddening Darkness Protection from Energy
Mind Blank Revivify
Spirit Guardians
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Evard's Black Tentacles
Warlock Spells Hallucinatory Terrain Spell Descriptions
Cantrips (0 Level)
Shadow of Moil The new spells are presented in alphabetical order.
Sickening Radiance
Blade Ward Angelic Feather
Chill Touch 5th Level 1st-level conjuration
Create Bonfire Danse Macabre
Eldritch Blast Dominate Person Casting Time: 1 minute
✦ Fel Flame Enervation Range: Self
Fire Bolt Far Step Components: V, S, M (a feather worth at least 1 gp)
Green-Flame Blade Hold Monster Duration: 1 hour
Mage Hand Immolation You create 3 divine feathers in your palm that can be given
✦ Shadow Bolt Negative Energy Flood to other creatures. A creature can crush a feather as a
Toll the Dead ✦ Ritual of Summoning bonus action, and gain the benefit of the Dash, Disengage,
Scrying or Dodge action until the end of their current turn. The
1st Level Synaptic Static feathers last for 1 hour before dissipating.
Arms of Hadar
Cause Fear 6th Level Arcane Barrage
Comprehend Languages Arcane Gate 4th-level evocation
Expeditious Retreat Circle of Death Casting Time: 1 action
False Life Contingency Range: 120 feet
Hellish Rebuke Create Undead Components: V, S
Hex Eyebite Duration: Instantaneous
Illusory Script Mental Prison
Puppt Otto's Irresistible Dance You conjure two swirling intertwined balls of raw force,
Ray of Sickness Scatter hurling them at a point you choose within range and then
Tasha's Hideous Laughter ✦ Shadowfury pushing beings away as they make an explosion of force.
Unseen Servant Soul Cage Each creature in a 10-foot-radius sphere centered on that
Witch Bolt True Seeing point must make a Dexterity saving throw. A target takes
6d8 force damage on a failed save, or half as much damage
2nd Level 7th Level on a successful one, and are pushed 5 feet away from the
Cloud of Daggers Etherealness point of impact.
Crown of Madness Finger of Death At Higher Levels. When you cast this spell using a spell
Darkness Fire Storm slot of 5th level or higher, the damage increases by 1d8, and
✦ Demon Skin Power Word Pain the push back by 5 feet for each slot level above 4th.
Enthrall Sequester
Find Steed Arcane Explosion
Hold Person 8th Level 4th-level evocation
Invisibility Abi-Dalzim's Horrid Wilting Casting Time: 1 action
Mind Spike ✦ Cataclysm Range: Self (10-foot-radius sphere)
Misty Step Demiplane Components: V, S
Phantasmal Force Dominate Monster Duration: Instantaneous
Ray of Enfeeblement Feeblemind
Scorching Ray Glibness Arcane forces blast out from you in a 10-foot-radius sphere.
Shadow Blade Maddening Darkness Each creature within range must make a Constitution
✦ Soulwell saving throw, taking 12d4 force damage on a failed saving
9th Level throw, or half as much on a successful one.
3rd Level Imprisonment At Higher Levels. When you cast this spell using a spell
Bestow Curse Meteor Swarm slot of 5th level or higher, the damage increases by 2d4 for
Dispel Magic Power Word Kill each slot level above 4th.
Enemies Abound Psychic Scream
Fear Weird Asphyxiate
Fly 3rd-level necromancy
Hunger of Hadar Casting Time: 1 action
Hypnotic Pattern Range: 30 feet
Major Image Components: S
Melf's Minute Meteors Duration: Concentration, up to 1 minute
Phantom Steed Shadowy tendrils extends from you and swirls around the
Remove Curse throat of a creature within range. The target must make a
Tiny Servant successful Dexterity saving throw or be restrained for the
Tongues spells duration. While restrained in this way, the target is
Vampiric Touch also suffocating.
4th Level At the end of each of its turns, the target must make a
Arcane Eye Constitution saving throw. On a failed save, the target loses
Banishment 1 minute of air until the target is knocked unconscious. On
Charm Monster a successful save, the target is freed from the tendrils and
✦ Demonfire the spell ends.
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Blast Wave Chain Heal


8th-level evocation 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self (60-foot cone) Range: 30 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
Orange light flashes as a 15-foot tall wall of fire expands Your primary target regains hit points equal to 1d8 + your
outward from your position. Each creature hit by the wall spellcasting modifier. The spell then jumps to a second
must make a Constitution saving throw. On a failed save, a creature within 15 feet of the primary target, who regains
creature takes takes 12d6 fire damage and is knocked 1d6 + your spellcasting modifier hit points. Lastly, the spell
prone. Taking half damage on a successful save. jumps to a third creature within 15 feet of the second one,
This spell dispels any darkness in its area that was and replenishing 1d4 + your spellcasting modifier hit
created by a spell, and makes the area brightly lit until the points to it. The spell has no effect on constructs.
start of your next turn. At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the healing each target receives
Blizzard increase by one hit dice size for each slot level above 2nd.
3rd-level evocation To a maximum of 1d12 for each creature affected.
Casting Time: 1 action Chains of Ice
Range: 120 feet 2nd-level transmutation
Components: V, S, M (shards of glass)
Duration: Concentration, up to 1 minute Casting Time: 1 action
A cold light flashes from your hand into the sky, as blue Range: 30 feet
shards hurl down at a point you choose within range, slash- Components: V
ing through flesh with a biting cold. Each creature in a 20- Duration: 1 minute
foot-radius, 60-foot-high cylinder centered on a point within Frost ridden chains spew from the ground beneath a target
range must make a Dexterity saving throw. A target takes within range. The target must make a successful Dexterity
3d6 cold damage on a failed save, or half as much damage saving throw, or have every foot of movement require two
on a successful one. feet for the spell's duration.
As an action on each of your turns before the spell ends, At the end of each of its turns, the target can make
you can call down another blizzard in the same location. another Dexterity saving throw. On a success, the spell
At Higher Levels. When you cast this spell using a spell ends on the target.
slot of 4th level or higher, the damage increases by 1d6 for At Higher Levels. When you cast this spell using a spell
each slot level above 3rd. slot of 4th level or higher, you can target one additional
creature for every two slot levels above 2nd.
Cataclysm
8th-level conjuration Cyclone
Casting Time: 1 action 2nd-level transmutation
Range: 150 feet Casting Time: 1 action
Components: V, S, M (a piece of charcoal) Range: 60 feet
Duration: Concentration, up to 10 minutes Components: V, S
The ground cracks as small fissures reveal molten magma Duration: Concentration, up to 1 minute
beneath its surface in a 20-foot radius centered on a point A whirl of wind 5-foot wide and 15-foot high rushes up
within range. The fissures are harmless and too small to around a target within range. The target must make a
deal damage to any creature that moves over them. successful Dexterity saving throw, or be grappled for the
While you are concentrating on the spell, you can use spells duration. A grappled target can use its action to
your action to rip open the fissured earth, bursting a torrent make a Dexterity saving throw. On a successful save, the
of flame 10-feet tall through the fissures. Once done, you target forces itself out of the cyclone in an empty space
can do so again and the spell lasts for its duration. When within 5 feet of it.
you rip open the ground, each creature in the area must At Higher Levels. When you cast this spell using a spell
make a Dexterity saving throw. A creature takes 10d8 fire slot of 4th level or higher, you conjure one additional
damage on a failed save, or half as much damage on a cyclone beneath a target within range for every two slot
successful one. A creature must also make this saving levels above 2nd.
throw when it enters the spell's area for the first time on a
turn or ends its turn there. Dampen Magic
You can use a bonus action on your turn to end the spell, 3rd-level abjuration
making the spells area natural difficult terrain. Casting Time: 1 bonus action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute
You place your hand on a creature within range, and mani-
fest an invisible barrier around their body. The target gains
resistance to damage dealt by spells for the spells duration.

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Dark Void Demonfire


1st-level evocation 4th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 120 feet
Components: V, S, M (a holy symbol) Components: V, S
Duration: Instantaneous Duration: Instantaneous
You grasp the fabric around a target within range, pulling You manifest five bolts of fel above your head, and direct to
necrotic energy from it and creatures within a 5-foot radius towards a creature you can see within range. The creature
of your choice. The creatures must make a Constitution must make a Dexterity saving throw. On a failed save, the
saving throw. On a failed saving throw, the creature takes target takes 3d6 fire damage, or half as much on a success-
1d8 necrotic damage and gains the effect of your Word of ful one. The bolts all strike simultaneously, and you can
Power: Pain. On a successful save, the creature takes half direct them to hit one creature or several. A creature makes
damage, but suffers no effect from the word of power. only one saving throw for all bolts striking it.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for slot of 5th level or higher, the spell creates one more bolt
each slot level above 1st. for each spell level above 4th.
Death Chain Divine Shield
5th-level necromancy 4th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self (20-foot radius) Range: Self
Components: V, S Components: V, S, M (a small silver mirror)
Duration: Concentration, up to 1 minute Duration: 1 minute
Ghastly chains erupt from you towards three different You ward yourself against attacks. Until the spell ends, you
creatures within range. Make a ranged spell attack against gain immunity to all damage dealt by weapon attacks and
each target. On a hit, a target takes 4d8 necrotic damage spells. The spell doesn't protect you against natural sources
and becomes chained together with you and any other of damage, such as molten lava.
target hit for the spell's duration. If you make an attack or cast a spell that affects an
Chained creatures must succeed on a Strength saving enemy creature, this spell ends.
throw to move more than 20 feet away from you. On a
successful save, the target breaks the chain, ending the Divine Star
spells effect on them. Whenever you or another chained 2nd-level evocation
creature takes damage from a weapon attack or spell, each Casting Time: 1 action
other creature chained together (including you) takes Range: self (30-foot line)
psychic damage equal to half the damage taken. Components: V, S
Damage you take through this spell does not disrupt your Duration: Instantaneous
concentration or require a check to maintain it.
At Higher Levels. When you cast this spell using a spell A star of divine energy streaks forward in a 30 feet long
slot of 6th level or higher, you can attempt to chain one and 5 feet wide line from you in a direction you choose, and
additional creature for each slot level above 5th. returns to you at the end of your turn in a similar fashion.
Each allied creature in the stars path regains 1d6 hit
Death Grip points, and each enemy creature must make a Dexterity
2nd-level transmutation saving throw. Taking 1d6 radiant damage on a failed save,
Casting Time: 1 bonus action or half as much on a successful one.
Range: 60 feet At Higher Levels. When you cast this spell using a spell
Components: V, S slot of 3rd level or higher, the spells healing and damage
Duration: Instantaneous increases by 1d6 for each slot level above 2nd.
Necrotic energy grasps around a Huge or smaller creature Earthen Spike
within range. Make an ability check with your spellcasting 3rd-level transmutation
ability contested by the creature's Strength check. If you Casting Time: 1 action
win the contest, you move the creature up to 30 feet Range: 60 feet
towards you in a straight line. Components: V, S, M (a granite pebble)
Demon Skin
Duration: Concentration, up to 1 hour
2nd-level transmutation A place your hand to the ground, and erupt a large stalag-
Casting Time: 1 action mite beneath a creature within range. The creature must
Range: Touch make a Dexterity saving throw. On a failed save, the target
Components: V, S, M (dried skin of a demon or fiend) takes 6d8 bludgeoning damage and is knocked 20 feet into
Duration: 1 hour the air as a 15-foot in diameter and 20 feet high spike rises
beneath it. On a successful saving throw, the target takes
You touch a willing creature who are unarmored, making half damage.
their skin ragged and hard. Until the spell ends, the crea- Each creature within 5 feet of the chosen target must
ture adds your spellcasting ability modifier to their armor also make a Dexterity saving throw. On a failed save, the
class. The spell ends if the target dons armor, or if you target takes half damage, and no damage on a success.
dismiss the spell as a bonus action.
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The creature is then pushed back 5 feet. The stalag-mite Frost Strike
remains until your concentration is broken, at which point 2nd-level evocation
it crumbles, making its area difficult terrain.
At Higher Levels. When you cast this spell using a spell Casting Time: 1 bonus action
slot of 4th level or higher, the damage increases by 1d8 for Range: Self
each slot level above 3rd. Components: V
Duration: Concentration, up to 1 minute
Elemental Shock The next time you hit a creature with a weapon attack
1st-level evocation during the spell's duration, your weapon gleams with frigid
Casting Time: 1 action ice, and the attack deals an extra 2d6 cold damage to the
Range: 60 feet target. The target must make a Dexterity saving throw or
Components: V, S, M (a piece of brimstone, granite, glass, have its speed halved until the beginning of your next turn.
and a feather) At Higher Levels. When you cast this spell using a spell
Duration: Instantaneous slot of 3rd level or higher, the extra damage increases by
You manifest a swift burst of elemental force, and launch it 1d6 for each slot level above 2nd.
at creature of within range. Make a ranged spell attack Frostfire Bolt
against the target. On a hit, the target takes 3d8 bludgeo- 1st-level evocation
ning, cold, fire, or lightning damage (your choice).
At Higher Levels. When you cast this spell using a spell Casting Time: 1 action
slot of 2nd level or higher, the damage increases by 1d8 for Range: 30 feet
each slot level above 1st. Components: V, S, M (a piece of glass and sulfur)
Duration: Instantaneous
Fel Flame You hurl a blue flamed firebolt at a creature within range.
Evocation cantrip Make a ranged spell attack against the creature. On a hit,
Casting Time: 1 action the target takes 2d6 fire damage and 2d6 frost damage.
Range: 60 feet At Higher Levels. When you cast this spell using a spell
Components: V, S slot of 2nd level or higher, the fire and cold damage
Duration: Instantaneous increases by 1d6 for each slot level above 1st.
A green flame skitters across the ground towards a Glacial Spike
creature within range. Make a ranged spell attack against 7th-level evocation
the target. On a hit, the target takes 1d8 fire damage. Fel
flame ignores fire resistant, and creatures immune to fire Casting Time: 1 action
damage are considered to be resistant. Range: 120 feet
This spell's damage increases by 1d8 when you reach Components: V, S
5th level (2d8), 11th level (3d8), and 17th level (4d8). Duration: Instantaneous
Flurry
You form a large spike of ice above your head, and launch it
at a creature that you can see within range, causing it to
Evocation cantrip shatter across their body. The target must make a
Casting Time: 1 action Constitution saving throw. It takes 7d8 cold damage plus
Range: 60 feet 30 bludgeoning damage on a failed save, or half as much
Components: V, S damage on a successful one. If this damage reduces the
Duration: Instantaneous target to 0 hit points, it and everything it is wearing and
A shard of ice streaks toward a creature within range. carrying, except magic items, are transformed into shards
Make a ranged spell attack against the target. On a hit, the of ice that shatters in its space. The creature can be
target takes 1d8 cold damage. restored to life only by means of a true resurrection or a
The spell creates more than one shard when you reach wish spell.
higher levels: two shards at 5th level, three shards at 11th At Higher Levels. When you cast this spell using a spell
level, and four shards at 17th level. You can direct the slot of 8th level or higher, the cold damage increases by
shards at the same target or at different ones. Make a 2d8 for each slot level above 7th.
separate attack roll for each shard. Guardian of the Forgotten Queen
Freezing Touch 3rd-level abjuration
4th-level evocation Casting Time: 1 reaction, which you take when a creature
Casting Time: 1 action is hit by an attack or spell
Range: Touch Range: 30 feet
Components: V, S, M (a shard of glass or ice) Components: V, S
Duration: 1 minute Duration: 1 round
Ice forms on your finger tips. Make a melee spell attack A divine barrier of the holy light appears and protects a
against a creature within range. On a hit, the creature is creature within range. Until the start of your next turn, the
encapsulated as ice rapidly forms around it. The creature is creature gain immunity to all damage dealt by weapon
stunned for the duration of the spell. attack and spells, including against the triggering attack.
On the end of each of the creatures turns, it must make a
Strength saving throw. On a successful save it breaks itself
out of the ice, ending the spell.
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Healing Rain Icy Touch


5th-level transmutation 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S, M (a vial of rain water) Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 round
You summon a cloud at a point within range, blanketing a You touch a creature, transferring part of the necrotic
15-foot radius area around it in rain. Each friendly creature energy within you. Make a melee spell attack against the
enters the rain for the first time on their turn, or starts their creature to assail it with the chill of the grave. On a hit, the
turn within the rain regains 2d6 hit points. The healing rain target takes 2d8 necrotic damage, and it can't regain hit
extinguishes nonmagical fires within its area of effect. points until the start of your next turn. Until then, the
At Higher Levels. When you cast this spell using a spell targets skin grows pale as ice.
slot of 7th level or higher, the healing increases by 1d6 for If you hit a celestial target, it also has disadvantage on
every two slot levels above 5th. attack rolls against you until the end of your next turn.
At Higher Levels. When you cast this spell using a spell
Holy Wrath slot of 2nd level or higher, the damage increases by 1d8 for
3rd-level evocation each slot level above 1st.
Casting Time: 1 action Invoke Elements
Range: Self
Components: V, S Transmutation cantrip
Duration: Instantaneous Casting Time: 1 action
You release a burst of radiant energy in a blast centered Range: 30 feet
around you. Each enemy creature in a 15-foot-radius Components: V, S
centered on you must make a Wisdom saving throw. A Duration: Up to 1 minute
target takes 6d6 radiant damage on a failed save, or half as You invoke a minor portion of the elements, within range.
much damage on a successful one. The blast spreads You create one of the following magical effects within
around corners. range:
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 for You create a harmless sensory effect that predicts what
each slot level above 3rd. the weather will be for the next 24 hours. This effect
persists for 1 round.
Ice Block You light or put out a small flame.
4th-level abjuration You cause flames to flicker, brighten, drim, or change
color for 1 minute.
Casting Time: 1 reaction, which you take when you are You cause harmless tremors in the ground for 1 minute.
targeted by an attack or spell You cool or heat up a small amount of liquid.
Range: Self
Components: V, S If you cast this spell multiple times, you can have up to
Duration: Concentration, up to 10 minutes three of its 1-minute effects active at a time, and you can
Solid ice rapidly encases your body, protecting you from dismiss such an effect as an action.
harm. You immediately gain 40 temporary hit points, and Jaina's Flying Ship
resistance against all damage except fire and psychic, and 9th-level transmutation
immunity to cold damage. Ice block continues until your
concentration is broken, your temporary hit points vanish, Casting Time: 1 minute
or you end it prematurely. Range: Touch
While encased, you are under the effects of being Components: V, S
incapacitated, with the exception of your concentration Duration: 24 hours
being broken. You channel your powers into a nonmagical ship within
Ice Nova
range, the ship can be no larger than 100 feet long, and 30
feet wide. For the spells duration, the ship gains a flying
8th-level evocation speed of 60 feet, the ship changes direction and altitude at
Casting Time: 1 action your command, continuing its course until a new command
Range: 120 feet is given or the spells duration ends.
Components: V, S, M (glass dust and water) The flying ship has an Armor Class of 15, and 300 hit
Duration: Instantaneous points; immunity to poison and psychic damage, and
Frigid cold rapid expands in a 15-foot-radius centered on a immunity to all conditions.
point you choose within range. Each creature in the cold It has a maximum carrying capacity of 50 tons (limited
must succeed on a Dexterity saving throw. On a failed save, by the size of the ship itself). It is not slowed by any weight
a creature takes 10d6 cold damage and is grappled for 1 until its maximum capacity is reached, at which point the
hour as ice encases the lower part of their legs. On a ship loses its flying property and falls at a rate of 60 feet
successful save, it takes half as much damage and isn't per round until it hits the ground. Taking no falling damage
grappled by this spell. from the fall, and leaving its passengers unharmed.
A creature can break the grapple by using their action to
make a Strength saving throw, or deal a total of 40 hit
points worth of damage to the ice.
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Lava Burst Mind Flay


2nd-level evocation 2nd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S Components: V
Duration: Instantaneous Duration: Concentration, up to 1 minute
You manifest molten stone and magma into a ferocious ball, You attempt to pierce the mind of a creature within range.
and hurl it at a target within range. The target must make a The creature must make a Wisdom saving throw. On a
Dexterity saving throw. On a failed save, it takes 3d6 fire failed save, the creature takes 2d6 psychic damage and has
damage and 3d6 bludgeoning damage, or half as much on a disadvantage on all attack rolls and ability checks for the
successful one. spells duration.
At Higher Levels. When you cast this spell using a spell On a successful save, the creature takes half damage, but
slot of 3rd level or higher, the damage increases by 1d6 fire suffers no other effect. At the end of each of its turns, the
and bludgeoning damage for each slot above 2nd. target can make a Wisdom saving throw. On a success, the
spell ends.
Lesser Chain Lightning At Higher Levels. When you cast this spell using a spell
3rd-level evocation slot of 3rd level or higher, the damage increases by 1d6 for
Casting Time: 1 action each slot level above 2nd.
Range: 150 feet Mind Freeze
Components: V, S, M (a bit of fur; a piece of amber or
glass; and three silver pins) 3rd-level evocation
Duration: Instantaneous Casting Time: 1 reaction, which you take when you see a
You create a bolt of lightning that arcs toward a target of creature within 60 feet of you casting a spell.
your choice that you can see within range. Forming a chain Range: 60 feet
from that target and through three other targets, each of Components: S
which must be within 30 feet of the previous target. Duration: Instantaneous
A target can be a creature or an object. A target must make You attempt to interrupt a creature in the process of casting
a Dexterity saving throw. The target takes 3d8 lightning a spell. If the creature is casting a spell of 3rd level or lower,
damage on a failed save, or half as much damage on a its spell fails and has no effect. If it is casting a spell of 4th
successful one. level or higher, make an ability check using your spellcast-
At Higher Levels. When you cast this spell using a spell ing ability, if you counter the spell, the creature takes 2d8
slot of 4th level or higher, the lightning can form a chain cold damage. The DC equals 10 + the spell’s level. On a
through one additional target for each slot level above 3rd. success, the creature’s spell fails and has no effect.
Lightning Blast Pyroblast
Evocation cantrip 7th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: S Components: V, S, M (a piece of brimstone)
Duration: Instantaneous Duration: Instantaneous
An arc of lightning blasts from your palms towards a You clasp your hands together, conjuring a ball of dripping
creature within range. Make a ranged spell attack. On a hit, magma, launching it at a creature or object within range.
the target takes 1d8 lightning damage. Make a ranged spell attack against the target. On a hit, the
This spell's damage increases by 1d8 when you reach target takes 10d10 fire damage, and an additional 1d10 fire
5th level (2d8), 11th level (3d8), and 17th level (4d8). damage at the start of each of its turn, until someone takes
an action to make a Dexterity check again your spell DC to
Mind Blast douse the fire.
2nd-level evocation At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 8th level or higher, the initial damage increases by
Range: 60 feet 1d10 for each slot level above 7th.
Components: V, S Repentance
Duration: Instantaneous 1st-level enchantment
You pierce through the mental defenses of a creature Casting Time: 1 reaction, which you take when you are
within range. It must succeed on a Wisdom saving throw. targeted by a weapon or spell attack
On a failed save, the target takes 2d6 psychic damage and Range: 30 feet
is frightened of you for a minute, or half of the damage on a Components: V
successful one and isn't frightened of you. Duration: 1 round
The creature makes a new saving throw at the end of its
turns to end the frightened condition. A sense of remorse rushes over a creature within range.
At Higher Levels. When you cast this spell using a spell The creature must make a Wisdom saving throw. On a
slot of 3rd level or higher, the damage increases by 1d6 for failed save, the creature becomes incapacitated until the
each slot level above 1st. start of your next turn, losing it's weapon or spell attack it
made against you.

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Ritual of Summoning A stunned creature must make a Constitution saving


5th-level conjuration (ritual) throw at the end of each of its turns. On a successful save,
this stunning effect ends.
Casting Time: 10 minutes
Range: 10 feet Shining Force
Components: V, S, M (a blood sapphire worth 100 gp) 2nd-level abjuration
Duration: 1 hour Casting Time: 1 action
You call forth a summoning portal in an empty space within Range: 30 feet
range. Appearing as a shadowy statue of a cloaked figure, Components: V, S
holding open the cloak to reveal a gapping swirl into the Duration: Concentration, up to 1 minute
twisting nether. Bright light bursts out from a target of your choice within
Using 1 minute, you can channel energy into the statue, range, attempting to disrupt nearby enemies. Each creature
and call forth the true name of a creature. If the creature is you choose within a 10-foot radius of the target must make
on your plane of existence, a shimmering mirror appears in a Dexterity saving throw. On a failed save, a creature is
front of it that only it can see, through the mirror the pushed 10 feet away from the target and is knocked prone.
creature is able to perceive you and your surroundings, but On each of your turns for the duration, you can use your
you can not see it. action to burst light from the same target again.
A creature can choose to ignore the mirror, in which case
it vanishes after 1 minute and a new mirror can't appear in Solar Wrath
front of that creature again for another 24 hours, or pass Evocation cantrip
through it, in which case it is teleported to the space in
front of the summoning stone. Casting Time: 1 action
The ritual of summoning is only able to call creatures too Range: 60 feet
it, a creature can't use the summoning stone to traverse Components: V, S
back to their previous location. Duration: Instantaneous
You release a blast of suns wrath against a creature within
Shadow Bolt range. Make a ranged spell attack against the creature. On
Evocation cantrip a hit, the target takes 1d10 radiant damage.
Casting Time: 1 action This spell's damage increases by 1d10 when you reach
Range: 60 feet 5th level (2d10, 11th level 3d10, and 17th level (4d10).
Components: V, S
Duration: Instantaneous Soulwell
2nd-level transmutation (ritual)
A shoot a blast of necrotic energy at a creature within
range. Make a ranged spell attack against the target. On a Casting Time: 1 minute
hit, the target takes 1d10 necrotic damage. Range: 10 feet
This spell's damage increases by 1d10 when you reach Components: S, M (a piece of fur from a demon)
5th level (2d10), 11th level (3d10), and 17th level (4d10). Duration: 10 minutes
You manifest a pedestal of stone with a bowl on top, filled
Shadow Crash with a sickly green liquid. As an action, a creature can
3rd-level necromancy reach into the liquid and pull out a healthstone. The health-
Casting Time: 1 action stone keeps it's potency for 24 hours before turning to
Range: 120 feet glass. As an action, a creature can crush a healthstone, and
Components: V, S regain 2d4 + 2 hit points.
Duration: Instantaneous Once a creature have reached into the liquid, doing so
A bolt of shadow energy forms from your palm to a point again yields no additional healthstones until a new soulwell
you choose within range and blankets the area as inescap- is summoned using a spell slot.
able darkness covers all. Each creature in a 20-foot-radius At Higher Levels. When you cast this spell using a spell
sphere centered on that point must make a Constitution slot of 3rd level or higher, each healthstone regains an
saving throw. A creature takes 6d6 necrotic damage on a additional 1d4 + 1 hit points for each slot level above 2nd.
failed save, or half as much damage on a successful one. Spellsteal
The darkness spreads around corners. 3rd-level abjuration
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 for Casting Time: 1 action
each slot level above 3rd. Range: 60 feet
Components: V, S
Shadowfury Duration: Concentration, up to 1 minute
6th-level enchantment You attempt to steal the effect of a spell from a creature for
Casting Time: 1 action a brief time. If the spell affecting the creature was cast at
Range: 60 feet 3rd level or lower, the spell effect transfers to you for this
Components: V, S spells duration. Once this spell ends, the stolen spells effect
Duration: Concentration, up to 1 minute returns to the original caster. The time you had the spell
You extend your arm and draw crush energy down upon counts against the spells original duration. If the spell is of
creatures within a 10-foot radius of a point within range. 4th level or higher, make an ability check using your
Each creature must succeed on a Wisdom saving throw, or spellcasting ability. The DC equals 10 + the spell's level. On
be stunned for the duration of the spell. a success, the spells effect transfers to you.
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At Higher Levels. When you cast this spell using a spell Starsurge
slot of 4th level or higher, a spell can be stolen without a 3rd-level evocation
saving throw if its level is less than or equal to the level of
the spell slot you used. Casting Time: 1 action
Range: Self (100-foot line)
Starfall Components: V, S, M (a rod of glass and a vial of water
6th-level evocation from a moonwell)
Casting Time: 1 action Duration: Instantaneous
Range: 300 feet A blast of moonlight bursts forward in a line 100 feet long
Components: V, S, M (a pinch of powdered glass) and 5 feet wide out from you in a direction you choose.
Duration: 1 round Each creature in the bursts path must make a Dexterity
Countless flashes of pure moonlight fall to the ground in a saving throw. A creature takes 8d6 radiant damage on a
20-foot-radius, 40-foot-high cylinder centered on a point failed save, or half as much damage on a successful one.
within range. Each creature in the cylinder must make a At Higher Levels. When you cast this spell using a spell
Dexterity saving throw. A creature takes 10d6 radiant slot of 4th level or higher, the damage increases by 1d6 for
damage on a failed save, or half as much damage on a each slot level above 3rd.
successful one. A creature who failed the saving throw is Void Shift
also blinded until the end of your next turn. 4th-level necromancy
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the damage increases by 1d6 for Casting Time: 1 action
each slot level above 6th. Range: 60 feet
Components: V, S
Starfire Duration: Instantaneous
1st-level evocation You call upon the void to shift the health of you and another
Casting Time: 1 action creature. Choose a willing creature within range, you and
Range: 120 feet the chosen creature exchange your current hit points, to a
Components: V, S maximum of 40 hit points from each creature.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
A flash of light streaks down upon a creature of your choice slot of 5th level or higher, the maximum hit points you can
within range. Make a ranged spell attack against the target. exchange increases by 10 for each slot level above 4th.
On a hit, the target takes 2d12 radiant damage, and is Void Strike
blinded until the end of your next turn. The blindness ends 2nd-level evocation
early if the target takes damage from a weapon attack or
spell, as the stardust blocking its eyes are swept away. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: 60 feet
slot of 3rd level or higher, the damage increases by 1d12 Components: V, S
for every two slot levels above 1st. Duration: Instantaneous
You open a crack into the void, as a shimmering black knife
strikes out from the void at a creature within range. Make a
ranged spell attack against the target. On a hit, the target
takes 6d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
each slot level above 2nd.

PART 2 | SPELLS
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Variant Rules

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Variant Rule: Hero Points

A
paladin who stands alone against a horde of    Mutilate. Your weapon attack mutilates the target, deal-
undead while his companions heal a dying ing normal weapon damage, and attempts to cut off a limb
comrade, a rogue who leaps after a precious (if any) of your choice. The creature must succeed on a
artifact dropped from a lofty tower balcony, a Constitution saving throw against a DC of 12, or half the
warrior who throws himself against a vastly damage done. On a failed save, the creature gains one of
superior opponent. . . These are the heroes the following mutilations.
whose actions inspire stories and legends.
The actions of a hero often include acts of such a daring Arm / Hand. You cut off the creatures arm, making it
nature and chance that it is almost impossible to guarantee unable to hold two items at once, or cast spells while
a sure outcome. Even though every hero confronts perils, their remaining arm is carrying an object.
fate is on the side of those who face adversity head on and Leg / Foot. You cut off the creatures leg, reducing its
challenge evil and darkness without fear of death. movement speed by half, and giving opportunity attacks
Instead of earning inspiration as you venture through the against it advantage. In addition, the creature can't dash.
world of Warcraft, you can choose to give your players Hero Eye. You pierce out the creatures eye, giving it disadvan-
Points for their daring acts against powerful foes. tage on Perception checks, and reducing its passive Per-
Hero points are rewards for that type of valiant action, ception by 5. If both eyes are removed, or if the creature
these points allow a player to bend the fates in his only has one, it is considered Blinded. This mutilation
character's favor, and such power requires more hands-on has no effect if the damage dealt is bludgeoning.
judgement from a DM than most other rules. Hero points Spell Fighter
blur the lines of action and allow characters to perform the You can expend your hero point when you cast a spell,
exceptional and even the impossible. treating your spell attack as a successful hit. When done,
Gaining Hero Points the player chooses one of the following effects:
Power Surge. Your spell attack acts as a Massive
The power given by hero points can be immense, your DM Critical Hit, roll the attack's damage dice twice and add
can choose to grant you a hero point for your heroic them together. Then add any relevant modifiers as normal,
actions. Some adventurers might never earn a hero point, and add your character level to the damage.
and even when characters does, there is no guarantee that Precision Spell. You can choose a number of creatures
the player will use it when the right time comes. Your DM equal to your spellcasting ability modifier to automatically
will tell you how you can earn a hero point in the game. succeed and fail on a saving throw to resist or negate your
You either have a hero point or you don't, you can't spells effect.
stockpile multiple "hero points" for later use. Likewise, you
cannot earn a hero point through an action that you spend Defensive
a hero point on performing. You can expend your hero point when you're being targeted
by a spell or attack. When done, the player chooses one of
Using Hero Points the following effects:
If you have a hero point, you can expend it when you make Dodger. One attack roll made against you that you can
an attack roll, cast a spell, saving throw, or when being see automatically misses, no matter what was rolled.
attacked. Spending your hero point makes the check you Hardy. You succeed on your saving throw, and gain the
were an immediate success. effects of rogues evasion until the end of the current turn.
Action Surger Survivor
You can expend your hero point to make the next turn You can expend your hero point after failing a death saving
yours, out of initiative order. Once you've finished the turn, throw, or when suffering from massive damage. Changing
the initiative goes back to normal, and you return to your your health to 0 and making you stable.
place in the initiative count. At the DM's discretion you may suffer some signature
injury (A scar, lost eye, a limp, and so on) befitting the
Physical Fighter circumstances, as a reminder that hero points will not
You can expend your hero point when rolling for a weapon always be there to save you.
attack, treating your attack roll as a successful hit. When Born Expert
done, the player chooses one of the following effects:
Powerful Blow. Your weapon attack acts as a Massive You can expend a hero point before or after rolling a skill
Critical Hit, roll the attack's damage dice twice and add check, changing the roll to a natural 20. Hero points can't
them together. Then add any relevant modifiers as normal, be used to alter the result of skill checks using Intelligence,
and add your character level to the damage. Wisdom, or Charisma.
Hero points are meant as a burst of energy or force, they
do not suddenly make someone more charismatic, or grant
them knowledge of Dalarans vast library.

PART 1 | PERSONALITY & BACKGROUND


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Variant Rule: Mana

W
ith this variant rule, a character who has the
Spellcasting feature uses mana instead of Mana Cost
spell slots to fuel spells. Mana gives a caster Spell Level Mana Cost Spell Level Mana Cost
more flexibility, at the cost of complexity. 1st 1 5th 9
    In this variant, each spell has a mana cost
based on its level. The Mana Cost table 2nd 3 6th 11
summarizes the cost in mana of slots from 3rd 5 7th 13
1st to 9th level. Cantrips don't require spell slots and there-
for don't require mana. 4th 7 8th 15
Instead of gaining a number of spell slots to cast your 9th 17
spells from the Spellcasting feature, you gain a pool of
mana instead. You can expend a number of your mana to
create a spell slot of a given level, and then use that slot to Mana by Level
cast a spell. Your mana can't be reduce to less than 0, and
you regain all spent mana when you finish a long rest. Class Level Full Caster Half-Caster Max Spell Level
Spells of 6th level and higher are particularly straining to 1st 3 0 1st
cast. You can use your mana to create one slot of each level
of 6th or higher. You can't create another slot of the same 2nd 6 2 1st
level until you finish a long rest. 3rd 9 3 2nd
The number of mana you have to spend is based on your
level as a spellcaster, as shown in the Mana by Level table. 4th 12 4 2nd
Your level also determines the maximum-level spell slot you 5th 16 5 3rd
can create. Even though you might have enough mana to 6th 20 7 3rd
create a slot above this maximum, you can't do so.
The Mana by Level table applies to druids, mages, pala- 7th 24 9 4th
dins, priests and shaman. A druid (Feral or Guardian), and 8th 28 11 4th
a paladin refer to the half-caster column of the table, whilst
the remaining classes refer to the full caster column. 9th 33 13 5th
This system can be applied to monsters that cast spells 10th 38 15 5th
using spell slots, but it isn't recommended that you do so.
Tracking mana expenditures for a monster can be a hassle. 11th 43 18 6th
12th 48 21 6th
13th 54 24 7th
14th 60 27 7th
15th 66 30 8th
16th 72 34 8th
17th 79 38 9th
18th 86 42 9th
19th 93 46 9th
20th 100 50 9th

PART 2 | SPELLS
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Appendix A: Shapeshifts
Cat Form Flight Form
Medium beast Large beast

Armor Class 13 + Dexterity modifier Armor Class 10 + Dexterity modifier


Speed 40 ft., climb 40 ft. Speed 10 ft., 70 ft.

Darkvision. You gain darkvision 60 ft. Flyby. You don't provoke opportunity attacks when
you fly out of an enemy's reach.
Keen Smell. You have advantage on Wisdom
(Perception) checks that rely on smell, as long as you Keen Sight. You have advantage on Wisdom
are shapeshifted. (Perception) checks that rely on sight.
Pounce. If you move at least 20 feet straight toward a
creature right before hitting it with a claw attack, the
Actions
target must succeed on a DC (8 + Dex + prof bonus) Beak. Melee Weapon Attack: (Str/Dex + Prof bonus)
Strength saving throw or be knocked prone. If the to hit, reach 5 ft., one target. Hit: (2d4 + Str/Dex)
target is knocked prone by the pounce, your bite piercing damage.
deals an extra 1d6 piercing damage.
Talons. Melee Weapon Attack: (Str/Dex + Prof bonus)
Actions to hit, reach 5 ft., one target. Hit: (2d6 + Str/Dex)
slashing damage.
Claws. Melee Weapon Attack: (Dex + Prof bonus) to
hit, reach 5 ft., one target. Hit: (2d4 + Dex) slashing Common shapes taken are as followed:
damage.
Dire Bat, Dire Hawk, Dire Owl, Eagle, Storm Crow.
Bonus Action
Bite. Melee Weapon Attack: (Dex + Prof bonus) to Aquatic Form
hit, reach 5 ft., one target. Hit: (1d6 + Dex) piercing Medium beast
damage.
Armor Class 11 + Dexterity modifier
Common shapes taken are as followed: Speed 5 ft., swim 50 ft.
(Snow) Leopard, Lion, Lynx, Panther, Tiger.
Amphibious. You can breathe air and water.
Blindsight. You gain blindsight 60 ft.
Bear Form Actions
Large beast
Bite. Melee Weapon Attack: (Str + Prof bonus) to hit,
Armor Class 10 + Dexterity & Constitution modifier reach 5 ft., one target. Hit: (1d8 + Str) piercing
Speed 40 ft., climb 30 ft. damage.

Keen Smell. You have advantage on Wisdom Common shapes taken are as followed:
(Perception) checks that rely on smell. Sea Lion (Amphibious), Shark, Dolphin, Orca.
Charge. If you move at least 20 feet straight toward a
target and then hits with a claw attack on the same Travel Form
turn, the target takes an extra (2d6) slashing damage. Large beast
If the target is a creature, it must succeed on a DC (8
+ Str + prof bonus) Strength saving throw or be
knocked prone. Armor Class 12 + Dexterity modifier
Speed 50 ft.
Actions
Mountable. As long as a creature is on your back, you
Claws. Melee Weapon Attack: (Str + Prof bonus) to
both take turns on your initiative. Upon dis-mount,
hit, reach 5 ft., one target. Hit: (2d6 + Str) slashing
the riders initiative returns to normal.
damage.
Bonus Action Actions
Bite. Melee Weapon Attack: (Str + Prof bonus) to Hooves. Melee Weapon Attack: (Str + Prof bonus) to
hit, reach 5 ft., one target. Hit: (1d8 + Str) piercing hit, reach 5 ft., one target. Hit: (2d4 + Str)
damage. bludgeoning damage.

Common shapes taken are as followed: Common shapes taken are as followed:
Brown Bear, Black Bear, Grey Bear, Grizzly Bear. Elk, Horse, Stag, Reindeer.

APPENDIX A | SHAPESHIFTS
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Appendix B: Shaman Spirits

S
hamans bond with spirit animals and are
granted their favor, making them able to
assume the form of their spirit animal at will Lesser Feral Spirit
through the aid of the spirits of the wild. Whilst
druids are able to take the complete shape of Medium undead, unaligned
certain animals, shifting into various beasts, the
strain upon a shamans ghost form lies much Armor Class 14 (natural armor)
deeper within. As a result the shape they take appears as Hit Points 32 (5d8 + 10)
an incorporeal transparent shape in the material world. Speed 50 ft.
Most shamans choose one spirit animal, and sticks with
that spirit animal throughout their life. Orcs and trolls STR DEX CON INT WIS CHA
commonly go for a dire wolf, a shape well known to both,
known for its ferocity and speed. Whilst a dwarf might 17 (+3) 15 (+2) 15 (+2) 10 (+0) 12 (+1) 7 (-2)
choose a bear, a steadfast companion by many of the
dwarven kin. Think about your spirit animal, why and if it Skills Perception +3, Stealth +4
fits your character, a shamans spirit animal is in many ways Damage Resistances acid, cold, fire, lightning,
an extension of who they are, reflecting their personality. thunder; bludgeoning, piercing, and slashing from
The only limitation given upon a spirit animal is that it nonmagical attacks
cannot have a swim, or fly speed. Damage Immunities poison
Shamans ghost form is limited, as so it has a specific set Condition Immunities charmed, exhaustion, fright-
ened, grappled, paralyzed, petrified, poisoned, and
of statistics no matter which animal you choose, as shown restrained
in the Ghost Form class feature. Senses passive Perception 13
Languages —
Challenge 2 (450 XP)

Greater Feral Spirit Keen Hearing and Smell. The feral spirit has advantage
on Wisdom (Perception) checks that rely on hearing
Large undead, unaligned
or smell.

Armor Class 16 (natural armor) Pack Tactics. The feral spirit has advantage on an
Hit Points 57 (7d10 + 21) attack roll against a creature if at least one of the
Speed 50 ft. spirit's allies is within 5 feet of the creature and the
ally isn't incapacitated.

STR DEX CON INT WIS CHA Actions


18 (+4) 16 (+3) 15 (+2) 10 (+0) 12 (+1) 7 (-2) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) necrotic damage. If the
target is a creature, it must succeed on a DC 13
Skills Perception +3, Stealth +4 Strength saving throw or be knocked prone.
Damage Resistances acid, cold, fire, lightning,
thunder; bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, fright-
ened, grappled, paralyzed, petrified, poisoned, and
restrained
Senses passive Perception 13
Languages —
Challenge 4 (1,100 XP)

Keen Hearing and Smell. The feral spirit has advantage


on Wisdom (Perception) checks that rely on hearing
or smell.
Pack Tactics. The feral spirit has advantage on an
attack roll against a creature if at least one of the
spirit's allies is within 5 feet of the creature and the
ally isn't incapacitated.
Actions
Multiattack: The spirit makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) necrotic damage. If the
target is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone.

APPENDIX B | SHAMAN SPIRITS


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Appendix C: Demon Companions


Imp Actions
Small fiend (demon), chaotic evil
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 3) bludgeoning damage
Armor Class 11
Hit Points 14 (3d6 + 3)
Speed 25 ft. 5th Level The voidwalker can make two slam attacks
as an Action
7th Level The voidwalker can use its innate
STR DEX CON INT WIS CHA spellcasting three times a day each
11 (+0) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Damage Immunities fire


Senses darkvision 60 ft., passive Perception 11
Felhunter
Medium fiend (demon), chaotic evil
Languages understands the languages of its
summoner but can't speak
Challenge 1 (200 XP) Armor Class 12
Hit Points 16 (3d8 + 3)
Demon's Sight. Magical darkness doesn't impede the Speed 40 ft.
imp's vision.
STR DEX CON INT WIS CHA
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 13 (+1) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0)
one target. Hit: 4 (1d4 + 2) slashing damage.
Senses blindsight 120 ft., passive Perception 10
Fire Blast. Ranged Spell Attack: +4 to hit, range 60 ft., Languages understands the languages of its
one target. Hit: 4 (1d6) fire damage. Fire blasts summoner but can't speak
damage increases by 1d6 when you reach 5th (2d6), Challenge 2 (200 XP)
11th level (3d6), and 17th level (4d6).
Magic Seeker (3/day). The felhunter can cast detect
7th Level The imp can cast the fireball spell at 3rd magic three times a day.
level once a day
Magic Resistance. The felhunter has advantage on
saving throws against spells and other magical
effects.
Voidwalker Actions
Medium fiend (demon), neutral evil
Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft.,
one target. Hit: 7 (2d4 + 2) piercing damage
Armor Class 13 (natural armor)
Hit Points 24 (4d8 + 8) Devour Intellect. The felhunter targets one creature it
Speed 30 ft. can see within 10 feet of it that has a brain. The
target must succeed on a DC 12 Intelligence saving
throw against this magic or take 11 (2d10) psychic
STR DEX CON INT WIS CHA damage.
16 (+3) 11 (+0) 15 (+2) 10 (+0) 8 (-1) 14 (+2)
5th Level The felhunter can make two bite attacks as
an Action
Damage Vulnerabilities radiant
Damage Resistances necrotic; bludgeoning, piercing, 7th Level The felhunter can cast the counterspell
and slashing from nonmagical attacks spell at 3rd level once a day
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses blindsight 60 ft., passive Perception 10
Languages understands the languages of its
summoner but can't speak, telepathy 60 ft
Challenge 1 (200 XP)

Innate Spellcasting. The voidwalker's innate


spellcasting ability is Charisma (spell save DC 12). It
can innately cast the following spells, requiring no
material componenets:
1/day each: compelled duel, darkness

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Succubus
Medium fiend (demon), lawful evil

Armor Class 12
Hit Points 21 (4d8 + 3)
Speed 40 ft.

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 13 (+1) 15 (+2) 12 (+2) 20 (+5)

Senses darkvision 60 ft., passive Perception 15


Languages Eredun, Common, telepathy 60 ft.
Challenge 2 (200 XP)

Shapechanger. The succubus can use its action to


polymorph into a Small or Medium humanoid, or
back into its true form. Other than its size and speed,
its statistics are the same in each form. Any
equipment it is wearing or carrying isn't transformed.
It reverts to its true form if it dies.

Actions
Lash. Melee Weapon Attack: +4 to hit, range 10 ft.,
one target. Hit: 8 (1d4 + 2) slashing damage plus
1d6 necrotic damage.
Seduction (1/day). One humanoid the succubus can
see within 30 feet of it must succeed on a DC 15
Wisdom saving throw or be magically charmed for 1
minute. The target obeys the succubus verbal and
telepathic commands, and makes a new save at the
end of its turns, ending the charm on a success. If
the target successfully saves against the seduction,
or if the effect on it ends, the target is immune to
this succubus' Seduction for the next 24 hours.
Sooth (1/day). The succubus blows a kiss towards a
creature, granting her the benefit of a sanctuary spell
against the targeted creature. Attacking or casting
spells that effects other creatures does not end this
effect.

5th Level The succubus can cast the invisibility spell


once a day
7th Level The succubus gains an additional use of
Seduction per day

APPENDIX C | DEMON COMPANIONS


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Appendix D: Special Tasks

P
restige classes require special tasks to be Dark Simulacrum
completed before a character can enter that Wondrous item, rare
class, this Appendix tries to explain the
basics of what must be done for someone to This dark brown tome clad with a silver edge and a runic
become a Death Knight, or Demon Hunter. engraving on its front cover. If you spend 48 hours over a
Bare in mind the information here is a period of 6 days or fewer studying the book's contents and
mixture of canon and non-canon lore, and practicing its guidelines, you learn the spells Runeblade,
may not reflect how your DM goes about these tasks. Altar of Power, and Summon Val'kyr as well as how to per-
form a ritual with them to gain death knights power, these
Death Knight Task spells do not take up spell slots but can only be cast once
per long rest each. Once the ritual has been done, you lose
Complete a Special Task. To become a death knight you all memories of these spells. Then the tome loses its magic,
must find the dark simulacrum and perform the ritual but regains it in a year.
presented in it. At which point you will be reawaken as a
weak death knight. Altar of Power
Simulacrum necromancy
Finding the Dark Simulacrum Casting Time: 10 minutes
Finding the dark simulacrum may prove an easy task, or an Range: Touch
exceptionally hard one. It all depends on the DM and when Components: V, S
they decide to make the item available for you. You might Duration: 1 hour
have it from level 1, an heirloom passed down through
generations in your family, you may stumble upon it in a You touch a place of power, filling it with necrotic energy.
warlocks lair, or you might find it in a book store tucked Until the spells ends, the place of power is desecrated and
away and gathering dust. able to function as an alter able to be used in the sacrificial
The exact location of the book is a mystery to all but the ritual to gain the powers of the death knights.
DM, giving them the ability to implement it in whichever Runeblade
way they see fit.
Simulacrum enchantment
Using the Book Casting Time: 1 hour
There is not stages to becoming a death knight as there are Range: Touch
with demon hunters, the transformation is much quicker Components: V, S
and without as much preparation required. Any character Duration: 10 hours
able to read Common is able to read the interior of the You touch a nonmagical weapon, imbuing it with runes that
book, and gain its benefits if they study it for 48 hours over runs along its edge. Until the spell ends, that weapon be-
a period of 6 days or fewer. This is true even if you are not a comes a magical weapon able to be used in the sacrificial
spellcaster and don't have any innate magic, you will still be ritual to gain the powers of the death knights.
granted the secrets of the book.
Place of Power Summon Val'kyr
A place of power can be many things, there are not set list Simulacrum conjuration
of specifics an area has to have to be a place a power, it Casting Time: 10 minutes
could easily be a witches workshop, a necromancers Range: 10 feet
demonic alter, or a mages study. These are simple places of Components: V, S
power able to be found across Azeroth, but they might not Duration: 1 hour
always be available to the player, locked away or hidden. A You call forth a val'kyr from the shadow realm in an un-
place of power can be more than a spellcasters workshop. occupied space that you can see within range. The val'kyr
For a night elf it might be the world trees, for an orc the stays for 1 hour before disappearing again. The summoned
clans communion with the elements, for a human it might val'kyr is neutral to you and your companions, and does not
be a church to the Holy Light. obey any commands you might give it. But is able to sense
A place of power can be more than something magically the presence of a magically imbued runeblade, and a
imbued, or something that has traces of past magic. It can desecrated altar of power.
be something icnoic, or with an emotional connection to a If the val'kyr is witness to player sacrificing themselves
race or the player. on an altar of power using the runeblade, the val'kyr uses
A Guardian Angel 10 minutes to cast a unique version of resurrection, bring-
To complete the ritual the player must call forth a val'kyr ing the player back and granting them a level in the death
from the realm of shadows, these ascended vrykuls are knight class. The player gains none of the penalties nor-
remarkable and extraordinarily powerful creatures, most of mally granted by players brought back using resurrection.
whom serve either the titan keeper Odyn or the banshee If the val'kyr resurrects a player, the val'kyr and dark
queen Sylvanas. The called val'kul serves no master, and simulacrum vanishes, and anyone who knew how to cast
exists only through the book, should it be destroyed she is the spells granted by the dark simulacrum loses all
bound to the shadow realm for eternity. memory of how the spells are performed.
The val'kyr's alignment is neutral, and it uses the deva Once spell ends, the val'kyr vanishes leaving behind the
statblock, attacking only in self defense. dark simulacrum and the memories of how to cast the
spells within.
APPENDIX D | SPECIAL TASKS
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If the player is still alive, they are once more give the
Demon Hunter Task ritualistic knife in their hands, and tasked to carve out their
Complete a Special Task. You must find one or more eye sockets. If the player is unwilling or if they are uncon-
demon hunters willing to lead you through the array of scious, the demon hunter forcefully removes their eyes.
complex rituals required to become a demon hunter. During which the visions that flashed before the player will
vanish, sending the player into a coma. Most new demon
Finding a Demon Hunter hunters stay in the coma for a few days, giving the other
Finding a demon hunter willing to lead the player through demon hunters time to finish the rituals. Some new
the various rituals might prove difficult, demon hunters are initiates stay in the coma for longer, and about half never
sparse, and never stay in an area for long before moving on wake as the demon took over their mind, devouring their
to a new location. Once a demon hunter is found, it may soul and killing the newly made demon hunter.
prove difficult to convince them to aid you. They know what Stage 3: Taming the Demon
the rituals entails, how it affects those who attempt them, Whilst the player is in a coma, the demon hunters continue
how few survive it, and the various sacrifices the player has the rituals on their body to aid in the entrapment and
to make to finish it. control of their inner demon. During this time the players
Not just any demon hunter is capable of taking a new empty sockets are covered with a piece of thick cloth, the
initiates through the rituals, and it is not uncommon for cloth is more symbolic than practical, and helps the demon
multiple demon hunters to aid in the process. In order to hunter in social encounters, as their eyes can be frighte-
undergo the ritual, you need demon hunters with a com- ning at first glance. While the demon hunter is in a coma,
bined level of 20 between them to be able to infuse the flickering green dots begin to appear behind the cloth if the
player properly with fel magic. demon hunter is alive.
Stage 1: Demon Bonding While the demon hunter is in a coma, their body is
To begin the process of becoming a demon hunter, the infused with deadly amounts of fel magic to aid in controll-
player has to hunt and capture a sentient demon. A demon ing the demon within, the fel quickly becomes apparent on
with an Intelligence above 10, as the ceremony below the hunters body as the fel mutates their body, giving them
requires an intelligent being for bonding to work. Captur- demonic features such as scales, horns, or claws. The fel
ing a demon is a simple task, that could quickly prove also fuses to their body in the form of rough hard lined
difficult for low level parties. tattoos, these tattoos are fused with fel magic, functioning
Once a demon has been captured, it has to be brought to as a prison for the demon within.
the willing demon hunters that is administering the ritual. These rituals are tiresome, and take place over multiple
It is uncommon for the demon hunter to accompany the hours, slowly shaping the demon hunter, granting them
character in hunting and capturing the demon, as most see their demonic appearances and slaving the demon within
it as a test of strength and will. If the player can't complete to the hunters will. Once the rituals are done, the hunters
this task, they are considered unworthy of being given the eyes will begin to flicker as green embers behind the cloth,
powers of their kin. a trait that will continue till the demon hunters death.
Once ready, the demon hunters present begin to channel Stage 4: Reawakening
fel into the ground around the demon, to capture its soul If the player survives, they will eventually be pulled out of
once slain. Whilst they are channeling, the player is forced their coma, and wake up to find their body changed. The
to sacrifice the demon, slaying it in whichever way they see tattoos placed upon their body will begin to shine with the
fit. After the demon has been killed, the player is given a faintest of light in the color of their paint. The embers in
ritualistic knife, and tasked with carving out the heart of the sockets will flicker behind their cloth cover, and show
the demon, and collecting a portion of its blood in a flask. as green flames bursting out if the cloth is removed. The
The player is required to eat its heart, and drink its blood flames are warm but harmless.
while within the fel channeled area, at the end of which the The majority of demon hunter takes years to master their
demons spirit will attempt to flee and be captured by the fel new found powers, taking time to adjust to their new way of
magic. The spirit is then placed within the player by the aid life, and the constant influence of the demon within them.
of magic, and forever bonded with the player. Even though While the demon is trapped and unable to take control, its
the spirit is bonded with the player, the player is not yet in presence will forever be there and be felt by the hunter,
control of it, and the demon will try to take control. always attempting to entice the hunter to join the Burning
Stage 2: Visions of Fire Legion, an offer many hunters have taken up, only to meet
The bond between the player and demon is untamed, the a fate worse than theirs.
demon will continue to try and take control of the player
until it is suppressed.
As the demon bonds with the player, the player is imme- A DM Note
diately shown countless visions in quick flashes, visions of
the Burning Legion's crusade, the countless planets they This is but my interpretation of how a player
have fought and destroyed across the universe. These would become a demon hunter, and are meant
more as a guideline than rules. You can change
visions bring horrors to even the strongest players, many them, remove or add more as you please.
entering a coma or immediately dying as the demon You may have realized mentions that a large
struggles to overthrow the players control. amount of Demon Hunter dies, but never any
Shortly after the demon has been bound to the player, saving throws that the player had to go through.
after enough time has passed for the player to see the Although the player should be aware that few
horrors of the Burning Legion, and gained a hatred for survive these rituals, this is not meant as a
what atrocities they have done. potential death for that player.

APPENDIX D | SPECIAL TASKS


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Thanks for
Reading
This has been a project made by a group of
people who have loved the Warcraft franchise
for many years at this point, and wanted to
bring it into Dungeons and Dragons for
everyone to enjoy.

This has been a blast for us to make, and we


thoroughly enjoy making it and improving
upon it. We hope this will bring joy to many
D&D tables around the world. Best of luck to
all the parties of humans and orcs, try not to
chop each other up too much <3

Did you know this was all made using


GmBinder? I can't stretch enough how
fantastic a tool it is for creating homebrew
material for 5th edition D&D.

Go check them out!

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