HB Warcraft5e
HB Warcraft5e
HB Warcraft5e
.phb#p1{ text-align:center; }
.phb#p1:after{ display:none; }
</style>
<style>
.phb#p1{ text-align:center; }
.phb#p1:after{ display:none; }
</style>
<div style='margin-top:450px;'></div>
<div style='margin-top:25px'></div>
<div class='wide'>
##### In an evil empire of horror, two rangers battle the forces of hell.
</div>
<img
src='http://8gmwp015fo-flywheel.netdna-ssl.com/wp-content/uploads/sites/
9/2018/03/world-of-warcraft-chronicle-volume-3-iii-artwork-3.jpg'
style='position:absolute; top:0; right:0; width:816px; Height:1056px; color:;
' />
\page
# Table Of Contents
<div class='pageNumber auto'></div>
<div class='toc'>
- **[Chapter 1: Introduction / Pg.3](#p3)**
-[ Picking a Side](#p5)
- [Dwarves](#p5)
- [Elves](#p8)
- [Draenei](#p11)
- [Gnome](#p13)
- [Goblin](#p14)
- [Forsaken](#p15)
- [Human](#p17)
- [Orc](#p18)
- [Pandaren](#p20)
- [Tauren](#p22)
- [Trolls](#p24)
- [Worgen](#p26)
- **[Chapter 3: Classes / Pg.27 ](#p27)**
\page
<div class='pageNumber auto'></div>
# Chapter 1: Introduction
The world of Warcraft has many special traits
when converted to tabletop format. It has
special naming conventions, languages, and
an extensive lore.
##### Classes
| Old Name | New Name |
|:----:|:-------------|
|Cleric |Priest|
|Fighter| Warrior|
|Ranger |Hunter|
|Sorcerer| Warlock|
##### Spells
| Old Name | New Name |
|:----:|:-------------|
|Aganazzar’s Scorcher| Dragon Breath|
|Cure Wounds (modified)| Holy Light|
|Delayed B’ Fireball (modified)| Pyroblast|
|Healing Word (modified)| Flash of Light (modified)|
|Inflict Wounds (modified)| Death Coil|
|Conjure (any)| Conjure|
|Charm Person/Monster| Charm|
|Dominate P’/M’| Dominate|
|Magic Missile| Arcane Missile|
|Magic Jar| Possession|
|Mass Cure Wounds| Hope of Healing|
|Mordenkainen’s Sword |Arcane Sword|
|Melf’s Acid Arrow| Shadow Strike (modified)|
|Ray of Frost| Frost Bolt|
|Sacred Flame| Smite|
|Thunderwave| Thunderstorm|
### Classes
As detailed below, some classes gain different abilities to
better synergize with the mana system, while others are
renamed as above.
### Healing
Effects that deal holy damage and can heal the living give
the option for the spellcaster to either heal or deal damage.
The same goes for effects that deal shadow damage and
heal (though it can only heal the undead or demons). These
spells have the [Healing] descriptor, or otherwise only
harm.
\page
<div class='pageNumber auto'></div>
### Languages
Spoken languages in Azeroth are the following:
### Combat
These rules make use of several effects that affect combat,
such as strike and stance effects. The character must
choose to use their bonus action to fight (with an off-hand
weapon or cast a spell or use an item) or to use a strike
effect if they have one.
### Conditions
There are several new conditions that are mechanically
useful.
# Chapter 2: Races
the races of Warcraft are diverse and
rich. Each race has a role in the world,
and their deeds resonate through the
ages. Members of each race view each
other with assumptions formed by past
conflicts and alliances. Warcraft’s
history is troubled, epic and every
aspect influences the races, their beliefs and their
roles. This chapter describes Ironforge, Wildhammer
and Dark Iron Dwarves, High and Night Elves,
Gnomes, Goblins, Humans, Orcs, Tauren, Jungle
and Forest Trolls, and the Forsaken. These races are not
the only races in the Warcraft world, but they are the
most dominant, influential, and prone to adventuring.
##### Horde
Misunderstood and cast aside, these diverse and powerful
races strive to overcome their differences and unite as one
in order to win freedom for their people and prosper in a
land that has come to hate them. In the Horde, action and
strength are valued above diplomacy, and its leaders earn
respect by the blade, wasting no time with politics. The
brutality of the Horde's champions is focused, giving a
voice to those who fight for survival. The Horde Contains the races of Orcs,
Trolls, Tauren, The Forsaken, Goblins, and Pandaren.
<img
src='https://schattenstreiter.org/wp-content/uploads/2017/10/wow-logo-1.png'
style='position:absolute; top:50px; right:-25px; width:' />
<img
src='https://orig00.deviantart.net/1059/f/2016/297/f/4/_wow__horde__render__by_popo
kupingupop90-dam5x1e.png'
style='position:absolute; top:450px; right:-10px; width:450px' />
\page
<div class='pageNumber auto'></div>
<br>
# Dwarves:
Dwarves are short and stout creatures mostly
inhabiting Khaz Modan in the Eastern
Kingdoms. They are shorter than Humans but
taller than Gnomes, taking advantage of their
size when possible and relying on their
robustness and strength when not. The
average Dwarf is steady, observant and
composed both during work and combat, yet able to rage
with fierce zeal and persistence when the situation calls for
it. While a Dwarf prefers to plan forward to overcome
challenges, many of them easily lose their temperament
and self-restraint when exposed to conditions stirring their
feelings and concerns.
### Culture
Dwarves love gold and Dwarves love drinking, so gaming
seemed like a natural fit for both. They are also famous
metalsmiths. While they produce many implements of war,
they are adept at working with softer metals as well.
The legendary ram Toothgnasher was a wonder of Khaz
Modan and the subject of many tales of Dwarven folklore.
### Customs
Some Dwarves sealed their deceased in tombs. Those
with a concern about the undead might have been more
apt to cremate remains.
### Faith
While many Ironforge Dwarves follow the Church of the
Holy Light, there are some who worship the Pantheon. The
Dwarf Durgan One-God is notable for having disavowed
most of the titans and believing that Eonar is the one true
god who created everything. By Durgan's own admission,
no one else shares this faith with him.
The Wildhammer Dwarves practice Shamanism.
Whether they also have Light followers is unknown.
\page
<div class='pageNumber auto'></div>
<img
src='https://purepng.com/public/uploads/large/purepng.com-
dwarfdwarfelfmidgetelfin-1701527773435wjf5d.png'
style='position:absolute; top:330px; right:-200px; width:700px' />
### Eternity.
Anatomy & Physiology
The Well of Eternity's arcane energies are the primary
reason for the existence of the Elves, so it makes sense that
they would be magical in nature. All Elves are exceptionally
long lived and, at one point, were immortal, though most of
the races have lost their immortality. Further, all elves
possess glowing eyes.
### Faith
High elves who embrace the path of religion take on the
mantle of the Holy Light, sharing in the same faith as
Dwarves and Humans.
Following the Third War (Year 20), most of the High Elven
population was slain during the Siege of Silvermoon and
the Razing of Quel’Thalas. Prince Kael’Thas Sunstrider
renamed his people the Blood Elves (Sin’dorei) following
this terrible event.
src='https://orig00.deviantart.net/15a3/f/2016/297/2/8/_wow__blood_elf__render__by_
popokupingupop90-dam5xo3.png'
style='position:absolute; top:px; right:-120px; width:' />
\page
<div class='pageNumber auto'></div>
### High Elf (Quel’Dorei)
*"For Quel’Thalas! "* -Sylvanas Windrunner
**Nature Resistance.** You have advantage against natural poisons, and have
resistance against electricity damage.
**Mask of the Wild.** You can attempt to hide even when you are only lightly
obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
**Shadowmeld.** When you are in dim or dark light, you gain advantage on Stealth
checks, and can hide as a bonus action.
<br><br>
<img
src='https://orig00.deviantart.net/a95d/f/2016/297/b/1/_wow__night_elf__render__by_
popokupingupop90-dam60td.png'
style='position:absolute; top:50; right:-170px; width:650px' />
\page
<div class='pageNumber auto'></div>
# Draenei
Draenei (meaning Exiled Ones in uncorrupted
Eredun) are a faction of pure Eredar who fled
their home world of Argus to escape the
corruption of the demonic Burning Legion.
Led by Prophet Velen, they traveled
throughout the cosmos in search of a safe
world to settle on, eventually landing on a
planet they would come to call Draenor (Exile's Refuge).
For centuries, the Draenei lived in relative peace with
Draenor's native Orcs, until the Burning Legion found
them. As the Orcs were corrupted by the Legion and
formed the original Horde, the Draenei were slaughtered
en masse and driven into hiding. Eventually, they managed
to escape Draenor on the Exodar, a vessel of the Naaru
fortress of Tempest Keep, crash-landing on Azeroth.
### Technology
The Draenei have learned to shape crystals for all
kinds of purposes ranging from power containment to
data storage. The purple crystals often associated with
Draenei that decorate their buildings, weapons, and
armor are known as Arkonite crystals and are used to
power everyday Draenei society. On Draenor, Arkonite
Pylons were used to generate power for the tombs,
though they were sometimes repurposed to power small
towns in emergencies. Arkonite is a powerful source of
arcane energy.
### Government
Though the Draenei rely on the Prophet Velen's leadership
and guidance, the administration of the Exiled Ones society
on Draenor was run by the Council of Exarchs. This body,
called the Hand of the Prophet and was formed by the
heads of various fields of Draenei society and they voted on
bureaucratic matters.
<img
src='https://orig00.deviantart.net/71f7/f/2016/297/d/4/_wow__draenei__render__by_po
pokupingupop90-dam5y1t.png'
style='position:absolute; top:50; right:-70px; width:' />
\page
<div class='pageNumber auto'></div>
### Draenei Traits
*"The Legion's end ... Draws near. "* -Draenei
>Optional Rule
The Broken are a mutated and devolved subrace
of draenei who lived in Outland. They, like most
of the orcs, fell prey to the demons' sinister
influence and were changed by the corruption.
They lost thier natural connection to the Light,
but gained a more subtle power; the ability to
meld with the shadows.
For the purposes of playing a Broken Draenei,
replace the Renewing Light spell from the Gift of
the Naaruu feature and replace it with the Fade
Spell.
\page
<div class='pageNumber auto'></div>
# Gnome
The Gnomes are a race of diminutive and
highly intelligent humanoids, known for their
mastery of technology. They were originally
descended from Mechagnomes, metallic
Titan creations, who were affected by the
Curse of Flesh. The early Gnomes eventually
found their way to Khaz Modan, where they
founded the capital of Gnomeregan and became allies with
their nearby Dwarven cousins. For years the Gnomes were
based in Gnomeregan, providing technological support to
the Alliance during the Second War, until a Trogg invasion
and treachery from within irradiated Gnomeregan and
killed as much as eighty percent of the Gnomish
population. The Gnomes were forced into exile in Tinker
Town in the Dwarven capital of Ironforge.
### Faith
Gnomes place their loyalty in themselves, in their friends,
and in their inventions. A few follow a loftier path and pay
their respects to the Holy Light. Since the Ironforge
Dwarves recent discovery of their titanic origins, the
Gnomes think that they too may be products of the Titans,
a theory confirmed by the accidental discovery of the
Mechagnomes. Some female Gnomes have been known as
members of the Sisters of Steel that have shown abilities to
turn their flesh to stone or steel.
### Technology
Gnomes tend to design fairly complicated devices that are
relatively safe.
<img
src='https://orig00.deviantart.net/1213/f/2016/297/d/f/_wow__gnome__render__by_popo
kupingupop90-dam5yn3.png'
style='position:absolute; top:700px; right:-1px; width:250px' />
\page
<div class='pageNumber auto'></div>
# Goblin
The cunning Goblins are small green
creatures from the isle of Kezan. Their love
of money, explosives, and technology leaves
them to be a very dangerous race, both to
their enemies and themselves. Most Goblins
have a neutral standpoint, preferring to sell
their contraptions, knowledge and services
to other races.
### Trade
The Goblins have taken to the role of merchant with a
vengeance, and now it's hard to travel for more than a day
or two without stumbling across a Goblin shop of some
size. Goblin zeppelins fly across the continent, delivering
goods, supplies, messages and passengers from one shop
to another. Rumors say that if someone want to buy
something from a Goblin and he doesn't have it in his shop,
he can have it on the shelves within a week.
<img
src='https://img00.deviantart.net/e8b8/i/2016/297/e/1/_wow__goblin__render__by_popo
kupingupop90-dam5z0o.png'
style='position:absolute; top:; right:-100px; width:500px' />
\page
<div class='pageNumber auto'></div>
# Forsaken
Undead humans and elves freed from the
Lich King’s control during the second stage
of the Third War, 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. Their
objectives are twofold: eliminate the Scourge, and establish
a place for themselves on Azeroth. Four years ago, the high
elven Ranger General Sylvanas Windrunner fell in combat
against the Scourge. Prince Arthas raised her as a banshee
and compelled her to follow his command.
### Afflictions
Forsaken, have Ichor of Undeath running through their
bodies. They bleed this green liquid when wounded, though
some Forsaken have no blood or liquid running through
their bodies at all.
### Faith
Even as they believe they have been abandoned by their
faith, so have the Forsaken abandoned the faiths of their
living days. Many no longer cling to any religion, placing
their faith in their queen and their dark science. Most,
however, have embraced new philosophies of their own
creation: the Forgotten Shadow, the Echo of Life, or the
simple value of knowledge.
<img
src='https://img00.deviantart.net/18fd/i/2015/297/c/7/sylvanas_windrunner_png_by_lu
izabegotten-d9e6vj0.png'
style='position:absolute; top:550px; right:-370px; width:' />
\page
<div class='pageNumber auto'></div>
### Forsaken Traits
*Note:* You count as undead for the purposes of healing
spells and effects that target undead. Thus, you cannot be
healed by the Holy Light spell, but are healed with the
Death Coil spell, and can be targeted by the Death Pact and
Protection from Good and Evil spells, although you are
unaffected by Charm Person (but Charm Undead instead).
**Age.** Forsaken are Undead, and thus do not age and only
die of violence, poisons and diseases that can affect the
Undead.
>**Special Rule**
You count as Undead for the purposes of healing
spells and effects that target Undead, or Living,
whichever is most disadvantageous. For this
purpose, you cannot be healed by the Holy Light
spell, but you are healed by the Death Coil spell,
and can be targeted by the Death Pact and
Protection from Good and Evil.
\page
<div class='pageNumber auto'></div>
# Human
Humans are a resilient species native to the
world of Azeroth. Recent discoveries have
shown that Humans are descended from
the barbaric Vrykul, Half-Giant warriors
who live in Northrend. Early Humans were
primarily a scattered and tribal people for
several millennia, until the rising strength
of the Troll Empire forced their strategic unification.
After several centuries of peace, disaster struck when the
Orcish Horde appeared on Azeroth, reducing Stormwind to
ruins during the First War between Orcs and Humans. The
city’s survivors, fled to Lordaeron, where the leaders of the
seven kingdoms resolved to unify once again in the
Alliance. Joined together, they succeeded in defeating the
Horde during the Second War.
### Faith
Humans follow the Holy Light. Cathedrals and churches
stand in their cities, and their priests preside over
followers, heal the wounded, soothe the weary, and crusade
against what they consider evil. Humans have an order of
holy warriors, Paladins, who follow the Holy Light and
crush evil and chaotic beings in its name.
Before Arathor and the rise of the Holy Light, the ancient
Human tribes had primitive nature-based religions with
some common ties to Druids, though they were not Druids
themselves. Today, only the harvest-witches of Gilneas
remain of this old religion, as Gilneas's relative isolation
from the other kingdoms has kept it going.
### Culture
Humans seem to be a naturally proud and ambitious race.
The humans of Azeroth have a very strong sense of
triumphalism and have been known to be arrogant,
overzealous, or vainglorious.
### Skin
Originally, all Orcs were brown-skinned, ranging from a
bark-like brown to reddish-brown. However, their bodies
reacted to their exposure to Warlock magic once it was
introduced by Gul'dan. All Orcs with Warlocks in their clan
found their skin slowly turning green before they were ever
offered the blood of the demon Mannoroth.
### Spirituality
The origin of shamanism among the Orcs remains a
mystery. As far back as Orcish history has been recorded,
Shaman have been mentioned. Learning to speak with the
elemental spirits of Draenor was a pivotal achievement in
destiny the Orc clans. Many clans claim the mythical "First
Shaman" arose from their ranks, but the truth is that no
one is sure of his or her allegiance.
### Culture
Orcish society has always been characterized by hardy and
rugged living. As a result they are staunch pragmatists, and
never shy from killing if it will protect the future of the Orc
or his or her clan. All Orcs, regardless of gender or station,
are expected to pull their own weight as weakness is
considered a grave liability. The lack of strength of one
contaminates the strength of all, and it is punishable by the
greatest humiliation an Orc can receive, Exile.
### Mak'Gora
The Mak'Gora means "Duel of Honor" and is an Orcish
custom whereby someone may challenge a superior for
leadership. This ritual is commonly associated with the
position of Horde Warchief, but it can apply to a group of
any size.
\page
<div class='pageNumber auto'></div>
##### Rules
- Each participant is allowed one weapon.
- Body armor is forbidden.
- Each participant must have at least one witness.
- Traditionally, it is to the death.
- If both participants refuse to fight one another, they are banished from the clan
or their respective clans.
<img
src='https://orig00.deviantart.net/2055/f/2016/297/7/5/_wow__orc__render__by_popoku
pingupop90-dam60zw.png'
style='position:absolute; top:50px; right:-125px; width:' />
\page
<div class='pageNumber auto'></div>
# Pandaren
### Culture
If a single trait could sum up the Pandaren culture, it’s that
they live in the moment. They embrace life with gusto. A
Pandaren does everything with vigor, focus, and intensity.
Every meal is an event. Every moment with the family is
cherished. Every project or work of art demands their full
attention. Every nap is treated as if it will be the last! The
Pandaren work hard, play hard, fight like animals, love with
all their soul, tell impossibly tall tales, drink like they mean
it, and sleep like the dead.
### Faith
Pandaren have a fierce and deep belief in the connection of
the material and spiritual worlds. In many ways their faith
mirrors the ancient beliefs of the Night Elves and the tribal
beliefs of the Tauren, Troll, and Orc races.
If they set their minds to a task, and they fail, then they
believe they went about it the wrong way and try again.
They do not mourn for failures, believing that they simply
have mapped out improper ways to do things and they will
know better next time. This philosophy seems simple, but
the Pandaren apply it to every aspect of their lives, from
brewing beer to adventuring. They are calm, affable types
who will extend the hand of friendship to a stranger on the
road, but if the stranger is hostile, the hand of friendship
can quickly turn into an excruciating joint lock.
<img
src='https://img00.deviantart.net/1daa/i/2012/348/f/f/wow_render_panda_by_gregas77-
d5nzsj1.png'
style='position:absolute; top:735px; right:-120px; width:550px' />
\page
<div class='pageNumber auto'></div>
### Pandaren Traits
Your Pandaren character has an assortment of inborn
abilities, part and parcel of Pandaren nature.
### Culture
The Tauren are a noble race that embrace the natural
world. They have shed their nomadic roots and united in
their ancestral lands. Their race may be one of spirituality,
reverence for nature, and respect for elders, but it also
possesses powerful Warriors that willingly fight when the
situation demands it. The Shu'Halo people strive to live
honorable and dignified lives filled with respect for nature
and the Earth Mother. Although strong and capable
Warriors when roused in battle, most Tauren reserve
combat for when all other options are exhausted. They
prefer course of wise discussion and careful rumination
before embarking on any great endeavor, and they have
great respect for the wise, spiritual and elderly among their
people. The Tauren are not wrathful by nature, but
sometimes a thirst for justice causes them to take up arms
in anger.
```
```
<br><br><br><br><br><br><br><br><br><br><br><br><br><br>
<br><br><br><br><br><br>
### Faith
The Tauren worship the Earth Mother as their Creator.
According to the Tauren myth when the Earth Mother saw
her children falling to the corrupting whispers of the Old
Gods, she tore out her eyes and set them spinning
endlessly across the sky. Her left eye became Mu'Sha, the
Moon, and her right eye became An'She, the Sun. Neither
of both is better than the other and together they see with
balanced vision - they are the Tauren's own "Light".
src='https://pre00.deviantart.net/7210/th/pre/i/2016/297/a/f/_wow__tauren__render__
by_popokupingupop90-dam61gm.png'
style='position:absolute; top:50px; right:-10px; width:500px' />
\page
<div class='pageNumber auto'></div>
### Tauren Traits
Your Tauren character has certain traits deriving from your
Tauren ancestry.
**War Stomp.** You can stomp the ground with your hooves
as a bonus action, creating a shockwave. All creatures
within five feet from you must perform an Agility saving
throw, (DC 8 + your proficiency bonus + Strength) or be
knocked prone, and take 2 (1d4) points of bludgeoning
damage.
<img
src='http://i42.tinypic.com/2131b1s.jpg'
style='position:absolute; top:100px; right:30px; width:' />
\page
<div class='pageNumber auto'></div>
# Trolls
Trolls (aka Trollkind) are a diverse sapient
race that can be found in every part of
Azeroth. They are one of the earliest non-
Titanforged races of Azeroth. The Trolls are
separated in Tribes, each tribe has deference
characteristics, both in appearance and in
ideology.
### Culture
Trolls in general are very isolated beings. Most Trolls,
excluding a few tribes (one such being the Darkspear), don't
speak any of the common languages. Wild Jungle Trolls and
Coastal Trolls are territorial and hostile toward Trolls of
other tribes. They are highly tribally spiritual. The center of
a tribe's spirit is the tribe's priest or superior hunter.
Uncivilized trolls live all across Kalimdor and the
Eastern Kingdoms. The jungle near Booty Bay in the
Eastern Kingdoms is infamous for its many aggressive
Jungle Troll inhabitants.
### Faith
The Troll belief system is complex, full of dark spirits and
primal, often animalistic gods known as loa. Countless loa
exist, most weak, but some very powerful. Most are
shapeless, whereas others have animal or creature forms.
Troll families often worship their own family loas, cities
usually have their own civic deities, and the greatest loa are
worshiped by the nation as a whole. The Zandalar tribe for
example believe that powerful, enlightened Zandalari can
become loas upon their death.
<img
src='https://pre00.deviantart.net/e534/th/pre/i/2016/297/2/b/_wow__troll__render__b
y_popokupingupop90-dam61qa.png'
style='position:absolute; top:50px; right:-30px; width:500px' />
**Male Names:** Drak, Gul, Zol, Vol, Ros, Mig, Gal, Doth, Mag,
Ran, Vis.
**Female Names:** Moor, Mesk, Dan, Mel, Shi, Mith, Hai, So,
Lith, Arn, Din, Mak.
\page
<div class='pageNumber auto'></div>
### Forest / Jungle Troll (Darkspear / Revantusk)
"What’cha want me do?"
They feel a great debt to the Orcs, and their time fighting
alongside the Tauren has made them friends of these
creatures as well. They are suspicious of the Forsaken, but
so is everyone else.
\page
<div class='pageNumber auto'></div>
# Worgen
Worgen are large, lupine humanoids
reminiscent of werewolves that walk
upright, but lope on all fours to run. They
primarily inhabit forests and are skilled
hunters. Being bitten by or drinking the
blood of worgen causes humans and night
elves to be transformed into one. After the
transformation, worgen are overcome by rage and guilt,
gradually losing all vestiges of their former lives and
turning feral. By controlling their emotions, worgen may
resist being overcome by their feral instincts.
### Culture
Worgen generally tend to prefer more natural habitats like
forests; they are natural hunters and have a propensity to
hunt. What can be inferred from the Gilnean worgens'
hunting behavior is that respect can be earned within the
pack by the number of prey hunted or by hunting an
incredibly elusive or dangerous prey. Once bitten, worgen
go through stages of the mindless state, eventually gaining
a full feral mentality; which is an irreversible
transformation.
### Faith
Worgen are naturally drawn to and revere the wolf Ancient,
Goldrinn, who in a way, is the progenitor of their race.
It is seen though that some of those who have been turned also embrace and revere
the nature-related spirits that resulted in the worgen concurrently with their
former beliefs.
<img
src='https://pre00.deviantart.net/3027/th/pre/f/2016/297/5/f/_wow__worgen__render__
by_popokupingupop90-dam624o.png'
style='position:absolute; top:800px; right:-10px; width:450px' />
\page
<div class='pageNumber auto'></div>
# Chapter 3: Classes
A class is the primary adventuring style of a player
character. A character's class determines the
abilities, powers, skills, and spells they will gain
throughout their adventures, and consequently
the styles of play available to the character. It
determines the types of weapons and armor
they can use, which attributes they will value
the most, as well as what combat roles the character is
suitable for.
<img
src='http://www.model-changing.net/uploads/monthly_2015_12/world-of-
warcraft.thumb.png.f9deb1fe49059306e2870d1d78887248.png'
style=' width:300px;' />
\page
<div class='pageNumber auto'></div>
# Death Knight (DKN)
Death Knights were once virtuous defenders of
Humanity and Truth. However, once the Paladin
ranks were disbanded by the failing Alliance,
many of these holy warriors traveled to the
quarantined lands to ease the suffering of those
left within the plague-ridden colonies. Though
the Paladins were immune to disease of any
kind, they were persecuted by the general populace who
believed that they had been infected by the foul plague. A
small band of Paladins, embittered by society's cruelty,
traveled north to find the plague's source.
<img
src='https://pre00.deviantart.net/be1c/th/pre/f/2016/297/a/d/_wow__death_knight__re
nder__by_popokupingupop90-dam62vp.png'
style='position:absolute; top:20px; right:-80px; width:500px' />
### Corruption
Upon gaining a level in this class, you may permanently pledge your soul as well,
turning yourself into an undead creature (permanently gaining the below Undead
Nature ability, and counting as the undead creature type).
Also, a draenei who takes on the mantle of death knight may alter their Gift of the
Naaru ability, casting the Death Hex spell instead, as the draenei takes a unique
shadow-fel shade of their Eredar heritage in exchange of the holy powers of the
Naaru. This extremely uncommon sacrifice also takes its toll on the draenei’s body,
slowly morphing their appearance through extended exposure to fel magic to be more
like the Eredar.
<div style='margin-
top:140;'><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><
br><br><br><br>
<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br
></div>
#### Proficiencies
___
- **Armor:** All armor, shields
- **Weapons:** Simple weapons, martial weapons
- **Tools:** None
___
- **Saving Throws:** Strength, Spirit
- **Skills:** Choose four from Athletics, Insight, Intimidation, Medicine,
Deception, and Religion.
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- *(a)* a martial weapon and a shield or *(b)* two martial weapons
- *(a)* five javelins or *(b)* any simple melee weapon
- *(a)* a priest’s pack or *(b)* an explorer’s pack
- Chain mail and an unholy symbol
\page
<div class='pageNumber auto'></div>
**Special:** One (or both, if using two weapons to fight) of your starting weapons
is a runeblade, a sword imbued with the power of the Lich King and his blessing.
Runeblades have three benefits:
<div class='classTable'>
##### The Death Knight
| Level | Proficiency Bonus | Features | Caster Level|
|:---:|:---:|:---:|:---:|
| 1st | +2 | Divine Sense, Corrupting Touch | ─ |
| 2nd | +2 |Fighting Style, Runic Strike, Spellcasting | 1 |
| 3rd | +2 | Aura (Abandonment), Unholy Oath | 2 |
| 4th | +2 | Ability Score Improvement, | 2 |
| 5th | +3 | Extra Attack | 3 |
| 6th | +3 |Cursed Carrier, Aura (Necrotic) | 3 |
| 7th | +3 | Dark Path feature | 4 |
| 8th | +3 | Ability Score Improvement | 4 |
| 9th | +4 | ─ | 5 |
| 10th | +4 | Aura (Unholy)| 5 |
| 11th | +4 | Improved Runic Strike | 6 |
| 12th | +4 | Ability Score Improvement | 6 |
| 13th | +5 | ─ | 7 |
| 14th | +5 | Dispelling Touch, Aura (Distracting) | 7 |
| 15th | +5 | Dark Path Feature | 8 |
| 16th | +5 | Ability Score Improvement | 8 |
| 17th | +6 | ─ | 9 |
| 18th | +6 | Aura (Vulnerability), Aura Improvement | 9 |
| 19th | +6 | Ability Score Improvement | 10 |
| 20th | +6 | Dark Path Feature | 10 |
</div>
Until the end of your next turn, you know the location of
any celestial, fiend, or undead within 60 feet of you that is not
behind total cover. You know the type (celestial, fiend, or
undead) of any being whose presence you sense, but not its
identity (the lich Kel’Thuzad, for instance).
Within the same radius, you also detect the presence of any
place or object that has been consecrated or desecrated, as
with the hallow spell. You can use this feature a number of
times equal to 1 + your Charisma modifier. When you finish a
long rest, you regain all expended uses.
**Spellcasting Focus**
You can use an unholy symbol as a spellcasting focus for your death knight spells,
or you can treat your runeblade as your focus.
#### Defense
While you are wearing armor, you gain a +1 bonus to AC.
#### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a
+2 bonus to damage rolls with that weapon.
The extra damage is 2d8 for a 1st-level spell, plus 1d8 for each spell level higher
than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a
celestial or a follower of the Holy Light (or if not a follower, one who merely
uses it).
If you have a rune active, you may also strike without expending mana, and instead
impose judgment by releasing the rune, ending its effects prematurely for an
additional effect. Despite its name, Runic Strike is not a Strike effect, and does
not require a bonus action to use.
### Aura
Starting at 3rd level, you may exert an aura you can emit in a 15-foot radius
sphere centered on you as a bonus action. You may maintain concentration with this
effect for up to 1 hour. Unlike most effects that require concentration, you may
also maintain concentration on spell at the same time. You still suffer the chance
to lose the aura (DC 10 or half damage Stamina saving throw). Once the aura ends,
you cannot exert it again until you rest (but you can exert other auras).
All effects are treated as evil effects that have no saving throw, but can be
negated by Protection From Evil and Good and suppressed for 1 minute with dispel
magic and similar abjurations. If you are rendered unconscious, the effect ends
automatically. If an aura can be resisted, it is a Spirit saving throw with a DC
equal to your spell DC.
Aura bonuses do not stack with other aura bonuses. Creatures affected by auras
automatically sense where they are emanating from.
<br>
<br>
- **Necrotic** At level 6, you have the aura of necrosis. All hostile creatures
that are reduced to 0 hit points restore 1d4 hit points to you and a number of
allies equal to your proficiency bonus. You do not heal if the character is
stabilized. This opposes Retribution Aura, and both effects are negated.
- **Unholy** At level 10, you have the aura of the unholy. All allied creatures
within range gain +10 foot movement increase on their speed, and regenerate one hit
point per proficiency bonus every hour. This does not stack with other regenerative
abilities such as restoring hit dice from resting, and has no effect on constructs.
This opposes Crusader aura, and both effects are suppressed.
- **Distraction** At level 14, you have the aura of distraction. All hostile
creatures suffer disadvantage on Stamina saving throws to maintain their
concentration on spells. Once per proficiency bonus, you may use your reaction to
force a hostile creature to treat its spellcasting as distracted. This opposes
Concentration aura, and both effects are suppressed.
- **Vulnerability** At level 18, you have the aura of vulnerability. All hostile
creatures are lightly vulnerable against one energy type (choose once emitting the
aura between acid, cold, electricity, or fire). Affected creatures take bonus
damage equal to double your proficiency bonus (cannot exceed double the original
damage). This can be resisted to negate the effect once per round. This opposes
Resistance Aura, and both effects are suppressed.
\page
Aura Improvement
Beginning on 18th level, you have advantage to concentrate on auras, and the range
increases to 30 feet.
<img
src='http://variantavatar.com/wp-content/uploads/2011/02/88500.png'
style='position:absolute; top:px; right:px; width:320px' />
\page
<div class='pageNumber auto'></div>
## Unholy Path
Unholy paths act as Paladins’ Sacred Oaths, and each death knight must choose one
Unholy Path starting at 3rd level.
#### Bloodforge.
Starting at 15th level, whenever you slay a creature with your Death Pact spell,
you may opt to regain hit dice equal to the creature’s CR instead of healing
yourself. Death Pact is always prepared for you.
\page
<div class='pageNumber auto'></div>
### Path of Unholiness
You are a pale horseman of death, leading undead troops to battle, fueled with
hatred of the living. Unholy death knights lead armies of the dead and overwhelm
their enemies.
#### Unholy Path Spells
| Spell | Level |
|:----:|:-------------:|
|3rd | Death coil, charm undead|
|5th | Capture essence, earth shield (bone shield)|
|9th| Bind undead (3rd level), bestow curse|
|13th | Confusion, rune array (worm)|
|17th | Antilife shell, death and decay|
- **Bond**
Due to your bond with the beast, you can add your proficiency bonus to the undead’s
AC, attack rolls, and damage rolls, as well as to any saving throws and skills it
is proficient in. Its hit point maximum equals its normal maximum or four times
your death knight level, whichever is higher.
- **Leveling up**
Your undead companion improves in CR the higher your level becomes, CR equal to 1
per every 8 levels of Death Knight (improving to ½ CR at level 4, 1 CR at level 8,
and 2 CR at level 16). When reaching 8th level, you can choose a Large creature.
- **Special**
Bonding with an undead requires spending one hour animating it, and the next hour
drawing from any superficial memories before its death. You may raise your enemies
to serve as undead companions, so long as their CR are within the above guidelines.
Most death knights take low-level ghouls, before being able to bond with greater
targets.
<img
src='https://vignette.wikia.nocookie.net/forgottenrealms/images/8/8f/Ghoul-lmp-
5e.png/revision/latest?cb=20180212162520'
style='position:absolute; top:450px; right:80px; width:250px' />
\page
<div class='pageNumber auto'></div>
# Druid (DRD)
Druids harness the vast powers of nature to preserve balance and protect life. With
experience, druids can unleash nature’s raw energy against their enemies, raining
celestial fury on them from a great distance, binding them with enchanted vines, or
ensnaring them in unrelenting cyclones.
The druids of Azeroth nearly all belong to the circle of Cenarius. Druids otherwise
corrupted still belong to the same circle. Azerothian druids are more limited in
the shapes they may choose when transforming, but they gain an additional ability
to empower said form.
## Creating A Druid
#### Quick Build
You can make a druid quickly by following these suggestions. First, Spirit should
be your highest ability score, followed by Stamina. Second, choose the hermit
background.'
#### Proficiencies
___
- **Armor:** Light armor
- **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, sickles,
slings, spears
- **Tools:** Herbalism kit
___
- **Saving Throws:** Charisma, Stamina
- **Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature,
Perception, Religion, and Survival
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background.
- *(a)* a quarterstaff, or *(b)* any simple weapon
\page
<div class='pageNumber auto'></div>
### Druidic
You know Druidic, the secret language of druids, fey, and spirits of the wild. You
can speak the language and use it to leave hidden messages. You and others who know
this language automatically spot such a message. Others spot the message’s presence
with a successful DC 15 Spirit (Perception) check but can’t decipher it without
magic. If you can speak druidic, you can communicate with all other druids and all
fey creatures, even if you don’t otherwise share a language.
### Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that
essence to your will. You cast Druid spells.
##### Cantrips
At 1st level, you know a number of cantrips equal to the number of 1st level spells
you can cast.
- **Spellbook – Idol**
At 1st level, your idol contains six 1st-level druid spells of your choice. When
you level up, you gain 2 additional druid spells of your choice. You may also
acquire new spells by research, tutelage, or from the spellbooks and scrolls of
spellcasters who have spells you can cast.
Your idol is effectively your spellbook, and you may add spells by meditating with
it and inhaling herbal vapors.
- **Spellcasting Focus**
You can use a druidic idol as a spellcasting focus for your druid spells.
You then revert to your normal form unless you expend another use of this feature.
You can revert to your normal form earlier by using a bonus action on your turn.
You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain
your alignment, personality, and Intelligence, Spirit, and Charisma scores. You
also retain all of your skill and saving throw proficiencies, in addition to
gaining those of the creature.
If the creature has the same proficiency as you and the bonus in its stat block is
higher than yours, use the creature’s bonus instead of yours. If the creature has
any legendary or lair actions, you can't use them.
- When you transform, you assume the beast’s hit points and Hit Dice. When you
revert to your normal form, you retain the percentage of hit points your old form
ended with (for example, ending the spell at half hit points would leave you with
half your normal hit points). If the spell ended from your hit points being reduced
to 0 or below, you revert back with 1 hit point.
- You can’t cast spells unless those noted by other abilities, and your ability to
speak or take any action that requires hands is limited to the capabilities of your
beast form. Transforming doesn’t break your concentration on a spell you’ve already
cast, however, or prevent you from taking actions that are part of a spell, such as
call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and
can use them if the new form is physically capable of doing so. However, you can’t
use any of your special senses, such as darkvision, unless your new form also has
that sense.
\page
<div class='pageNumber auto'></div>
- You choose whether your equipment falls to the ground in your space, merges into
your new form, or is worn by it. Worn equipment functions as normal, but the DM
decides whether it is practical for the new form to wear a piece of equipment,
based on the creature’s shape and size. Your equipment doesn’t change size or shape
to match the new form, and any equipment that the new form can’t wear must either
fall to the ground or merge with it. Equipment that merges with the form has no
effect until you leave the form.
**Starting at 4th level**, you may choose a creature with natural swimming
capabilities and underwater breathing, such as a sea lion, a seal, a fish, a shark,
etc.
**At 8th level**, you may choose a creature with natural flying capabilities (such
as giant eagles, dragonhawks, storm-crows, or vultures) to the list of creatures
you can transform to.
**At 12th level**, you may take the form of a tree or plant, and add Minor Ancients
to the list of creatures you can transform to.
The four chosen creature forms (one from each category) cannot be changed later.
Creatures you may transform to have a maximum CR of your hit dice divided by 8 (¼
at level 2, ½ at level 4, 1 at level 8, and 2 at level 16).
### Timeless
Starting at 18th level, the primal magic that you wield causes you to age more
slowly. For every 10 actual years you live, your body ages one year only.
### Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid
spells, as well as any material components that lack a cost and aren’t consumed by
a spell. You gain this benefit in both your normal shape and your beast shape from
Wild Shape.
<img
src='http://i40.tinypic.com/33ts6eb.png'
style='position:absolute; top:50px; right:30px; width:370px;' />
<br><br><br><br><br><br><br>
<br><br><br><br><br><br><br>
<br><br><br><br>
## Druid Circles
Druids may choose from one of the below three circles.
Each druid also adds Teleportation circle to their list of spells, but may only
teleport to their counterpart in the emerald dream.
### Balance
You achieve a balance between the powers and influence of the moon and sun. Balance
druids usually stand in the back lines, invigorating their allies and calling down
shooting stars on their foes.
#### Moon-Kin.
Starting at 6th level, you may transform into a wildkin. When transformed, however,
you may still cast druidic spells of the Transmutation and Evocation schools. When
in this form, such spells cost 1 mana less than normal.
\page
<div class='pageNumber auto'></div>
#### Shooting Star.
Starting at 10th level, you may reroll the damage roll for any spell you cast by
expending an Eclipse Point.
### Feral
Your magical talents bring you closer to beasts of the wild, making you prime and
paragon above them. Feral druids often take up traits of the beasts they shape to.
- **Raking beast:** You gain the rogue’s Sneak Attack ability as a 1st level rogue.
This can be taken again to improve the level up to half your druid level.
- **Roaring beast:** You can empower your allies with a primal roar. This acts
exactly as the Death Knight’s Abandonment Aura.
- **Defending beast:** You can gain resistance to all nonmagical bludgeoning,
piercing, and slashing damage by expending a reaction. This remains for one minute,
and may be used once before a short rest.
- **Magical beast:** You may choose any two spells from your druid spell list and
cast them in this form. This does not require somatic or verbal components.
- **Inspiring beast:** You gain the bard’s Inspiration ability as a 1st level bard.
This can be taken again to improve the level up to half your druid level.
- **Prowling beast:** Whenever you and an ally both threaten a creature, your ally
gains advantage to attack rolls against it.
- **Holy beast:** You gain the priest’s Turn Undead ability as a 1st level priest.
This can be taken again to improve the level up to half your druid level. This can
also act against fiends as if they were undead.
- **Furious beast:** You can rage as if you had the berserker rage warrior talent
as a 1st level warrior. If you gain the talent, you increase the total times you
can rage by 1.
### Restoration
You focus on the renewing and resilient quality of nature. Restoration druids
appreciate the more organic side of nature, preferring to conjure plant allies
(usually treants), heal their friends, and reach out through the Emerald Dream for
information and insights to the future.
#### Restoration Circle Spells
| Level | Spell |
|:----:|:-------------|
|3rd | Rejuvenation, pass without trace|
|5th | Daylight, lesser restoration|
|7th | Divination, conjure plant (level 3)|
|9th | Dream, tranquility
When they are hit, you receive a mental jolt that notifies you of their peril, and
you may discharge the spell you cast. A creature cannot benefit from this more than
once every 24 hours, and cannot have more than one seed active at any given time.
This spell is considered active, and can be dispelled if targeted.
#### Ironbark.
Starting at 10th level, whenever you heal a creature, you may choose to imbue their
skin to be imbued with the strength of nature. if you do, they gain resistance to
all non-magical weapon damage for 1 minute. This can be used multiple times,
although a given creature can benefit only once every 24 hours.
# Hunter (HTR)
From an early age the call of the wild draws some adventurers from the comfort of
their homes into the unforgiving primal world outside. Those who endure become
hunters. Masters of their environment, they are able to slip like ghosts through
the trees and lay traps in the paths of their enemies.
<br><br>
## Creating a Hunter
<br>
#### Qucik Build
You can make a hunter quickly by following these suggestions. First, make Agility
your highest ability score, followed by Spirit. (Some hunters who focus on two-
weapon fighting make Strength higher than Agility.) Second, choose the outlander
background.
#### Hit Points
#### Proficiencies
___
- **Armor:** Light armor, medium armor
- **Weapons:** Simple weapons, martial weapons
- **Tools:** None
- **Saving Throws:** Agility, Strength
- **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation,
Nature, Perception, Stealth, and Survival
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background.
- *(a)* scale mail or *(b)* leather armor
```
```
<div class='classTable'>
##### The Hunter
| Level | Proficiency Bonus | Features | Caster level (Spell level)|
|:---:|:---:|:---|:---:|
| 1st | +2 | Favored Enemy, Hunter Talent | 0 |
| 2nd | +2 | Fighting Style, Spellcasting or Sharpshooting | 1(1st) |
| 3rd | +2 | Hunter Archetype, Hunter Talentt | 2(1st) |
| 4th | +2 | Ability Score Improvement | 2(1st) |
| 5th | +3 | Extra Attack | 3(2nd) |
| 6th | +3 | Favored Enemy, Hunter Talent | 3(2nd)|
| 7th | +3 | Hunter Archetype Feature | 4(2nd) |
| 8th | +3 | Ability Score Improvement, Hunter Talent | 4(2nd) |
| 9th | +4 | ─ | 5(3rd) |
| 10th | +4 | Hide in Plain Sight, Hunter Talent | 5(3rd) |
| 11th | +4 | Hunter Archetype Feature | 6(3rd) |
| 12th | +4 | Ability Score Improvement | 6(3rd) |
| 13th | +5 | ─ | 7(4th) |
| 14th | +5 | Favored Enemy Improvement, Hunter Talent | 7(4th) |
| 15th | +5 | Hunter Archetype Feature | 8(4th) |
| 16th | +5 | Ability Score Improvement | 8(4th) |
| 17th | +6 | ─ | 9(5th) |
| 18th | +6 | Hunter Talent | 9(5th) |
| 19th | +6 | Ability Score Improvement | 10(5th) |
| 20th | +6 | Foe Slayer | 10(5th) |
</div>
\page
<div class='pageNumber auto'></div>
<img
src='https://orig00.deviantart.net/c454/f/2016/297/e/a/_wow__dwarf__render__by_popo
kupingupop90-dam5yau.png'
style='position:absolute; top:px; right:-68px; width:500px;' />
You have advantage on all opposed checks against your favored enemies, as well as
on Intelligence checks to recall information about them (such as Perception versus
Stealth, Insight versus Bluff, Perception to track, and Persuasion to convince),
and when making an attack against them, you deal extra damage equal to your
proficiency bonus.
When you gain this feature, you also learn one language of your choice that is
spoken by your favored enemies, if they speak one at all. You gain this ability
again at 6th and 14th level. As you gain levels, your choices reflect the types of
monsters you have encountered on your adventures.
Special. You may switch your favored enemy by performing the following tasks
against one creature type (or two races of humanoids):
You cannot change a favored enemy this way if it is limited to an organization, but
can do the same to other organizations. You may switch back to previously studied
favored enemy at the end of a long rest.
##### Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
##### Defense
While you are wearing armor, you gain a +1 bonus to AC.
##### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a
+2 bonus to damage rolls with that weapon.
```
```
<br><br><br><br><br><br><br><br><br>
<br><br><br><br><br><br><br><br><br>
<br><br><br><br>
##### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the
damage of the second attack.
#### Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that
essence to your will. You cast Hunter spells and add Shot spells to your spell
list.
You prepare the list of hunter spells that are available for you to cast, choosing
from the hunter spell list.
When you do so, you may ready a number of hunter spells equal to half the number
you can prepare normally for your Spirit modifier (or 1 + spirit modifier).
When you level up, you can exchange the spells known with others you qualify for.
You cannot otherwise change your spells other than by leveling up and exchanging
them, or by training under another hunter, druid, or fey creature (see tutorship
under magic).
\page
<div class='pageNumber auto'></div>
**Spellcasting Ability**
Spirit is your spellcasting ability for your hunter spells, since your magic draws
upon your attunement to nature. You use your Spirit whenever a spell refers to your
spellcasting ability. In addition, you use your Spirit modifier when setting the
saving throw DC for a druid spell you cast and when making an attack roll with one.
**Spellbook – Idol**
At 2nd level, your idol contains three 1st-level hunter spells of your choice. When
you level up, you gain 2 additional hunter spells of your choice. You may also
acquire new spells by research, tutelage, or from the spellbooks and scrolls of
spellcasters who have spells you can cast.
Your idol is effectively your spellbook, and you may add spells by meditating with
it and inhaling herbal vapors.
<br>
<br>
**Shot Spells**
Shot spells may be cast as a bonus action when attacking with a ranged weapon, and
counts as a strike feat for most purposes except where otherwise noted.
Some hunters eschew the arts of nature magic, and instead focus entirely on
technology.
They can lose access to all spells other than Shot spells, and instead gain the
Sharpshooter feature instead of the Spellcasting Feature.
#### Sharpshooter
You gain proficiency in the Engineering skill and engineering weapons (such as
firearms and explosives). You also create and maintain engineering weapons with a
25% discount.
If you already have proficiency in Engineering, you instead gain expertise to all
Engineering-related checks (although this does not improve the strength of
technologically-crafted items).
You may still cast hunter spells, but only [Shot] or [Strike] spells.
- **Favored Enemy:** You may gain another favored enemy, or gain the ability if you
don’t normally have it.
- **Iron Willed Hunter (requires proficiency +3 or above):** You have honed your
ability to resist the mind—altering powers of your prey. You gain proficiency in
Spirit saving throws. If you already have this proficiency, you instead gain
proficiency in Intelligence or Charisma saving throws (your choice). Only hunters
may take this talent.
- **Natural Explorer:** You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in such regions. Choose one
type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp,
or caves and underground. When you make an Intelligence or Spirit check related to
your favored terrain, your proficiency bonus is doubled if you are using a skill
that you’re proficient in, and works on any plane so long as it has a terrain of
comparable nature (desert in Outland’s Hellfire Peninsula). While traveling for an
hour or more in your favored terrain, you gain the following benefits:
- When you forage or gather, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes,
and how long ago they passed through the area. This talent can be taken multiple
times, each time adding one favored terrain.
- **Primeval Disruption (requires the Primeval Awareness talent, and one of the
two: proficiency of +3 or the ability to cast Detect Magic):** You can sense if a
favored enemy is casting a divine or arcane spell (choose one upon gaining this
talent) within 3 miles. You are also aware of their general direction. If the
target is within 1 mile, you can spend a reaction to force them to roll a Spirit
saving throw against being distracted. This ability can be used a number of times
equal to your proficiency bonus before replenishing after a long rest.
- **Tempered Hunter:** You have advantage versus divine or arcane spells (choose
one upon gaining this talent) cast by your favored enemies and advantage to all
checks to avoid being subject to the Scry spell, or being detected, or identified
by similar magic. Magics of such type also cannot be used to put you to sleep or to
read your mind.
- **Slayer’s Prey:** You can focus your ire on one foe, increasing the harm you
inflict on it. As a bonus action, you designate one creature you can see within 60
feet of you as the target of this feature. The first time each turn that you hit
that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
Only hunters may take this talent.
\page
<div class='pageNumber auto'></div>
- **Umbral Sight:** You gain darkvision out to a range of 60 feet. If you already
have darkvision from your race, its range increases by 30 feet. While in darkness,
you can hide in plain sight against any creature that relies on darkvision to see
you in that darkness.
- **Vanish (requires proficiency +4 or above):** You can use the Hide action as a
bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless
you choose to leave a trail, even outside your favored terrain (if you have one).
You may also choose to gain a rogue or warrior talent you qualify for.
<img
src='https://quori.files.wordpress.com/2012/01/dwarf_hunter.png?w=413'
style='position:absolute; top:px; Left:0px;' />
```
```
## Hunter Archetypes
An Azerothian hunter may choose one of the three below archetypes:
**Bond:** Due to your bond with the beast, you can add your proficiency bonus to
the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and
skills it is proficient in. The beast also gains proficiency in two skills of your
choice, and to all saving throws. Due to your bond, however, the companion loses
the Multiattack feature (if it possesses it).
Its hit point maximum equals its normal maximum or four times your hunter level,
whichever is higher. Whenever you gain Extra Attack, you can use the extra attack
action to have the animal companion make an attack as its reaction.
### Marksman
Marksmen hunters are often favored allies in battle, as
chosen shot spells and the ability to focus their fire on an
enemy can turn the tide of battle.
### Survival
You are a rugged tracker who uses animal venom, explosives,
and traps as deadly weapons. Survival hunters usually walk
alone, but make excellent advanced scouts and explorers who
can handle nearly any terrain.
```
```
#### Mettle:
Starting at 15th level, you automatically succeed
against all death saving throws after a minute of being
reduced to 0 hit points, and only suffer a loss when attacked
while dying. You may also apply poisons on your weapon as a
bonus action. You always count yourself as within your
favored terrain for the purposes of travel, and whenever one
of your traps harm a creature, you always treat it as if it is
surprised against you, unless combat hasn’t already started.
<img
src='https://vignette.wikia.nocookie.net/wow/images/0/0d/J%C3%A4ger-Symbol.png/
revision/latest?cb=20110409175645'
style='position:absolute; top:; right; width:300px' />
\page
<div class='pageNumber auto'></div>
# Mage (MGE)
Students gifted with a keen intellect and
unwavering discipline may walk the path of the
Mage. The arcane magic available to magi is both
great and dangerous, and thus is revealed only to
the most devoted practitioners.
The wizards of Azeroth are commonly known as mages, or magi. The magi of Azeroth
acknowledge the corrupting influence of arcane magic, and unlike Warlocks, they
temper their advancement with cool intellect and precision.
## Creating a Mage
<br>
#### Qucik Build
You can make a Mage quickly by following these suggestions.
First, Intelligence should be your highest ability score,
followed by Stamina or Agility. If you plan to join the School of Enchantment, make
Charisma your next-best score.
Second, choose the sage background. Third, choose the Mage
hand, Light, and Frostbolt cantrips, along with the following
1st-level spells for your spellbook: Burning Hands, Charm
Person, Feather Fall, Mana Shield, Arcane Missile, and Sleep.
#### Hit Points
#### Proficiencies
___
- **Armor:** None
- **Weapons:** Daggers, Darts, Slings, Quaterstaffs, Light Crossbows
- **Tools:** None
- **Saving Throws:** Intellegence, Spirit
- **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine,
and Religion.
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background.
- A spellbook
```
```
<div class='classTable'>
##### The Mage
| Level | Proficiency Bonus | Features | Caster level (Accessable Lvl of spells)|
|:---:|:---:|:---::|:---:|
|1st| +2 |Invocation, Spellcasting| 1 (1st Lvl spells)|
|2nd| +2| Mage Tradition |2 (1st Lvl spells)|
|3rd| +2| ─| 3 (2nd Lvl spells)|
|4th| +2| Ability Score Improvement |4 (2nd Lvl spells)|
|5th| +3| ─| 5 (3rd Lvl spells)|
|6th| +3| Mage Tradition Feature| 6 (3rd Lvl spells)|
|7th|+3| ─| 7 (4th Lvl spells)|
|8th| +3| Ability Score Improvement| 8 (4th Lvl spells)|
|9th| +4| ─| 9 (5th Lvl spells)|
|10th| +4| Mage Tradition Feature| 10 (5th Lvl spells)|
|11th| +4| ─ |11 (6th Lvl spells)|
|12th| +4| Ability Score Improvement |12 (6th Lvl spells)|
|13th| +5 |─| 13 (7th Lvl spells)|
|14th| +5| Mage Tradition Feature| 14 (7th Lvl spells)|
|15th| +5| ─| 15 (8th Lvl spells)|
|16th| +5| Ability Score Improvement| 16 (8th Lvl spells)|
|17th| +6| ─ |17 (9th Lvl spells)|
|18th| +6| Spell Mastery| 18 (9th Lvl spells)|
|19th| +6| Ability Score Improvement |19 (9th Lvl spells)|
|20th| +6| Signature Spell |20 (9th Lvl spells)|
</div>
### Invocation
You have learned to regain some of your mana by invoking
mana. With a 3-turn action, you can regain mana equal to 4 +
double your Mage level. When used, you do not regenerate
mana by rest or time for the next four hours. Unlike most
mana-restoring abilities, you can use this after restoring
mana from a different source.
\page
<div class='pageNumber auto'></div>
### Spellcasting
As a student of arcane magic, you have a spellbook
containing spells that show the first glimmerings of your true
power.
##### Cantrips:
At 1st level, you know a number of cantrips equal
to the number of 1st level spells you can cast.
Conjuring and Binding: A mage can conjure and bind
constructs, elementals, fiends, and undead.
##### Spellbook:
At 1st level, you have a spellbook containing six
1st-level mage spells of your choice. When you level up, you
gain 2 additional mage spells of your choice. You may also
acquire new spells by research, tutelage, or from the
spellbooks and scrolls of spellcasters who have spells you can cast.
You can also change your list of prepared spells by consulting your spellbook.
- **Preparing a new list of mage spells requires time spent in study:** at least 1
minute per spell level for each spell on your list.
You do not gain spells by default, and typically scribe spells from scrolls into
your own spellbook, or purchase (or steal) the spellbooks of others, or research
them yourself.
```
```
If you want to cast either spell at a higher level (or if the spell consumes mana
in its description), you must expend mana as normal. By spending 8 hours in study,
you can exchange one
or both of the spells you chose for different spells of the same levels.
<img
src='https://orig00.deviantart.net/6025/f/2016/298/e/6/_wow__mage__render__by_popok
upingupop90-dam77pz.png'
style='position:absolute; top:; right:30px; width:500px' />
\page
<div class='pageNumber auto'></div>
### Signature Spell
When you reach 20th level, you gain mastery over two powerful spells and can cast
them with little effort. Choose two 3rd-level mage spells in your spellbook as your
signature spells.
You always have these spells prepared, they don’t count against the number of
spells you have prepared, and you can cast each of them once at 3rd level without
expending mana. When you do so, you can’t do so again until you finish a short or
long rest. If you want to cast either spell at a higher level, you must expend mana
as normal.
## Mage Tradition
Mages may choose from one of the below three traditions:
### Arcane
You manipulate focused mysterious arcane and raw mana
powers more adeptly than others, destroying enemies with
overwhelming raw magic force. Arcane mages adopt a more
scholarly persona than other mages.
Any creature standing on this rune casts their spells with one less point of mana
(minimum 1). This rune can be treated as a fountain of mana, but for one creature
only. You may dispel this rune with a reaction. The rune remains for one hour. You
may create three runes before requiring a long
rest.
### Fire
A fire mage ignites enemies with bolts of fire and exploding
flames.
#### Scorch:
Starting at 6th level, you may cast Fire Bolt as a
bonus action. Also, you may critically hit with any ranged fire spell attack on a
19 and a 20, dealing double damage. If the spell sets the target on fire, the
saving throw to resist being caught on flame is made at a disadvantage.
<img
src='http://www.pngmart.com/files/5/Wizard-PNG-Picture.png'
style='position:absolute; top:620px; right:-150px; width:' />
\page
<div class='pageNumber auto'></div>
#### Pyromaniac:
At 10th level, you add the Pyroblast spell to
your spellbook if it isn’t already within it. Whenever you
critically hit with a ranged fire spell, you may spend a bonus action to gain one
round of concentration on the Pyroblast spell. The pyromaniac bonus remains for one
minute or until you cast Pyroblast, and stacks with itself.
It cannot exceed the maximum damage you can deal with Pyroblast, however. For this
purpose, you count as if you critically hit if one of the targets of your fire
spells fails by a natural 1 on a saving throw, or on a natural 19-20 on a ranged
attack with a fire spell.
#### Black Fire:
Starting at 14th level, you may spend a bonus action when targeting a creature that
is immune or resistant to fire damage, reducing its resistance to damage. If it is
immune, it becomes resistant instead. If resistant, it takes damage normally. If it
takes normal damage, it is instead vulnerable. This remains for one hour, and one
creature cannot be subjected to this effect more than once for 24 hours.
### Frost
Frost mages freeze their enemies in their tracks, and shatter
them with ice magic.
<img
src='https://i.pinimg.com/originals/3a/31/65/3a31656a027355d2ade9c4ea5a0d210c.png'
style='position:absolute; top:215px; right:-30px; width:500px' />
\page
<div class='pageNumber auto'></div>
# Monk (MNK)
The Monks of Azeroth usually follow Pandaren monastery tradition, ever since they
were subjugated by the mogu. They usually act independently from factions, seeing
the ebb and flow of right and wrong to belong with neither sides, and can be found
in the most unusual of places, seeking wisdom or enlightenment. Students of ancient
pandaren martial arts techniques, Monks embody the skill, focus, meditativeness and
deadly effectiveness of a skilled Kung Fu master. They can use their inner
connection to the universe to heal their allies with the power of mists.
<br>
<br>
## Creating a Monk
<br>
#### Quick Build
You can make a Monk quickly
by following these suggestions.
First, make Agility your highest
ability score, followed by Spirit.
Second, choose the hermit background.
<br>
### Class Features:
As a Monk, you gain the following class features.
#### Proficiencies:
- **Armor:** None
- **Weapons:** Simple weapons, Short swords, Darts, Quarter staffs
- **Tools:** Choose one type of Artisan's tools or one Musical Instrument
- **Saving Throws:** Strength, Agility
- **Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion,
and Stealth
#### Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
- 10 Darts
- A Keg of Brew or Tea
```
```
<img
src='http://www.pngmart.com/files/4/World-of-Warcraft-PNG-Clipart.png'
style='position:absolute; top:6px; right:-100px; width:' />
<br><br><br><br><br><br><br><br><br><br>
<br><br><br><br><br><br><br><br><br><br>
<br><br><br>
### Unarmored Defense
Beginning at 1st level, while you are wearing no armor and
not wielding a shield, your AC equals 10 + your Agility
modifier + your Spirit modifier.
- You can use Agility instead of Strength for the attack and damage rolls of your
unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk
weapon. This die changes as you gain monk levels, as shown in the Martial Arts
column of the Monk table.
- When you use the Attack action with an unarmed strike or a monk weapon on your
turn, you can make one unarmed strike as a bonus action. For example, if you take
the Attack action and attack with a quarterstaff, you can also make an unarmed
strike as a bonus action, assuming you haven't already taken a bonus action this
turn. Certain monasteries use specialized forms of the monk weapons.
\page
<div class='pageNumber auto'></div>
<div class='classTable wide'>
##### The Monk
| Level | Proficiency Bonus | Features | Martial Arts | Unarmored Movement|
|:---:|:---:|:---|:---:|:---:|
|1st| +2| Unarmored Defense, Martial Arts| 1d4| —|
|2nd| +2 |Ki, Unarmored Movement |1d4 |+10ft.|
|3rd| +2| Monk Tradition, Deflect Missiles| 1d4| +10ft.|
|4th |+2 |Ability Score Improvement, Slow Fall| 1d4 |+10ft.|
|5th| +3| Extra Attack, Stunning Strike| 1d6| +10ft.|
|6th |+3| Ki Empowered Strike, Monk Tradition Feature| 1d6 |+15ft.|
|7th |+3 | Evasion, Stillness of Mind| 1d6 |+15ft.|
|8th |+3 |Ability Score Improvement| 1d6| +15ft.|
|9th| +4 |Unarmored Movement Improvement| 1d6 |+15ft.|
|10th| +4 |Purity of Body| 1d6| +20ft.|
|11th| +4 |Monk Tradition Feature |1d8| +20ft.|
|12th| +4 |Ability Score Improvement |1d8| +20ft.|
|13th| +5 |Tongue of the Sun and Moon| 1d8| +20ft.|
|14th |+5| Diamond Soul| 1d8| +25ft.|
|15th| +5| Timeless Body |1d8 |+25ft.|
|16th| +5 |Ability Score Improvement| 1d8| +25ft.|
|17th| +6 |Monk Tradition Feature| 1d10| +25ft.|
|18th| +6 |Empty Body |1d10| +30ft.|
|19th| +6 |Ability Score Improvement| 1d10| +30ft.|
|20th| +6 |Perfect Self |1d10 |+30ft.|
</div>
- For example, you might use a nunchaku (club that is two lengths of wood connected
by a short chain) or a kama (sickle with a shorter, straighter blade), or even a
large tankard of alcohol (club). Whatever name you use for a monk weapon, you can
use the game statistics provided for the weapon in chapter 5 of the Player's Hand
Book.
### Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki
(or Chi within Pandaren circles). Your access to this energy is represented by a
number of ki points.
\page
### Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain
area effects, such as a blue dragon’s lightning breath or a fireball spell. When
you are subjected to an effect that allows you to make an Agility saving throw to
take only half damage, you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
<img
src='https://vignette.wikia.nocookie.net/wowwiki/images/0/01/Pandaren_crest_rough_c
ut.png/revision/latest?cb=20121016155433'
style='position:absolute; top:; right:px; width:300px' />
\page
### Brewmaster
Brewmaster monks are focused on evading blows and
empowering themselves and their allies through their brews,
and make the most common of monk adventurers.
src='https://i.pinimg.com/originals/a2/4a/ae/a24aaeb7c9bb593fe0aa932bd7bb6236.png'
style='position:absolute; top:500px; right:30px; width:400px' />
#### Brewmaster Ki:
Upon reaching 6th level, you gain the following new Ki powers and add them to your
repertoire.
- **Evasive Footing [Stance] (1 Ki).** You may enter a stance that allows you to
ignore attacks of opportunity from movement, as long as your AC is higher than 8 +
the attack bonus of the creatures you are evading. If a creature’s attack bonus is
high enough to reach the value, they may make attacks of opportunity normally. This
is a [Stance] effect.
- **Ox Stance [Stance] (2 Ki):** Starting at 11th level, you may enter this stance.
While in this stance, you may add your Spirit modifier to all saving throws. If you
are subjected to damage that is equal to or more than one-fourth your original hit
points while in this stance, you gain resistance to the attack suffered.
- **Zen Pose [Stance] (2 Ki):** Starting at 11th level, you may enter this stance.
While in this stance, whenever you successfully deal damage to a creature with an
unarmed strike, you may restore hit points to an ally within 30 feet of you, with
the number of hit points being equal to your proficiency bonus. The healing acts as
a stream between the ally and you, and if interposed by another creature, it gains
the healing instead if it spends a reaction. You can heal yourself through this
ability, through in this case any adjacent creature can gain the healing if they
spend a reaction. Entering this stance costs 1 Ki.
```
```
### Mistweaver
Mistweaver monks are focused on empowering and
supporting allies, and are usually the most elusive of the
monk disciplines.
- **Soothing Mist (1 Ki per 5 hit points):** As an action, you may expend Ki and
gain a cloud of healing mists. The creature gains 5 hit points for every Ki point
invested. You may target a creature up to 30 feet away (or a number of creatures
within 30 feet of one another), and distribute healing amongst as many creatures as
you wish.
- If benefitting from Thunder Focus Tea, this ability heals 5 extra hit points (as
if you spent 1 Ki point without actually spending it). Alternatively, you can
expend hit points from your pool of healing to cure the target of one disease or
neutralize one poison affecting it, with a number of hit points required equal to
one-half the saving throw DC of the poison (round up). You can cure multiple
diseases and neutralize multiple poisons with a single use of Soothing Mist,
expending hit points separately for each one. This feature has no effect on
constructs or undead.
\page
- **Control Ki (2 Ki + 1 per spell level above 2nd).** As an action, you may cast
Mute as a 2nd level spell. Upon reaching 9th level, you may also cast Dispel Magic
as a 3rd level spell. You may either cast them with their normal ranges, or imbue
them into your brews if you have the Brewer feat. In this case, they are the only
imbued effect. The maximum spell level you can manifest is 1 spell level per 3 monk
levels.
- *Special:* The cost of imbuing a brew is equal to the cost of manifesting it.
<br>
<br>
- **Mist Weave (2 Ki + 1 per spell level above 2nd).** As an action, you can cast
Fog Cloud and Blink Step as 2nd level spells. In mists and fog, you suffer only
light obstruction, and never heavy obstruction. The maximum spell level you can
manifest is 1 spell level per 3 monk levels.
- **Spirited Crane Stance [Stance]:** Starting at 11th level, you may enter this
stance. While in this stance, whenever you successfully deal damage to a creature
with an unarmed strike, you may restore hit points to an ally within 30 feet of
you, with the number of hit points being equal to your proficiency bonus. The
healing acts as a stream between the ally and you, and if interposed by another
creature, it gains the healing instead if it spends a reaction.
- You can heal yourself through this ability, through in this case any adjacent
creature can gain the healing if they spend a reaction. If you move more than half
your speed, the effects of this stance are disrupted. Entering this stance costs 1
Ki.
#### Enlightenment:
Starting at 17th level, you may cast the
Resurrection (7th level) spell by spending 8 Ki points, or the
Revivify spell by spending 4 Ki. Neither can be used more
than once in any given 24 hours.
### Windwalker
Windwalker monks are focused on hand-to-hand combat, and
are usually the most confrontational of the monk disciplines.
- **Superior Martial Arts (2 Ki):** As an action, you may deal your unarmed damage
as an area of effect (expending any number of attacks). You may choose to make it a
5-foot-burst around you (Hurricane Kick), a 10-foot cone (Fists of Fury), or a 15-
foot line (Flying Serpent Kick).
- You may move within the specified area of effect without provoking reactions
from the creatures in the area of effect (such as kicking through a line of enemies
and landing behind them with a Flying Serpent Kick, or shifting 5 feet to the right
after a Hurricane Kick, or moving 10 feet to one side after a Fists of Fury). This
action counts as if you made an unarmed attack strike for the purposes of your
Martial Arts feature and Flurry of Blows ability.
- **Destroy Mana [Strike] (3 Ki + 1 per spell level above 3rd):** As an action, you
can cast Mana Burn as a 3nd level spell. This requires touching the effect or
creature that is subject to the effect, and does not require vocal components. You
can choose to make this ability destroy Ki instead, in which case it removes half
the mana points it would normally remove. You may treat this as a strike effect.
The maximum spell level you can manifest is 1 spell level per 3 monk levels.
- **Rising Sun [Strike] (0 Ki):** As a bonus action, you may perform an upwards
kick, dealing unarmed damage and imposing an additional effect. You may also choose
between dealing extra 2d6 damage, or adding 1d6 to any melee weapon attack you make
against the target for one minute. They may make a Strength saving throw against
your DC to half the direct damage and negate the vulnerability.
You can have only one creature under the effect of this
feature at a time. You can choose to end the vibrations
harmlessly without using an action.
\page
<div class='pageNumber auto'></div>
# Paladin (PLD)
Paladins are often from the Alliance, as the Holy
Light that grants divine power to paladins is
most commonly followed by Humans, Ironforge
Dwarves, and High Elves.
Paladins are plate-wearing holy knights. With
the soul of a priest and the brawn of a warrior,
Paladins combine Holy magic with powerful
weapons and stout armor as they smite enemies with divine
wrath and bringing allies back from the brink of death with
the power of the Holy Light.
## Creating a Paladin
Paladins often belong to the Order of the Silver Hand, who
prefer use of the Great hammer, a signature weapon of their
order as part of the Alliance.
#### Quick Build:
You can make a Paladin quickly
by following these suggestions.
First, Strength should be your
highest ability score, followed by
Charisma. Second, choose the noble
background.
#### Proficiencies:
**Armor:** All Armor, Shields<br>
**Weapons:** Simple weapons, Martial weapons<br>
**Tools:** None<br>
**Saving Throws:** Stamina, Spirit<br>
**Skills:** Choose four from Athletics, Insight, Intimidation, Medicine, Deception,
and Religion.<br>
#### Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
<img
src='https://orig00.deviantart.net/84bc/f/2007/147/4/c/draenei_paladin_render_by_fi
redragonx.png'
style='position:absolute; top:0px; right:-30px; width:' />
<br><br><br><br><br><br><br><br><br>
<br><br><br><br><br><br><br><br><br>
<br><br><br><br><br><br>
### Divine Sense
The presence of strong evil registers on your senses like a
noxious odor, and powerful good rings like heavenly music in
your ears. As an action, you can open your awareness to
detect such forces. Until the end of your next turn, you know
the location of any celestial, fiend, or undead within 60 feet of you that is not
behind total cover. You know the type (celestial, fiend, or undead) of any being
whose presence you sense, but not its identity (the lich Kel’Thuzad, for instance).
Within the same radius, you also detect the presence of any place or object that
has been consecrated or desecrated, as with the hallow spell. You can use this
feature a number of times equal to 1 + your Charisma modifier. When you finish a
long rest, you regain all expended uses
.
### Lay on Hands
Your blessed touch can cure wounds. As an action, you may
declare a Lay on Hands, expending half or all of your
maximum mana pool (choose one), gaining a pool of healing
with a value equal to your proficiency modifier times the
mana spent. Each point of the pool heals 1 hit point to a living creature, or deals
1 point of Holy damage to an undead or fiendish creature (in this case, it requires
a melee spell
attack).
You may use Lay on Hands as a bonus action when
targeting yourself. All excess hit points from healing or
damaging are lost. Alternatively, you can expend hit points
from your pool to cure one disease or one poison of your
choice. Each disease or poison requires spending hit points
from the healing pool equal to half the saving throw of the
poison or disease. You may cure multiple diseases or poisons
this way. This feature has no effect on constructs.
\page
<div class='pageNumber auto'></div>
<div class='classTable'>
##### The Paladin
| Level | Proficiency Bonus | Features | Caster level (Accessable Lvl of spells)|
|:---:|:---:|:---|:---:|
|1st| +2| Divine Sense, Lay on Hands| ─|
|2nd| +2| Crusader Strike, Fighting Style, Spellcasting| 1 (1st Lvl spells)|
|3rd| +2 |Aura (Devotion), Holy Oath| 1 (1st Lvl spells)|
|4th| +2| Ability Score Improvement| 2 (1st Lvl spells)|
|5th| +3 |Extra Attack| 2 (1st Lvl spells)|
|6th |+3| Divine Health, Aura (Retribution)| 3 (2nd Lvl spells)|
|7th| +3| Holy Path feature| 3 (2nd Lvl spells)|
|8th| +3| Ability Score Improvement| 4 (2nd Lvl spells)|
|9th| +4| ─| 4 (2nd Lvl spells)|
|10th| +4| Aura (Crusader)| 5 (3rd Lvl spells)|
|11th| +4| Improved Crusader Strike| 5 (3rd Lvl spells)|
|12th| +4| Ability Score Improvement| 6 (3rd Lvl spells)|
|13th |+5| ─ |6 (3rd Lvl spells)|
|14th| +5 |Cleansing Touch, Aura (Concentration)| 7 (4th Lvl spells)|
|15th| +5 |Holy Path Feature| 7 (4th Lvl spells)|
|16th| +5| Ability Score Improvement| 8 (4th Lvl spells)|
|17th| +6| ─| 8 (4th Lvl spells)|
|18th| +6| Aura (Resistance), Aura Improvement| 9 (5th Lvl spells)|
|19th| +6 |Ability Score Improvement| 9 (5th Lvl spells)|
|20th |+6 |Holy Path Feature |10 (5th Lvl spells)|
</div>
#### Defense:
While you are wearing armor, you gain a +1 bonus to AC.
```
```
#### Dueling:
When you are wielding a melee weapon in one hand and no other weapons, you gain a
+2 bonus to damage rolls with that weapon.
### Spellcasting
By 2nd level, you have learned to draw on divine magic
through meditation and prayer to cast spells as a priest does. The paladin uses his
core spell list, but adds Seal spells as well as the spells in this document.
<br>
<br>
Your libram is effectively your spellbook, and you may add spells by scribing it
with new insights regarding the faith and how to protect and promote it.
Spellcasting Focus: You can use your holy libram as aspellcasting focus for your
paladin spells, as well as the store for them.
### Aura
Starting at 3rd level, you may exert an aura you can emit in a 15-foot radius
sphere centered on you as a bonus action. You may maintain concentration with this
effect for up to 1 hour. Unlike most effects that require concentration, you may
also maintain concentration on spell at the same time. You still suffer the chance
to lose the aura (DC 10 or half damage Stamina saving throw). Once the aura ends,
you cannot exert it again until you rest (but you can exert other auras).
All effects are treated as good effects that have no saving throw, but can be
negated by Protection From Evil and Good and suppressed for 1 minute with dispel
magic and similar abjurations. If you are rendered unconscious, the effect ends
automatically. If an aura can be resisted, it is a Spirit saving throw with a DC
equal to your spell DC. Aura bonuses do not stack with other aura bonuses.
Creatures affected by auras automatically sense where they are emanating from.
- **Crusader:** At level 10, you have the aura of the crusader. All allied
creatures gain a +10 foot bonus to speed, and all allied creatures automatically
stabilize when reduced to 0 hit points. Once per proficiency bonus, you may grant a
stabilized creature in your aura 1 hit point as a reaction to allow them to
continue acting. This opposes Unholy Aura, and both effects are suppressed.
If the creature fails its saving throw, it is turned for 1 minute or until it takes
damage. A turned creature must spend its turns trying to move as far away from you
as it can, and it can’t willingly move to a space within 30 feet of you. It also
can’t take reactions. For its action, it can use only the Dash action or try to
escape from an effect that prevents it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
\page
## Sacred Oaths
An Azerothian Paladin chooses from one of the below three
sacred oaths:
- **Light of Dawn:** As an action, you present your holy symbol, and release an
outburst of the Holy Light of Creation, allowing any friendly creature within 30
feet to use a hit dice as if they rested. The ally also gains temporary hit points
equal to double your Charisma modifier.
#### Emancipate:
Starting at 15th level, your cleansing touch
may be used at a range of 10 feet, and may always cast it on
yourself, even when otherwise incapacitated.
# Priest (PRS)
P riest of Azeroth are known as priests or clerics,
depending on their domains and focus. They
channel their power through their conviction,
not through the direct power of their patrons.
The Scarlet Crusade, for example, channel the
Holy Light due to their belief in their cause,
although many betray principles the Church of
the Holy Light considers tenants of the faith. Priests may be
of any alignment and allegiance. Devout followers of the Holy
Light, Priests are traditional masters of healing. The Priest's
knowledge of the Light also grants them control of the darker
powers of the Shadow. They can mitigate damage by using a
range of powerful shields to magically protect their allies.
## Creating a Priest
Priests serve their faith--either that of the Light through the Holy priesthood,
the Old Gods though the Shadow priesthood, the Lich King through the Death
priesthood, taking a neutral stance between the forces of the world with Discipline
priesthood, or serving the Moon goddess Elune through the universally-female Moon
priesthood.
#### Proficiencies:
**Armor:** Light armor<br>
**Weapons:** All Simple weapons<br>
**Tools:** Healer's Kit<br>
**Saving Throws:** Spirit, Charisma<br>
**Skills:** Choose two from History,
Insight, Medicine, Persuasion, and Religion
#### Equipment:
You start with the following equipment, in addition to the equipment granted by
your background:
```
```
<div class='classTable'>
</div>
\page
<div class='pageNumber auto'></div>
### Spellcasting
As a practitioner of divine magic, you may choose from the priest spell list which
spells you wish for every day.
##### Cantrips:
At 1st level, you know a number of cantrips equal to the number of 1st level spells
you can cast. Conjuring and Binding: A priest can conjure animals, elementals, fey,
and plants, and may bind elementals and plants.
**Spellbook – Libram:** At 1st level, your libram contains six 1st-level priest
spells of your choice. When you level up, you gain 2 additional priest spells of
your choice. You may also acquire new spells by research, tutelage, or from the
spellbooks and scrolls of spellcasters who have spells you can cast.
Your libram is effectively your spellbook, and you may add spells by scribing in
your insights regarding the secrets of the powers you serve.
**Spellcasting Focus:** You can use your holy symbol as a spellcasting focus for
your priest spells. Priesthood Choose one priesthood or domain related to your
deity: Death (Lich King), Discipline (Balance), Holy (Holy Light), Moon (Elune), or
Shadow (Forgotten Shadow). Each priesthood is detailed at the end of the class
description. Your choice grants you domain spells and other features when you
choose it at 1st level. It also grants you additional ways to use Channel Divinity
when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and
17th levels.
```
```
Some Channel Divinity effects require saving throws. When you use such an effect
from this class, the DC equals your priest spell save DC. Beginning at 6th level,
you can use your Channel Divinity twice between rests, and beginning at
18th level you can use it three times between rests. When you finish a short or
long rest, you uses.
**Turn Undead:** As an action, you present your holy symbol and speak a prayer
censuring the undead. Each undead that can see or hear you within 30 feet of you
must make a Spirit saving throw. If the creature fails its saving throw, it is
turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it
can, and it can’t willingly move to space within 30 feet of you. It also can’t take
reactions. For its action, it can use only the Dash action or try to escape from an
effect that prevents it from moving. If there’s nowhere to move, the creature can
use the Dodge action.
src='https://pre00.deviantart.net/b539/th/pre/f/2016/298/b/4/_wow__priest__render__
by_popokupingupop90-dam792u.png'
style='position:absolute; top:; left:10px; width:400px' />
```
```
## Priesthood
A Priest can be under any of the following Priesthoods:
**Turn Living:** You may turn any living creature instead of turning undead. This
has no effect on constructs. This is a fear-based effect.
**Destroy Living:** Starting at 5th level, when a living creature fails its saving
throw against your Channel Divinity feature, the creature is instantly destroyed if
its challenge rating is at or below a certain threshold, as shown in the
Destroy Living table. It disintegrates, leaving only a pile of dust, so says the
Lich King.
You gain telepathy with who sacrificed you, and may communicate with them and share
what you see as an action from their part. This remains so long as you and your
lord are in the same plane. The connection may be willingly transferred to another
creature. The transformation is complete after one day of death, and cannot be
reversed short of a miracle or wish spell.
#### Lich King’s Favor:
Starting at 2nd level, you add all necromancy spells to your spell list. Cultist of
the Damned: Starting at 6th level, you can cast any Necromancy spell as a ritual
even if it doesn't have the
ritual tag.
\page
<div class='pageNumber auto'></div>
<img
src='https://titaniumbay.com/image/cache/catalog/wow_classes/Priest-350x350.png'
style='position:absolute; top:px; right:px; width:' />
<br><br><br><br><br><br><br><Br><br><br><br><br>
<br><br><br><br><br><br><br><Br><br><br><br><br>
\page
<div class='pageNumber auto'></div>
#### Light’s Embrace:
Also starting at 1st level, your healing spells are more effective. Whenever you
use a spell of 1st level or higher to restore hit points to a creature, the
creature regains additional hit points equal to 2 + the spell’s level. This bonus
healing is not doubled on a critical spell cast.
- **Restore Life:** Starting at 2nd level, you may use your action while presenting
your holy symbol to evoke healing energy that can restore a number of hit points
equal to five times your priest level. Choose any creatures within 30 feet of you,
and divide those hit points among them. This feature can restore a creature to no
more than half of its hit point maximum. You can’t use this feature on a construct,
but may target undead to damage by expending healing, dealing holy damage instead
of healing them.
You may alternatively target a beast that can see you within 30 feet, and force it
to roll a Spirit saving throw. If the creature fails its saving throw, it is
charmed by you for 1 minute or until it takes damage. While it is charmed by you,
it is friendly to you and other creatures you designate. If you treated them
fairly, they do not revert to their original hostility after the duration ends.
*Special:*
Shadow priests also add all damaging psychic spells to their spell list.
\page
<div class='pageNumber auto'></div>
#### Shadow Orbs:
Starting at 1st level, you gain a shadow orb whenever you cast a debilitating spell
or a damaging spell that deals psychic damage. The shadow orb orbits your body,
becoming invisible when you wish them to. Each shadow orb may be consumed to
increase the DC of your next spell by +1 per shadow orb consumed. You may have a
maximum of 3 shadow orbs, which remain for ten minutes or until used.
You may also pronounce the verbal components of your spells mentally, so that only
the target can hear them.
When you partake in the priesthood of the Shadow, you gain the following channel
divinity option:
- **Devouring Plague:**
Starting at 2nd level, you may use an action while presenting your unholy symbol to
evoke shadow energy, dealing psychic damage equal to five times your cleric level,
halved with a Spirit saving throw. Choose any creatures within 30 feet of you, and
divide those damage among them.
- This feature can reduce a creature to no more than half of its hit point
maximum. You can’t use this feature on undead or constructs. You regain hit points
equal to the total damage you dealt. If you have any active shadow orbs, you may
grant
one creature hit points equal to the damage dealt by this ability using one shadow
orb. You may also deduct three hit points from the pool to
restore one point of mana for you or the target, up to a maximum number of hit
points equal to five times your priest level. This counts as a mana restoration
effect.
You may use this instead to afflict the target with another listed penalty of the
debilitate spell in the same round. This does not cost an action.
This may only be activated when you have less than 10% hit points remaining or if
you are dying. This may be used once per rest. You also have resistance against
psychic damage, and your mind cannot be read.
You may instead divide the damage by eight, and grant it as mana restoration. This
counts as a mana restoration effect.
\page
<div class='pageNumber auto'></div>
# Rogue (RGE)
Rogues represent thieves, treasure-hunters,
cunning spies, and aspiring adventurers. Using
their skills and cunning (and sometimes gifted
with a knack for technology or strange magics),
rogues are always welcome to any faction, and
many work for more than two at any given time
as scouts, double agents, and false merchants.
Sinister masters of the night, Rogues are a lightly-armored
class which uses stealth, poisons and sharp blades to
dispatch enemies without a sound.
## Creatign a Rogue
#### Quick Build:
You can make a Rogue quickly
by following these suggestions.
First, Agility should be your
highest ability score. Make
Intelligence your next-highest if
you want to excel at Investigation.
Choose Charisma instead if you plan
to emphasize deception and social
interaction. Second, choose the charlatan
background.
#### Proficiencies:
**Armor:** Light armor<br>
**Weapons:** All Simple weapons,
Hand crossbows, Long swords,
Rapiers, Shortswords<br>
**Tools:** Thieves’ tools or
Poisoner’s Kit<br>
**Saving Throws:** Agility,
Intelligence<br>
**Skills:** Choose four from Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation,
Perception, Performance,
Persuasion, Sleight of Hand, and
Stealth<br>
#### Equipment:
You start with the following equipment, in addition to the
equipment granted by your background:
<br>
<div class='classTable'>
##### The Rogue
| Level | Proficiency Bonus | Features | Sneak Attack |
|:---:|:---:|:---|:---:|
|1st| +2| Expertise, Sneak Attack, Thieves’ Cant| 1d6
|2nd| +2 |Rogue Talent| 1d6|
|3rd| +2 |Rogue Archetype |2d6|
|4th| +2| Ability Score Improvement| 2d6|
|5th| +3| Uncanny Dodge| 3d6|
|6th| +3| Expertise II| 3d6|
|7th| +3| Rogue Talent| 4d6|
|8th| +3| Ability Score Improvement| 4d6|
|9th| +4| Rogue Archetype Feature| 5d6|
|10th| +4| Ability Score Improvement| 5d6|
|11th| +4| Rogue Talent| 6d6|
|12th| +4 |Ability Score Improvement| 6d6|
|13th| +5| Rogue Archetype Improvement| 7d6|
|14th| +5 |Blindsense| 7d6|
|15th| +5| Rogue Talent| 8d6|
|16th| +5| Ability Score Improvement| 8d6|
|17th |+6| Rogue Archetype Feature| 9d6|
|18th| +6| Rogue Talent |9d6|
|19th| +6| Ability Score Improvement| 10d6|
|20th| +6| Stroke of Luck| 10d6|
</div>
<img
src='http://wowdoc.eu/wp-content/uploads/2017/07/rogue.png'
style='position:absolute; top:px; right:px;' />
\page
<div class='pageNumber auto'></div>
### Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill
proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is
doubled for any ability check you make that uses either of the chosen
proficiencies. At 6th level, you can choose two more of your proficiencies (in
skills or with thieves’ tools) to gain this benefit.
### Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area
effects, such as a red dragon’s fiery breath or an ice storm spell. When you are
subjected to an effect that allows you to make an Agility saving throw to take only
half damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
### Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location o f
any hidden or invisible creature within 10 feet of you.
\page
<div class='pageNumber auto'></div>
<img
src='https://pre00.deviantart.net/a104/th/pre/f/2016/298/c/1/_wow__rogue__render__b
y_popokupingupop90-dam79h3.png'
style='position:absolute; top:px; left:0px; width:450px' />
<br><br><br><br><br><br><br><br><br>
<br><br><br><br><br><br><br><br><br>
<br><br><br><br><br><br>
## Roguish Archetype
Rogues can choose from the below archetypes:
### Assassination
You are deadly master of poisons, who can dispatch various
victims with vicious dagger strikes and amazing talents.
Assassins are usually independent agents who perform
contracts with various organizations to further their own
goals.
#### Assassinate:
Starting at 3rd level, you are at your deadliest
when you get the drop on your enemies. You have advantage
on attack rolls against any creature that hasn’t taken a turn in the combat yet. In
addition, any hit you score against a
creature that is surprised is a critical hit. Also, if you don’t already have
proficiency with a poisoner’s kit, you gain proficiency in it, and you gain
advantage to saving throws against your own poisons.
#### Dispatch:
Starting at 9th level, whenever attacking a target
that is below half hit points, your sneak attack dice improves from 1d6 to d10.
```
```
#### Expert Poisoner:
Starting at 13th level, the Poisoned
condition if delivered by you also inflicts disadvantage on one saving throw type
of your chose for the duration of the condition.
#### Vendetta:
Starting at 17th level, you may mark one target
within 100 feet with an action, and have advantage to all
Perception checks to perceive them, as well as advantage to
the first attack of every turn against them. The benefits
remain for one minute, and may be used once before a rest.
### Outlaw
You are a swashbuckler, duelists, or combatant who uses
agility and guile to stand toe-to-toe with opponents. Outlaw
rogues are usually pirates and highwaymen.
#### Riposte:
Starting at 3rd level, you may deflect an incoming
attack by using a reaction, thereby adding your Proficiency
bonus to your AC. If your AC is then high enough to make the
enemy miss after it would have been a success, you can make
an attack of opportunity against the enemy. Outlaw rogues
also gain proficiency with firearms and explosives.
\page
<div class='pageNumber auto'></div>
#### Killing Spree:
Starting at 17th level, you tap into your
reserves of speed, going into a killing spree. While you are in this state, you may
double your movement and gain
advantage on your first attack at the beginning of every round. Your movement
doesn't provoke opportunity attacks. This state remains for 1 minute, or until you
spend one of your rounds without making an attack roll or if you are not targeted
with an attack roll. This may be used once per short rest.
### Subtlety
A subtlety rogue is a dark stalker who leaps from the
shadows to ambush unsuspecting prey, aided by mysterious
shadow-magic.
You may also scribe spells in Thieves’ Cant. You also gain a
spellbook as a 1st-level mage. You gain bonus spells on your 8th, 14th, and 20th
level. These spells can be of any schools.
<br>
**Cantrips:** At 1st level, you know a number of cantrips equal to the number of
1st level spells you can cast. One of your cantrips must be the Mage Hand spell.
<br>
You prepare the list of Mage spells that are available for
you to cast, choosing from the Mage spell list. Your
spellcasting otherwise follows rules as the mage class (with
regards to which creatures you can conjure, spellbooks, etc.
<br>
#### Premeditation:
Also on 3rd level, you may use 3 rounds
(counted as 3 actions) to study an enemy If you do, you may always apply your sneak
attack damage against them (even without advantage or an ally nearby) form one
minute, unless they move more than their normal speed in one round. In addition,
any hit you score against a creature that is surprised is a critical hit.
#### Vanish:
Starting at 9th level, you may grant yourself
invisibility as a reaction. This invisibility remains until the end of your next
turn. This may be used once per point of
Intelligence modifier, and replenishes after a rest.
Shadow Dance: Starting at 13th level, you may initiate a
shadow dance by moving more than 10 feet.
While in this stance, you grant yourself concealment as per the Blur spell. While
in the stance, creatures affected or distracted by your spells (such as a summoned
monster or an image illusion, but not the distracted condition) grant you advantage
to your first attack at any round. This may be used once per short rest, and
remains so long as you continue moving.
#### Backstab:
Starting at 17th level, when you target any
creature below half hit points with a sneak attack, you may
deal double sneak attack damage. A target subjected to this
effect once cannot be subjected to it again for 24 hours.
## Rogue Talents
- **Agile Leap (requires proficiency of +3 or higher).** You may use a bonus action
to leap, moving at half your total speed. This movement does not provoke reactions.
If you have the ability to glide, hover, or fly (via spell, gadget, or ability),
you may choose to use this ability in mid-air (effectively changing your trajectory
as a double-jump). This jump also counts as a dash for the purposes of other
abilities.You are treated as if you always benefit from the Jump spell.
- **Cunning Action.** Your quick thinking and agility allow you to move and act
quickly. You can take a bonus action on each of your turns in combat to use the
following action: Dash, Disengage, or Hide. Only rogues may take this talent.
- **Cloak of Shadows.** You may dispel one active spell effect on you as a
reaction. If the spell’s level is less than half your rogue level, you
automatically succeed. If the spell’s level is equal to or lower than half your
rogue level, you must succeed on an Intelligence saving throw (DC 10 + spell level)
to dispel it. After being used once, this cannot be used again until after a short
rest.
\page
<div class='pageNumber auto'></div>
- **Fading Shadow (requires Subtlety specialization or the Cloak of Shadows
talent).** You may cast the Blink Step spell. After being used, this cannot be used
again until after a short rest. This talent can be taken multiple times, each time
adding another use of this ability before a short rest.
You may instead spend your action and bonus action to release the weapons as
a 20 foot sphere (all around you), a 15 foot cone (in a quarter-circle), or a line
30 feet long, 5 feet wide in any direction you choose. This requires three thrown
weapons, and deals damage as if they all hit, with an Agility saving throw to half
damage.
If you have the Sneak Attack feature, you may add one additional point of
damage per sneak attack dice to the total damage. This is an area effect.
- **Master of Intrigue.** You gain proficiency with the disguise and forgery kits,
and one gaming set of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature
that you hear speak for at least 1 minute, enabling you to pass yourself off as a
native speaker of a particular land, provided that you know the language.
- **Master of Tactics.** You can use the Help action as a bonus action.
Additionally, when you use the Help action to aid an ally in attacking a creature,
the target of that attack can be within 30 feet of you, rather than within 5 feet
of you, if the target can see or hear you.
- **Mutilate Strike.** Whenever you can attack as a bonus action with an off-hand
weapon, you may instead add the off-hand damage to your main attack action,
retaining your bonus action. Your bonus action cannot be used to attack the same
round after using this strike. Once used, this talent cannot be used again for
three rounds.
- **Dire Strike.** You strike at a vulnerable place in the target's body when you
may deal your sneak attack damage. Your strike does not deal extra sneak attack
damage, but instead imposes a condition on a failed Stamina saving. In effect, dire
strike sacrifices your sneak attack damage to inflict a condition. The weapon
damage type determines the condition.
The creature can attempt another Stamina saving throw at the beginning of
every round to end this effect. This effect is also ended if the target regains a
number of hit points equal to or greater than the bleed damage. Creatures that do
have blood (or do not require it to survive) cannot be harmed by bleeding.
- *Sap (bludgeoning).* On a failed save, the creature becomes charmed for the
duration and visibly dazed. While charmed by this spell, the creature is
incapacitated and has a speed of 0. The effect ends for an affected creature if it
takes any damage or if someone else uses an action to shake the creature out of its
stupor. The creature can attempt another Stamina saving throw once every round to
end this effect. Once a creature is affected by this ability, it is immune to it
until it performs a short rest.
\page
- **Tricks of the Trade.** You may cast the Compelled Duel spell, but instead of
drawing the target to you, you draw them to another creature within 30 feet of both
of you. The target has advantage to the saving throw unless you target one of your
allies or a target neutral to both of you. After being used, this cannot be used
again until after a short rest. This effect ends if you attack the target, or if
the chosen creature does not defend itself, or if you end your turn more than 30
feet away from the target. This talent can be taken multiple times, each time
adding another use of this ability before a short rest.
<img
src='http://i41.tinypic.com/28u0g76.jpg'
style='position:absolute; top: ; left:-470px; width:; ' />
```
```
## Creating a Shaman
#### Quick Build:
You can make a Shaman quickly by
following these suggestions.
First, Spirit should be your highest
ability score, followed by Strength
or Stamina. Second, choose
the hermit background.
#### Proficiencies:
**Armor:** Light armor,
Medium armor, Shields<br>
**Weapons:** All Simple weapons,
Bludgeons, Axe, Daggers, and
Quarter staffs<br>
**Tools:** Herbalism kit<br>
**Saving Throws:** Stamina, Spirit<br>
**Skills:** Choose two from History, Insight, Medicine,
Persuasion, and Religion
#### Equipment
You start with the following equipment,
in addition to the equipment granted by
your background:
- (a) a Battle axe or (b) a Warhammer
### Kalimag
You know Kalimag, the language of
elementals and wind, earth, fire, and
water spirits. You can speak the language
and use it to leave hidden messages. You and others who know this language
automatically spot such a message. If you can speak kalimag, you can communicate
with all other shamans and elementals, even if you don’t otherwise share a
language.
It also grants you additional ways to use Channel Elements when you gain that
feature at 2nd level, and additional benefits at 8th, and 17th levels. Art Spells
Each art has a list of spells—its art spells—that you gain at the shaman levels
noted in the art description. Once you gain a art spell, you always have it
prepared, and it doesn’t count against the number of spells you can prepare each
day. If you have a art spell that doesn’t appear on the priest spell list, the
spell is nonetheless a shaman spell for you.
### Spellcasting
As a practitioner of raw elemental magic, you may choose from the shaman spell
lists which spells you wish for every
day. A shaman also casts priest spells.
##### Cantrips:
At 1st level, you know a number of cantrips equal to the number of 1st level spells
you can cast.
Conjuring and Binding: A shaman can conjure and bind elementals and fiends.
You prepare the list of shaman spells that are available for you to cast, choosing
from the shaman spell list. You can change your list of prepared spells by
consulting your totem (treat as a spellbook). Preparing a new list of shaman spells
requires time spent in contemplation and meditation and consulting your totem. It
takes one minute per spell level to alter a prepared spell.
<br>
<br>
**Spellcasting Focus:** You can use your shamanistic symbol as a spellcasting focus
for your shaman spells. These are typically totems, tufts of wolf hair, or a
carving of your spiritual animal.
\page
<div class='pageNumber auto'></div>
### Channel Elements
At 2nd level, you gain theability to channel elemental energy directly, using that
energy to fuel magical effects. You start with two such effects: Turn Elementals
and an effect determined by your art. Some arts grant you additional
effects as you advance in levels, as noted in the art description. When you use
your Channel Elements, you choose which effect to create.
- **Turn Elementals:** As an action, you present your shamanistic symbol and speak
a prayer dismissing and quelling elementals. Each elemental that can see or hear
you within 30 feet of you must make a Spirit saving throw. If the creature fails
its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it
can, and it can’t willingly move to a space within 30 feet of you. It also can’t
take reactions.
For its action, it can use only the Dash action or try to escape from an effect
that prevents it from moving.
If there’s nowhere to move, the creature can use the Dodge action. While it is
turned, you may also opt to calm the
elemental, rendering it passive and not hostile for one minute. If treated fairly
and listened to, the elemental might reveal why it is angered, and may demand from
the shaman to address a problem that is wracking the elementals in the region (or
beyond).
```
```
Destroying elementals is a secret art known to shamans, and is typically only used
against elementals that are corrupted by fel energies, as elementals are usually
receptive to shamans who turn them (see above).
If the elements intervene, you can’t use this feature again for 7 days. Otherwise,
you can use it again after you finish a
long rest. At 20th level, your call for intervention succeeds automatically, no
roll required.
## Shamanistic Art
An Azerothian Shaman can choose from the three following
Arts:
### Elemental
Your ability to command the elements at long ranges, and influence and aid their
allies at equal distance is renowned
and respected. Elementalists make up most adventuring shamans.
\page
<div class='pageNumber auto'></div>
##### Elemental Spells Table
| Shaman Level | Elemental Art Spells |
|:----:|:-------------|
|1th| Fog Cloud, Thunderstorm|
|3th| Animal Messenger (takes the form of an animal spirit), Gust of Wind|
|5th| Call Lightning, Sending|
|7th| Control Water, Ice Storm|
|9th| Maelstrom, Teleport Circle (to areas of elemental power)|
#### Acclimation:
Also at 1st level, you are also immune to the hostile effects of weather, and can
predict it accurately 24 hours in advance 50% of the time with an action. The
elements also whisper to you of any threats to them, such as extensive drilling
efforts, an upcoming wildfire in a dry area, or a coming storm in around 24 hours
before they take place. You can also sense any weather-changing spells when they
are being cast within 5 miles of your location, and can roughly identify whether
the caster is a friend or foe to the
elements or shamans.
Whenever you call the elemental cylinder, the dice damage is reduced by 2d6. When
they reach 0d6, the storm ends prematurely (even if maintaining concentration), as
the elemental spirits become calmer.
```
```
### Enhancement
Your magic is woven to your combat style, empowering your
ability harm their enemies in melee combat. Enhancement
shamans usually use two weapons.
#### Flurry:
Starting at 8th level, when you take an action to
attack, you can attack twice instead of once.
\page
<div class='pageNumber auto'></div>
#### Spirit Wolves:
Starting at 17th level, you can summon two
spirit dire wolves as an action, which take their turns
immediately after yours, and dissipate after 1 minute and do
not require concentration. During this time if they are within
10 feet of you, your movement speed increases to match their
own. After using this feature, you must finish a long rest
before you can use it again.
### Restoration
The restoration art focuses on empowering the shaman’s
ability to heal their allies and empower their totems.
<img
src='https://orig00.deviantart.net/eec9/f/2016/298/8/c/_wow__shaman__render__by_pop
okupingupop90-dam7a4b.png'
style='position:absolute; top:100px; left:325px; width:' />
\page
<div class='pageNumber auto'></div>
# Warlock (WKR)
Warlocks are arcane spellcasters who study
dark arts and magics associated with demons
and the Burning Legion. Due to this, they gain
a very deeply tainted reputation due to their
tendencies to traffic and deal with demons.
#### Proficiencies:
**Armor:** None <br>
**Weapons:**
Daggers Darts, Slings,
Quarter staffs, Light
crossbows<br>
**Tools:** None<br>
**Saving Throws:** Stamina,
Charisma<br>
**Skills:** Choose two from Arcana,
Deception, Insight, Intimidation, Persuasion,
and Religion
#### Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
<div class='classTable'>
##### The Warlock
| Level | Proficiency Bonus | Features | Caster Lvl (Accessable lvl of spells)|
|:---:|:---:|:---|:---:|
|1st| +2| Demonic Studies, demonic invocation, Spellcasting| 1 (1st Lvl spells)|
|2nd| +2| Soul Shards| 2 (1st Lvl spells)
|3rd| +2| Warlock Focus| 3 (2nd Lvl spells)|
|4th| +2| Ability Score Improvement| 4 (2nd Lvl spells)|
|5th| +3| ─| 5 (3rd Lvl spells)|
|6th| +3| Demonic Study Feature| 6 (3rd Lvl spells)|
|7th| +3| ─| 7 (4th Lvl spells)|
|8th| +3| Ability Score Improvement| 8 (4th Lvl spells)|
|9th| +4| ─ |9 (5th Lvl spells)|
|10th| +4| Demonic Study Feature| 10 (5th Lvl spells)|
|11th| +4 |─ |11 (6th Lvl spells)|
|12th| +4| Ability Score Improvement| 12 (6th Lvl spells)|
|13th| +5| ─| 13 (7th Lvl spells)|
|14th| +5| Demonic Study Feature| 14 (7th Lvl spells)|
|15th| +5| ─| 15 (8th Lvl spells)|
|16th |+5 |Ability Score Improvement| 16 (8th Lvl spells)|
|17th| +6 |─ |17 (9th Lvl spells)|
|18th| +6| Demonic Study Feature| 18 (9th Lvl spells)|
|19th| +6| Ability Score Improvement| 19 (9th Lvl spells)|
|20th| +6| Soul Vault| 20 (9th Lvl spells)|
</div>
\page
<div class='pageNumber auto'></div>
### Demonic Studies
Starting at 1st level, Warlocks may speak Eredun, and do not need to make saving
throws versus its corruptive influence. However, they are (due to demonic promises)
often more likely than others to seek out pacts willingly. The warlock is also
initiated into a warlock circle. You may choose a demonic study, which describes
the way you take to power. You can choose Affliction, the path of the withering
magical casters, Demonology, who focus on their demonic allies and improving them,
or Destruction, who summons only the Hellfire of Hell and no more. Your choice
grants you features when you choose it at 1st level and again at 6th, 14th, and
18th level.
### Spellcasting
As a trafficker in demonic forces, you have a grimoire
containing spells that show the first glimmerings of your true power. You cast
spells from the Sorcerer spell list in the PHB and add all its spells to your spell
list, and add all Warlock spells in this document to your spell list as well.
#### Cantrips:
At 1st level, you know three cantrips of your
choice from the warlock spell list. You learn additional
warlock cantrips of your choice at higher levels, equal to half your warlock level
+ 2 (maximum 6).
**Spellbook – Grimoire:**
At 1st level, your grimoire contains six 1st-level warlock spells of your choice.
When you level up, you gain 2 additional spells of your choice. You may also
acquire new spells by research, tutelage, or from the spellbooks and scrolls of
spellcasters who have spells you can cast.
Your grimoire is effectively your spellbook, and you may add spells by scribing in
new spells or your insights regarding the planes and the powers you serve.
**Spellcasting Focus:** You can use an arcane focus as a spellcasting focus for
your warlock spells.
<img
src='https://orig00.deviantart.net/e466/f/2016/298/1/d/_wow__warlock__render__by_po
pokupingupop90-dam7a77.png'
style='position:absolute; right:-175px; width:' />
\page
<div class='pageNumber auto'></div>
- **Enhanced Concentration:** You may spend one soul shard to
concentrate on any conjure spell, so you may concentrate on
another spell. In effect, you concentrate on two spells with the
single act of concentration. You cannot concentrate on more
than two conjured creatures using this ability.
- **Soul Magic:** With a bonus action, you can force a living
creature or an undead to take disadvantage against a saving
throw of one of your spells, or can gain advantage to your
own attack rolls to such targets. This functions up to 5th level
spells, and costs one soul shard per spell level.
## Demonic Studies
An Azerothian warlock may choose one of the three below
archetypes.
### Affliction
Your mastery over sigil spells corrupts and destroys your
enemies. Affliciton warlocks are feared exemplars of the art.
#### Haunt:
Starting at 1st level, you gain the Mystic Blast feat,
which deals 1d4 Fel damage per every accessed spell level
(see the feat for description). When casting a damaging sigil
spell, you may use a single soul shard to also use your Haunt
ability against the same target without an action. This still
requires a ranged spell attack, but the range of the ability
becomes equal to the range of the sigil spell.
#### Infestation:
Also starting at 1st level, you may use a soul
shard to cause another free pulse to the target of any sigil
spell you cast. A single creature cannot be affected by this
more than once in the same 24 hours period.
#### Demon-Soul:
Starting at 18th level, whenever you
summon a demonic creature by a spell or use your demonic
alliance ability to bind a fiend (as per the Conjure or Bind
Fiend spell), you may summon or bind another fiend of the
same or lower level (these are counted as if concentrating on
the same spell). Thus, you may summon a succubus and a
felguard, or an imp and a felhound, or two succubi or
felguards and have them bound at the same time.
Commanding both bound creatures is the same
concentration action.
### Destruction
You are a master of chaotic fel-fire, calling down the green
flame to burn and demolish your foes. Destruction warlocks
usually take the Fiendish Power focus, eschewing an actual
alliance with demons over the awesome destructive power of
fel magic.
```
```
#### Havoc:
Also at 1st level, you gain the Havoc ability, and can
spend a soul shard to activate it.
#### Incinerate:
Starting at 14th level, whenever you deal
fire damage to an enemy with a spell (though the spell or
through your chaos magic ability), you may use a soul
shard to perform one of the three below tasks that trigger
once per round:
- Set the target (or object) on fire, dealing 1d6 until the
flame is extinguished. While set on fire, a creature is
considered poisoned, taking disadvantage to attack rolls and
ability checks.
- Cast any sigil spell you have prepared without spending a
bonus action.
- If the target is reduced to 0 hit points, you can deal 6d6
damage in a 30-foot burst centered on the target.
Soul Burner: Starting at 18th level, you double the range
of your fire and fel spells. If the spell has an area of effect, you
may double the area of effect instead. When you incinerate a
target (see Incinerate), and have no soul shards, you regain
one soul shard.
\page
<div class='pageNumber auto'></div>
# Warrior (WAR)
For as long as war has raged, heroes from every
race have aimed to master the art of battle.
Warriors combine strength, leadership, and a
vast knowledge of arms and armor to wreak
havoc in glorious combat. Some protect from the
front lines with shields, locking down enemies
while allies support the warrior from behind with
spell and bow. Others forgo the shield and unleash their rage
at the closest threat with a variety of deadly weapons.
Warriors are common in both the Horde and the Alliance.
High elf swordmasters and spellbreakers, human knights and
footmen, orc grunts and raiders, and troll ambushers and
warlords are but racial reflections to the universal art of war.
## Class Features:
As a Warrior, you have the following class features:
#### Proficiencies:
**Armor:** All Armors, All Shields<br>
**Weapons:** All Simple weapons, All Martial weapons<br>
**Tools:** None<br>
**Saving Throws:** Strength, Stamina<br>
**Skills:** Choose two skills from
Acrobatics, Animal Handling,
Athletics, History, Insight,
Intimidation, Perception, and
Survival
#### Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
- (a) chain mail or (b) leather, longbow, and 20 arrows
<div class='classTable'>
##### The Warrior
| Level | Proficiency Bonus | Features |
|:---:|:---:|:---:|:---:|
|1st| +2 |Fighting Style, Second Wind|
|2nd| +2| Warrior Talent (Action Surge)|
|3rd| +2| Warrior Archetype|
|4th| +2| Ability Score Improvement|
|5th| +3| Extra Attack|
|6th| +3 |Ability Score Improvement|
|7th| +3| Warrior Archetype feature|
|8th| +3| Ability Score Improvement|
|9th| +4 |Warrior Talent (Indomitable)|
|10th| +4 |Warrior Archetype feature|
|11th| +4| Extra Attack (2)|
|12th| +4| Ability Score Improvement|
|13th| +5| Warrior Talent (Relentless)|
|14th| +5| Ability Score Improvement|
|15th| +5 |Warrior Archetype feature|
|16th| +5| Ability Score Improvement|
|17th| +6| Warrior Talent (Action Surge 2)|
|18th| +6| Warrior Archetype feature|
|19th| +6 |Ability Score Improvement|
|20th| +6| Extra Attack (3)|
</div>
<img
src='http://wowdoc.eu/wp-content/uploads/2017/07/warrior.png'
style='position:absolute; top:670px; right:30px; width:px' />
\page
##### Defense:
While you are wearing armor, you gain a +1
bonus to AC.
##### Dueling:
When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to damage
rolls with that weapon.
##### Great Weapon Fighting:
When you roll a 1 or 2 on a
damage die for an attack you make with a
melee weapon that you are wielding with
two hands, you can reroll the die and
must use the new roll, even if the
new roll is a 1 or a 2. The weapon
must have the two-handed or
versatile property for you to gain
this benefit.
##### Protection:
When a creature you
can see attacks a target other than
you that is within 5 feet of you,
you can use your reaction to
impose disadvantage on the
attack roll. You must be
wielding a shield.
##### Two-Weapon Fighting:
When you engage in two-weapon fighting,
you can add your ability modifier to the
damage of the second attack.
- **Wind Walk (short rest):** You may use your action to wind-
walk, rendering yourself invisible as per the spell, and
increase your land speed by 10. Unlike normal stances, you
must continue moving (at least half your speed) or else this
effect dissipates. Your first attack while performing Wind
Walk is a critical hit, and ends the invisibility effect. This is a
supernatural ability. Only warriors may take this talent.
\page
### Arms
You focus on wielding great weapons, dealing massive
amounts of damage and cleaving through several creatures at
once. Arms warriors are an inspiring sight on the battlefield.
### Fury
Fury warriors equip themselves with two weapons, and slice
their enemies to ribbons while shouting vengeance.
```
```
#### Vanguard:
Starting at 15th level, whenever you are below
half your hit points, you gain 1d12 + Stamina temporary hit
points at the beginning of every round. These temporary hit
points do not stack with themselves.
#### Improved Second Wind:
Starting at 18th level, you may
use Second Wind three times before requiring rest.
Whenever you use it, you gain resistance to all types of
damage for one round after use, and advantage versus the
first spell targeting you in the next minute.
<img
src='https://orig00.deviantart.net/a01e/f/2016/298/2/7/_wow__warrior__render__by_po
pokupingupop90-dam7ahx.png'
style='position:absolute; top:440px; right:px; width:' />
\page
**Elves**
- Night Elves that were forced into servitude often
eschew heavy armor and rely on stealth, or choose to be
battle-archers, drawing shortsword runeblades only to
end wounded enemies.
**Dwarves**
- Wildhammer Dwarves have a minor tradition in
druidism, but they usually lean to shamanism instead.
Those who do take this path often choose to adopt a
gryphon as a flying form, and a wolverine for a ground
form.
**Elves**
- Night Elves were the first druids, learning from
Cenarius, the demigod son of Elune (the goddess of the
moon) and Malorne (the Ancient stag-god, bound to
earth). The first of such students is the archdruid
Malfurion Stormrage (and his twin brother, the
wayward Illidan). It was through Malfurion Stormrage
was druidism introduced into night elves as a cultural
and religious movement, and it was druidism which was
a strong weapon that was ultimately instrumental in
stopping the Burning Legion from conquering Azeroth
in the War of the Ancients ten-thousand years before
the First War even started. Night elf druids draw from a
powerful and ancient tradition, as druids have been
awakened from enchanted slumber during the Third
War to fight once more against the Legion and its demon
pawns. Night elven druids fall into distinct orders, depending on
which wildshape form they prefer: the Druids of the
Claw (bears), Talon (stormcrows), Fang (snakes),
Antler (stags), and the Pack (or Scythe, wolves).
\page
<div class='pageNumber auto'></div>
- High Elf tradition of druids is hidden and often
confused for esoteric arcane techniques. Finding spiritual
connection with their distant night elven brethren after
the high elves’ exile, high elf druids aided in crafting and
raising the Runestones that protected the forests of
Quel’Thalas against the sight of the Burning Legion.
Circles of high elf druidism are most likely faded or dead
following the conquest and razing of Silvermoon by the
Scourge, though should these exceptional elves survive,
their knowledge and touch with nature will surely help
heal the land from the unholy blight the Scourge left.
**Troll**
- Forest Troll and Ice Troll druids are connected with
the Loa in a way different than Witch Doctors or
Shadow Hunters. Whereas the two channel their
semi-divine powers, druids (or shapeshifters) channel
their animal forms.
**Elf**
- Night Elf hunters usually join the ranks of the army,
especially the respected Sentinels as archers or huntresses
(who employ thrown moonglaives (see equipment).
Animal companions of night elves are usually saber cats
(who also double as combat mounts).
**Elves**
- Night Elves have long since shunned arcane magic
for what it has done to the world, and due to it being
the beacon that attracted the attentions of the Burning
Legion. Night Elves who answered the call to master the
arcane arts are known, however, such as Illidan
Stormrage, who walked the page of the mage, then
warlock, then demon hunter. The Highborne, an ancient
faction of Night Elves who refused to abandon the art
after the conclusion of the War of the Ancients were
exiled by the great druid Malfurion Stormrage. These
elves have sailed across the sea to a new land, and named
it Quel’Thalas, slowly changing in appearance to become
High Elves.
**Gnomes** who take the path of the mage adopt high elven
practices in working the arcane, finding themselves well
suited (and possibly even poised to surpass the old
masters). Gnome mages see little conflict in the idea of
mixing magic and engineering, and are often the pioneers
in arcane technologies, such as crafting arcane golems,
magical sensors, and other technologies.
**Orc** and **Troll** mages are very few, as orcs with the
aptitude for spellcasting often lean towards shamanism
(for divine) or warlock (for arcane).
<img
src='https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/6/6f/Elemental_spirits.png'
style='position:absolute; top:px; right:10px; width:px' />
\page
<div class='pageNumber auto'></div>
### MNK: Monks
Monks who take the brewmaster tradition often take
the Brew Mastery feat to augment their versatility.
**Elves** who take the holy vows are only High Elves or
Blood Elves. Although High Elves have membership in
the Silver Hand, having retained their ties with the
Alliance as the priestly brethren despite Quel’Thalas’s
distance, Blood Elves are a weapon of necessity.
Following the re-opening of the Dark Portal, newly
Horde-aligned Quel’Thalas has attacked and defeated a
Draenei garrison, capturing the Naaru M’uru. To feed
their mana addition, the elves began to drain mana from
it, but Magister Astalor Bloodsworn felt this was not
the true potential of their treasure; he drained holy
power from the Naaru, and granted it to blood elf
warriors, turning them into paladins. Lady Liadrin, a
former priestess of the Holy Light found this
development intriguing, and volunteered to be the first
of the Blood Knights. The order became an elite force in
the army of Silvermoon, despite the consternations of the
few remaining faithful and traditional elements of blood
elven society (especially the Farstriders). Employing red
ranseurs (treat as a pike), Blood Knights fight alongside
spellbreakers, farstriders, and magisters to protect
Quel’Thalas, although they believe the Light has
forsaken them.
**Troll**
- Forest Trolls and Ice Trolls , much like the witch
doctors of troll tribes, are comprised of spiritual advisers
and caretakers. With trolls being naturally superstitious
and spiritual, it allows the various troll priests to
manipulate the spiritual energy of the world in order to
either heal or harm their targets. The Loa (semi-divine
animal spirits) have elements of Light and Shadow
within them, leaving the troll priests who draw their
power from them to be of the discipline priesthood.
Tapping into darker voodoo magic, however, reaches
into the Void, treating the priest as of the shadow
priesthood.
**Dwarves**
- Ironforge dwarves who take up the rogue class often
serve as elite scouts or infiltrators, taking the
assassination specialization, or the outlaw if sailors on
airships or one of the Alliance’s naval fleets.
- Wildhammer dwarves who take up the rogue class
often take the outlaw specialization, serving as
ambushers and scouts in the highlands, often taking the
hunter talent favored terrain (hills)
- Dark Iron dwarves who take up the rogue class act
as Ironforge dwarves in this respect, but also lean towards employing poisons and
traps and talents such as
the flash bomber, and hunter’s dread ambusher.
**Elves**
- Night Elves who take the rogue path are either
advanced scouts that serve the Sentinels, or one of the
mysterious Wardens, who hunt and capture enemies of
the Night Elves. Sentinels who do not take the hunter
class take the assassination specialization. Wardens take
up the subtlety specialization, and prepare spells that
would incapacitate and capture their quarries (such as
shadow strike), evade their enemies (blink step), and
talents that would help initiate and escape combat (fan
of knives, hunter’s dread ambusher, and leap).
- High Elves and Blood Elves who take up the rogue
path often take up the subtlety or assassination
specializations, focusing on talents that have an
ambushing or magical theme (hunter’s dread ambusher,
cloak of shadows).
**Troll**
- Forest Trolls and Ice Trolls traditions in the rogue
class are used in parallel with the hunter class—aiding in
infiltration, scouting, poisoning, and intimidation of their
foes.
\page
**Dwarves**
- Wildhammer dwarves who take up the shaman class
are very common, and often invoke not only elemental
power, but also tapping into ancestral magic. Due to
dwarves’ affinity with earth magic (being descendent
from Earthen), the path of the shaman comes easy to
them when conversing with earth spirits, and is similarly
easy to negotiate with air spirits, as Wildhammer
dwarves balance both being Wildhammer and being
dwarf.
**Elves**
- Night Elves who take the shaman path are very
rare, but are not wholly ignored. Often serving as
guardians to crypts and meditators to ancestors, their
presence has become more pronounced following the
Third War, when Night Elves lost their immortality,
and when many of them were slain during the Battle of
Mount Hyjal. Often called night elf witches, these
shamans eschew displays of elemental might, and focus
more on invoking ancestral spirits and communicating
with them.
**Trolls** who take the warlock path are few and far in
between, as those with spellcasting aptitude often take
the path of the priest or witch doctor instead.
**Dwarf**
- Ironforge dwarves who take up the warrior path
often end up taking the mountain king specialization. In
most cases, however, Ironforge dwarves choose talents
that increase their survivability and deal damage in an
area.
- Wildhammer dwarves who take the warrior path
are often known as highlanders, taking the arms
specialization and focusing on talents that increase their
survivability and mobility, often also taking the favored
enemy or favored terrain talents.
- Dark Iron dwarves who take the path of the warrior
are often vanguards of the armies of Blackrock
Mountain, taking the protection specialization and
protecting allies.
**Elves**
- Night Elves who take the warrior path often take
up the bow or greatsword and choose talents that aid
their allies and slow their foes, such as the hamstring
talent and chosen abilities from the hunter talent list.
Night elven warriors often take up the arms
specialization, such as Commander Jerod Shadowsong,
although due to the natural affinities of night elves
towards nature, most take the hunter path instead.
- High Elves and Blood Elves who take the warrior
path often end up as spellbreakers (taking the
specialization of the same name) or blademasters (agile
combatants who take up talents that grant them mobility
and versatility, such as wind walk, weapon mastery,
retaliation, and heroic leap, similar to orcish
blademasters, though traditions are definitely from
different origin).
\page
<div class='pageNumber auto'></div>
# Chapter 4: Equipment
\page
<div class='pageNumber auto'></div>
<br>
## Magic Items
The world of Azeroth has a series of Magic items that arent present in the typical
D&D game. From the Heathstone, to the Flight masters whistle, the following pages
will provide descriptions for these new magic items.
##### Annihilator
*Weapon (battleaxe), rare*
##### Blight
*Weapon (glaive), rare*
##### Brainsplinter
*Weapon (dagger), very rare (requires attunement)*
\page
##### Sageblade
*Weapon (shortsword), rare (requires attunement)*
The staff has 10 Charges. While holding it, you can use
an action to expend 1 or more of its Charges to cast one
of the following Spells from it, using your spell save DC:
Burning Hands (1 charge), Fireball (3 charges), or Wall
of Fire (4 charges).
\page
<div class='pageNumber auto'></div>
This can be created by obtaining the Eye of Sulfuras, a
Sulfuron ingot, and the smithing plans that show the
hammer’s internal construction with the Sulfuron
Hammer, and passing a DC 20 skill check with smith’s
tools.
##### Hearthstone
*Wondrous item, rare*
```
```
### Magic Armor Sets
Armor sets are found as treasure, although they can be crafted. In case of
crafting, the character must be able to craft a full
set.
For example, a druid who wishes to craft the Cenarion Raiment must possess the
materials and ability to craft Very Rare
armor (the rarity of the entire set).
**Very Rare.** If possessing all set pieces, you may cast the
Fade spell at will, or the Invisibility spell three times before the power of the
armor is expended, replenishing
after the next sundown.
<img
src='https://i.imgur.com/KOF3nYu.png'
style='position:absolute; top:550px; right:-40px; width:' />
\page
<div class='pageNumber auto'></div>
##### Cenarion Raiment
*Armor (studded leather), variant (requires attunement),
pieces (Vestments, helm, bracers, belt)*
**Very Rare.** If possessing all set pieces, you may cast the
Arcane Armor spell up to three times before the power
of the armor is expended, replenishing after the next
sundown. The spell is heightened to 6th level and
remains for one hour. You also have the constant
benefits of the Bless and Aid (3rd-level; or +10 to your
maximum hit points) spells active.
```
```
## Skill Products
The products below are created by skill use.
### Jewelcrafting
Artisan tools that focus on jewelcrafting can create gems and crystalline objects
such as soul gems, which are used in
various spells (such as the Capture Essence spell)
A character may use these tools to identify gemlike magical objects, or pass a DC
20 gemcutting check and increase worked
gem value by 20% by cutting it (if raw) or perfecting the cut (if already cut).
### Potions/Alchemy
These items replace the alchemical mixtures in the Player’s Handbook. All potions
(regardless of form) weigh 1 pound
(unless the container is heavier), and can be used by imbibing or pouring on a
creature or object (whichever applies
better). They can be used at touch range (imbibing or pouring), or thrown (range
20/60 feet).
Potion Forms. Some potions take different forms, such as bombs, medicine pills,
lotions, spray bottles, sticks, or amulet-like
icons that crumble to release their essence. In all such circumstances, they act
the same as potions so long as they weigh the
same (1 pound or heavier), can be applied by one way, and used at touch or thrown
range (20/60 feet).
<img
src='https://i.pinimg.com/originals/18/11/82/181182deec6cc3b7a16faa2e7bb5e3e0.png'
style='position:absolute; top:665px; right:400px; width:400px' />
```
```
##### Potions
| Potion Name | Quality| Spell (Level) |
|:----:|:-------------|:---|
|Alarm Stick| Common| Alarm (1st level)|
|Alchemist’s Acid| Common (1/2)| Acid Splash (Cantrip)|
|Alchemist’s Fire| Common (1/2)| Fire Bolt (Cantrip)|
|Alchemist’s Frost| Common (1/2)| Frost Bolt (Cantrip)|
|Antimagic Potion |Rare| Globe of Invulnerability|
|Elemental Armor Icon| Common| Elemental Armor (1st level)|
|False Life Spray | Common| False Life (1st level)|
|Healing Potion| Common| Holy Light (1st level)|
|Healing Potion, Major| Common| Holy Light (2nd level)|
|Healing Potion, Greater| Uncommon |Holy Light (3rd level)|
|Heroism Pill| Common |Heroism (1st level)|
|Life Potion| Uncommon| Revivify (3rd level)|
|Light Stick| Common (1/2)| Light (Cantrip)|
|Mana Potion| Special| Drain Mana (4th level)|
|Mind Scream Spray| Common (1/2)| Vicious Mockery (Cantrip)|
|Mutation Potion| Common| Mutate (one mutation)|
|Poison Spray| Common (1/2) |Poison Spray (Cantrip)|
|Rejuvenation Pill| Common| Rejuvenation (1st level)|
|Skill Lotion |Common |Shift Skill (1st level)|
|Sparing Potion| Common (1/2)| Spare the dying (cantrip)|
|Smoke Bomb| Common |Fog Cloud (1st level)|
#### Descriptions
**Alarm Stick** By using this potion, you become mentally
aware of any creature of a size of Tiny or larger entering
a 20-foot cube. Your awareness reaches up to 1 mile. The
imbiber can designate creatures that do not trigger the
alarm.
\page
<div class='pageNumber auto'></div>
### Disease
##### Crypt Fever (Common, Contact).
Any creature that is
affected by this disease suffers a weakened immune
system, and must succeed on a DC 13 Stamina saving
throw against disease or become poisoned until this
disease is cured.
\page
<div class='pageNumber auto'></div>
The cost of larger objects increases the cost by x2 per size category.
1 Consumables (scrolls, explosives, potions, etc.) cost 1/4th the cost of an item
of their rarity (or one quality grade lower than their current quality).
2 Caster level is equal to the crafting class level (or hit dice, depending on
proficiency's source)
4 Legendary and above items usually also requires a quest to attune it to some
magical source, such as the High Elven Sunwell, the Scourge's Frozen Throne, an
elemental plane's lord, or the Night Elves' World Tree. This is subject to the DM's
discretion. Artifacts also usually require a lengthy quest that might alter the
setting as a whole, and are usually infused by creatures of great power.
```
```
Gathering skills provides crafting points (CP), useable for alchemy (AP),
engineering (EP), Infusion (IP), or other skills. Crafting potions consumes alchemy
points (usually in the form of herbs, creature body parts, etc.), while engineering
consumes minerals, wires, etc.
For example, a 1st level warrior proficient in mining tools, for example, can spend
a day in a minor node (an iron mine), harvesting 20 CP after working. If not rich
enough to qualify as a node, this acts instead as harvesting on the field (such as
scraping poor-quality iron, see below).
For example, a 5th level druid proficient in herbalism tools, for example, can
spend a week on harvesting minerals from assorted herb locations or from small
gardens, gaining 2 CP after working. This allows the druid to make a Common potion
(costs 5 CP) every three weeks, but a material of Rare quality (or appropriate for
the druid’s level) every nearly 4 years (or 1 rare potion every year).
If in an enchanted grove, this acts as a node (see above), and has much better
yield (although field gathering is not restricted).
Most production skills require proficiency in the tools used (such as blacksmith’s
tools), but some are given to or restricted by race or class only (such as
Engineering or Alchemy). Proficiency in a skill infers proficiency with its tools.
\page
<div class='pageNumber auto'></div>
Per stage above highly complex (or Highly Complex II, etc.), the time doubles per
increment (1 month, 2 months, 3 months, etc.), although the DC does not increase.
Crafting takes the specified time, cut down to the nearest ten minutes.
In the above example, the first-level rogue (if proficient with smith’s tools), can
begin to forge a dagger (simple weapon) if she has access to all the tools she
needs (the DM may possibly require a forge to smelt raw iron into ingots). As a
simple complexity item, it would take her one day if she has all the required
materials and succeeds on a DC 10 Crafting check.
Potions are magical items that are created by the Alchemy skill, and they are brews
that contain the power of a spell within them. The alchemist can infuse any spell
they can cast into a potion as a Crafting check if they possess Alchemy. This
requires the ability to cast the spell in question, such as by knowing and
preparing it.
This consumes the mana required as normal. A spell with the ritual tag must be cast
normally to be made into a potion.
If you do not normally have access to magic spells, but have an effective
spellcaster level (or caster level) due to an ability or feat, you may choose which
spell list to access for your alchemical potions. If you have neither (such as by
training to gain proficiency in alchemy supplies), you treat your caster level as
1.
For Example, an Alchemist’s Fire potion contains the Fire Bolt cantrip; it deals
1d10 fire damage to a creature that is splashed with, drinks, or is targeted by
throwing the alchemy vial. If the Alchemist’s Fire potion is instead thrown on an
area where a creature stands (instead of being targeted with an attack roll), it is
entitled an Agility save to half damage.
*Note.* If the spell the potion replicates has a longer casting time than 1 minute,
then it takes time for the mixture to activate equal to half the casting time.
Imbibed potions do not require concentration (even if they originally required it),
but one creature cannot benefit from more than one such demanding potion. In
effect, ingesting a potion is treated as concentrating on it, and if drinking
another potion that demands concentration, the newer one takes precedence and
dispels the effects of the old one that required concentration.
|Infusion| Complexity|
|:----|:----|
|Common | Very Simple|
|Uncommon | Simple|
|Rare | Moderate|
|Very Rare | Complex|
|Legendary and Artifact| Highly Complex|
\page
<div class='pageNumber auto'></div>
When a device first malfunctions, it gains the malfunctioned condition. The item
can still be used again, but its malfunction rate doubles. If a malfunctioned
device malfunctions again, it has a serious drawback (detailed under malfunction
below), either breaking entirely (becoming useless), backfiring, or losing all its
charges.
*For Example:* A tinker shoots with an Uncommon quality rifle (EP 3), dealing 3d8
damage. If his attack roll is between 1 and 3, the device malfunctions, becoming
broken. If the tinker uses the device again (either out of desperation or
confidence of a good roll) and results in a 1-6 on a d20, it either backfires or
jams.
Devices have an effective rarity equal to the number of Engineering Points invested
into them (see the Item Creation Cost table above). Expertise does not increase the
amount of engineering points derived from the skill.
**Malfunctioned Condition.** This condition can be removed with one hour of work or
at the end of a short rest by a character who is familiar with the device’s
operation (such as one who has a schematic or blueprint) or is proficient with
engineering and the weapon.
**Saving Throw.** The saving throw for technological devices (if one is called for)
is equal to 8 + proficiency bonus invested + Intelligence (of user, or +2 if
generic).
**Using Technological Devices.** Devices can be used automatically if one knows how
to use them (point and shoot, press a button, etc.) as a Use Object action unless
the device describes otherwise. All devices also have a have a chance to
malfunction when activating.
Using a bomb or firearm is treated like using weapons of the same type.
### Bombs
The Big One, hand grenades, goblin land mines, siege rockets, siege breaching
charge
Also known as explosives by default, these are light thrown weapons that have a
range of 30/90 ft.
Explosives call for a saving throw at the point of impact, and require a successful
activation check (to check for malfunction). They affect a 10-ft square radius, and
call for an Agility saving throw to halve the damage dealt. A bomb can be heard
clearly up to 100 feet away.
Bombs deal 1d6 concussive damage per proficiency bonus invested to craft (minimum 1
point). Bombs may be thrown indirectly, or placed as a mine, or crafted into a
rocket. A bomb weighs 1 pound per proficiency bonus it was crafted of. A bomb may
be designed to send shrapnel, in which case it deals half slashing damage instead
of half bludgeoning damage. If a bomb explodes near another bomb, they both set
off, and the damage stacks (up to triple damage and range).
- Instantaneous fuse. The grenade explodes at the end of its user’s turn
- Delayed fuse. The grenade explodes after 1d4 rounds, starting at the end of the
user’s turn.
- Long fuse. The grenade explodes after one minute, starting at the end of the
user’s turn.
A character may also make fuses that are predesigned to explode after a specific
number of rounds (determined at the time of crafting). Changing a fuse costs a
bonus action.
Plant Explosives. Explosives can be planted on targets (with Sleight of Hand
opposed to Perception) and activated normally (usually employing fuses to provide
time enough to escape). Saves made against explosives successfully planted on a
creature have disadvantage to the target’s saving throw if they were not seen.
**Malfunction.** On a second malfunction with a bomb or mine (or attack roll with a
rocket), there is a chance for each (roll 1d6).
|Roll| Effect|
|:---------|:---------:|
|1,2 |The explosive does not explode|
|3,4 |Delayed explosion (1d4 rounds)|
|5,6 | Explosive splashes in the wrong direction (see splash below)|
#### Modifications
**Careful Explosion (1 EP).** The explosive’s (any type) damage can be controlled.
It can exclude a number of 5-foot squares equal to 2 + your intelligence modifier,
and can be designated by the user before the damage is rolled.
**Water (1 EP).** The explosive is waterproofed, and does not extinguish in water,
and can be used underwater normally. This is usually joined with the Focused
Explosive modification to retain damage at the expense of range.
**Firework (1 EP).** The explosive (any type) releases a sharp whistle and a
ringing blast. Suffering damage from this explosive and failing the saving throw to
halve damage has a chance to either blind or deafen the targets (50% chance for
both) for 1 minute. A successful saving throw negates the additional effect.
**Sapper (1 EP).** The explosive (any type) deals double damage to structures, but
half to creatures (constructs are creatures for this purpose).
**Special Effect (1 EP).** The explosive (any type) may manifest a 0-level spell
(or half a spell level per engineering point spent). If this is an area of effect,
it takes place in its original spell area or in the area of effect of the bomb
(whichever is shorter). If it is a direct effect, it targets the space the bomb was
tossed only.
**Widened Explosion (1 EP).** The explosive (any type) explosive radius increases
by 10 meters per engineering point spent.
**Focused Explosive (-1 EP).** The explosive (bomb or mine) area of effect is
reduced to a single 5 foot-square.
### Firearms
Heavy and medium rifles, boomstick, siege cannons, and sniper rifles.
These are ranged ammunition weapons with a range of (200/800) if medium or heavy,
and (150/600) if light. They come in light, medium, and heavy varieties. They
require bullets for ammunition, which act as normal ammunition.
A firearm has a capacity of 1 bullet per Proficiency bonus it was crafted with,
before having to be reloaded with the use of one action per bullet. A firearm gives
as much sound as an explosive when it is used.
Firearms deal 1d6 piercing damage per proficiency bonus if medium. If light, they
deal 1d4 piercing damage. If heavy, they deal 1d8 piercing damage.
Firearms require reloading with gunpowder and ammunition (cost of each is detailed
under equipment). A firearm weighs 5 pounds if a light weapon, 10 if medium, and 15
if heavy.
**Touch-Blast Strike.** When making a melee attack with a firearm ready (such as
fighting with a saber and then shooting, or stabbing with a bayonet and then
firing), you may declare a touch-blast strike. In this case, you may use a bonus
action to shoot the firearm, and you do not take disadvantage from shooting in
melee. If the melee attack successfully hit the target, the firearm attack is made
with advantage.
|Roll | Effect|
|:----|:---:|
|1-3 | The firearm jams, requiring a minute to clean it out.|
|4-6 | The gunpowder inside explodes, dealing the firearm’s normal damage in a
10-foot-sphere, centered on the firearm itself. The user and any affected creature
may perform an Agility check against the device DC for half damage. The damage
dealt is half fire, half bludgeoning, and the firearm takes the same damage (and
does not apply resistance of any type).|
\page
<div class='pageNumber auto'></div>
#### Modifications
Scattershot (1 EP). The firearm deals damage in a cone instead of a direct attack
(and therefore does not suffer from disadvantage when used while in melee, and does
not require proficiency). The damage is in a 15’ Cone per Proficiency bonus spent
on this ability. This uses two bullets or pellets per shot. A shot calls for an
Agility saving throw (DC 8 + Proficiency + Intelligence) for half damage. The user
may spend another proficiency bonus to double the cone’s range instead of
increasing damage.
**Automatic Fire (1 EP).** The firearm deals damage in a line instead of a direct
attack (and therefore does not suffer from disadvantage when used in melee, and
does not require proficiency). The damage is in a 5-foot wide line with length
equal to the firearm’s initial range. This uses three bullets or pellets. A shot
calls for an Agility saving throw (DC 8 + Proficiency + Intelligence) for half
damage. After dealing damage to a maximum of six targets (or two per bullet spent),
the rest suffer no additional damage.
**Silent (1 EP).** The firearm’s sound is muffled, and imposes no penalty to the
user’s Stealth check when used.
**Water (1 EP).** The firearm is waterproofed, and does not extinguish in water,
and can be used underwater normally. This reduces the firearm’s range by half,
however.
### Gadgets
Gnomish mind-control helmet, goblin rocket boots, grappling hook shooter, and
rocket launchers.
These technological devices act like items that replicate spells. Gadgets have
(upon creation) eight charges of said spell that can be discharged by the same
action it takes to discharge the spell. Each discharge consumes one charge.
Casting a spell through a gadget is not counted as a real spell, and thus is not
subject to effects dependent on magic type, schools, and can be used against
creatures immune to magic.
A gadget may store one spell level every two Engineering Points invested (maximum
3rd level spells), and requires one minute of cool down between uses.
A gadget’s properties and charges depend on its energy source, which must be chosen
during creation (such as electricity, gas/oil, mechanic, etc.
**Special:** If the spell replicated by the gadget has a range or target of self or
personal, or grants or affects movement speed (such as fly or feather fall), the
gadget must also be worn as a harness, which is treated as leather armor. One
cannot wear both a harness and armor heavier than light, but can wear multiple
gadgets on one harness.
If a spell is a touch spell that may also target other creatures, creating it as a
harness increases the spell’s duration by 25%.
|Roll | Effect|
|:----|:----|
|1-2| The device loses 1d4 charges. If this reduction takes it to -1 charge,
the gadget cannot be used until it regains full charges.|
|3-4 | The device’s cool down is one hour (or short rest).|
#### Modifications
**Quick Use (1 EP).** The gadget may be used again within 1d4 rounds instead of an
entire minute.
**Long Cooldown (-1 EP).** The gadget requires a day to cool down. This cannot be
used with quick use.
**Low Charge (-1 EP).** The gadget can contain only one charge.
### Constructs
Examples. Golems, Robots, Mecha and Vehicles
Constructs activate for one hour per charge. Constructs require an action to
activate (and 1 minute of the construct warming up), or be programmed to begin
activation with a contingency (such as when an enemy enters a laboratory, if a
remote control button is clicked, etc.)
These act like creatures of the construct type. They obey those who hold control
over them (or who drive them for mecha and vehicles). Constructs have eight
charges, each used for one hour. The construct may have one CR per Engineering
Point spent, and may be custom-built from any construct in the monster manual.
Constructs take orders when the user communicates it to them via touching and/or
manipulating knobs/controls on them, or otherwise issuing a spoken command when
adjacent to them.
Vehicles and Mecha can deal melee damage (slam or ram) equal to 1d8 per Proficiency
of creation (plus its Strength as normal). This is treated as a longsword of the
same size (1d6 for small, 2d6 for large, etc.).
For example, a Dwarven siege engine driver can use his bonus action to use the
engine’s ability to shoot anti-air rockets, or use his own action to either shoot
the siege engine’s cannons or peer out of the siege engine and shoot their personal
rifle.
**Special. **Constructs have their own air supply if designed for air or underwater
(or if specified so). This increases the cost of construction by 25%, but allows
enough air for four hours if at full capacity.
\page
<div class='pageNumber auto'></div>
For example, a large submarine can hold enough air for four hours to two medium
creatures or one large creature (which treats it as a suit). If only one medium
creature drives the submarine (or two small creatures), the air supply is double as
long, and remains for eight hours. If one small creature, they exhaust the air
supply in sixteen hours.
**Malfunction.** On a second malfunction with an activation roll with a construct
(regardless of type), it either shuts down, is haywire, burns fuel, or runs slowly
(roll a d4).
|Roll| Effect|
|:----|:----|
|1| Construct remains inactive, and locks down until one hour passes.|
|2 | Construct activates normally, but is hostile to anything in sight
(until restarted), or cannot target any creature (if a mecha).|
|3 | The construct is active, but burns fuel at double normal rate (until
restarted).|
|4 | The construct is active, but be slowed (as the spell) (until
restarted).
Constructs consume one charge per hour of activation. Constructs may behave
independently, or when controlled by the user (in the latter case, it is treated as
a mount).|
#### Modifications
Quick Startup (1 EP). The construct takes one round to activate.
Special Movement (1 EP). The construct can swim, climb, or fly (minimum Proficiency
+4). See below the speeds granted.
|Proficiency| Speed|
|:----|:----|
|+2 | -|
|+3 | 15 |
|+4 | 30|
|+5 | 60|
|+6 | 90|
**Special.** The engineer may reduce the existing land speed by 5 feet to add it to
special movement, up to a minimum land speed of 0 feet.
The mecha cannot be smaller than its user. A mecha’s properties and charges depend
on its energy source. The user does not benefit from any damage or condition
resistances or immunities the mecha has, and may be targeted (though the user still
benefits from 1/4 damage shield).
```
```
\page
<div class='pageNumber auto'></div>
# Chapter 5: Combat
- Strikes and Shots. These are abilities or spells that consume a bonus action to
execute and grant an additional effect
on the first successful attack (or a number of successful attacks, depending on the
description). When using a strike effect,
the use of a bonus action prevents using two-weapon fighting and use of off-hand
natural attacks. Any character using a
strike or shot effect can declare whether or not to use them for each attack
action, or to withhold the effect until before
the end of the duration. Shot spells are strike spells, but are restricted to
ranged weapons.
- Stances. These are abilities or spells that restrict the character’s movement,
but grant the bonus so long as they are
conscious and acting. They usually require an action or a bonus action to enter
(depending on the description). Some
stances require moving less than half a character’s maximum speed, while others
require constant movement.
- Auras. These are abilities or spells that emit an aura centered on the character,
reaching 15 feet away, and typically
remain for a few minutes. Auras require concentration to maintain, and are
therefore subject to distraction, but they do
not prevent the character from concentrating on another effect at the same time.
A character can only benefit from aura at any given time (their choice), and auras
can usually counter other ones.
For example, the Holy Light spell is a [healing] spell that can deal holy damage.
If targeting a living being, the caster can
choose to make it heal them instead. Death Coil is also a [healing], though it can
only heal the undead and demons, while
dealing shadow damage at the will of the caster to other creatures.
**Arcane.** Arcane is pure magical energy focused into a damaging form. Most
effects that deal arcane damage are spells,
including magic missile and spiritual weapon. Effects that used to deal force
damage deal arcane damage instead.
Concussive. Concussive damage is half bludgeoning, half thunder. Most effects that
deal concussive damage as fueled by
explosives.
**Holy.** Holy is a form of divine power focused to harm or heal (if it also has
the healing descriptor), such as a paladin’s
smite or a holy light spell. Most effects that deal holy damage are fueled by
divine beings. Effects that used to deal radiant
damage deal holy damage instead.
**Shadow.** Shadow is the polar opposite of the holy light, and can also be used to
harm or heal different creature types, such
as a death knight’s runic strike or death coil. Most effects that deal shadow
damage are fueled by dark beings such as void
lords. Effects that used to deal necrotic damage deal shadow damage instead.
**Fel.** Fel damage is a semi-sentient form of magic that suffuses and corrupts
living beings, and are usually spells, such as a
warlock’s orb of annihilation or a fiend’s explosive death. Most effects that deal
fel damage are fueled by fiends or the lords
of the Burning Legion. Effects that used to deal necrotic damage and were of a
demonic source deal fel damage instead.
\page
The path of the arcane magic user is dark and questionable. Arcane power is
undeniably the strongest magic branch;
arcanists can command elements, monsters and even undead with their power. It was
the use of these powers, however,
that attracted the most destructive forces to Azeroth — not once, but many times in
the past ten thousand years. Even
with history proving time and again that arcane use leads to damnation, there is no
lack of arrogant new arcanists on
Azeroth who believe that they can control the forces at work. Arcane magic users
are usually high elves and humans.
Demons are the masters of the arcane, and the Lich King and his Scourge
spellcasters are also talented.
The path of the divine is less fraught with paradox and doom. Arcane casters call
it the weaker path, while divine casters
calmly state that it is the subtler of the two. Focused on support magic and
healing, adherents of the divine can also call
down the destructive forces of nature. Divine practitioners are usually orcs,
tauren or night elves. Ironforge dwarves and
humans also have their divine magic users.
This chapter introduces the mana system, and the mechanics that facilitate its
function.
The character’s caster level is separate from their character level or hit dice,
and determines access to new spell levels
(representing mastery of magic), while the spellcaster’s proficiency bonus
determines the cost of magic spells and mana pool
size (which represents their practical training).
```
```
For example, the Paladin’s spellcasting is at 0.5 a caster level per level in
Paladin, but gain the Spellcasting feature at level 2
(preventing spellcasting to be done at level 1).
For example, a level 10 mage and a paladin of the same level have caster levels of
10 and 5, respectively. The mage can
prepare 5th level spells, and the paladin can prepare 3rd level spells.
Merely having a high enough caster level is not enough to begin casting, however; a
character must also prepare and access
the relevant spell.
- 1st level: The first level of any spellcasting class instantaneously grants a
number of readied spells, such as by
gaining a grimoire, spellbook, libram (holy spellbook) etc.
- Higher levels: When leveling up, the spellcaster gains 2 spells of any spell
level they can cast. They are treated
as if they have spent their pastime performing research (see below or Discovery on
chapter 4).
\page
- Research: A character can research and create their own spell (effectively
preparing a spell in their spell lists
they could not find yet) by spending two weeks in research and the cost of scribing
the spell. This works exactly as the
skill discovery ability (see chapter 4).
Druids, shamans, and warlocks usually resort to being tutored by powerful beings
(such as Cenarius taught Malfurion
Stormrage, the elementals taught Thrall, and demonic cults teach warlocks) in
exchange for services (usually related to
defeating their enemies or reducing their influence.
A conjured creature cannot tutor their conjurer, but a bound creature can.
Spells of special power (such as all conjure spells), and iconic class spells (Holy
Light, Divine Shield, and Revivify for
Paladins; Conjure Food and Water and Teleport for Mages; Elemental Shock, Conjure
Elemental, Spirit Animal
(Polymorph), and Astral Recall (Teleportation Circle) for Shamans, etc.) might also
be granted for free after a side quest
(as determined by the DM).
For example, a 10th level paladin with 16 (+3) Spirit can prepare 8 base spells (2
+ 3 x 2), and can access up to 3rd level
spells. He may only prepare 4 3rd-level spells (since 3rd level is his highest
spell level), and 6 2nd level, and he may prepare
8 1st level spells normally.
### Mana
When gaining spellcasting ability, the character also gains a pool of mana points
equal to their spellcasting ability score
(Intelligence for mages, charisma for paladins, etc.) plus their proficiency bonus.
Mana is spent on casting spells, and spells
fail when the mana pool doesn’t have enough mana for the spell (unless the spell
itself costs 0 mana).
```
```
For example, a 5th level spellcaster (proficiency +3) treats cantrips as if they
cost no mana, and treats cantrips as if they
cost 1 mana at levels 1 to 4. At 7th level, upon accessing 4th level spells, 1st
level spells are counted as minor spells,
reducing the cost to 0 as well (6 + 1 divided by 2 is 3, minus 3 from proficiency
reduces it to 0).
The below chart details spell costs for each caster level (along with spell levels
accessed). This does not include reductions
to strike (and shot), stance, and sigil spells, or for repeat-casting.
<img
src='https://magicaldandruff.files.wordpress.com/2015/04/frost-mage-crest.png'
style='position:absolute; top:; right:-40px; width:500px' />
\page
<div class='pageNumber auto'></div>
<div class='Table wide'>
#### Mana Cost Table (Caster Level (Proficiency) / Spell Level)
<br>
|Caster Level Proficiency | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
|
|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:
|:---:|
|1 (+2)| 1| 4|||||||||
|2 (+2)| 1| 4|||||||||
|3 (+2)| 1| 4| 5||||||||
|4 (+2)| 1| 4| 5||||||||
|5 (+3)| 0| 3| 4| 6|||||||
|6 (+3)| 0| 3| 4| 6|||||||
|7 (+3)| 0| 1| 4| 6| 7||||||
|8 (+3)| 0| 1| 4| 6| 7||||||
|9 (+4)| 0| 0| 1 |5| 6| 7|||||
|10 (+4)| 0| 0| 1| 5| 6| 7||||
|11 (+4)| 0| 0| 1| 2| 6| 7| 8||||
|12 (+4)| 0| 0| 1| 2| 6| 7| 8||||
|13 (+5) |0 |0 |0 |1 |2 |6 |7 |9|||
|14 (+5)| 0| 0| 0| 1| 2| 6| 7| 9|||
|15 (+5) |0 |0 |0 |1 |2 |3 |7 |9 |9||
|16 (+5)| 0| 0| 0| 1| 2| 3| 7| 9| 9||
|17 (+6) |0 |0 |0 |0 |1 |2 |3 |4 |8 |9|
|18 (+6)| 0| 0| 0| 0| 1| 2| 3| 4| 8| 9|
|19 (+6)| 0| 0| 0 |0| 1| 2 |3| 4| 8| 9|
|20 (+6) |0 |0 |0 |0 |1 |2 |3 |4 |8 |9|
</div>
- **Rest.**
A character regains a number of mana points equal to their proficiency bonus per
hour of not casting spells or per short rest, and regains all mana
points after a full night’s rest.
- **Mana Vampirism.**
An obscure and often frowned-upon practice, a character may regain mana by
feeding on another who has mana remaining as an action
by touching them and draining out their mana. This drains mana points from a
helpless, willing, or dead creature (up to one-half the target’s remaining mana
pool). If the creature is helpless and not dead or willing,
it is entitled a Stamina saving throw (opposed to the
drinker’s Stamina) to resist. <br><Br>When drained once, a
creature cannot be drained again for 24 hours. If done to
an unwilling or dead target, this is usually seen as an evil
act, which could have corruptive influences on the
feeder.
\page
<div class='pageNumber auto'></div>
### Spellcasting and Distraction
Spellcasting may be interrupted if the spellcaster is
harmed while casting or channeling the spell (such as
channeling or stance spells, or when struck with a held
action). This is called a distraction.
##### Multiclassing.
Multiclassing in the World of Warcraft 5e
RPG is similar to its state in 5e; you add your levels in
spellcasting together to determine your total caster level
(0.5 for each level in Paladin, 1 for each level in Priest,
etc.) to learn your maximum spell level. You may also
make use of both spell lists, but only to the spell level
you can access in either lists (a level 1 Mage and level 10
Paladin cannot cast 3rd level mage spells). The mana is
drawn from a single pool.
#### Spellbooks
Spellbooks contain spells and casting formulae, and are
required for a caster to have and prepare their spells in.
After preparing a spell, referring to a spellbook is not
required except to change the spell.
##### Tattoos
A character may tattoo spells onto their skins, scales, or
clothes to hold their spells besides normal spellbooks.
This costs the same as normal scribed spells, and the
creature's body is treated to be the spellbook. If killed or
reduced to 0 hit points, one tattooed spell may be too
harmed and rendered unintelligible, and is lost. This can
be done if the damage dealt was acid or fire. This can be
fixed by paying half the cost to scribe it. A medium
character can scribe up to 50 pages worth onto their skin
(such as chest, arms, legs, etc.). For smaller creatures, the
pages are halved, and for larger creatures, the pages are
doubled.
\page
<div class='pageNumber auto'></div>
# Chapter 7: Spells
This chapter describes the most common spells in the worlds Warcraft. The chapter
begins with the spell lists of the
spellcasting classes. The remainder contains spell descriptions, presented in
alphabetical order by the name of the spell.
Some classes have specific names for a spell. These names are italicized next to
the normal spell name.
Spells can be cast by any character who has access to mana and a spell list.
Whenever a class references being able to cast
spells from a specific spell list, refer to the below list under the appropriate
name.
## Spell Lists
<div class='spellList'>
<img
src='https://i.redd.it/d3x1tagxlvd11.png'
style='position:absolute; top:580px; right:-500px; width:' />
</div>
\page
<div class='pageNumber auto'></div>
<div class='spellList'>
</div>
<img
src='https://img00.deviantart.net/e0cd/i/2018/011/0/a/feral_druid_challenge_by_thes
hadowstone-dbskfum.png'
style='position:absolute; top:790px; right:100px; width:500px' />
\page
- Mage Armor
- Mana Shield
- Protection from
- Evil and Good
- Ray of Sickness
- Shield
- Silent Image
- Sleep
- Hideous Laughter
- Floating Disk
- Thunderstorm
- Unseen Servant
- Witch Bolt
</div>
\page
<div class='pageNumber auto'></div>
<div class='spellList'>
</div>
\page
<div class='pageNumber auto'></div>
<div class='spellList'>
</div>
<br><br><br>
## Spell Descriptions
##### Array.
Spells with the array tag have several sub-spells.
When preparing a spell with the array tag, you must
choose to prepare one spell of the array (each of which
may have their own spell levels and different effects).
##### Blessings.
This array includes beneficial spells that are
activated by consuming half your movement, and may
target yourself or an ally. A creature can have only one
blessing active on them at any given time, with most
blessings active on a duration of five minutes (and are
thus mostly useful for one encounter). These are
considered beneficial spells.
##### Channel.
These spells are most demanding concentration
spells, and require the investment of one action every
round to maintain the spell. If the caster cannot invest
the required actions, the spell ends. Above the required
action, the spellcaster cannot move faster than half their
speed. As for all concentration spells, this spell is broken
if concentration is lost.
##### Sigil.
These are spells that have an initial direct effect
(and a diminished effect on a miss). After the initial
effect, the sigil ‘pulses’ every round afterwards, repeating
the initial effect every round. A successful saving throw
negates the pulses and the extra effects (if the sigil
harms), or sustains the pulses and extra effects (if the
sigil aids). Sigils usually remain for one minute before
dissipating naturally unless a saving throw roll ends it
prematurely. A critical hit on a sigil effect does not
confer the extra damage to subsequent pulses.
```
```
<br><br><Br>
##### Seals.
These are personal spells (with a target of ‘you’)
that are also cast as part of your movement (consumes
base half movement, cannot be used if already spent). A
creature may be under the effects of one seal at any given
time, and most seals have a duration of one minute. Seals
may be released (termed judgment or release), and
impose the additional effect specified under the spell.
These are considered beneficial spells. Only paladins may
cast seals. Death Knights may cast seals, but only those
marked as runic spells.
##### Shield.
These spells benefit from several priestly abilities.
##### Totems.
These relics cast specific spells they are imbued
with as a reaction from the caster. Totems usually
remain for one minute, and require a reaction to activate
each round. They can be moved with a bonus action
(maximum speed is equal to the caster’s speed).
\page
<div class='pageNumber auto'></div>
# New Spells
<Br>
##### Amplify Magic [level 5]
**Abjuration**
**Components** V, S
**Components** V, S
**Abjuration**
**Duration** 1 hour
**Components** V, S
**Duration** Instantaneous
**Range** Self
**Components** V
**Duration** Instantaneous
**Range** 30 feet
**Components** V, S
**Duration** 1 minute
**Components** V, S
**Range** 60 feet
**Components** V, S
If the ranged spell attack misses, the spell deals half the
initial damage and has no other effect.
**Abjuration**
**Range:** 60 feet
**Duration:** Special
\page
<div class='pageNumber auto'></div>
- 1 day = 10% binding cost
- 1 week = 50% binding cost
- 1 month = 100% binding cost
- 1 year = 200% binding cost per year
**Range** Touch
**Component**s V, S
**Duration** 5 minutes
**Heightened.**
- Blessing of Might. For each level above
2nd, you add +1 to the damage roll increase, to a
maximum of +5.
**Conjuration**
**Range** Personal
**Components** V
**Duration** Instantaneous
**Evocation [Channel]**
**Transmutation [Aura]**
**Components** V, S
**Duratio**n 1 minute
**Abjuration [Ritual]**
**Range** Touch
**Evocation [Sigil]**
**Duration** Up to 1 minute
**Evocation**
**Range** 60 feet
**Components** V, S
**Range** 60 feet
**Components** V, S
**Duration** 1 hour
**Range** 60 feet
**Components** V, S
**Duration** Instantaneous
If the ranged spell attack misses, the spell deals half the
initial damage and has no other effect.
**Evocation**
**Range** 30 feet
**Components** V, S
**Range** 60 feet
**Necromancy**
**Range** 30 feet
**Components** S
**Duration** Instantaneous
**Necromancy**
**Range** 60 feet.
**Components** V, S
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
**Necromancy [Curse]**
**Range** 60 feet
**Components** V, S
**Necromancy [Curse]**
**Range** 60 feet
**Components** V, S
**Necromancy [Curse]**
**Range** 60 feet
**Components** V, S
**Duration** 1 hour
\page
**Necromancy [Curse]**
**Range** 60 feet
**Components** V, S
**Evocation**
**Components** V, S
**Necromancy [Channel]**
**Casting Time** 1 action
**Range** 60 feet
**Necromancy [Healing]**
**Range** 30 feet
**Components** V, S
**Duration** Instantaneous
**Necromancy**
**Range** 30 feet
**Components** V, S
**Duration** Instantaneous
**Conjuration**
**Duration** 1 hour
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
If the ranged spell attack misses, the spell deals half the
initial damage and has no other effect.
**Abjuration**
**Range** 60 feet
**Components** V, S
**Duration** Instantaneous
**Evocation**
**Range** 30 feet
**Components** V, S
**Duration** Instantaneous
**Abjuration**
**Components** V, S
**Enchantment**
**Range** 60 feet
**Components** V, S
You can use your action to take total and precise control
of the target. Until the end of your next turn, the
creature takes only the actions you choose, and doesn't
do anything that you don't allow it to do. During this
time you can also cause the creature to use a reaction,
but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Spirit
saving throw against the spell. If the saving throw
succeeds, the spell ends.
**Range** 60 feet
**Components** V, S
You shoot your hand forward, and drain the life from a
living creature within range, drawing it out from their
eyes, nose, and mouth in green rope-like streams.
**Necromancy [Channel]**
**Range** 60 feet
**Component** V, S
**Evocation**
**Range** 90 feet
**Components** V, S
**Evocation [Totem]**
**Range** 30 feet
**Components** V, S
**Duration** 1 minute
**Transmutation [Sigil]**
**Casting Time** 1 action
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
**Abjuration**
**Range** Self
**Duration** 1 hour
**Evocation**
**Range** 60 feet
**Components** V, S
**Abjuration [Totem]**
**Range** 30 feet
**Components** V, S
**Duration** 1 minute
**Components** V, S
**Conjuration**
**Range** 60 feet
**Components** V, S
**Evocation**
**Range** 30 feet
**Components** V, S
**Duration** Instantaneous
You call upon the Holy Light (or forcefully expel fel or
shadow magic from the target) to harm fiends or undead.
Make a ranged spell attack. If the target is a fiend or
undead, they take 4d10 holy damage. If the target is a
creature under a possession or magic jar spell by an
undead or fiend, only the possessing creature takes the
damage, and the victim may re-roll against the possession
effect with advantage.
**Evocation**
**Range** 30 feet
**Illusion**
**Range** Touch
**Components** S
**Abjuration [Totem]**
**Range** 15 feet
**Components** V, S
**Duration** 1 minute
**Evocation**
**Components** V, S
**Duration** Instantaneous
**Evocation [Totem]**
**Range** 30 feet
**Components** V, S
**Duration** 1 minute
**Evocation**
**Duration** 1 minute
**Evocation [Healing]**
**Range** 60 feet
**Components** V, S
**Duration** Instantaneous
A creature of your choice that you can see is healed 1d4 + your spellcasting
modifier. If the target is an undead or
fiendish creature, the target takes the damage specified as
Holy damage. This has no effect on constructs.
**Evocation**
You can throw the sphere further than the spell's normal
range by retaining it and releasing it via a sling with an
attack action (up to the sling's normal range). After 1
minute of being conjured, the sphere shatters.
**Evocation**
**Duration** Instantaneous
**Evocation**
**Range** 60 feet
Components V, S
You shoot a bolt of blue fire and red ice at a single enemy
within range. Make a ranged spell attack, and on a
success, the target takes 2d6 damage. The damage is half
fire, and half cold. The target is also chilled for three
rounds.
**Abjuration**
**Range** Self
**Range** melee
**Components** V
**Evocation [Strike]**
**Range** 60 feet
**Components** V
**Duration** Instantaneous
**Evocation**
**Range** Touch
**Evocation [Healing]**
**Range**60 feet
**Components** V, S
**Duration** Instantaneous
**Range** 30 feet
**Components** V, S
Once you place this totem, you may use your reaction
every round to cause it to emit healing energies as the
spell Healing Stream, restoring 8d6 hit point per round
to all creatures within 30 feet. This healing acts exactly
as normal healing from the Healing Stream spell.
Heightened. The Healing Stream spell is heightened
accordingly.
\page
<div class='pageNumber auto'></div>
**Range** 30 feet
**Components** V, S
**Duration** 1 minute
Once you place this totem, you may use your reaction
every round to cause it to emit healing energies, restoring
1 hit point per round to all creatures within 30 feet. This
healing acts exactly as normal healing from the Holy
Light spell.
**Transmutation [Array]**
**Range** 60 feet
**Components** V, S
**Duration** Instantaneous
Heightened.
**Enchantment**
**Range** 60 feet
**Evocation [Sigil]**
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
**Evocation [Healing]**
**Range** 30 feet
**Components** V, S
**Duration** Instantaneous
With the grace of the Holy Light, you bring life to the
living, and harm to the unsanctified. The creature you
target regains a number of hit points equal to 1d8 + your
spellcasting ability modifier. If you target an undead or a
fiend with this ability, they take Holy damage equal to
the hit points they would normally gain. If you target an
unwilling creature, you require a ranged spell attack.
Constructs gain no benefit from this spell.
**Evocation**
**Components** V, S
**Duration** Instantaneous
**Evocation [Healing]**
**Range** 30 feet
**Components** V, S
**Duration** Instantaneous
**Evocation**
**Components** V, S
**Duration** Instantaneous
**Abjuration**
**Components** V, S
**Evocation**
**Range** Touch
**Components** V, S
**Duration** Instantaneous
**vocation [Aura]**
**Components** V, S
You may also use a bonus action on your turn to add half
your total fire damage to any of your attacks. The latter
effect is a strike effect.
**Evocation** [Sigil]
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
**Evocation [Sigil]**
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
**Transmutation**
**Range** 30 feet
**Components** V, S
**Evocation**
**Range** 30 feet
**Components** V, S
**Duration** Instantaneous
**Evocation [Sigil]**
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
**Duration** Instantaneous
**Evocation**
**Duration** Instantaneous
**Evocation**
**Casting Time** 1 action
**Range** 30 feet
**Evocation**
**Components** V, S
**Duration** Instantaneous
**Range** 30 feet
**Components** V, S
**Duration** 5 minutes
You call down a well of light for ten minutes that lands
on the five-foot square specified. Whenever a creature
touches the lightwell, you may use your reaction to heal
them 1d8 + spellcasting modifier in hit points. This is
treated as a Holy Light spell (level 1). A single creature
cannot benefit from the lightwell more than three times
before they require a rest.
**Evocation [Sigil]**
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
**Necromancy [Curse]**
**Range** Touch
**Components** V, S
**Evocation**
**Range** 30 feet
**Components** V, S
**Duration** Instantaneous
**Abjuration**
**Casting Time** 1 action
**Duration** 1 hour
**Transmutation [Totem]**
**Range** 30 feet
**Components** V, S
**Duration** 1 minute
**Transmutation**
**Range** 30 feet
**Necromancy**
**Range** 30 feet
**Duration** Instantaneous
**Evocation [Sigil]**
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
**Evocation [Sigil]**
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
**Abjuration**
**Range** 60 feet
**Components** S
**Divination**
**Range** 60 feet
**Components** V, S
**Duration** Concentration, up to 1 minute
\page
**Transmutation**
**Range** Touch
**Components** V, S
**Evocation [Sigil]**
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
**Transmutation [Array]**
**Range** Touch
**Duration** 10 minutes
**Illusion**
**Range** 60 feet
**Components** V, S
**Evocation**
**Range** 50 feet
**Components** V, S
**Duration** Instantaneous
**Conjuration [Sigil]**
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
If the ranged spell attack misses, the spell deals half the
initial damage and has no other effect.
**Abjuration**
**Range** 30 feet
**Components** V, S
**Transmutation**
**Range** 60 feet
The target assumes the hit points of its new form. When
it reverts to its normal form, the creature returns to the
percentage of hit points its old form ended with (for
example, ending the spell at ½ hit points would leave the
target with half their normal hit points). If the spell
ended from the target’s hit points being reduced to 0 or
below, the target reverts back with 1 hit point.
**Evocation [Healing]**
**Range** 60 feet
**Components** V, S
**Duration** Instantaneous
Choose up to 6 creatures within 30 feet of a point you
can choose within range. Each creature regains 3d8 +
your spellcasting modifier hit points. This has no effect
on undead and constructs.
**Illusion**
**Components** V, S
**Evocation [Channel]**
**Components** V, S
**Evocation [Channel]**
**Necromancy**
**Range** touch
**Duration** Instantaneous
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
**Range** 30 feet
**Components** V, S
**Duration** Up to 1 minute
**Evocation [Totem]**
**Range** 30 feet
**Components** V, S
**Duration** 1 minute
Once you place this totem, you may use a reaction target
any creature within 30 feet and grant them resistance to
one elemental type in response to an attack (choose
between acid, fire, cold, lightning, and thunder).
**Transmutation [Stance]**
**Components** S
**Necromancy**
This acts as the Raise Dead spell, but you can raise a
dead creature that has been dead for no more than 100
years, that didn't die of old age, and that isn't Undead.
The character returns to life with all its hit points.
Unlike Raise Dead, this spell restores any missing body
parts, including ones that are required for survival
(heart, head).
**Necromancy**
**Range** Touch
**Components** V, S, M (diamonds or alchemical reagents
worth 300 gp, which the spell consumes)
**Duration** Instantaneous
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
**Components** V
You gain one rune of the below array. If any spell of this
array is used, you may release the rune, granting you the
benefit of a runic strike as if you sacrificed mana for a
spell of the rune you chose
Release.
**Transmutation [Seal]**
**Components** V, S
**Duration** 1 minute
You gain one seal of the below array. If any spell of this
array is used, you may release the seal, granting you the
benefit of a crusader strike as if you sacrificed mana for a
spell of the seal you chose
Heightened.
· Seal of Light. The value of healing
increases by 2 per level above 2nd. Upon releasing the
seal, you regain an additional 1d8 hit points per level as
well.
· Seal of Righteousness. The target instantly
suffers extra 1d8 Holy damage, atop the normal damage
they take.
**Necromancy**
**Range** 60 feet
**Evocation**
**Range** 60 feet
**Components** V, S
**Duration** Instantaneous
**Evocation** [Sigil]
**Components** V, S, M (knife)
**Range** 60 feet
**Duration** Up to 1 minute
**Transmutation**
**Range** Touch
**Components** V, S
**Evocation**
**Range** 60 feet
**Components** V, S
**Duration** Instantaneous
**Evocation**
**Range** 1 mile
**Components** V, S
**Duration** Instantaneous
You point to the open sky, and bring your finger down
in the span of 3 rounds, tracing a bright shooting star of
pure energy to fall from the heavens. Choose one point
you can see within range from the start of casting to the
end (which must be the same point during casting). Each
creature in a 10-foot radius sphere at the point of impact
must make an Agility saving throw as a shooting star
blazes down to smash into the area. A creature or object
struck by the star takes 3d6 concussive damage and 2d6
arcane damage when failing their saving throw (or half
that on a successful saving throw). The area struck has
debris of the shooting star (which is difficult terrain and
is made of no special material). The debris sheds arcane
light in a 10-foot radius for 1 hour before cooling down.
**Transmutation [Shot]**
**Components** V
● Speed is halved.
**Enchantment**
**Range** Touch
**Components** V, S
**Duration** Instantaneous
While resting this way, the sleeper does not age, and all
poisons, curses, and diseases are suspended (they
continue acting once you awaken).
```
```
**Necromancy**
**Components** V, S
**Duration** 1 hour
**Conjuration [Ritual]**
**Components** V, S
**Duration** 1 hour
**Enchantment**
**Range** 60 feet
**Components** V, S
**Abjuration**
**Range** 30 feet
**Components** V, S
Special. You can only prepare this spell if you also have a
Dispel Magic spell prepared two levels lower than the
Spell Steal.
**Transmutation**
**Components** V, S
**Abjuration**
**Range** 30 feet
**Components** V, S
**Conjuration [Totem]**
**Range** 30 feet
**Components** V, S
**Evocation [Strike]**
**Components** V, S
**Conjuration**
**Evocation [Channel]**
**Components** V, S
**Conjuration [Totem]**
**Range** 30 feet
**Components** V, S
**Duration** 10 minutes
**Necromancy**
**Range** 60 feet
**Components** V, S
**Evocation**
**Range** Self
**Components** V, S, M (a lens)
**Evocation [Sigil]**
**Evocation [Strike]**
**Components** V, S
**Transmutation**
**Range** 30 feet
**Components** V, S
**Transmutation [Strike]**
**Components** V, S
**Evocation**
**Duration** Instantaneous
You may recall any and all of your totems within 60 feet.
You regain mana equal to 1 per totem recalled.
**Evocation [Channel]**
**Casting Time** 1 action
**necromancy**
**Range** 30 feet
**Components** V, S
**Transmutation [Aura]**
**Components** V, S
**Duration** 1 minute
You surround yourself with a pulsing aura of crimson
energy. This aura grants a ghoulish hunger to all friendly
creatures around you and empowers them to invigorate
themselves on the blood of the enemy.
The benefits of this spell may be used once per round per
every creature.
**Evocation**
**Range** 60 feet
**Components** S
**Duration** Instantaneous
**Evocation [Strike]**
**Components** V, S
**Evocation [Totem]**
**Components** V, S
**Range** 30 feet
**Duration** 1 minute
**Evocation**
**Range** 60 feet
**Components** V, S
**Duration** Instantaneous
\page
<div class='pageNumber auto'></div>
# Chapter 8: The World of Azeroth
In the world of Warcraft universe, the most common planet and setting that is
talked about is that of Azeroth. This world has been the main stage for almost all
of the World of Warcraft history.
This chapter will cover the setting information on the world of Azeroth, Covering
the history, the cultures and the main locations of the world.
In the beginning were the titans — colossal metallic beings who brought order to
the newborn universe by shaping the landscapes and races of millions of worlds. No
one knows what came before them, but these benevolent rulers kept these worlds safe
from the demons living in the interdimensional plane of the Twisting Nether.
But it was a ceaseless task, and the struggle with such tireless evil depressed the
titan champion Sargeras so completely he came to believe the conflict could only
end in the destruction of the titans' work. And thus he abandoned his duty. He
released and enlisted the very demons he'd spent millennia capturing and recruited
the generals Kil'jaeden and Archimonde from the Eredar race to aid him in his
Burning Crusade. One major Eredar leader, Velen, rejected his offer, and he and his
followers left their homeworld to become the Draenei.
More than 100,000 years ago, the rest of the titans found the world now known as
Azeroth and created several races from earth and stone to complete their work
there. But the vaguely Lovecraftian Old Gods wreaked havoc on the titans' plans,
infecting these new races with the Curse of Flesh until, ages later, they
degenerated into the fleshy dwarves, gnomes, mogu, and humans we know today. The
Titans fought back, but they merely managed to imprison the Old Gods and subdue
their elemental lords rather than fully end their threat. In time, the titans left.
Yet the titans didn't create everything. The tauren and trolls (and, yes, pandaren)
had roamed Azeroth's prairies and forests for ages before, and around 64,000 years
ago, a band of dark trolls discovered the Well of Eternity, a pool of magic deep
within Azeroth's only continent of Kalimdor. Some say it was actually the blood of
a Titan who fell in the war with the Old Gods, but whatever its origins, over
thousands of years its energies transformed the dark trolls into the night elves,
who built a graceful civilization based on the consumption of the well's magic.
This cozy existence ended 10,000 years ago when Azshara, the night elf queen,
sought to use the well's great power to rid the world of what she considered the
lesser races. Such power attracted Sargeras, who tricked Azshara into using the
well to open a portal for his Burning Legion. The invasion failed through the
efforts of the heroes Tyrande Whisperwind and Malfurion Stormrage, and Sargeras
himself was trapped in the Twisting Nether as he passed through the closing portal.
But the price was terrible.
Its magic disrupted during the battle, the well collapsed and shattered Kalimdor
into the multiple continents that comprise Azeroth today. Pained by the Sundering,
the earthen dwarves fell into a long slumber. Azshara and her followers survived,
but only through a pact with the Old Gods that twisted them into the amphibious
naga. Malfurion's intractable brother Illidan created a new Well of Eternity with
three vials of the old well's essence, but the fear of another Legion invasion led
to his imprisonment and the creation of the tree Nordrassil to contain the well's
power and heal the world.
Centuries later, though, surviving members of the night elves' elite caste remained
hopelessly addicted to magic. The other night elves banished them to the new
eastern continent, where they became the light-skinned high elves and founded the
new kingdom of Quel'thalas. They, too, had preserved a vial of the old well's
waters in secret, and used it to create their Sunwell.
The high elves spent centuries squabbling with the local trolls until at last they
discovered a tribe of humans, descended from the flesh-cursed Vrykul, who had
formed their first city-state of Strom for their own protection from the trolls.
Desperate for allies, the elves taught 100 humans how to harness magic, and
together they ended the troll domination of the eastern continent and forged a
peaceful union that lasted almost 3,000 years. Around this time the dwarves awoke,
now fully altered by the Curse of Flesh.
The troll threat diminished, the younger mages founded the city of Dalaran and
foolishly conjured demons in their curiosity. Fearing the consequences, Dalaran's
leaders and the elves formed a secret council to elect and create a single Guardian
of Tirisfal with the powers of both human and elven mages, thus acting as a godlike
safeguard against Sargeras' demons. When one guardian grew too old or sick of
fighting, they'd pass on the great power to a new guardian.
\page
<div class='pageNumber auto'></div>
Sargeras used Medivh to contact the far-off world of Draenor, where Kil'jaeden had
found willing recruits for the Crusade in the form of the orcs who shared the
planet with the draenei. The orcs had drank the demon Mannoroth's blood and became
bloodthirsty warriors bound to his will; only a few refused, including the
Frostwolf chief Durotan. Together, Medivh and the orc warlock Gul'dan created the
Dark Portal between the two worlds and the first orcish invasion of Azeroth began.
Medivh's apprentice Khadgar and the human champion Anduin Lothar realized Medivh's
role in the conflict and decapitated him, thus inadvertently banishing Sargeras'
spirit to the astral plane. For the next few years, however, the orcs poured in and
the human city of Stormwind fell. Fearful of dissent, Gul'dan had Durotan
assassinated, leaving his baby son Thrall to grow up as a slave to humans.
Following years of struggle, the humans triumphed and the Dark Portal was
destroyed.
On Azeroth, humans herded the orcs into internment camps, where much of their
bloodlust subsided. On Draenor, Gul'dan's former master Ner'zhul shattered the
planet while trying to open portals to yet more worlds. Around a decade later,
Thrall escaped his bondage and liberated the orcs as the leader of a new, hopeful
Horde. He led his people across the sea to Kalimdor, where they befriended the
tauren and the Darkspear trolls.
Ner'zhul had tried to escape Draenor through a portal, but Kil'jaeden captured him
and transformed him into the Lich King. He sent Ner'zhul and his new death knights
to attempt the conquest Azeroth anew, this time with a plague that made victims
rise as the Lich King's undead Scourge. With the leadership of the corrupted human
prince Arthas, they crushed the main human kingdom of Lordaeron and razed
Quel'thalas, cruelly resurrecting the ranger Sylvanas as a banshee. Arthas and the
Scourge then defiled the Sunwell, summoning Archimonde and sacking Dalaran soon
after.
Most of the few remaining high elves, hungry for magic and facing bigotry after
receiving naga assistance, ended their age-old alliance with the humans. The newly
rediscovered night elves joined the alliance of humans and dwarves, and repelled
Archimonde's assault on Nordrassil alongside Thrall's Horde. Elsewhere, the orcs'
long curse ended after the orc Grom Hellscream killed Mannoroth, and Sylvanas shook
off Arthas' control and founded a free undead society. Yet it was a bittersweet
victory, as the recently freed Illidan Stormrage, far in the north, tried and
failed to stop Arthas from merging with Ner'zhul and becoming the new Lich King.
```
```
The seemingly unstoppable Horde continued its rampage, reinforcing its growing army
with savage trolls and brutish ogres. But, on the eve of victory, Gul'dan and his
followers selfishly abandoned their allies to seek out powerful artifacts, forcing
the weakened Horde to retreat. Doomhammer momentarily rallied the orcs when he slew
Lothar in a harrowing battle, but the hero's death did not break the Alliance's
resolve. Turalyon, Lothar's loyal lieutenant, quickly took up leadership of
Azeroth's defenders and finally defeated the Horde.
Following the destruction of Azeroth's Dark Portal by the victorious Alliance, the
orc shaman Ner'zhul took command of the remaining Horde on Draenor. There, he
plotted to create portals to other unspoiled worlds and invade each in turn. To
enable the rituals for his dimensional conquest, Ner'zhul sent orcish forces
through his world's intact Dark Portal in search of powerful relics on Azeroth.
Wary of the Horde's plans, the heroes of the Alliance invaded Draenor to end the
orcish threat forever. Facing certain defeat at the hands of his enemies, Ner'zhul
succeeded in opening numerous portals to new worlds. The resulting magical stress
shattered Draenor, trapping many of Azeroth's greatest heroes on Outland, the
damaged remains of the planet.
\page
<div class='pageNumber auto'></div>
### The Third War & the Burning Legion
After years of languishing in captivity, the remaining orcs on Azeroth were
liberated by a former slave named Thrall. This young shaman and his reformed Horde
fled to the continent of Kalimdor to escape the invasion of the Burning Legion, a
demonic army that sought to ravage all of Azeroth.
To weaken the world's defenses, the Legion unleashed a horrifying new weapon: the
undead Scourge. Prince Arthas Menethil of Lordaeron fought bravely to protect his
lands from this dreaded enemy, but his fear and desperation led him to join forces
with the Scourge's mysterious leader, the Lich King. On Kalimdor, Thrall's Horde
set aside old hatreds and united with other races to thwart a massive Legion
assault helmed by the demon lord Archimonde. At great cost, the unlikely union of
humans, night elves and orcs defeated their enemies atop sacred Mount Hyjal.
Arthas rushed to his master's defense and defeated Illidan, who fled to Outland in
shame. At last close to the seat of the Scourge's power, Arthas did the
unthinkable, and willingly merged his own spirit with that of the Lich King. After
the merging Arthas went dormant, and began waiting to regain his strength in the
lands of Northrend.
The expedition into Outland dragged Horde and Alliance armies further into conflict
with the agents of the Legion and the lieutenants of Illidan Stormrage, who had
claimed the shattered realm for his own.
Kael'thas plotted to use the legendary Sunwell, source of the blood elves' magical
power, to summon the demon lord Kil'jaeden into Azeroth. Aided by a joint task
force of blood elves and draenei, the Shattered Sun Offensive, Horde and Alliance
heroes narrowly stopped both Kael'thas and Kil'jaeden, purifying the Sunwell with
the help of the draenei prophet Velen.
With Brann's assistance, small bands of Alliance and Horde champions infiltrated
Ulduar to confront Yogg-Saron, who blasted the invaders with cryptic visions: the
millennia-old creation of an artifact known as the Dragon Soul, the assassination
of Stormwind's King Llane, and a glimpse of the Lich King's future.
##### Landfall
The conflict between the Horde and the Alliance entered a bloody new chapter in
Pandaria. As the two factions' armies clashed on the shores of the continent,
Warchief Garrosh Hellscream dispatched elite troops to find the Divine Bell—an
ancient mogu artifact capable of endowing his soldiers with unimaginable power.
Garrosh's bold and reckless actions, however, had dire consequences for the Horde,
including the outbreak of violence against the Darkspear trolls and the expulsion
of the blood elves from the once-neutral mage city of Dalaran. Although Garrosh
claimed the bell, Prince Anduin Wrynn and the Alliance secret agents of SI:7
closely tracked the warchief's every move. On the highest peaks of Kun-Lai Summit,
the brave prince thwarted Garrosh's plans, leading to the fabled mogu artifact's
destruction.
Vol'jin's people retreat to Durotar and the Barrens to gather supplies and
reinforcements for their counter-strike, relying on the support of their former
warchief, Thrall, and a particularly tenuous pact with the Alliance, whose interest
in ending Garrosh's rule may not bode entirely well for the Horde...
Alongside Thrall, champions of the Horde and Alliance fought their way to the
Warchief’s lair beneath the city, where the battle grew so desperate that Garrosh
absorbed the energies of the Old God to halt his downfall. It was not enough. At
the behest of King Varian Wrynn, a defeated Garrosh was brought to trial before the
August Celestials of Pandaria – but the scars of his rule will bleed for some time.
Today the world is one the brink of a new war, the burning legion is lurking behind
the curtains plotting, while rumors of the scourge rising up in northwind plague
the streets of Stormwind. The world sturs in this time of peace knowning that it
wont last long and with the recent discovery of the ore called Azerite the two
great factions may go to war once more...
<img
src='https://img00.deviantart.net/97a5/i/2016/202/7/6/garrosh_hellscream_by_yodrago
n_studios-daaw1kj.png'
style='position:absolute; top:500px; right:-300px ; width:' />
\page
<div class='pageNumber auto'></div>
## Geography
The world of Azeroth is comprised of five major continents, with a number of
smaller islands scattered about them. Northrend is located in the north, Kalimdor
in the west, the Eastern Kingdoms in the east, Pandaria in the south, and the
Broken Isles near the center, just southeast of the Maelstrom. The Eastern Kingdoms
are made up out of two large landmasses - the southern one includes Azeroth and
Khaz Modan, and the northern land of Lordaeron.
At one time, all of the five major continents were part of one large continent
known as Kalimdor, with a large magic lake known as the Well of Eternity in the
center. When the well exploded at the conclusion of the War of the Ancients, this
continent was shattered, leaving behind the continents and islands that exist
today.
The Forbidding Sea is the expanse of water to the east of the Eastern Kingdoms and
the Veiled Sea sits west of Kalimdor. South of Pandaria lies the Uncharted Sea.
Between the continents lies the Great Sea, while at its center lies the Maelstrom —
a massive chaotic whirlpool over the area where the Well of Eternity once stood.
It's believed that a part of the Well still exists in the Rift at the bottom of the
vortex. It has been active since the Great Sundering ten thousand years ago and
still there is no foreseeable natural end to its existence.
The world of Azeroth may have lands located at the other side, beyond the Veiled
Sea to the west of Kalimdor, and beyond the Forbidding Sea to the east of the
Eastern Kingdoms. No one is sure or has knowledge of what (if anything) lie on the
other side of Azeroth. Chronicle Volume 1 mentions that Ancient Kalimdor before the
Great Sundering was the largest continent at the time, implying more continents
than just Kalimdor existed at the time. Highmountain on the Broken Isles and Mount
Neverest in Kun-Lai Summit are two of the tallest mountains on Azeroth.
Azeroth also has two moons, the White Lady and Blue Child.
When Malygos diverted the magical powers that coursed beneath Azeroth to the Nexus,
the world's crust splintered, and the resulting unstable rifts tore the very fabric
of the magical dimension of the Twisting Nether.
The Eastern Kingdoms are the homes of the undead, dwarves, gnomes, blood elves,
humans, worgen, and few remaining high elves.
### Kalimdor
Kalimdor is one of the continents of Azeroth. It is located to the west of the
Eastern Kingdoms and southwest of Northrend. The Great Sea lies in between the
continents. Kalimdor is home to the night elves, orcs, tauren, trolls, and draenei.
Other races present include the ogres, centaur, naga, demons, and other, more minor
races.
Kalimdor can be further divided into three major regions (western continents) known
as North Kalimdor, Central Kalimdor, and South Kalimdor. Other sources vary on how
it is divided. The World of Warcraft Manual divides it into the Northern Kalimdor
and Southern Kalimdor regions. The various editions of the World of Warcraft Guide
breaks it into Northern Kalimdor, Central Kalimdor, Southern Kalimdor, and
Teldrassil regions. At least one map has divided it into the three regions of
Durotar, Mulgore, and Kalimdor (shown through largest font size and caps),although
the Durotar and Mulgore emphasis could just be the fact that the book talks about
the Tauren and Orcs' new homelands throughout the book. A few maps however do not
divide Kalimdor into separate continents and treat it as one single large landmass.
Kalimdor was primarily the domain of the night elves in the ten thousand years
between the War of the Ancients and the Battle of Mount Hyjal. In the years since
the battle, night elf dominion has given way as the tauren adopted a more
centralized system and accepted their allies, the orcs and the trolls into their
midst. The recent arrival of the draenei adds a new power to the map.
The name "Kalimdor" means "Land of Eternal Starlight" in Titan and Darnassian.
Now, however, the continent is a politically divided one, the Horde have
established strong control in the central and eastern areas while the night elves,
now aided by the draenei, preserve footholds in northwestern areas.
### Northrend
Northrend is the northern, icy continent of the world of Azeroth, and the source of
the evil Scourge. It is also the home of Icecrown Citadel, the seat of the
malevolent Lich King.
Often called "the roof of the world" and sometimes "the crown of Azeroth",
Northrend is a frozen wasteland that lies far to the north. As with the other
continents, it was once part of the original Kalimdor landmass that was broken
apart during the Sundering. The land that became Northrend drifted far from
Azeroth's temperate zone, which killed off a large portion of the remaining
wildlife.
\page
<div class='pageNumber auto'></div>
### Pandaria
Pandaria is a legendary place of bambus forests and the mysterious pandaren of the
Pandaren Empire located in the southern oceans of Azeroth, somewhat mirroring
Northrend in location.
Shrouded in fog by Shaohao using Sheilun, Staff of the Mists since the world was
sundered more than ten thousand years ago, the ancient realm of Pandaria has
remained unspoiled by war. Its lush forests and cloud-ringed mountains are home to
a complex ecosystem of indigenous races and exotic creatures. It is the homeland of
the enigmatic pandaren, a race that celebrates life to the fullest even while under
siege by an ancient menace.
The new continent reveals itself to a broken world just as the Alliance and Horde
are spiraling ever closer to a war that will consume all of Azeroth. Will the mists
of Pandaria part to reveal the world's salvation? Or will the battle to control
this rich and breathtaking new land push the two mighty factions over the brink of
war and into total annihilation?
## Major Settlements
The world of Azeroth is dotted with majot cities and trade stations, from Stormwind
in the eastern Kingdoms, to Dalarn in Northrend, the following pages describe
theses settlements.
#### Darnassus
Darnassus is the capital town of the Night Elves. The city is arranged in a series
of terraces around the central tree surrounded by a lake. Large stone structures
stand next to tiered wooden shops--everything is covered in flowers and vines. The
city is guarded by elemental nature protectors as well as the Sentinels. There is
an aura of tranquility surrounding the nature-filled city.
Darnassus has a portal to Exodar, and boats to both Exodar and Stormwind.
**History:** In the aftermath of the Third War, the night elves had to adjust to
their mortal existence. Such an adjustment was far from easy, and there were many
night elves who could not adjust to the prospects of aging, disease and frailty.
Seeking to regain their immortality, a number of wayward druids conspired to plant
a special tree that would reestablish a link between their spirits and the eternal
world.
With Malfurion Stormrage missing, Fandral Staghelm--the leader of those who wished
to plant the new World Tree--became the new Arch-Druid. He and his fellow druids
had forged ahead and planted the great tree, Teldrassil, off the stormy coasts of
northern Kalimdor. However, it was corrupted by the Burning Legion and the night
elves never regained their immortality.
#### Exodar
The Exodar is the capital city of the Draenei. It is located in the westernmost
part of Azuremyst Isle. The Exodar's faction leader is Prophet Velen, who is
located near the battlemasters in the Vault of Lights. The Exodar is brightly-
colored and covered in crystals and glowing lights.
**Areas of Interest:** The Exodar is split into the Seat of the Naaru, home of
O'ros the naaru, with three wings. The Crystal Hall is home to a crystal mine and
class trainers, including Shaman who give players Elemental Sapta allowing them to
see elementals. The Vault of Lights is the central tiered wing where Prophet Velen
resides. It is also home to a holographic museum showing the horrors of the Burning
Legion the Draenei have continually been escaping from over thousands of years. The
Trader's Tier is where you will find profession and guild vendors.
**History:** The history of the Exodar is a short one, as the draenei only recently
raised it around the husk of their crashed ship, which is still smoking from the
impact. The Exodar was once a naaru satellite structure around the dimensional
fortress Tempest Keep. The Exodar contains a large amount of technological wonders
(due to its origins lying with the Tempest Keep) such as magically enchanted
"wires" which transport holy energy throughout the ship to power the heating and
lighting.
#### Ironforge
Ironforge is the capital city of the dwarves. It is am intricate circular cavern
carved into the mountains of Dun Morogh, with a massive forge near flight paths at
the center. It is primarily populated by dwarves, but there is a strong gnomish
presence in Tinker Town.
**Areas of Interest:** The Hall of Explorers is home to the Ironforge Library and
Museum, maintained by the Explorer's League which is interested in learning more
about the Titan origins of the dwarves. The Great Forge is an impressive sight to
behold, with a large pool of molten lava. The Throne Room is home to the three
leaders from each clan; you can take a turn down into Old Ironforge, a series of
stairways and tunnels leading to Magni Bronzebeard, the former leader of Ironforge
now encased in crystals.
**History:**
Ironforge is the ancient home of the dwarves. A marvel to the dwarves' skill at
shaping rock and stone, Ironforge was constructed in the very heart of the
mountains, an expansive underground city home to explorers, miners, and warriors.
Before the Dark Iron Clan was banished from the city, eventually leading to the War
of the Three Hammers, Ironforge was the commercial and social center of all the
dwarven clans. Once dominated by the Bronzebeard Clan, the Dark Iron and Wildhammer
clans have a strong presence in Cataclysm.
Relatively recently, Ironforge also became home to the Gnomeregan refugees. After
the Third War, the gnomish city of Gnomeregan became overrun by troggs. Since then,
a number of gnomes have settled in Ironforge, converting an area of that city to
their liking, an area now known as Tinker Town.
#### Stormwind
Stormwind City is the capital city of the Alliance. It is located in the
northwestern part of Elwynn Forest. Formerly ruled by the young child king Anduin
Wrynn (with the help of Highlord Bolvar Fordragon, the former regent, and Lady
Katrana Prestor), it is now ruled over by King Varian Wrynn who returned during the
time of the Lich King.
**Areas of Interest:**
Stormwind is divided into districts, separated by canals. In the Mage Quarter, you
will find a mystical tower where mages study, as well as the seedy inn The
Slaughtered Lamb where Warlocks lurk. The Trade District is one of the busiest
areas in the game, where players congregate naturally, as well as home to the
suspicious Trias cheese shop. In the Valley of Heroes, you will find monuments to
heroes from the Second War. In Old Town, you'll find the home of rogue organization
SI:7, while in Cathedral Square, you'll find the magnificent Cathedral of Light, as
well as the City Hall and Orphanage. Behind the Cathedral you will find Stormwind's
massive graveyard, including a monument to Varian's wife.
Stormwind Keep is the political heart of the Alliance; here you will find the
throne room and leaders.
- *Lion's Rest* - 'a place of contemplation and remembrance' - can be found between
Cathedral Square and the Mage Quarter. It was built over the site of the former
Park and Old Barracks, destroyed by Deathwing.
**History:** During the First War, the Kingdom of Azeroth, including its capital,
Stormwind Keep, was utterly destroyed by the Horde and its survivors fled to
Lordaeron. After the orcs were defeated at the Dark Portal at the end of the Second
War, it was decided that the city would be rebuilt. The nobles of Stormwind
assembled a team of the most skilled and ingenious stonemasons and architects they
could find--which later turned sour and led to the rise of the Defias.
With the fall of the northern kingdoms, Stormwind is by far the most populated city
in the world. It serves in many ways as the cultural and trade center of the
Alliance, even with remote access to the sea. It is home to the Academy of Arcane
Sciences, the only wizarding school in Eastern Kingdoms, as well as SI:7, a rogue
intelligence organization.
**Areas of Interest:** The Valley of Strength lies at the center of Orgrimmar, home
to the residing Warchief and much of the city's commerce. The Valley of Spirits is
more residential, with neighborhoods for the Goblins and Trolls reflecting their
distinctive cultures. Underneath Orgrimmar lies The Cleft of Shadow and Ragefire
Chasm, a reminder of the dark past of the orcs and their corruption by the Burning
Legion.
**Transportation:** Orcs, Tauren, Goblins, and Trolls will frequent Orgrimmar while
leveling, but it's the busiest city for all races. Orgrimmar is a major
transportation hub, with zeppelins that can take you to Thunder Bluff, Undercity,
Grom'gol in Stranglethorn Vale, or Borean Tundra in Northrend. There is a hub of
portals you can unlock at higher levels that will connect you to some questing
zones as well.
**History:**
Thrall led the orcs to the continent of Kalimdor, where they founded a new
homeland, naming it Durotar after Thrall's murdered father. Rising above their past
bloodshed and demonic curse, the orcs built a society based on survival and
prosperity rather than conquest.
Named after the former Warchief, Orgrim Doomhammer, Orgrimmar was constructed in a
short amount of time, with the aid of goblins, tauren, trolls, and Rexxar.
Orgrimmar has undergone a visual update when Garrosh took control, to look more
aggressive and militaristic with numerous spikes and fortifications.
Today, Orgrimmar lies at the base of a mountain between Durotar and Azshara. Times
have changed though, since Garrosh's reign as Warchief--he has alienated several
races due to his aggressive and insecure nature. After the fall of Garrosh, Vol'jin
tried to right the wrongs of the former warchief and has since opened the gates to
the other races of the horde.
\page
<div class='pageNumber auto'></div>
#### Silvermoon City
Silvermoon City is the capital of the Blood Elves. It is an elegant city, showing
off the wealth and refined tastes of its citizens. The city is covered in gold
decorations, reflecting the Blood Elves' love of the sun.
**Areas of Interest:** The Walk of Elders is the central hub of the city, with
autumnal trees and numerous benches lining the paths, as well as the residence of
the famous band The Tauren Chieftans. Sunfury Spire is home to the Royal Palace and
Court of the Sun, where Regent Lord Lor'themar Theron resides, surrounded by his
advisers and magical libraries. Farstrider Square is home to two Blood Elf groups:
the Farstriders, a group of rangers, and the formidable Blood Knight Paladins. The
Bazaar is the flourishing business center of Silvermoon and home to the grand
Wayfarer's Inn, but the nearby Murder Row reveals a more sinister side in the
darkened alleyways, as well as Keelen's Trustworthy Tailoring which hires leper
gnomes to work nonstop in the basement. While Silvermoon appears to be a flourshing
city, the magical green crystals throughout the city remind the player that the
Blood Elves are addicted to magic.
**History:** The city of Silvermoon was founded by the high elves after their
arrival in Lordaeron thousands of years ago. The city was constructed in the style
of the ancient Kaldorei Empire. The city contained the famous Academies of
Silvermoon as a center for the learning of Arcane Magic and Sunstrider Spire, a
majestic palace home to the Royal family of the high elves. The Convocation of
Silvermoon (also known as "The Silvermoon Council"), the ruling body of the high
elves was also based here.
Although Silvermoon itself was left relatively unscathed from the second war, in
the third war the Death Knight Arthas led the Scourge into the city, attacking it
on his quest to reach the Sunwell. The High Elven King was slain and the majority
of the population killed.
Silvermoon today is only the eastern half of the original city; the western half
was almost completely destroyed by the Scourge during the Third War. Falconwing
Square, the second blood elf town, is the only part of western Silvermoon remaining
in blood elf control.
**Areas of Interest:** The High Rose on the central mesa is home to High Chieftan
Baine Bloodhoof. Nearby is an open-air auditorium used to make important events.
Elder Rise is the spiritual center of Thunder Bluff, home to the Council of Elders
and the Cenarion Circle. The Spirit Rise is the center for Shaman training, with
the Pool of Visions below. The final plateau, Hunter Rise, is home to military
training, the Hunter's Hall, and Sunwalker Lodge.
**History:** Thunder Bluff lies atop a series of mesas overlooking Mulgore. The
once nomadic Tauren recently built the city as a center for trade caravans,
traveling craftsmen and artisans of every kind. It was established by the mighty
chief Cairne Bloodhoof after the Tauren, with help from the orcs, drove away the
centaurs that originally inhabited Mulgore.
#### Undercity
The Undercity is the capital city of the Undead. It is built under the remains of
the city of Lordaeron. It is foul and dark, with twisted gothic architecture and
plague-green canals. The Undercity is laid out in a circular pattern, with four
wings off of a central canal.
**Areas of Interest:** On your way to the Undercity, you'll find the Lordaeron
Throne Room--untouched from years of political upheaval. If you look closely,
you'll find a trail of blood on the ground near the throne. Proceeding into the
city, you'll come across the sinister Apothecarium, home to the Royal Apothecary
Society which seeks to create plague to use against enemies. Each quarter in the
Undercity is devoted to a different type of combat, with the Magic Quarter the most
sinister as it houses the Temple of the Damned devoted to necromatic energies.
**History:** The Undercity was originally simply a system of sewers, crypts, and
catacombs beneath the Capital City of Lordaeron. After the city was destroyed by
the Scourge, Arthas had the underground warren expanded and rebuilt. He originally
intended for the Undercity to be his seat of power, from which he would rule the
Plaguelands. However, shortly after the Third War ended, Arthas was forced to
return to Northrend and save the Lich King. In his absence, Sylvanas Windrunner and
her rebel Undead captured the ruins of the city. Soon after, she discovered the
massive underground fortress, and decided to establish it as the main base of
operations for the Undead Forsaken.
After the Forsaken were betrayed by Grand Apothecary Putress at Wrathgate, who
split off from the Horde to launch a lethal chemical assault, the Forsaken were
nevertheless mistrusted by the rest of the Horde. They have tried to demonstrate
their loyalty in various ways, such as attacking the kingdom of Gilneas.
\page
<div class='pageNumber auto'></div>
#### Dalaran
Dalaran is a magocratic city-state and was once located within the Alterac
Mountains in the Eastern Kingdoms. Now, the city, including the Violet Citadel,
resides above the Crystalsong Forest in Northrend. The top part of the city is
sparkling and airy, while the sewers underground show the darker side of magic
addiction and luxury.
The Violet Citadel is center of the Kirin Tor, with portals to the luxury balcony
bar The Purple Parlor, as well as the secret room Archmage Vargoth's Retreat. There
are lavish areas for the Alliance and Horde, the Silver Enclave and Sunreaver's
Sanctuary, that include luxury inns and other nice touches like a beer garden.
Dalaran is home to the Antonidas Memorial, named after Archmange Antonidas, a
former leader of the Kirin Tor who was killed by Arthas. There is also a special
fountain--fish up enough coins and you could get Titanium Seal of Dalaran.
The shops of Dalaran reflect the luxury of the city. There are shops for wine and
cheese, companion pets, hats, and shirts. The area for the profession trainers is
whimsical, with each shop reflecting the theme of each profession. For example, the
Herbalism NPC is found in a conservatory while the Jewelcrafting NPC is in a
jewelry shop.
Dalaran was introduced as the neutral city for the Wrath of the Lich King
expansion, similiar to how Shattrath City was introduced as the neutral city for
the The Burning Crusade expansion.
Dalaran has always attracted mages from its very beginnings, serving as a center
for magic and research. Unfortunately, this strong center for magic also attracted
the Burning Legion. Unwilling to give up magic, the inhabitants of Dalaran
appointed a Guardian as well as the Order of Tirisfal for protection, and founded
the Kirin Tor to document all magic in Azeroth. Although it had Alliance ties,
Dalaran remained politically neutral, believeing itself above petty politics.
Baron Revilgaz rules the city: his major threat are the Bloodsail Buccaneers. He
resides, together with the leader of the Blackwater Raiders, Fleet Master Seahorn,
at the top of the inn of Booty Bay.
Booty Bay is one of several neutral Goblin cities--the others are Everlook,
Gadgetzan, and Ratchet. These cities come with banks and a neutral version of the
Auction House which lets players buy goods across factions.
#### Shattrath
Shattrath City, meaning "City of Light," is a large hub and sanctuary city in
Outland. A former naaru temple, Shattrath was destroyed by the Orcs during their
rampage across Draenor prior to the First War. The Sha'tar, or "born of light," are
naaru that aided the Aldor, the order of draenei priests formerly led by Velen, in
rebuilding Shattrath City.
The entity that leads the Sha'tar is known as A'dal; he can be found upon the
Terrace of Light in Shattrath City. The Aldor and the Scryers are two factions
working with Shattrath against the Burning Legion, but feud with each other. The
Aldor are a draenic priesthood working with the Sha'tar, while the Scyrers are a
group of formerly-hostile blood elves that recently offered to aid Shattrath. These
factions have different tiered areas high above the center of the city.
The Lower City is its own faction--it is comprised of war-torn refugees of all
races. Profession trainers and vendors with unique recipes are located down here,
as well as the World's End Tavern with a variety of colorful NPCs including a band
and comedy show.
Both cities have an elaborately-tiered floorplan. On the ground floor, you'll find
representatives from all the factions with tasks for you to complete. Sweeping
staircases take you up to the terrace and main level, where you will find the grand
entrance, Inn, Bazaar, and Pandaren sharing their hospitality. On the top floor,
you'll find many portals, vendors, and useful NPCs. Even the mundane parts of the
city are elaborately designed, with carvings, gilt, decorative tiles, and detailed
ceilings. Both cities reflect the prosperity and culture of the Pandaren.