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# Mercury's Planet: Brave Evolution

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##### In an evil empire of horror, two rangers battle the forces of hell.
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src='http://8gmwp015fo-flywheel.netdna-ssl.com/wp-content/uploads/sites/
9/2018/03/world-of-warcraft-chronicle-volume-3-iii-artwork-3.jpg'
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# Table Of Contents
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<div class='toc'>
- **[Chapter 1: Introduction / Pg.3](#p3)**

- [ Magic and Mana ](#p3)


- [Classes](#p3)
- [Energy Types](#p3)
- [Healing](#p3)
- [Aura Effects](#p3)
- [Languages](#p4)
- [Eredun Curse](#p4)
- [Corporeality and Etherealness](#p4)
- [Combat](#p4)
- [Conditions](#p4)

- **[Chapter 2: Races / Pg.5](#p5)**

-[ 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)**

- [Death Knight (DKN)](#p28)


- [Druid (DRD)](#p34)
- [Hunter (HTR)](#p39)
- [Mage (MGE) ](#p45)
- [Monk (MNK) ](#p49)
- [Paladin (PLD)](#p54)
- [Priest (PRS)](#p59)
- [Rogue (RGE) ](#p65)
- [Shaman (SHM)](#p69)
- [Warlock (WKR) ](#p74)
- [Warrior (WAR) ](#p78)

- **[Chapter 4: Equipment / Pg.92](#p92)**

- [ Adventuring Gear Descriptions ](#p92)


- [Weapon and Armor Descriptions ](#p92)
- [Magic Items](#p93)
- [Magic Weapons ](#p93)
- [Wonderous Magic Items ](#p95)
- [Magic Armor Sets](#p96)
- [Skill Products](#p98)
- [Jewelcrafting](#p98)
- [Potions/Alchemy](#p98)
- [Poisons and Plagues](#p99)
- [Disease](#p100)
- **[Chapter 5: Combat / Pg.101](#p101)**
- [ Aura Effects.](#p101)
- [Actions in Combat](#p101)
- [Damage and Healing](#p101)
- [Damage Types](#p101)
- [Damage Class](#p101)
- **[Chapter 6: Spellcasting / Pg. 102](#p102)**
- [Spellcasting Ability](#p102)
- [Accessing and Preparing Spells](#p102)
- [Accessing Spells from 1st level or Higher.](#p102)
- [Preparing Spells](#p103)
- [Mana](#p103)
- [Regaining Mana](#p104)
- [Repeat-casting a Spell. ](#p104)
- [Spellcasting and Distraction](#p105)
- **[Chapter 7: Spells / Pg.106](#p106)**
- [Spell Lists](#p106)
- [Death Knight Spell List](#p106)
- [Druid Spell List](#p107)
- [Hunter Spell List](#p110)
- [Paladin Spell Lists](#p110)
- [Priest Spell List](#p111)
- [Shaman Spell List](#p112)
- [Warlock Spell List](#p114)
- [Spell Descriptions](#p115)
- [New Spells](#p116)

- **[Chapter 8: The World of Azeroth / Pg.146](#p146)**


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# Chapter 1: Introduction
The world of Warcraft has many special traits
when converted to tabletop format. It has
special naming conventions, languages, and
an extensive lore.

##### Abilitie Scores


| Old Name | New Name |
|:----:|:-------------|
|Dexterity (Dex)| Agility (Agi)|
|Wisdom (Wis)| Spirit (Spi)|
|Constitution (Con)| Stamina (Stm)|

##### 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|

Spells not included in the above list that include their


inventor’s name (Bigby’s Hand, Evard’s Black Tentacles)
excises the inventor (Hand, Black Tentacles, etc.)

### Magic and Mana


Some spells are changed in function or name. All such
spells are referred to with their new names, rather than
their old names.

Mana and set spells is also used as a core magic system,


not spell slots. Mana restores over time, while resting, by
drinking certain potions, and with certain abilities that
restore mana instantaneously at the cost of future
regeneration. A character can only benefit from a non-rest
based mana restorative effect per hour, unless otherwise
specified.

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

### Energy Types


Besides the normal damage descriptors in 5e D&D, the
Warcraft universe has an additional damage type: Fel,
which is channeled by demonic power and is inherently
destructive and corruptive.
It also differs in naming existing descriptors.

##### Energy Types


| Old Name | New Name | Name Source |
|:----:|:-------------|:----|
|Force| Arcane| Pure magic damage/spell backlash|
|Radiant| Holy| Divine powers/radiance/abjuration and evocation spells|
|Necrotic |Shadow |Necromantic powers/unholy spells|
||Fel |Demonic powers/demonic spells|

Elemental damage includes acid, cold, fire, and lightning.


Magic damage includes arcane, holy, shadow, thunder, and
fel.

### 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.

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.

### Aura Effects


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

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### Languages
Spoken languages in Azeroth are the following:

**Common:** Spoken by humans, and most other races.

**Draconic:** Spoken by dragons.

**Dwarven:** Spoken by dwarves.


**Eredun:** Cursed; spoken by demons.

**Gnomish:** Spoken by gnomes.

**Elven:** Spoken by elves, with two main dialects:


- Darnassian, spoken by Night Elven
- Thalassian, spoken by Highborne, high elves, and blood
elves

**Nazja:** (spoken by naga)

**Goblin:** Spoken by goblins.

**Kalimag:** Spoken by elementals, with four distinct dialects


for the prime elementals, such as Aquan for water
elementals, Auran for air elementals, Ignan for fire
elementals, and Terran for earth elementals.

**Low Common:** Spoken by furbolgs, gnolls, kobolds,


ogres, and most humanoids or giants with low Intelligence.

**Orcish:** Spoken by orcs.

**Taur-ahe:** Spoken by tauren.

**Titan:** Spoken by titans.

**Draenei:** Spoken by draenei, broken and lost ones.


Languages must also be learned from a source.

### Eredun Curse


Demons of the Burning Legion speak the tongue of their
kind, Eredun, which is a perversion of Titan.
Any non-demonic creature that deliberately speaks
Eredun without being also bound to demons (such as a
Warlock), must make a Spirit save every year (DC 15) or
lose 1 point of Spirit, and shift one step towards Lawful
Evil.

If the character is Evil, the save must still be done, and


the spirit loss remains until the character serves the
Burning Legion in a substantial way (according to its
capabilities), in which case the attribute is restored once
the character proves themselves. After doing so, the lords
of the Legion may remove this curse. This is a Curse effect.

### Corporeality and Etherealness


The Warcraft universe does not transit into the ethereal
plane present in other settings, and thus all ethereal
movement is incorporeal movement instead.

Incorporeal creatures gain damage resistance to all non-


magical weapons, and resistance to all energy types except

arcane, holy, shadow, and fel. They may also go through


solid objects such as walls (treating movement as difficult
terrain), but take 5 (1d10) Arcane damage if ending their
turn within one.
They are also naturally invisible, but are not naturally
silent. They cannot attack non incorporeal creatures or cast
spells, but may handle force effects as normal (such as by
pushing, casting force spells, or attacking with force
weapons). Force walls prevent incorporeal creatures to
pass through them.
```
```

### 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.

- Strike effects are abilities that consume a bonus action


to execute and grant an additional effect on the first
successful attack. When using a strike effect, the use of a
bonus action prevents using two-weapon fighting and use
of off-hand natural attacks.
- Stance effects are abilities that limit the character’s
movement to half normal speed, but grant the bonus so
long as they are conscious and acting.

### Conditions
There are several new conditions that are mechanically
useful.

- **Chilled:** Usually inflicted by cold spells, the chilled


condition reduces the target’s primary movement speed by
10 feet. This condition can stack if applied from different
spells or abilities. If the target’s speed is reduced to 0, they
are restrained until their speed is no longer 0.

- **Choking:** When a creature that needs to breathe barred


from doing so by an attack (such as a grapple check to
choke or the strangulate spell), a creature is choking. While
choking, the creature is silenced, and must succeed on a
Stamina saving throw against the choker’s DC
(8 + proficiency bonus + Strength modifier) or instantly
lose their remaining rounds of breath. When a creature
runs out of breath, it can survive for an additional number
of rounds equal to its Constitution modifier (minimum 1
round). At the start of its next turn, it drops to 0 hit points
and is dying or knocked unconscious for one hour.

- Normally, a creature can hold their breath for number of


rounds equal to their Stamina score. A To choke a creature
already grappled, the grappler must spend all their
movement to tighten their grip, thereby forcing the Stamina
saving throw. This can be done multiple times so long as
the target is still grappled.

- **Distracted:** When a creature cannot concentrate on


spellcasting (such as by being damaged, affected by specific
spells, or abilities), they must succeed on a Stamina saving
throw or lose the spell they are about to cast, channel, or
concentrate on. The DC of the saving throw is equal to 10
or one-half damage dealt. If the condition was brought on
by an ability, it is instead the ability DC (or 8 + proficiency +
the relevant attribute modifier), and if inflicted by a spell, it
is the spell DC.

- **Scorched:** Usually inflicted by fire spells, the scorched


condition reduces the target’s weapon damage by a number
of points equal to 2 (or if brought on by a hostile creature, a
number of damage points equal to their proficiency bonus).
\page

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# Chapter 2: Races
the races of Warcraft are diverse and
rich. Each race has a role in the world,
and their deeds resonate through the
ages. Members of each race view each
other with assumptions formed by past
conflicts and alliances. Warcraft’s
history is troubled, 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.

### Picking a Side


In the World of Azeroth there exists two majot factions that compete for the world
itself. These two factions are the Horde and the Alliance. In Each Race's statistic
breakdown in will describe which faction that race belongs to. Unless stated by the
DM, the race is faction locked.
##### Alliance
Proud and noble, courageous and wise, these races work
together to preserve order in Azeroth. The Alliance is
driven by honor and tradition. Its rulers are champions of
justice, hope, knowledge, and faith. In a time when chaos
and uncertainty reign, the Alliance remains steadfast in its
determination to bring light to the darkest corners of the
world. The Alliance contains the races of Humans, Dwarves, Gnomes, Night Elves,
Draenei, and the Worgen as well as Pandaren.

##### 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
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<img

src='https://orig00.deviantart.net/1059/f/2016/297/f/4/_wow__horde__render__by_popo
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<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.

In past ages, the Dwarves rarely left the safety of their


mountain fortresses, spending their time on refining metal
and stone into powerful weapons and beautiful jewelry.
However, when the call to battle sounded, they rose up to
defend their friends and allies with unmatched courage and
valor.

### 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.

An old ascension ceremony for Dwarven kings involved


drinking from the Chalice of the Mountain Kings and a
"sword dance" done by female Dwarven warriors. This
performance, part ritual and part mock battle,
apparently evolved from bloody duels fought during less
sophisticated times in Dwarven history.

The Bronzebeard kings of the High Seat have gone


through many scepters during their reigns. By tradition,
the king would let certain of his top advisors and allies
bear the scepter for a single day. These were rough days
for the scepters, which saw the insides of taverns, were
dropped off mountaintops,were used to smite Troggs
and so on.

Saying: "If ye want to topple a wall, start with the


foundation."
```
```

### 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.

### Dwarf Traits


Your Dwarf character has an assortment of inborn abilities,
part and parcel of Dwarven nature.

**Ability Score Increase.** Your Stamina score increases


by 2.<br>

**Age.** Dwarves mature at the same rate as humans, but


they’re considered young until they reach the age of 40. On
average, they live to be 450 years old.<br>

**Size.** Dwarves stand between 4 and 5 feet tall and


average about 150 pounds. Your size is Medium.<br>

**Speed.** Your base walking speed is 25 feet. Your speed is


not reduced by wearing heavy armor.<br>

**Darkvision.** Accustomed to life underground, you have


superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.<br>

**Stoneform.** You can activate Stoneform as a reaction. If


you do, you remove all bleeding effects, gain advantage on
saving throws against poison, diseases, curses, resistance
against poison damage, resistance versus all non-magical
weapon (bludgeoning, piercing, and slashing) damage, and
+2 to your AC. This bonus remains until the beginning of
your next turn. You must declare use of this ability before
any attack or damage roll is made. This can be used once
per proficiency bonus, regained after a long rest
Alternatively, you may use this as a bonus action, where the
benefits remain for 1d4 rounds, but consume 2 of your
uses.<br>

**Dwarven Combat Training.** You have proficiency with


the Battleaxe, Handaxe, Light Hammer, and Warhammer.
Tool Proficiency. You gain proficiency with one artisan’s
tool of your choice: Smith’s Tools, Brewer’s Supplies, or
Mason’s Tools.<br>
**Stonecunning.** Whenever you make an Intelligence
(History) check or Mining checks related to stonework and
minerals, you are considered both proficient and as if
having Expertise in either History or Mining (choose one).<br>

**Languages.** You can speak, read, and write Common and


Dwarvish. Dwarvish is full of hard consonants and guttural
sounds, and those characteristics spill over into whatever
other language a Dwarf might speak.<br>

**Subrace.** Three main subraces of Dwarves populate the


worlds of Azeroth: Dark Dwarves, Hill Dwarves and
Mountain Dwarves. Choose one of these subraces.

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### Dark Dwarf (Dark Iron)


*"You shall serve."* -Moira Thaurissan

As a Dark Dwarf, you probably hail from the Dark Iron


clans, led by the Sorcerer-thane Thaurissan. Reviled as
betrayers of their fellow Dwarves, and living in the
mountain-halls of Blackrock Mountain, Dark Iron Dwarves
are slaves to the great elemental Firelord Ragnaros, and
serve him in the latent volcanic mountain.

Dark Dwarves seem identical to Ironforge Dwarves,


except that their skin tones are ashen and gray, and their
eyes are golden-red. Hoarse of voice and prone to
undertone muttering, Dark Dwarves do not inspire trust
easily.

**Affiliation.** Alliance. A portion of the Dark Iron Dwarves lead by Moira


Thaurissan, rebelled against the Fire lord Ragnaros after the Cataclysm. Now the
Alliance needs allies more then ever and the Dark Iron Dwarves were happy to join
and fight with their brothers.

**Ability Score Increase.** Your Intelligence score


increases by 1.

**Dwarven Combat Training.** You have proficiency with


firearms and explosives of all types, even if you do not have
proficiency in engineering, and gain proficiency in light
armor.

**Firelord’s Favor.** You have resistance to fire damage.


<br>
<br>

**Male Names:** Beld, Franclorn, Lokhtos, Grall.

**Female Names:** Aster, Channis, Mogran, Wellia.


**Family Names:** Angerforge, Darkbargainer, Firesmite,
Forgewright.

### Hill Dwarf (Wildhammer)


*"To the skies! "* -Falstad Wildhammer

As a Hill Dwarf, you probably hail from the Wildhammer


clan and its allies, and live in the Aerie Peak. Wildhammer
dwarves are similar in appearance to their Ironforge kin,
though many shave their heads and they are slightly taller
and leaner. Exposure to sun and high winds darkens and
toughens their skin.

Wildhammers string beads and feathers into their hair


and beards as good luck charms, and paint tattoos on their
bodies in homage to the totems, ideas and creatures they
revere.

**Affiliation.** The Wildhammer clan is


now a member of the Alliance due to the events after the Cataclysm and the forming
of the three Dwarf clans.

Many High Elves have grown introverted and brooding of


late, which concerns the Wildhammers. The Dwarves are
appalled at the defection of the Blood Elves, an event which
has caused them to see their High Elf allies with new eyes.
Wildhammers also get along well with Night Elves, as <br>
the two races share much in common.
<br>

**Ability Score Increase.** Your Spirit score increases<br> by 1.

**Bravery.** You have advantage versus all saves against


fear.

**Natural Handler.** You have proficiency with Animal


Handling, or expertise if you already are proficient.
<br><br>
**Male Names:** Kazdin, Hagrim, Dondar, Soldrin.

**Female Names:** Kella, Lorim, Ar-ya, Senica.

**Family Names:** Beastclaw, Greatbeard, Thundertamer.


```
```

### Mountain Dwarf (Bronzebeard)


*"For Khaz Modan! "* -Magni Bronzebeard

As a mountain dwarf, you probably hail from the


Bronzebeard clan and its allies, and live in Khaz Modan.
Ironforge dwarves are stout and powerful, with short
muscular bodies, and prefer tying their hair (male or
female) in ornate braids.

**Affiliation.** Alliance. While the dwarves of Ironforge


appreciate the fighting skill of the Horde, it is with grim
eyes that they look upon the Orcs and their allies, the Trolls
and the Forsaken.

Although the Dwarves have held dealings of commerce


and diplomacy with the High Elves, they keep the people of
Quel’Thalas at an arm’s distance. Humans, however, are the
staunch and constant allies of the Dwarven people and find
welcome, favor and kindness when in Dwarven lands.

**Ability Score Increase.** Your Strength score increases


by 1.

**Dwarven Combat Training.** You have proficiency with


firearms and explosives of all types, even if you do not have
proficiency in engineering, and gain proficiency with light
armor.

**Resilience.** You have advantage and resistance against


natural and manufactured poisons and poison damage.
<br><br>

**Male Names:** Barab, Aradun, Thorin, Magni, <br>Garrim,


Wendel, Thurimar.

**Female Names:** Chise, Helge, Ferya, Furga, <br>Krona, Imli.

**Family Names:** Thunderforge, <br>Bronzebeard, Hammergrim,


<br>Thornsteel, Chunderstout.
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# Elves
An Elf is a member of one of the longest lived
species on Azeroth known for keen
perception, grace, and great spellwork. Elves
were once believed to be the first race to
awaken on Azeroth, but some ancient
histories believe that Elves were originally
Trolls that were transformed by the Well of

### 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.

Elves have several characteristics in common. All have


unusually acute senses and are able to see clearly even in
low-light conditions. As a general rule, Elves are also slim,
athletic, and graceful. Furthermore, they all have large
pointed ears that tend to be greeted with admiration or
mockery by other races. Typically, Night Elves have longer
ears than High and Blood Elves, whereas the latter's point
upward rather than backward.

A characteristic of Elves on Azeroth are their unusual


eyebrows, which extend beyond their faces, resembling
either whiskers or antennae. It may only be speculated that
this is due to the Elves extreme longevity.

### The Schism


The ancient origin of the Elves is a legacy of tragedy and
conflict, a series of events that has profoundly affected the
development of the Quel'Dorei. The High Elves are a stark
contrast to their nocturnal cousins, the Night Elves.
Embracing the light of the sun and forsaking the night, the
High Elves are the descendants of the very Elves who
served Queen Azshara in the time of the Well of Eternity.
The Night Elves regard the High Elven penchant for using
arcane magic as careless, akin to a foolish child playing
with fire.

The schism that separates the Highborne Elves and the


Night Elves is rather ancient, one so ancient that no
amount of diplomacy or offerings of peace can soothe the
scars of history. The High Elves, however, have had
generations separating them from the Night Elves, and no
longer care for the past. Problems between the races are
usually clashes of personality, as neither tries overly hard to
interact. The arrogance of the Highborne Elves led to the
War of the Ancients and ultimately to the downfall of the
golden age of Elven civilization. Through the reckless use
of arcane magic, the Highborne Elves allowed darkness to
seep into the world and corrupt Azeroth. They use the
genetic phenomenon that modern Elves face as testament
to their views.

### Faith
High elves who embrace the path of religion take on the
mantle of the Holy Light, sharing in the same faith as
Dwarves and Humans.

While this philosophy does not penetrate deeply into


High Elven society, those who do follow the path of the
Holy Light are much more approachable than most.

The Night Elves worship the Ancients, who are nature


deities attuned to the forest and the hunt. Elune the moon
goddess and Malorne the Waywatcher are the most
prominent figures of worship. While Cenarius has died, and
the Night Elves will never forgive the Orcs for this, his
children live on and gain power each passing year. The
Night Elves venerate the children of Cenarius as he was
venerated, and perhaps one day these children of the slain
demigod will aid the Night Elves in repaying the Orcs for
the transgressions of the past.

### Elf Traits


Your Elf character has a variety of natural abilities, the
result of thousands of years of Elven refinement.

**Ability Score Increase.** Your Agility score increases by


2.

**Age.** Although Elves reach physical maturity at about the


same age as Humans, the Elven understanding of
adulthood goes beyond physical growth to encompass
worldly experience.

Both High and Blood Elves typically claims adulthood


around the age of 60 and can live to be 750 years old. A
Night Elf on the other hand, claim adulthood much later
and live up to five times than the other Elves (adulthood at
300 and live up to 3,750 years old). Before the destruction
of the World Tree, the Night Elves were immune to aging
effects.

**Speed.** Your base walking speed is 30 feet.

**Darkvision.** Accustomed to twilit forests and the night


sky, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.

**Mystic Senses.** Whenever you make any check related


to magical items, lore, or spells, apply double your
proficiency bonus to the check.

**Keen Senses.** You are proficient with the Perception


skill.

**Elven Combat Training.** You have proficiency with the


Longsword, Longbow, Rapier, and Shortbow.

**Languages.** You can speak, read, and write Common and


Elven (either Darnassian or Thalassian). Elvish is fluid, with
subtle intonations and intricate grammar. Elven literature
is rich and varied, and their songs and poems are famous
among other races. Many musicians learn Elven so they
can add Elvish ballads to their repertoires.

**Subrace.** Ancient divides among the Elven people


resulted in three main sub-races: Blood Elves, High Elves,
and Night Elves, Choose one of these subraces.
\page
<div class='pageNumber auto'></div>
### Blood Elf (Sin’Dorei)
*"Power! My people are addicted to it... a
dependence made manifest after the Sunwell was
destroyed."* -Kael’Thas Sunstrider

Following the Third War (Year 20), most of the High Elven
population was slain during the Siege of Silvermoon and
the Razing of Quel’Thalas. Prince Kael’Thas Sunstrider
renamed his people the Blood Elves (Sin’dorei) following
this terrible event.

With their homeland destroyed, their forests burned and


corrupted, and their beloved sacred Sunwell sullied, the
Blood Elves underwent mana withdrawal.

**Affiliation.** Horde. Most of the blood elves have joined


the New Horde, invited to do so by the Banshee Queen
Sylvanas Windrunner.
**Ability Score Increase.** Your Intelligence score
increases by 1.

**Size.** A high elf is usually a little over 6 feet in height and


weighs between 100 to 175 pounds, depending on gender.
Your size is Medium.

**Blood Magic.** You choose between Prestidigitation and


Thaumaturgy Cantrip. When you reach 3rd level, you can
also cast Detect Magic as a spell. When you reach 5th level,
you can also cast the Mana Burn spell.

Intelligence is your spellcasting ability for these spells,


and you use your mana pool for these abilities (even if you
are not normally a spellcaster). While you use such abilities
(and after using them for one hour), your eyes glow a Fel
Green.

If you can already cast such spells (and have a sufficiently


high caster level), they are always prepared for free.

**Arcane Legacy.** The Blood Elves are uniquely


attuned to magic. If you have levels in a spellcasting class,
you suffer no reductions to your number of prepared spells,
and have two additional points of mana (+2 MP) above your
normal maximum. If you do not cast spells, you know an
additional Cantrip, chosen from the wizard spell list.
Intelligence is your spellcasting ability for this purpose.

**Extra Language.** You can speak, read, and write one


extra language of your choice.
<br>
<br>

**Male Names:** Mariel, Athaniar, Anandor, Tharama,


Viridiel, Malanior.

**Female Names:** Anarial, Freja, Driana, Coria,


Alanassori, Azshara.

**Family Names:** Boughstrider, Dawnblade,


Lightbringer, Morningray, Suntreader.
```
```

> ##### Optional Rule


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

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:' />

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### High Elf (Quel’Dorei)
*"For Quel’Thalas! "* -Sylvanas Windrunner

As a High Elf, you hail from Silvermoon in Quel’Thalas or


Dalaran. The Elves are slim, with sharp symmetrical
features, often an exaggeration of perfect beauty. The High
Elves are uniformly fair in complexion, with white to flaxen
colored hair. Their eyes are incredibly intense in color,
seeming to glow with an inner light. While many High
Elves have blue or green eyes, violet and red are not
unheard of.

**Affiliation.** Alliance. Most of the High Elves have placed


themselves under a self-imposed exile, ashamed of the
damage that they have wrought upon the world of
Lordaeron with their abuse of Arcane Magic. While
Humans still accept the High Elves because of the aid
that both races provided each other during the most
recent attacks of the Burning Legion, many of the
other races will only deal with the High Elves if
absolutely necessary. This is especially true after
the acts of Kael’thas Sunstrider.

The Night Elves in particular, do not care for


the company of High Elves and in some
cases, can be openly hostile toward their
sun-blessed brethren. The passing of
time may heal these wounds, but the
use of arcane magic will always draw a
rift between these two breeds of Elves.

**Ability Score Increase.** Your


Intelligence score increases
by 1.

**Size.** A High Elf is usually


a little over 6 feet in height
and weighs between 100 to
175 pounds, depending on
gender. Your size is Medium.

**High Magic.** You know the


Prestidigitation Cantrip and
can cast it normally with a caster
level equal to your character level). When
you reach 3rd level, you can also cast Detect Magic
as a spell. When you reach 5th level, you can also cast
the Mute spell.

Intelligence is your spellcasting ability for these spells,


and you use your mana pool for these abilities (even if you
are not normally a Spellcaster). While you use such
abilities (and after using them for one hour), your eyes glow
a pale blue. If you can already cast such spells (and have a
sufficiently high caster level), they are always prepared for
free.

**Arcane Legacy.** The High Elves are uniquely attuned to


magic. You can choose one of the below abilities.
- You suffer no reduction to the number of spells you can
prepare (to your maximum spell level), and gain +2 mana
points above the normal maximum.

- You gain an additional cantrip chosen from the mage


spell list, using Intelligence as your spellcasting ability for
this purpose.

**Extra Language.** You can speak, read, and write one


extra language of your choice.

### Night Elf (Kal’Dorei)


*"The horn has sounded, and I have come as promised. I
smell the stench of decay and corruption in our land. That
angers me greatly. "* -Malfurion Stormrage

As a night elf, you hail from Darnassus in Kalimdor. The


race’s prominent eyebrows, long pointed ears and natural
aspects imply a feral grace. Skin tones range from pale
white to blue or even ruddy red and their hair ranges in
color from bright white to woodland green to lustrous
black.

**Affiliation.** Alliance. The Night Elves are members of the


Alliance, but they are not the most trusted or highly
regarded members of this group of races. Although
honorable and just, the Night Elves' natural distrust has
tainted their relations somewhat. Combined with their
mystical appearances and mysterious natures, interactions
with other races become uncomfortable at times. There is a
strong streak of isolationism in the Kal'Dorei, for they
are uncomfortable leaving the verdant mists of
Teldrassil.

**Size.** Night Elves are imposing in stature, males being


on average 7 feet tall. Male Kal'Dorei are very
muscular, with broad chests and shoulders,
indicative of the strength that lies within both
their minds and bodies. Female Night Elves
are lithe and curvaceous, yet still
muscular and strong.

**Ability Score Increase.** Your Spirit score increases by 1.

**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>

**Male Names:** Ilthilior, Mellitharn, Khardona, Andissiel,


Mardant, Tanavar.

**Female Names:** Keina, Deliantha, Meridia, Freja,


Alannaria, Nevarial.

**Family Names:** Moonblade, Glaivestorm, Proudstrider,


Oakwalker, Nightwing, Staghorn.

<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.

### Anatomy & Physiology


Draenei are 7–8 feet tall. They are physically different from
the Eredar of the Burning Legion. Their skin appears in
most shades of color between very pinkish-white to light
blue up to dark violet. They have fangs and their blood is
also blue. Draenei males have tendrils coming out of their
chin and a fan-like forehead plate which rises and overlaps
other forehead plates behind it. They have large tails which
are held erect by developed muscle structure. The female
of the species exhibits marked differences, rather than the
forehead plates featured on the male, they have vaguely
horn-shaped cranial extensions that extend over the upper
cranium and end on either side of the crown. Female
cranial tendrils sprout behind the ear and are typically long
enough to reach the shoulders. Their tendrils are thinner
than the male's. Female Draenei tails are shorter and have
a lower muscle density. In both genders, the hooves are
relatively large, in contrast to the more compacted hooves
of their demonic counterparts.

While most Draenei have a glowing blue eye color, there


are some that have been seen with a glowing purple hue.
Since these examples are either Paladins or Shaman,
there doesn't seem to be anything that causes this
color difference that's out of the ordinary (such as
practicing Void magic or the like). When draenei die,
the glow will fade away.

### Technology
The Draenei have learned to shape crystals for all
kinds of purposes ranging from power containment to
data storage. The purple crystals often associated with
Draenei that decorate their buildings, weapons, and
armor are known as Arkonite crystals and are used to
power everyday Draenei society. On Draenor, Arkonite
Pylons were used to generate power for the tombs,
though they were sometimes repurposed to power small
towns in emergencies. Arkonite is a powerful source of
arcane energy.

The engineers of the Draenei are known as the


Artificers. The Artificiers excelled in working with
Arkonite crystals, however, the technology available now is
only a shadow of what the Draenei had on Argus.
Contrary to popular belief, the dimensional ships used by
the Draenei, such as Tempest Keep and its satellites, were
not created by the Draenei themselves. They are actually an
example of Naaru technology.
Government

### 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
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### Draenei Traits
*"The Legion's end ... Draws near. "* -Draenei

Your character has a variety of natural abilities, the result of


thousands of years of Draenei refinement.

**Ability Score Increase.** Your Strength increases by 2,


and your Spirit increases by 1.

**Age.** A typical Draenei claims adulthood around 100


years old, and can live to about ten thousand years.

**Size.** Your size is Medium.


**Affiliation.** Alliance or independent. The Draenei's quest
to undo the evils of their Eredar brethren and their own
strong affiliation and association with the Holy Light and
the Naaru leads them to incline with Azeroth's first Holy
Light wielders (Humans and Dwarves).However, they are
notoriously neutral in political issues regarding interaction
between the two factions, preferring to focus on crusades
against the Burning Legion and demonic incursions, and
usually swing between sympathy to demon-touched Orcs,
the Forsaken, and the Blood Elves, or hatred of them.

Focusing on building the prophesized Army of Light, the


Naaru have their sights set tomorrow, and are usually very
goal-oriented.

**Speed.** Your base walking speed is 30 ft.

**Darkvision.** You can see in dim light within 60 feet of


you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades
of gray.

**Heroic Presence.** You can inspire yourself or others


through your mere presence. To do so, you use a bonus
action on your turn to choose one creature (even yourself)
within 60 feet of you who can see or hear you. That
creature gains one Heroic die, a d6.

Once within the next 10 minutes, the creature can roll


the die and add the number rolled to one ability check,
attack roll, or saving throw it makes. The creature can wait
until after it rolls the d20 before deciding to use the Heroic
Presence die, but must decide before the DM says whether
the roll succeeds or fails. Once the Heroic Presence die is
rolled. it is lost. A creature can have only one Heroic
Presence die at a time.

You can use this feature a number of times equal to your


Charisma modifier (a minimum of once). You regain any
expended uses when you finish a long rest.

**Gift of the Naaru.** You can use your bonus action to


channel holy energy, casting the Renewing Light spell as if
cast as a 1st level spell. This can be used once until a short
or long rest.

At 6th level, you gain another use of the ability or choose


to heighten the spell’s effective level to a 3rd level spell. You
can make the same choice at 11th and 16th levels (4th or
5th level, or additional uses). While a creature benefits from
this ability, they have a glowing blue sigil above their
forehead (shedding light equal to Dancing Lights).
Shadow Resistance. You have resistance to Fel damage.
Gemcutting. You are proficient with the jewelcrafting kit.
Languages. You can speak, read, and write Common and
Eredun. The Eredun Draenei speak is an altered dialect
that is less corrupt, and thus does not impose penalties
when speaking.
```
```
<br>

**Male Names:** Kozza, Shunn, Thylon, Velen

**Female Names:** Fetwa, Daalny, Corevva, Tanmatra

**Family Names:** Draenei do not have family names, but


take a title according to their deeds.

>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.

### Anatomy & Physiology


Gnomes are small, slight and nifty. They somewhat
resemble Dwarves, but are even shorter, not as stocky, and
have large heads in proportion to their bodies. They have
large noses and ruddy skin, their ears are large and
rounded, and their hair color varies wildly, some even
having pink or green hair. They have four fingers, three
fingers, one thumb on each hand, and five-toed feet. They
are often seen with goggles, tool belts and other items
related to their technological inclinations.

### 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.

Gnomes are in many ways commensurate organizers. A


Gnome can spend as much time organizing and planning a
project as they do actually working on it. If the design fails,
they try to learn why and fix it if they can. If they meet with
success, they will continue to tinker with it and improve the
design, often for years afterward.

Gnomes are innovative thinkers and are responsible for a


vast variety of inventions, including more than a few that
are commonly attributed to Dwarves. Although a
diminutive people, Gnomes think big, often producing
designs far too complex to ever be realized. To Gnomes,
technology is a way of life. Even Gnomes who take on other
trades often tinker in their spare time. Because of their
innate curiosity, they produce a wide variety of devices that
are interestingor amusing but otherwise useless or
impractical.

While others might shake their heads at such folly, the


Gnomes value all invention, no matter how unimportant it
might seem.

### Gnomish Traits


Your Gnome character has a variety of natural abilities, the
result of thousands of years of Gnomish refinement.

**Ability Score Increase.** Your Intelligence score


increases by 2, and your Stamina increases by 1.

**Age.** Adulthood at 40, can live up to be 500.

**Affiliation.** Alliance. Gnomes are great friends of the


Ironforge Dwarves and have fought and died alongside
Human soldiers. They are wary of the High Elves, but so is
everyone else, so they don’t feel too bad about that. They
battled the Horde in the Second War and have a bit of a
grudge against Orcs, but Gnomes are a kindly and forgiving
lot and are willing to give the Orcs a second chance.

**Size.** Gnomes range from between 3 to 4 feet tall and


average around 40 pounds. Your size is Small.

**Speed.** Your base walking speed is 25 feet.

**Darkvision.** You have superior vision in dark and dim


conditions. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.

**Artificer’s Lore.** Whenever you make an Intelligence


(History) check related to magic items, alchemical objects,
or technological devices, you have expertise instead of just
proficiency.

**Escape Artist.** You have advantage on all saving throws


to escape grapples, bonds, or other movement-restricting
abilities or effects that hamper your freedom of movement.

**Extra Language.** You can speak, read, and write one


extra language of your choice.

**Tinker.** You have proficiency with the Engineering skill.

**Languages.** You can speak, read, and write Common and


Gnomish. The Gnomish language, which uses the
Dwarvish the script, is renowned for its technical treatises
and its catalogs of knowledge about the natural world.

**Male Names:** Kiggle, Grobnick, Kazbo, Hagin, Snoonose.

**Female Names:** Beggra, Nefti, Sorassa, <br> Gamash.

**Family Names:** Spinpistol, <br> Airslicer, Bombtosser,


Greatgear, <br>Mekkatorque.

<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.

A number of trade princes rule over the various Goblin


holdings around the world. Though the trade princes all live
in the Goblin city of Undermine on the Isle of Kezan, they
each control their own private armies and trade fleets. In
turn, each controls rings of trade, mining, deforestation,
slave rings, and poaching. A notable trade prince is the
ruthless Trade Prince Jastor Gallywix who rules the
Bilgewater Cartel under his iron fist.

### Anatomy & Physiology


Goblins are slight and wiry, averaging 4 feet in height. They
have three fingers and one thumb on their hands and four
toes on their feet. Goblin noses grow larger as they age and
apparently they have green blood.
Goblins that have hair often have it as mohawks,
ponytails, or spiky.
### Technology
Though once nothing but fodder for more taproom banter,
Goblin inventions have shown their worth in recent years.
They're particularly fond of tinkering with mechanical
things, alchemy, and explosives. Their love of mechanics
often places them into direct competition with Gnomes
who enjoy similar devices.

Even with the malfunctions and explosions that occur


(not as frequent as tavern chatter suggests, but far from
rare), Goblin technology is proving to be of a quality that
rivals the Dwarves and their firearms.

While other races often try to build reliable machines


that would stay for grandchildren, Goblin aims for device of
the marginally bearable reliability that should only last
enough to make its construction reasonable. Weird as it is,
this approach allows to build more machines, or to build a
more complex and powerful machine using the same time
and resources.

### 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.

Goblin shops can be found nearly anywhere on Azeroth,


seemingly regardless of whether or not there are towns
nearby and heedless of dangers such as the Scourge. The
goblins will sell anything to anyone, at only slightly inflated
prices.

### Goblinoid Traits


Your Goblin character has a variety of natural abilities, the
result of thousands of years of Goblinoid refinement.
Ability Score Increase. Your Intelligence score
increases by 2, and your Charisma increases by 1.
Age. Goblins typically reach adulthood around 20 years
old, and live to be 100 years old.

**Affiliation.** Independent or Horde. Goblins hired


themselves out to the Horde in the Second War, but now
they belong only to themselves and whoever pays the most.
Constantly building and inventing requires massive
resources, both for creating the machines themselves and
maintaining those that actually work.

Gnomes and Goblins have always been rivals — though


whether this rivalry is a friendly or brutal one depends on
the individuals involved.

**Size.** Goblins range from between 3 to 4 feet tall and


average around 40 pounds. Your size is Small.
**Speed.** Your base walking speed is 25 feet.

**Trader’s Lore.** Whenever you make an Intelligence


(History) check related to magic items, alchemical objects,
or technological devices, you can add twice your
proficiency bonus, instead of any proficiency bonus you
normally apply.

Best Deals Anywhere. Anything you purchase costs


10% less, and anything you sell grants you 10% more of its
value. You gain proficiency with the Charisma (Persuasion)
skill.

**Living Better.** You have proficiency with the Alchemy


skill. You can create alchemical mixtures as if you had one
level in any spellcasting class you choose. If you later gain
levels in a spellcasting class, you may reference said
spellcasting spell list for alchemical recipes. This level does
not actually allow you to cast spells, only to know them
enough to create alchemical mixtures of such spells.

**Tinker.** You have proficiency with the Engineering skill.

**Languages.** You can speak, read, and write Common and


Goblin.
<br><br>

**Male Names:** Zautso, Beedle, Chizbolt, Nuzak, Jastor,


Jareth.

**Female Names:** Lystis, Mefeero, Sazai, Rossa.

**Family Names:** Steamgear, Boltnose, Manclamp,


Leafgrinder, Gringott, Gallywix

<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.

When the Lich King’s power waned in the incidents


surrounding the Frozen Throne, Sylvanas harnessed her
fury and tore herself free from his skeletal grasp. She freed
many other undead as well, and recruited powerful allies
from the Burning Legion and the surrounding ogre clans.

Sylvanas dubbed her new force the Forsaken, and the


undead established their capital in the labyrinthine crypts
beneath Lordaeron’s capital city. Their sprawling,
subterranean realm is called Undercity. As a forsaken
undead, your alliance with the Horde started out as
necessity and convenience, and your previous life bears
witness to the many tragedies of Azeroth’s reality. Needing
both time and help to fight against their former Scourge
masters, the Forsaken have a reputation of utter
ruthlessness, human experimentation, and moral
ambiguity.

### Anatomy & Physiology


Forsaken, unsurprisingly, look like dead people. Their skin
is gray and rotting, showing bone and flesh in places. Their
pupil-less eyes glow with dim, white ghostlight. Their
muscles are withered, making them scrawny. Their
movements are slow but jagged. Forsaken hardly ever smile
(unless their lips have rotted away - in which case they
can appear to be smiling all the time). Necromantic
magic keeps them somewhat preserved, but natural decay
still proceeds, just slower than normal.
Forsaken cannot naturally sleep or dream. However they
require resting. Forsaken do feel the need to breathe,
though they can last at least a dozen days without taking a
fresh breath of air. As they are undead, they don't need air
to live. This also means it is impossible for them to drown.
Some Forsaken can speak through magical means despite
having harmed jaws.

### Afflictions
Forsaken, have Ichor of Undeath running through their
bodies. They bleed this green liquid when wounded, though
some Forsaken have no blood or liquid running through
their bodies at all.

Given enough time, Forsaken may slowly lose their


consciousness and devolve into a mindless state. This
appears in the form of a chilling sensation, making the
Forsaken feel physically cold. However, if a Forsaken's body
is kept intact, they could potentially avoid this altogether
and live forever.

Aside from their affliction, undead also suffer from an


addiction to terrible vices that the Lich King instilled in
them in order to produce vile and inhumane monstrosities.

Forsaken undead have a hungering for living flesh. If they


do not Cannibalize regularly, they begin to suffer wracking
pains that could drive them into a mindless, blood-seeking
hysteria.

### 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.

Priests of the Forgotten Shadow believe that the faiths


they held in life have failed them, and so they instead rely
on the power and teachings of the Shadow. The members
of the Cult vary between lawful and chaotic, evil and
neutral and are taught to eradicate anything having to do
with the Holy Light and life in general. It is also a
philosophy of divine humanism.

The Forgotten Shadow Cult teaches that there must be a


balance between Light and Shadow, and while they should
never forget that they are from the Shadow, members of the
cult must learn the Light as well. Being intelligent undead,
the Forsaken fully understand the limitations and
vulnerabilities associated with unlife. One of these
disadvantages is that they can be turned, rebuked or even
commanded by powerful positive or negative energy forces.
Naturally, the Forsaken are always on the lookout for ways
to limit or negate this vulnerability.

<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).

You may declare whether or not you are of elven or


human origin before you rose, and are counted as being
elven or human much for all intents and purposes that
specify race (such as gaining use of elf and human-specific
weapons).

**Ability Score Increase.** Two different ability scores


increase by 1.

**Age.** Forsaken are Undead, and thus do not age and only
die of violence, poisons and diseases that can affect the
Undead.

**Affiliation.** Horde or independent. Though the Forsaken


do not trust anyone and no one trusts them, they are
members of the Horde and, for now, do their best to help
their allies and placate their ambassadors. Forsaken have
even less love for the Alliance, particularly because
they clash constantly with the Human organization
called the Scarlet Crusade. Some have thrown
their lot with the Burning Legion, believing that
only it is potent enough to defeat the Lich King.

**Size.** Forsaken vary based on their original form before


death, those who were medium before death are medium
as Forsaken.

**Shadow Resistance.** You have resistance to Fel


damage and bleed effects.

**Will of the Forsaken.** You are immune to charm, fear, and


sleep effects, and have advantage on all mind-affecting
spells of descriptors other than the above.

**Cannibalize.** You can consume the corpse of any natural


creature as part of spending a hit dice to heal yourself.
Eating a creature takes a minute, and allows you to gain
50% increased benefit from spending a hit dice. A natural
creature may be cannibalized once before their corpse
becomes unusable.

**Forsaken Alchemy.** You have proficiency with the


Alchemy skill. You can create alchemical mixtures as if you
had one level in any spellcasting class you choose. If you
later gain levels in a spellcasting class, you may reference
said spellcasting spell list for alchemical recipes. This level
does not actually allow you to cast spells, only to know
them enough to create alchemical mixtures of such spells.

**Speed.** Your base walking speed is 30 feet.

**Languages.** You can speak, read, and write Common and


one extra language of your choice, typically based upon the
language you spoke before being turned into a Forsaken.
<br><br>

**Male Names:** Roderick, Magan, Danforth, Lansire.

**Female Names:** Yellen, Limmy, Sarias, Mierelle.

**Family Names:** Dartfall, Blacksling, Ghoulhunter,


Blastlich.
```
```

>**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.

When the Burning Legion struck, Humans accepted


other races into the Alliance and secured a costly victory
during the Third War.

### Anatomy & Physiology


Humans come from many backgrounds and show great
physical variety among all the races. Humans skin ranges
from dark to light and may have tones of other colors. Their
eyes are blue, brown, green, gray, or hazel. Human hair is
brown, black, blond, or red. Men often grow short beards
and women commonly wear their hair long. Humans are 5–
6,5 feet tall and weigh about 180 pounds, with men
noticeably taller and heavier than women.

The physique of Humans is more muscular and sturdy


than of Elves, but much more slender than that of Dwarves.
The color and hue of Human skin is varied, ranging from a
fair pink, to tanned, to a very dark brown. Hair becomes
gray or white with sickness or age.

### 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.

Humans have also regularly displayed noble and


altruistic attitudes and actions. These qualities have led to
human society producing notable heroic and villainous
figures in recent history.

Humans prefer to live in villages, towns, and cities. Few


humans understand the reverence of nature the night elves
and tauren possess, and the most rural or rugged lifestyle a
human has shown to possess is that of a farmer, bandit, or
soldier. Human cities are extremely large, bustling, and
lively. Outside city walls, in the countryside, the human
peasantry provides basic resources to the rest of the
kingdom; the peasant farms, mines, and chops wood. In the
city, merchants trade goods while craftsmen practice and
perform their trades and businessmen provide services. At
the top of the social hierarchy are the nobility, who sit
within their castles, making important political decisions
on the running of the kingdom.

### Human traits


It's hard to make generalizations about Humans, but your
Human character has these traits.

**Ability Score Increase.** Two different ability scores


increase by 1.

**Age.** Humans reach adulthood at the age of 15. and live


up to be 80.

**Affiliation.** Humans tend toward no particular


alignment. The best and the worst are found among them.
Most are loyal to the Grand Alliance, but there are pockets
of independents, horde-allied, or even those tied to the
Burning Legion or Scourge as demon-worshipping
Warlocks and Scourge-following Necromancers,
respectively.

**Size.** Humans vary widely in height and build, from


barely 5 feet to well over 6 feet tall. Regardless of your
position in that range, your size is Medium.

**Skillful.** You gain proficiency with one skill or tool of


your choice.

**Feat.** You gain one feat of your choice.

**Every Man for Himself.** You have advantage on any


saving throw versus effects that hinder movement or
control over your body, mind, or actions (such as charms,
paralyzing effects, slowing effects, and fear effects).

**Speed.** Your base walking speed is 30 feet.

**Languages.** You can speak, read, and write Common and


one extra language of your choice. Humans typically learn
the languages of other peoples they deal with, including
obscure dialects. They are fond of sprinkling their speech
with words borrowed from other tongues: Orc curses,
Elvish musical expressions, Dwarvish military phrases, and
so on.
<br><br>

**Male Names:** Merander, Gyram, Derrick, Hebry.

**Female Names:** Lilla, Merian, Richelle, Ammi.

**Family Names:** Renn, Townguard, Silversmith, Runetouch.


\page
<div class='pageNumber auto'></div>
# Orc

The Orcs are one of the most prolific races on


Azeroth. Originally hailing from the harsh,
alien world of Draenor, the Orcs were once a
noble shamanistic people cultivating a
mighty tribal society that was centered
around survival, regulating themselves
through ritualized combat and personal
honor. Tragically betrayed by one of their spiritual leaders
and delivered into the handsof the Burning Legion, the Orc
clans fell deep into demonic enslavement and were led into
Azeroth as an unholy vanguard of the Legion meant to
destroy everything in their path.

Yet, the shamanistic tradition of the Orcs managed to


rekindle because of the young shaman, Thrall who arose to
become a living symbol of his people's true identity in their
darkest hour, causing many of the Orcs to rise up against
their demon masters and break free from their control.
Several of the Orcish clans that had existed on Draenor
since ancient times reemerged and were united under
Thrall's guidance, and the Shaman Warchief led the Orcs
out of the Eastern Kingdoms they had been forced to
invade and into the continent of Kalimdor, in order to begin
a new existence for themselves and their newfound allies.
There, they founded the nation of Durotar and the great
city of Orgrimmar.

Today, the Orcs of the Horde are a redeemed people who


have reclaimed their destiny from dark influences, fighting
no longer for the sake of destruction but for their very right
of survival in their adopted world.

### Anatomy & Physiology


An Orc's face would be described by some races of Azeroth
as monstrous, their hideousness comparable to that of
Trolls. Orcs have large heavy jaws from which protrude
sharp, tusk-like teeth, heavy brows, a broad and flat snout-
like nose, and pointed ears. The number, size and position

of Orcish tusks and teeth are particularly variable, much


like their Troll allies.

The average male Orc height is 7 feet tall, while the


females stand at an average of 6 to 6.5. Males, particularly
warriors, are often hunched to variable degrees, though
others stand straight and tall. A fair amount of sexual
dimorphism exists between the Orc sexes, with male Orcs
possessing more extreme orcish physical characteristics,
most noticeably broader shoulders and larger tusks. Yet all
the Orcs are large, powerfully built creatures when
compared to their Human counterparts regardless of
gender.

### 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.

Further drinking the blood, or possibly the blood of any


demon, will change their skin again from green to scarlet,
transforming them into Fel Orcs. Orcs that drink
Mannoroth's blood obtained gray marks in their green skin.

Through certain rituals this state is reversible, not only


restoring the Orc’s sanity but their previous green tone as
well. No green-skinned Orc has ever managed to return to a
completely uncorrupted state.

### 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.

Orcs instinctively revere the rugged forces of the natural


elements, and as such, Shaman are held in high regard.
They generally have a close relationship with the nature
elements and angering them is considered a grave offense.
Over the ages, Shamans like Thrall have communed with
these spirits and, through patience and dedication, learned
to soothe roaring infernos, bring rain to sun-scorched
lands, and control the wind and sea.

In Orcish culture, any Shaman that has been spoken to


by the spirits is given equal respect and honor regardless of
age or experience.

### 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.

Yet regardless of their clan affiliations, Orcs prize honor


over all other things in life, first to bring honor to their clan
(and by extension, the Horde) and secondly bringing honor
to the self and to their sense of self-worth as an individual.
Likewise, hospitality is considered one of the greatest
honors that can be bestowed. The Orcs and Tauren have
become fast and unswerving allies because the tauren
gladly offered the Orcs shelter in a strange new land as well
as their assistance regardless of the cost to themselves.

### 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.

### Orcish Traits


Your Orc character has certain traits deriving from your
Orcish ancestry.

**Ability Score Increase.** Your Strength score increases


by 2, and your Stamina increases by 1.

**Age.** Orcs mature and age a little faster than Humans,


reaching adulthood around the age of 20 and rarely live up
to be 100 years old.

**Affiliation.** Horde. Thrall formed the Horde with


determination and sheer will, and created
an alliance of races that has shaken the
foundations of the world to its core.
Having destroyed the legacy of Grom
Hellscream by bringing the Orcs out of
the depths of demon worship and
servitude to unseen powers, Thrall rules
the Horde in Kalimdor with wisdom and
temperance. The Orcs are as much a part
of the Horde as the Horde is part of what
the Orcs have become.

**Size.** Orcs are somewhat larger and bulkier


than Humans, and they range from 5 to well over
6 feet tall. Your size is Medium.

**Speed.** Your base walking speed is 30 feet.

**Darkvision.** You have superior vision in


dark and dim conditions. You can see in
dim light within 60 feet of you as if it
were bright light, and in darkness as if
it were dim light. You can’t discern
color in darkness, only shades of
gray.
**Menacing.** You gain proficiency in
the Intimidation skill.

**Battle Rage.** You can rage as a


level 1 Barbarian. If you gain levels
in Barbarian, you increase the total
times per long rest you can rage by 1.

**Relentless Endurance.** When you


are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point
instead. You can’t use this feature again
until you finish a long rest.

**Orcish Combat Training.** You have


proficiency with all Axes, Orc Attack Claws, and
the Shortbow.

**Languages.** You can speak, read, and write


Common and Orcish. Orcish is a harsh, grating
language with hard consonants.
<br><br>

**Male Names:** Grom, Thrum, Drog, Gorrum,


Harg, Thurg, Karg.

**Female Names:** Groma, Hargu, Igrim, Agra, Dragga,


Grima.

**Family Names:** Doomhammer, Deadeye,


Foebinder, Elfkiller, Skullsplitter, Axeripper,
Tearshorn, Fistcrusher.

<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

The enigmatic Pandaren are one of the most


elusive races of Azeroth. Long ago, the
Pandaren were the slaves of a cruel race
known as the Mogu, until they successfully
staged a revolution, establishing their own
empire in the process. During the Great
Sundering, the last Pandaren emperor
sealed their homeland away behind a veil of mist, hiding
Pandaria from the outside world and leaving their culture
to flourish free of influences from the outside world.

A second civilization of Pandaren dwell on the back of


the giant turtle known as Shen-zin Su, who travels around
Azeroth's seas. Millennia after the Sundering, a Pandaren
by the name of Liu Lang set out to explore the world on
Shen-zin Su, returning each year to Pandaria to pick up
more adventurers to join him on the back of his ever-
growing companion. Eventually, the turtle grew large
enough for entire buildings and towns to be constructed
upon his back, and the Pandaren began referring to him as
the "Wandering Isle".

Shortly after the Cataclysm ravaged Azeroth, the


protective mists surrounding Pandaria dissipated, and
before long, Alliance and Horde warships arrived on the
continent, causing the native Pandaren to become involved
in the conflict between the two factions.

### Anatomy & Physiology

Pandaren are humanoidbears, generally between 5 and 6


feet tall, covered in fur from head to toe. Every Pandaren
has two colors of fur, one is always white but the other
color ranges from black to brown to red. They have paws
for hands and feet, with three fingers, a thumb and three
toes. Each is tipped with a black claw. They refer to their
hands directly as paws. While the species has a tail, there
are two distinct forms. The common form is a round stub
of fur, but the second form, which is long and thickens out
by the end, is exclusive to red-and-white females.
Pandaren are usually very rotund, which tend to be a
point of pride in their society.

### 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.

On the whole, Pandaren are slow to anger and prefer


measured solutions to problems. But underneath all of that
practiced civility, there is a bear to contend with. When a
Pandaren focuses on combat, each blow rings with the
weight of his or her entire body. Living “in the
moment” also means getting lost in the fury of
combat.

However, it takes a great deal to get a Pandaren


wound up. On mainland
Pandaria, negative emotions
such as fear, anger, or despair
can literally take on a physical
form and stir up trouble. For this
reason, Pandaren emphasize
and cultivate a quiet life of inner
harmony and focus. Conflicts, no
matter how bitter, are quickly
forgotten over cold drinks once the
matter is resolved. The Pandaren sense
of inner peace and love of life is infectious.
Spend any significant time with a Pandaren and you
too, can’t help but get lost in the moment.

### 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.

However, Pandaren veil their beliefs in the trappings of a


mystical and ancient method called Geomancy. Geomancy
teaches that the land is a reflection of the spirits, but that
spirits are also a reflection of the land. The pandaren follow
a shamanistic faith, worshiping the Earth Mother. They are
true Geomancers, drawing their holy power directly from
the Earth Mother. They also follow a new philosophy (new
to the other residents of Kalimdor, of course), they are a
society that reacts, instead of acting first. They claim to be
the water that flows around a rock. The water does not
push the rock out of the way, it merely goes around it. They
use this uncomplicated way of thinking in their everyday
life.

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.

**Ability Score Increase.** Your Stamina score increases


by 2, and your Spirit by 1.

**Age.** Pandaren reach adulthood on about the age of 80,


and can live up to be 350.

**Affiliation.** Independent, Horde, or Alliance. Pandaren


drift across affiliations, doing whatever they wish and
making friends in either sides.

**Size.** Your size is medium. Pandaren average 5 1/2 feet


in height, and make assured and precise movements,
despite them often reaching the weight of 400 pounds.
**Speed.** You have a base walking speed of 30 feet.

**Inner Peace.** You are proficiency with the Insight and


Perception skills. In addition, while you are wearing light
or no armor, you gain +1 to Armor Class.

**Bouncy.** You can use your reaction when you fall to


reduce any falling damage you take by an amount equal to
five times your Stamina modifier.

**Tavern-Brawler.** You are proficient with improvised


weapons such as kegs and chairs, and can deal 1d4 plus
your Strength with unarmed strikes. Whenever you make
an unarmed attack, you can use a bonus action to make an
attempt to grapple them. If you gain the ability to improve
your damage dice with unarmed strikes, the dice improves
to d6.

**Languages.** You can speak, read, and write Common and


Pandaren.
<br><br>

**Male Names:** Huojin, Aiguo, Dac Kien.

**Female Names:** Jinjing, Xueyou, Ling, Vuong.

**Family Names:** Stoneclaw, Firespear, Silentrunner,


Winterwalker, Rainsword, Brewscroll, Whitebrow.
<img
src='http://www.pngmart.com/files/4/World-of-Warcraft-PNG-Clipart.png'
style='position:absolute; top:; right:40px; width:' />
\page
<div class='pageNumber auto'></div>
# Tauren
The Tauren (Shu'Halo in their native
language) are a race of large, bovine
humanoids who dwell on the great plains of
Central Kalimdor. For countless generations,
they were constantly harassed by the violent
Centaurs, who forced the Tauren into a
nomadic lifestyle in the harsh Barrens.

However, during the Third War and the Horde's invasion of


Kalimdor, the Tauren and the invading Horde became
allies, and the Horde aided the Tauren in driving off the
Centaurs from the sacred lands of Mulgore. High Chieftain
Cairne Bloodhoof established the capital city of Thunder
Bluff, and to this day the Tauren remain one of the most
stalwart allies of the Horde.

The Tauren are a peaceful and honorable people, that


nonetheless are fierce fighters when roused. Hunting and
shamanism are held in high regard in their culture, as is
their worship of the Earth Mother and respect for the land.

### Anatomy & Physiology


Tauren are described as half-oxen beings and are known to
have a very large bulk and weight, long tails, bipedal
hooves, and only three fingers per hand. Both males and
females have horns of varying size and shape.

Tauren are large, muscular humanoids with large hooves


and horns. They weigh anywhere from 400 to 800 pounds.
Their immense bodies are covered with fine, short fur that
ranges in color from black to gray to white to red to brown
to tan and any mottled combinations or variations thereof.
When Tauren grow old, their pelts start to become dotted
with gray.

Tauren are much larger than other races. females are 9


feet and males are 10 feet tall on average.

### 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".

### Last Rites


The Tauren do not bury their dead. Rather, they prepare the
body for its return to the elements and place it at one of
their sacred grave sites. Only the most valiant Tauren are
laid to rest at Red Rocks, the Tauren's sacred burial ground.
It is an honor bestowed upon the great Warriors who
helped found and defend Thunder Bluff and those who
have given their lives for the greater good of their tribes and
Chieftains.

Once the proper rites have been performed, the spirits of


the deceased join the Earth Mother to find peace. The
cremated Shu'Halo are said to become one with both the
Earth Mother and Sky Father, who welcome the dead.
The Dawnchaser Tribe believes that honored ancestors
who gave their own lives to save, or create, other lives
become Yeena'e ("those who herald the dawn" in Taur-Ahe)
spirits who aid An'She in announcing the coming of dawn.
<img

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.

**Ability Score Increase.** Your Strength increases by 2


and your Spirit by 1.

**Age.** A Tauren typically claims adulthood around the age


of 50 and can live to be 150 years old.

**Affiliation.** Horde. When the Tauren first encountered


the Orcs of Thrall’s Horde, they recognized them as
spiritual brethren. No other race shared such a similar
outlook on the world, and the Shamans of both races met
frequently to discuss the matters of the spirit world. While
the Tauren see the Orcs and Trolls as potential friends to
welcome, they rarely trust the Forsaken with more than a
nod and a place to set their withered feet.
**Size.** You are Medium sized.

**Speed.** You have a base walking speed of 30 feet.

**Gore.** You can use an attack action to make a gore attack


with your horns. It is a melee unarmed attack that deals
1d8 piercing damage plus your Strength modifier. When
benefitting from your plainswalker bonus to speed, your
first attack with a gore can knock an enemy prone (as a
push). The DC is equal to your Warstomp DC.

**Self-Mastery.** You have proficiency in either Spirit


(Nature) or Spirit (Perception), and proficiency with the
Herbalism skill.

**Plainswalker.** You have advantage when making any


check to recall a path you have traveled, or to guide yourself
and others through any terrain to find food, natural foes (or
avoiding them), or shelter. Also, if using the Dash action
three times in a row, you gain a +20 bonus to your base
speed until you stop dashing.

**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.

This can be done once per Proficiency bonus, and you


regain all uses after a short rest. The damage increases by
1d4 for every two points of Proficiency bonus (maximum
3d4 at Proficiency +6).

**Languages.** Common, Taur-ahe. The language of the


tauren is often harsh and low sounding, which is reflected
in the names of their children.
<br>
<br>

**Male Names:** Azok, Bron, Turok, Garaddon, Hruon,


Jeddek.

**Female Names:** Argo, Serga, Grenda, Beruna, Halfa.

**Family Names:** Darkthorn, Thunderhoof, Stormhorn,


Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker

<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.

### Anatomy & Physiology


Trolls average approximately 8.3 feet for males and 7.2 feet
for females. They are one of the tallest mortal races on
Azeroth. Trolls are often lanky, and muscular. They have
both Elven and Orc-like characteristics with their fierce
fangs and long ears. Their long arms, strong legs and quick
reflexes make them adept hunters. Trolls have only two
fingers and a thumb on their hands, and they have only two
toes on each foot. Like the Tauren, Trolls do not wear
standard shoes or boots, although while Tauren are unable
to do so because of the shape of their hooves, Trolls are
simply more comfortable barefoot.

### 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.

However Trolls willing to fight and work for travelers and


armies in exchange for gold are not unknown. Arthas and
the Alliance used Troll Mercenaries on a mission in
Northrend.The Shadowtooth tribe also assisted in defense of the
World Tree.

### 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' />

### Trollish Traits


Your Troll character has an assortment of inborn abilities,
part and parcel of Troll nature.

**Ability Score Increase.** Your Agility score increases by


1, and your Stamina increases by 1.

**Age** Trolls reach adulthood at the age of 18, and live up


to be 80 years old.
```
```
<br><br><br><br><br><br><br><br><br><br><br><Br><Br><Br>
<br><br><br><br><br><br><br><br>

**Size.** Trolls are larger and bulkier than Humans, and


they average around 7 feet tall and 200 pounds, although
their lanky build and slouched pose undermines their
height. Your size is Medium.

**Speed.** Your base walking speed is 30 feet.


Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.

**Rapid Regeneration.** Whenever you rest, you gain


double the hit point recovery benefit from expending hit
dice, and can regrow a lost limb after a week of losing
them, unless the limb was lost through your own will or
through magic.

**Troll Combat Training.** You have proficiency with the


Battleaxe, Handaxe, and all weapons that have the thrown
or ammunition properties, except firearms (unless
proficient otherwise).

**Languages.** You can speak, read, and write Common and


Zandali.
**Subrace.** Ancient divides among the troll-folk resulted in
two main subraces: forest and jungle trolls, and ice trolls.
Choose one of these subraces.
<br><br>

**Male Names:** Drak, Gul, Zol, Vol, Ros, Mig, Gal, Doth, Mag,
Ran, Vis.

**Female Names:** Moor, Mesk, Dan, Mel, Shi, Mith, Hai, So,
Lith, Arn, Din, Mak.

**Family Names:** Trolls usually employ titles rather than


family names, but commonly take their tribe name as a
family name.

\page
<div class='pageNumber auto'></div>
### Forest / Jungle Troll (Darkspear / Revantusk)
"What’cha want me do?"

As a Forest Troll, you belong to the Darkspear tribe or its


associates.

**Affiliation.** Horde or Independent. Darkspear Jungle


Trolls are steadfastly loyal to the Orcs. Though they
practice Voodoo and many retain their savage natures,
Thrall lets them live in his borders and generally do what
they want.

They feel a great debt to the Orcs, and their time fighting
alongside the Tauren has made them friends of these
creatures as well. They are suspicious of the Forsaken, but
so is everyone else.

The Darkspear tribe doesn’t really hate the Alliance


races, but their loyalty to the Horde and their
bloodthirstiness make the Alliance a great target.

**Ability Score Increase.** Your Agility score increases by


1.

**Berserking.** You can rage as a level 1 Barbarian. If you


gain levels in Barbarian, you increase the total times per
day you can rage by 1.

**Dark Promises.** You have proficiency with the Alchemy


skill. You can create alchemical mixtures as if you had one
level in any spellcasting class you choose. If you later gain
levels in a spellcasting class, you may reference said
spellcasting spell list for alchemical recipes. This level does
not actually allow you to cast spells, only to know them
enough to create alchemical mixtures of such spells.
Alternatively, you may gain proficiency with Intimidation
and Stealth.

### Ice Troll (Drakkari)


"You got it...heh heh eh..."
As an Ice Troll, you belong to the tribes in Northrend or
high mountains in Azeroth, commonly the Drakkari or
Frostmane tribe, respectively. Ice Trolls average one foot
higher than other Trolls.

**Affiliation.** Independent. Ice trolls are steadfastly loyal to


themselves above all others, and typically show loyalty to
their tribes and kings, although they often also see the uses
of allying with the Horde (especially those who might share
their ancestral hate to the Alliance’s Dwarves, Elves and
Humans).

**Ability Score Increase.** Your Stamina score increases


by 1.

**Cold Resistance.** You have resistance to Cold damage. If


you ever gain cold resistance later, you gain immunity to
cold instead.

**Hostile Homeland.** You treat arctic terrain as favored


terrain, as a 1st level Hunter. If you ever become a Hunter
or gain a favored terrain, you may choose another while
retaining the benefits of Hostile Homeland.

\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.

### Anatomy & Physiology


Worgen average approximately 8.1 feet for males and 7.3
feet for females. Due to the dreaded Worgen Curse, they
can easily tower over thier curse-free counterparts. Worgen
derive most of thier physiology from the typical winter wolf,
they are covered in fur, bear terrifying claws and teeth, can
leap long distances and have a strong appetite for flesh if
not controlled. They share many characteristics with trolls
in regards to thier skills in the wild such as thier rapid
reflexes and thier natural darkvision.

### 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.

Worgen must always control their emotions lest they lose


themselves to their form's feral instincts. Rage and guilt are
two known emotions that evoke a worgen's transformation.
One way worgen can temporarily keep their sanity is by
injecting themselves with a serum created by the Gilnean
chemist, Krennan Aranas.

Another method is undertaking a night elven ritual that


makes peace with traumatic events, thus bringing balance
between the human and worgen sides. This ritual involves
eating a piece of Moonleaf and drinking holy water from
moon wells that recalls traumatic and peaceful events so
that a person may gain understanding and balance one's
self.

### Faith
Worgen are naturally drawn to and revere the wolf Ancient,
Goldrinn, who in a way, is the progenitor of their race.

Some worgen, having had a natural connection to nature,


have also taken up druidism. Typically, those whose minds
have been brought back from wildness will continue to
revere the same concepts they did prior to their turning
into a worgen (such as the Gilneans, many of whom still
believe in the Light and the night elves).

It is seen though that some of those who have been turned also embrace and revere
the nature-related spirits that resulted in the worgen concurrently with their
former beliefs.

### Worgen Traits


Your Worgen character has an assortment of abilities, part
and parcel of Worgen Curse.

**Ability Score Increase.** Your Agility score increases by 2


and your Strength score increases by 1.

**Affiliation.** Independent or Alliance. The Worgen of


Gilneas re-joined their brethren of the Alliance once the
Worgen Curse spread through their people, but in most
cases, Worgen prefer to cater to their own hungers and
ambitions.

**Size.** Worgens are about the same size as Humans when


in humanoid and Worgen form. Your size is Medium.

**Speed.** Your base walking speed is 30 feet.

**Darkvision.** Your curse grants you the ability to see in


dark conditions. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades
of gray.

**Worgen Curse.** On your turn, you can shift to your


Worgen form as a bonus action. Shifting lasts until you end
it on your turn as a bonus action. While shifting, you gain
temporary hit points equal to your level + your Stamina
bonus (minimum of 1). While you are in Worgen form you
have access to the Shifting Features described below.
You must finish a long rest before you can gain
temporary hit points again, though you can transform
whenever you wish.

**Aberration.** You have advantage to saves against poison,


and resistance against poison and fel damage.

**Languages.** You can speak, read, and write Common.


<br><br>

**Male Names:** Merander, Gyram, Derrick, Hebry.

**Female Names:** Lilla, Merian, Richelle, Ammi.

**Family Names:** Renn, Townguard, Silversmith,


Runetouch.

### Shifting Features

**Darkflight.** You can use the Dash action as a bonus action.

**Flayer.** You can make a bite or claw attack as an action.


This is a melee weapon attack that uses Strength for its
attack roll and damage bonus and deals 1d6 piercing
damage. If this attack hits a target that is your size or
smaller, the target is also grappled.

**Viciousness.** You can make an unarmed strike as a


bonus action with your claws.

<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.

The following are the character classes offered in World of


Warcraft 5e:

##### Death Knight (DKN)


The Death Knight combines martial prowess with dark,
necromantic energies to reign death and misery on the
battlefield as the polar opposite to the Paladin.
Death Knights specializations include: Path of Blood, Path of
Frost, Path of Unholiness
##### Druid (DRD)
The Druid uses the power of nature to shape-shift into
different forms of creatures and perform different roles
within their party. They can create powerful wild magics to
aid thier cause as the defenders of nature.
Druids specializations include: Balance, Feral, Restoration
##### Hunter (HTR)
Distance is the Hunter's game as they strive to deliver ranged
attacks as thier primary source of damage. Hunters tame
many varieties of beasts to serve as combat pets while having
minor druidlike magics.
Hunter specializations include: Beastmaster, Marksman,
Survival
##### Mage (MGE)
Mages are ranged magic damage dealers with the ability to
infkict direct and area effect damage spells with thier variety
of utility spells drawn from various arcane Lay Lines
throughout Azeroth.
Mage specializations include: Arcane, Fire, Frost
##### Monk (MNK)
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.
Monk specializations include: Brewmaster, Mistweaver,
Windwalker
##### Paladin (PLD)
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.
Paladin specializations include: Oath of Holiness, Oath of
Protection, Oath of Retribution
```
```
##### Priest (PRS)
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.
Priest specializations include: Death Priesthood, Discipline
Priesthood, Holy Light Priesthood, Moon Priesthood, Shadow
Priesthood
##### Rogue (RGE)
Sinister masters of the night, Rogues are a lightly-armored
class which uses stealth, poisons and sharp blades to
dispatch enemies without a sound.
Rogue specializations include: Assassination, Combat,
Subtlety
##### Shaman (SHM)
Shamans are spiritual leaders and masters of the elements
who use spells and totems to heal and enhance thier allies.
These powerful practitioners of the elements commune with
the ancestors and seek to balance and utilize the raging
elemental forces if needed.
Shaman specializations include: Elemental, Enhancement,
Restoration
##### Warlock (WKR)
Enslaving demons and calling upon dark magic and curses to
dominate and destroy their foes, Warlocks are a powerfully
wicked caster class, known for their wide range of debuffs
and damage over time effects.
Warlock specializations include: Affliction, Demonology,
Destruction
##### Warrior (WAR)
Warriors are plate-clad close-combat fighters able to fill the
role of tank or melee bruiser, they have innate martial
prowess from the years of training and use shouts in combat
to rally their allies or demoralize their enemies.
Warrior specializations include: Arms, Fury, Protection
<br>
<br>

<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.

These renegade Paladins succumbed to bitter hatred over


the course of their grueling quest. When they finally reached
Ner'zhul's icy fortress in Northrend they had become dark
and brooding. The Lich King offered them untold power in
exchange for their services and loyalty.

The weary, vengeful warriors accepted his dark pact, and


although they retained their humanity, their twisted souls
were bound to his evil will for all time. Bestowed with black,
vampiric Runeblades and shadowy steeds, Death Knights
serve as the Scourge's mightiest generals.

<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).

### Undead Nature.


You don’t require air, food, drink, or sleep. You are also immune to nonmagical
natural and manufactured poisons and diseases, and have advantage to effects that
cause the exhausted and poisoned conditions.
<br>
<br>

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.

## Creating a Death Knight


#### quick build
you can make a death knight quickly by following these suggestions. first, strength
should be your highest ability score, followed by charisma. second, choose the
noble or criminal background.
As a Death Knight, you gain the following class features
```
```

<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>

#### Hit Points

- **Hit Dice:** 1d10 per Death Knight level


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

#### Proficiencies
___
- **Armor:** All armor, shields
- **Weapons:** Simple weapons, martial weapons
- **Tools:** None

___
- **Saving Throws:** Strength, Spirit
- **Skills:** Choose four from Athletics, Insight, Intimidation, Medicine,
Deception, and Religion.

#### 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:

- They serve as spellbooks and store spells.


- You gain advantage to saving throws against any effect that controls your
character or alters their alignment against the Lich King’s will.
- The blade serves as an unholy symbol.
- The runeblade is a greater attunement weapon (see equipment).
<br>
<br>

<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>

### 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.

### Corrupting touch


Your cursed touch can inflict unholy wounds. As an action,
you may declare a Corrupting Touch, expending half or all of
your maximum mana pool, gaining a pool of damage with a
value equal to your proficiency modifier times the mana
spent.

Each point of the pool heals 1 hit point to an undead


creature, or deals 1 point of Fel damage to a living creature
(in this case, it requires a melee spell attack).
You may use Corrupting Touch as a bonus action when
targeting yourself (which heals you regardless whether you
are currently undead or alive). All excess hit points from
healing or damaging are lost.

### Spell Casting


By 2nd level, you have learned to draw on divine magic
through meditation and prayer to cast spells as a priest does.
The Death Knight uses the Paladin’s spell list, but removes
Holy Light, Seals, Blessings, and other effects that heal the
living and similar effects (including revivify), and gains the
ability to cast Animate Dead, Death Coil, Runes, all spells that
raise and control the dead, as well as all spells that on the
Death Knight list.
Each Death Knight also adds Teleportation circle to their
list of spells, but may only teleport to places with sigils made
by other death knights (typically bases of operations such as
temples, necropoli, etc.). This requires possessing your
Runeblade.

**Conjuring and Binding:** A Death Knight can conjure and


bind (as in animate and enslave, respectively) undead and
fiends.

**Preparing and Casting Spells:** Each Death Knight level


provides you with 0.5 caster levels in the Death Knight class.
You follow the normal progression to unlock spell levels (see
the table under the Mana section). You can change your list of
prepared spells by consulting your runeblade’s runes (treat as
a spellbook), which takes 1 minute per spell level to alter the
readied spell.

**Special:** One (or both, if using two weapons to fight) of


your starting weapons is a Runeblade, a sword imbued with
the power of the Lich King and his blessing. Runeblades have
three benefits:
1. They serve as spell books and store spells.
2. You gain advantage to saving throws against any effect that controls your
character or alters their alignment against the Lich King’s will.
3. The blade serves as an unholy symbol. The power of the Runeblade also grows with
that of the Death Knight, and the blade’s infusion scales with your level (see the
Infusion skill).
\page

<div class='pageNumber auto'></div>


**Spellcasting Ability:** Charisma is your spellcasting ability for your Death
Knight spells, since their power derives from the strength of your convictions. You
use your Charisma whenever a spell refers to your spellcasting ability. In
addition, you use your Charisma modifier when setting the saving throw DC for a
Death Knight spell you cast and when making an attack roll with one.

- Spell save DC = 8 + your proficiency bonus + your Charisma modifier


- Spell attack modifier = your proficiency bonus + your
Charisma modifier

**Spellbook – Runeblade:** At 2nd level, your runeblade


contains three 1st-level Death Knight spells of your choice.
When you level up, you gain 2 additional Death Knight spells
of your choice. You may also acquire new spells by research,
tutelage, or from the spell books and scrolls of
spellcasters who have spells you can cast.

**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.

### Fighting Style


At 2nd level, you adopt a style of fighting as your specialty. Choose one of the
following options. You can’t take a Fighting Style option more than once, even if
you later get to choose again.

#### 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. The weapon must have the two-handed or versatile property for you to gain
this benefit.

#### Two-Weapon Fighting


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

#### Runic Strike


Starting at 2nd level, when you hit a creature with a melee weapon attack, you can
expend mana equal to one death knight spell to deal shadow damage to the target, in
addition to the weapon’s damage.

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>

- **Abandonment** At level 3, you have the aura of abandonment. All hostile


creatures take extra damage from Weapon attacks equal to your proficiency bonus.
This opposes Devotion Aura, and both effects are negated.

- **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

<div class='pageNumber auto'></div>


### Unholy Path
When you reach 3rd level, you walk a path that defines you as a death knight
forever. Up to this time you have been in a preparatory stage, committed to the
path but not yet sworn to it. Now you choose the Path of Blood for vengeance, Path
of Frost for cool disregard for life, or Path of the Unholy to defy the heavens,
all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th
level. Those features include path spells and the Channel Divinity feature.

#### Path Spells


Each path has a list of associated spells. You gain access to these spells at the
levels specified in the path description. Once you gain access to a path spell, you
always have it prepared. Path spells don’t count against the number of spells you
can prepare each day.
If you gain a path spell that doesn’t appear on the death knight spell list, the
spell is nonetheless a death knight spell for you.

#### Channel Divinity


Your path allows you to channel divine energy to fuel magical effects. Each Channel
Divinity option provided by your path explains how to use it. When you use your
Channel Divinity, you choose which option to use. You must then finish a short or
long rest to use your Channel Divinity again. Some Channel Divinity effects require
saving throws. When you use such an effect from this class, the DC equals your
death knight spell save DC.
By default, you may always Turn Good, and gain an additional choice from your Path.

### Turn Good


As an action, you present your unholy symbol and speak a prayer censuring
humanoids, celestials, and beasts, using your Channel Divinity. Each humanoid,
celestial or beast 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
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.

### Ability Score Improvement


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

### Extra Attack


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

### Cursed Carrier


Starting at 6th level, you can carry diseases in your body, and spread them by
touch (if contact), scratch (if injury), breath (if inhaled), or spit (if
ingested). You can carry up to three diseases of your choice with this ability,
above the normal three added by Corrupting Touch.

### Improved Runic Strike


By 11th level, you are so suffused with the might of the Lich King that all your
melee weapon strikes carry his unholy power with them. Whenever you hit a creature
with a melee weapon, the creature takes an extra 1d8 shadow damage. If you also use
your Runic Strike with an attack, you add this damage to the extra damage of your
Runic Strike.

### Dispelling Touch


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

Aura Improvement
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.

### Path of Blood


You are a dark guardian who manipulates and corrupts life energy to sustain
themselves in the face of the enemy’s onslaught. Blood death knights invoke ancient
legends of blood-drinking beings who are immortal on the battlefield.
#### Path of Blood Spells
| Level | Spell |
|:----:|:-------------:|
|3rd | Bane, false life|
|5th | Rune array (vampiric), ray of enfeeblement|
|9th | Animate undead (level 3), carrion swarm|
|13th | Unhallow, black tentacles (or bloody grasp)|
|17th| Contagion, circle of power|

#### Channel Divinity.


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

#### Blood Strike [Strike].


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

#### Blood Tap.


Starting at 7th level, you may expend a hit dice to restore mana equal to 2 per hit
dice expended as a bonus action. This may be used so long as you have unused hit
dice.

#### Bloodforge.
Starting at 15th level, whenever you slay a creature with your Death Pact spell,
you may opt to regain hit dice equal to the creature’s CR instead of healing
yourself. Death Pact is always prepared for you.

#### Life Stealer.


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

### Path of Frost


You are an harbinger of doom, channeling runic power and delivering freezing weapon
strikes. Frost death knights are terrors of the frozen wastes.
#### Path of Frost Spells
| Level | Spell |
|:----:|:-------------:|
|3rd | Icy touch, rune array (frozen wastes)|
|5th | Unhallow, hold person|
|9th | Blizzard, curse of the elements|
|13th | Blight, ice storm|
|17th | Cone of cold (howling blast), cripple|

#### Channel Divinity.


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

#### Frost Presence.


Starting when you gain this archetype at 3rd level, whenever you deal cold damage
through a spell or ability, you deal an extra cold damage equal to your proficiency
bonus. You also gain resistance to cold damage.

#### Might of the Wastes [Strike].


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

#### Frozen Soul.


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

#### Pillar of Frost.


Starting at 20th level, you can cause ice to hang heavy on your body. This
increases your strength score by 4 to a max of 24 and your Stamina by 2 to a max of
22 due to the weight of the ice.
<img
src='https://www.argentarchives.org/files/gallery_image/dk-presences.png'
style='position:absolute; top:870px; right:150px; width:500px' />

\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|

#### Channel Divinity.


Bolster Undead. You can use your Channel Divinity to guard undead against being
turned, as well as empowering them. All and any undead under your command within 30
ft. of you may add your Proficiency bonus to attack rolls, skill checks, damage
rolls, and saving throws for one minute, and may ignore one Turn Undead attempt.
You cannot benefit from the numeric bonus, but can ignore one Turn Undead attempt
on use. This bonus remains for one hour.

#### Undead Companion.


At 3rd level, you gain a bound companion that accompanies you on your adventures
and can fight alongside you. The companion must be an undead that is no larger than
Medium and that has a challenge rating of 1/4 or lower (for example, a zombie or a
skeleton). See Bound Companion for more details.

- **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.

#### Grave March.


Beginning at 7th level, your Unholy Aura can be used in conjunction with any other
aura. Targets that benefit from your Unholy Aura also have advantage to all saves
that hinder or arrest movement, or effects that hinder or remove control over their
actions.
```
```

#### Army of the Dead.


Starting at 15th level, your Animate Undead (Conjure Undead) spell is inherently
stronger than others. Whenever you cast Animate Undead, a number of zombies arise
(up to 2 per spell level) to fight for you for up to 1 minute, and collapse at the
end.
These temporary undead followers are friendly to you and your allies, and are
controlled as normal summons (but do not count against your limit of summoned
undead). You may channel this effect with an action, extending their presence for
up to 10 minutes.
This does not require corpses to be present--undead sprout from the very ground.
However, this cannot be used on hallowed ground, and the undead must be able to dig
out of the earth.

#### Unholy Champion.


Starting at 20th level, the Lich King has blessed you with unholy zeal, allowing
you to become surrounded with dark energies. As an action, you can be surrounded by
a thick miasma that spreads out to your aura range, and gain the following benefits
for 1 minute:
· At the beginning of your transformation, you are instantly
healed for 3d8+10 HP.
· Become resistant to damage from good aligned targets (or
magical weapons).
· Any undead in the miasma regains 2d6 hit points every round.
This cannot exceed half total hit points.

<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.'

#### Hit Points

- **Hit Dice:** 1d8 Per Druid level


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

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

#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background.
- *(a)* a quarterstaff, or *(b)* any simple weapon

- *(a)* five javelins or *(b)* a sling and 10 bullets


- Leather armor, an explorer’s pack, and a druidic focus
<img
src='http://www.chesder.com/uploads/9/6/7/7/96778826/druid_37.png'
style='position:absolute; top:720px; right:465px; width:280px' />
```
```
<div class='classTable'>
##### The Druid
| Level | Proficiency Bonus | Features | Caster level (Accessable Lvl of spells)|
|:---:|:---:|:---|:---:|
| 1st | +2 | Druidic, Spellcasting | 1(1st Lvl spells) |
| 2nd | +2 | Wild shape, Druidic Circle, Ancient Power | 2(1st Lvl spells) |
| 3rd | +2 | ─ | 3(2nd Lvl spells) |
| 4th | +2 | Ability Score Improvement, Wild shape improvement (Water) | 4(2nd Lvl
spells) |
| 5th | +3 | ─ | 5(3rd Lvl spells) |
| 6th | +3 | Druid Circle Feature | 6(3rd Lvl spells) |
| 7th | +3 | ─ | 7(4th Lvl spells) |
| 8th | +3 | Ability Score Improvement, Wild shape improvement (Air) | 8(4th Lvl
spells) |
| 9th | +4 | ─ | 9(5th Lvl spells) |
| 10th | +4 | Druid Circle Feature | 10(5th Lvl spells) |
| 11th | +4 | ─ | 11(6th Lvl spells) |
| 12th | +4 | Ability Score Improvement, Wild shape improvement (Plant) | 12(6th
Lvl spells) |
| 13th | +5 | ─ | 13(7th Lvl spells) |
| 14th | +5 | Druid Circle Feature | 14(7th Lvl spells) |
| 15th | +5 | ─ | 15(7th Lvl spells) |
| 16th | +5 | Ability Score Improvement | 16(7th Lvl spells) |
| 17th | +6 | ─ | 17(9th Lvl spells) |
| 18th | +6 | Timeless, Beast Spells | 18(9th Lvl spells) |
| 19th | +6 | Ability Score Improvement | 19(9th Lvl spells) |
| 20th | +6 | Archdruid | 20(9th Lvl spells) |
</div>

\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.

##### Conjuring and Binding


A druid can conjure and bind animals, elementals, fey, and plants.

##### Preparing and Casting Spells


Each druid level provides you with 1 caster level in the druid class. You follow
the normal progression to unlock spell levels (see the table under the Mana
section).
You prepare the list of druid spells that are available for you to cast, choosing
from the druid spell list. You can also change your list of prepared spells when
you finish a long rest by meditating in nature and studying your druidic idol
(treat as a spellbook). Preparing a new list of druid spells requires time spent in
prayer and meditation: at least 1 minute per spell level for each spell on your
list.

##### Ritual Casting


You can cast a druid spell as a ritual if that spell has the ritual tag and you
have the spell in your idol. You don't need to have the spell prepared.

##### Spellcasting Ability


Spirit is your spellcasting ability for your druid spells, since your magic draws
upon your devotion and 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.
Spell save DC = 8 + your proficiency bonus + your Spirit modifier
Spell attack modifier = your proficiency bonus + your Spirit modifier

- **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.

### Druid Circle


At 2nd level, you choose to identify with a circle of druids: the Circle of the
Balance to preserve the order of nature, the Circle of the Feral Beast to act
within nature’s order, or the Circle of Restoration to keep and preserve living
things, all detailed at the end of the class description. Your choice grants you
features at 2nd level and again at 6th, 10th, and 14th level.

### Wild Shape


Starting at 2nd level, you may choose a land-bound beast to morph into as an
action. You can use this ability a number of times equal to your proficiency bonus
before requiring a long rest. The creature selected can be any beast that cannot
fly or swim naturally, such as a wolf, lion, bear, tiger, etc. You remain in this
form a number of hours equal to half your druid level (round down).

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).

### Ancient Power


Starting at 3rd level, you have learned to regain some of your mana by invoking
ancient powers. With a 3-turn action, you can regain mana equal to 4 + your Druid
level. When used, you do not regenerate mana by rest or time for the next four
hours. This ability can be used after restoring mana from a different source.

### Ability Score Improvement


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

### 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.

### Beast Spells


Beginning at 18th level, you can cast many of your druid spells in any shape you
assume using Wild Shape. You can perform the somatic and verbal components of a
druid spell while in a beast shape, but you aren’t able to provide material
components.

### 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.

#### Balance Circle Spells


| Level | Spell |
|:----:|:-------------|
|3rd | Barkskin, entangling roots|
|5th | Call lightning, plant growth|
|7th | Divination, freedom of movement|
|9th | Commune with nature, tree stride|

#### Eclipse Pool.


Starting at 2nd level, whenever you successfully deal Arcane or Holy damage to an
enemy through a Druidic spell or ability, you gain one Eclipse point. You cannot
gain more than one per round. Eclipse points may be used to empower your abilities.
For every Eclipse point you have, you may deal an additional 1 point of Arcane or
Holy damage with spells and abilities that deal direct Arcane or Holy damage. You
may have a maximum number of points equal to 2 plus your Proficiency bonus, and
they remain for one hour after being acquired.

#### Balance of Sun and Moon.


Also starting at 2nd level, you may expend one Eclipse point when casting a spell
that deals Arcane or Holy damage, and deal 1d4 points of damage of that type.

#### 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.

#### World in Balance.


Starting at 14th level, you can command the world to hear your call, and call a
solar or lunar eclipse (depending on the time).
#### Solar Eclipse (Day only).
The sun’s light is covered by a shadow which blankets the earth in a 5-mile radius
centered on the druid for one hour. The area becomes dim light or normal light
(your choice), and creatures sensitive to sunlight do not take penalties from
sunlight. All your spells that deal Arcane damage do so as if your Eclipse pool was
full. You also gain one Eclipse Point per minute.

#### Lunar Eclipse (Night only).


The moon’s light is bright and cloaked in the shadow which blankets the earth in a
5-mile radius centered on the druid for one hour. The area becomes either dim or
normal light (your choice), and creatures sensitive to moonlight or sunlight take
penalties (depending on your wish) when in the area. All your spells that deal Holy
damage do so as if your Eclipse pool is full. You also gain one Eclipse Point per
minute.

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

#### Fortitude of the Wilds.


When you choose this archetype at 2nd level, you gain the ability to use Wild Shape
on your turn as a bonus action or a reaction, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action
to expend one spell to regain 1d8 hit points per level of the spell expended.

#### Fury of the Wilds.


Also when gaining this archetype, when determining your maximum allowable CR to
transform to, you divide your level by four, and not eight, therefore (½ at level
2, 1 at level 4, 2 at level 8, and 3 at level 12, 4 at level 16, and 5 at level
20).

#### Primal Strike.


Starting at 6th level, your attacks in beast form count as magical for the purpose
of overcoming resistance and immunity to non-magical attacks and damage.

#### Blessed Beast.


Starting at 10th level, you may gain a special ability depending on your favored
form of a wild shape. Choose any of your forms, and you may assign one of the
following abilities to it, but only when in that form. Upon reaching 15th level,
you may choose another option for each form.

- **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.

#### Grand Beast.


Starting at 14th level, your weapon attacks while in wild shape deal an additional
die of damage. Also, while under a wild shape, you gain 5 temporary hit points at
the beginning of each round when in a wild shape. These temporary hit points do not
carry over to your round.

### 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

#### Healing Lore.


When you choose this archetype at 2nd level, you may alter the target of a sigil
spell effect as a bonus action, targeting any eligible target within a range equal
to the spell’s original range. The spell’s effects take place at the new target’s
turn as usual.

#### Extended Growth.


Also starting at 2nd level, the maximum duration of healing sigil spells for you is
multiplied by 10, and every sigil spell you cast has double the amount of pulses.
\page

<div class='pageNumber auto'></div>


#### Seed of Life.
Starting at 6th level, you may touch any creature as an action, and cast any
druidic spell, which remains latent until you discharge it with a mental command.
Until the spell is discharged, you can sense the well-being of the creature and
their relative health, but cannot perceive through their senses or realize what
they are facing.

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.

#### Improved Seed of Life.


Starting at 14th level, you may imbue up to five seeds of life at once, and you can
use an action see through the location in which you touched your ally. You may not
communicate with them, however.
<img
src='https://media-waterdeep.cursecdn.com/attachments/3/919/tiger-druid.png'
style='position:absolute; top:350px; right:-390px; width:' />
\page
<div class='pageNumber auto'></div>

# 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

- **Hit Dice:** 1d10 per Hunter Level


- **Hit Points at 1st Level:** 8 + your Stamina modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Stamina modifier per hunter
level after 1st

#### Proficiencies
___
- **Armor:** Light armor, medium armor
- **Weapons:** Simple weapons, martial weapons
- **Tools:** None
- **Saving Throws:** 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

- *(a)* two shortswords or *(b)* two simple melee weapons


- *(a)* a dungeoneer’s pack or *(b)* an explorer’s pack

- A longbow and a quiver of 20 arrows, or a firearm of EP 2 or lower, 16 bullets,


and a powder horn.

```
```

<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;' />

### Favored Enemy


Beginning at 1st level, you have significant experience studying, tracking,
hunting, and even talking to a certain type of enemy. Choose a type of favored
enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey,
fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can
select two races of humanoid (such as gnolls and orcs) as favored enemies.

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):

- Defeat in single combat


- Track it for at least one hour
- Examine its corpse for at least one hour.

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.

### Hunter Talent


Starting at 1st level, you gain one of the following talents, representing your
preferred tactics and abilities you honed through your experience of hunting.
Whenever you qualify for another talent (at levels 3, 6, 8, 10, 14, and 18), you
can choose another talent or gain another use of an existing talent. All abilities
have DCs of 8 + Proficiency + Strength or Agility (your choice) if they allow a
saving throw.
You may also choose a rogue or warrior talent you qualify for.

### Fighting Style


At 2nd level, you adopt a particular style of fighting as your specialty. Choose
one of the following options. You can’t take a Fighting Style option more than
once, even if you later get to choose again.

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

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

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


At 2nd Level you may choose to gain the ability to cast spells (drawing from the
divine essence of nature itself) or to gain proficiency in engineering.

#### 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.

- Conjuring and Binding


A hunter can conjure and bind animals, elementals, fey, and plants. Beast master
hunters often choose their animal companions from previously bounded animals.

- Preparing and Casting Spells


Each hunter level provides you with 0.5 caster levels in the hunter class. You
follow the normal progression to unlock spell levels (see the table under the Mana
section).

You prepare the list of hunter spells that are available for you to cast, choosing
from the hunter spell list.

When you do so, you may ready a number of hunter spells equal to half the number
you can prepare normally 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.

- **Spell save DC** = 8 + your proficiency bonus + your Spirit modifier

- **Spell attack modifier** = your proficiency bonus + your Spirit modifier

**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.

### Hunter Archetype


At 3rd level, you choose an archetype that you strive to emulate: the Beast Master
who bonds with an animal, a Marksman who always finds their target and excels in
bringing them down, and a Survivalist, who has several terrain-based abilities and
is an expert ambusher, all of which are detailed at the end of the class
description. Your choice grants you features at 3rd level and again at 7th, 11th,
and 15th level.

### Ability Score Improvement


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

### Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take
the Attack action on your turn.
### Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself.
You must have access to fresh mud, dirt, plants, soot, and other naturally
occurring materials with which to create your camouflage. Once you are camouflaged
in this way, you can try to hide by pressing yourself up against a solid surface,
such as a tree or wall, that is at least as tall and wide as you are. You gain a
+10 bonus to Agility (Stealth) checks as long as you remain there without moving or
taking actions. Once you move or take an action or a reaction, you must camouflage
yourself again to gain this benefit.

### Foe Slayer


Starting at 20th level, you become an unparalleled hunter of your enemies. Once on
each of your turns, you can add your Spirit modifier to the attack roll or the
damage roll. You can choose to use this feature before or after the roll, but
before any effects of the roll are applied.

### Hunter Talent


- **Dread Ambusher:** You master the art of the ambush. You gain a bonus your
initiative rolls equal to your Spirit modifier. Also, the start of your first turn
of each combat encounter, your speed increases by 10 feet, which lasts until the
end of that turn.

- **Essence Touch (requires proficiency of +3 or above):** Whenever you touch a


creature with innate special abilities (such as innate spellcasting), you can gain
one use of their innate special abilities, usable only once before the essence
fades away. This costs no mana, but you cannot steal an ability that is also a
spell unless you had the level to cast it normally. Only hunters may take this
talent.

- **Favored Enemy:** You may gain another favored enemy, or gain the ability if you
don’t normally have it.

- **Feral Senses (requires proficiency +6 or above):** You gain preternatural


senses that help you fight creatures you can’t see. When you attack a creature you
can’t see, your inability to see it doesn’t impose disadvantage on your attack
rolls against it. You also permanently benefit from the See Invisibility spell as
if you cast it, but only so long as the enemy is within 60 feet.

- **Hunter's Sense (requires proficiency of +4 and Primeval Alertness):** You can


cast the Scrying spell, but can only affect a creature detected by primeval
alertness or favored enemy. The creature must be within 10 miles of you to be
affected by this ability. You may use this ability once per long rest. This talent
can be taken multiple times, each time increasing the times this ability can be
used per long rest by two.
\page
<div class='pageNumber auto'></div>

- **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.

- **Land’s Stride (requires proficiency +3 or above):** You may move through


nonmagical difficult terrain without spending extra movement, and gain a +10 bonus
to your speed. You can also pass through nonmagical plants without being slowed by
them and without taking damage from them if they have thorns, spines, or a similar
hazard. In addition, you have advantage on saving throws against plants that are
magically created or manipulated to impede movement, such those created by the
entangling roots spell. Only hunters may take this talent.

- **Wizards Nemesis (requires proficiency +4 or above):** You can thwart someone


else’s magic. When you see creature casting a spell or teleporting within 60 feet
of you, you can use your reaction to try to magically foil it. The creature must
succeed on a Spirit saving throw against your spell save DC, or its spell or
teleport fails and is wasted. Once you use this feature, you can’t use it again
until you finish a short or long rest.

- **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:

- Difficult terrain doesn’t slow your group’s travel.


- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging,
navigating, or tracking), you remain alert to danger, and have advantage to checks
to avoid being surprised in your favored terrain.
- You have advantage to saving throws against natural hazards in your favored
terrain. o You can move stealthily at your normal pace without slowing down.

- 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 Alertness:** Whenever you are subjected to an effect that attempts to


detect or identify you (such as a Scry spell), you gain advantage to all saves
versus such effects. If you succeed on an opposed Spirit check, you can also
reverse the spell (if possible, gaining a momentary glimpse of who is attempting to
scry on you).

- **Primeval Awareness:** You gain awareness of your environment on a local scale.


So long as you can cast at least a level 1 spell, you can use your action and
expend mana equal to any spell to gain primeval awareness. For 1 minute per level
of the spell you expended, you can sense whether the following types of creatures
are present within 1 mile of you (or within up to 6 miles if you are in your
favored terrain or if the target is a favored enemy): aberrations, celestials,
dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the
creatures’ location or number, but does hint at their strength in rough terms
(weaker, equal to you, or stronger than you), general direction, and can be used
whenever you have the mana to spend. You must have the ability to cast the Detect
Magic spell to gain this talent.

- **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 Counter (requires proficiency +6 or above, and Slayer’s Prey):** You


gain the ability to counterattack when your prey tries to sabotage you. If the
target of your Slayer’s Prey forces you to make a saving throw, you can use your
reaction to make one weapon attack against the quarry. You make this attack
immediately before making the saving throw. If your attack hits, your save
automatically succeeds, inaddition to the attack’s normal effects.

- **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>

- **Stalker’s Flurry (requires proficiency +4 or above):** You learn to attack with


such unexpected speed that you can turn a miss into another attack. When you miss
with a weapon attack, you can make another weapon attack as part of the same
action. This can be done a number of times equal to your Strength or Agility
modifier before requiring a short rest. Only hunters may take this talent.

- **Suffused Arrows:** You master the art of spell-casting through arrows or


infusing them. You may choose to gain the Infusion skill (but can only infuse
ranged weapons), or the Spell Strike feat (but only for ranged weapons). Only
hunters may take this talent.

- **Terrifying Tracker (requires proficiency +3 or above):** Whenever you succeed


on tracking a creature and have them within line of sight, you gain advantage to
any check to surprise them. You may also intimidate the target without revealing
yourself (usually to steer the target into one place or another).

- **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:

### Beast Master


Your bond with the land is stronger than that of other hunters, a bonded beast
appropriate to your terrain has chosen to fight alongside you. Beast master hunters
are the most common adventuring hunters to fight without aid.

#### Hunter’s Companion:


At 3rd level, you gain a bound
companion that accompanies you on your adventures and is
trained to fight alongside you. This acts as a normal bonded
companion. The companion must be a beast that is no larger
than Medium and that has a challenge rating of 1/2 or lower
(for example, a hawk, mastiff, or panther). See Bound
Companion for more details. The hunter is able to cast the
Bind Animal spell, even if the spell is not prepared or
spellcasting was removed due to the Sharpshooter ability.

**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.

**Leveling up:** Your beast companion improves in CR the


higher your level becomes, CR equal to 1 per every 8 levels of Hunter (improving to
1 CR at level 4, 2 CR at level 8, and 3 CR at level 16). This either takes the form
of choosing a
higher-level companion, or adding hit dice to the companion
until its CR increases.

When reaching 8th level, you can choose a Large creature.

The companion also gains an Ability Score Improvement


once you do (this acts as the normal feature).

**Special:** While traveling through your favored terrain with


your beast, you can move stealthily at a normal pace. Bonding
with a beast requires spending one hour communicating with
the creature by nonverbal cues, and spending the next seven
hours in bonding activities (hunting, etc.).

#### Spirit Bond:


Beginning at 7th level, on any of your turns
when your beast companion doesn’t attack, you can use a
bonus action to command the beast to take the Dash,
Disengage, Dodge, or Help action on its turn. The beast also
has advantage with any saving throw to resist spells that
control it (such as charm spells) or those that make it
abandon you (such as fear spells).
\page

<div class='pageNumber auto'></div>


#### Frenzy:
Starting at 11th level, whenever you command it to
attack, it makes two attacks instead. This applies when you
sacrifice the second attack from the Extra Attack feature, as
well as the first time you order it to attack.
Your animal companion’s weapon attacks score a critical
hit on a roll of 19 and 20. It also gains one extra attack, as if it gained the
Extra Attack feature.

#### Empowered Bond:


Beginning at 15th level, you and your
animal companion may share the damage both of you take by
dividing it by two so long as you are within 30 feet of one
another. If under the effects of Spirit Link, you count as two separate creatures.

As long as you and your animal companion are within one


mile or less of one another, you may also see through your
companion’s eyes and give commands through it, though you
are blind to your own surroundings if you do so.

### 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.

#### Careful Aim:


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

#### Hawk Eye:


Starting at 7th level, you double your range
with all ranged weapon attacks. Also, any ranged attack you
score on a creature that is surprised is a critical hit. The
automatic critical hit can be triggered once per round.
Multi-Shot Strike: Starting at 11th level, whenever you
successfully strike an enemy with a ranged attack, you may
use a bonus action to attack any other target within 5 feet of the original target.
You may also instead designate five-foot- square within the range of your ranged
weapon, and bombard any number of enemies within 10 feet of said point, one attack
each.

#### Chimera Shot [Shot]:


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

### Survival
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.
```
```

#### Survival Knowledge:


Starting at 3rd level, you gain
proficiency in Engineering (though only to make traps and
explosives) and the Poisoner’s Kit. If you already have
proficiency in Engineering, you gain expertise in checks with
it. You also gain +10 feet to your speed when wearing
medium armor or less, and when not using a shield.

#### Trap Expert:


Starting at 7th level, any creature subjected
to traps set by you have disadvantage to their saves, or the
trap has advantage to any attack against them, and you may
add your Proficiency bonus to all saving throw DCs or attack
rolls made by traps you set or poisons you create.
The trap needs only to be set by you, and not necessarily
built by you.

#### Poison Science:


Starting at 11th level, you can harvest
triple the normal quantity of poisons from dead creatures.
You also gain resistance to all poison damage. Gaining

acquired immunity to poisons or diseases requires only one-


quarter the normal time.

#### 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.

To avoid interference with their spellcasting, mages wear


only cloth armor, but arcane shields and enchantments give them additional
protection. To keep enemies at bay, mages can summon bursts of fire, waves of
frost, or blasts of arcane magic to incinerate, freeze, and destroy distant targets
and cause entire areas to erupt with their magic, setting groups of foes to waste.

The wizards of Azeroth are commonly known as mages, or magi. The magi of Azeroth
acknowledge the corrupting influence of arcane magic, and unlike Warlocks, they
temper their advancement with cool intellect and precision.

## 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

- **Hit Dice:** 1d6 per Mage Level


- **Hit Points at 1st Level:** 6 + your Stamina Modifier
- **Hit Points at Higher Levels:** 1d6 (or 4) + your Stamina modifier per Mage
level after 1st

#### 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)* a quarterstaff or *(b)* a dagger

- *(a)* a component pouch or *(b)* an arcane focus


- *(a)* a scholar’s pack or *(b)* an explorer’s pack

- A spellbook
```
```
<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.

##### Preparing and Casting Spells:


Each mage level provides you with 1 caster level in the mage class. You follow the
normal progression to unlock spell levels (see the table under the Mana section).
You prepare the list of mage spells that are available for you to cast, choosing
from the mage spell list.

You can also change your list of prepared spells by consulting your spellbook.

- **Preparing a new list of mage spells requires time spent in study:** at least 1
minute per spell level for each spell on your list.

- **Spellcasting Ability:** Intelligence is your spellcasting ability for your mage


spells, since you learn your spells through dedicated study and memorization. You
use your Intelligence whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting the saving throw DC for a
mage spell you cast and when making an attack roll with one.

- **Spell save DC** = 8 + your proficiency bonus + your


Intelligence modifier
- **Spell attack modifier** = your proficiency
bonus + your Intelligence modifier

##### Ritual Casting:


You can cast a mage spell as a ritual if that
spell has the ritual tag and you have the spell in your
spellbook. You don't need to have the spell prepared.
Spellcasting Focus: You can use an arcane focus as a
spellcasting focus for your mage spells.
Learning Spells of 1st Level and Higher: On your
adventures, you might find other spells that you can add to
your spellbook.

You do not gain spells by default, and typically scribe spells from scrolls into
your own spellbook, or purchase (or steal) the spellbooks of others, or research
them yourself.
```
```

### Mage Tradition


When you reach 2nd level, you choose a mage tradition,
shaping your practice of magic through one of eight schools,
or through the disciplines of Arcane, Fire, or Frost, detailed at the end of the
class description. Your choice grants you features at 2nd level and again at 6th,
10th, and 14th level.

Azerothian magi also often specialize in Necromancy or


Illusion, though other traditions are relatively rare.
The most common traditions in Azeroth are the three
below: Arcane, Fire, and Frost. Arcane and Frost are
preferred by the students and people of Dalaran, but the
grand power of Fire is nothing to be ignored. Other than the
above specializations, necromancers and conjurers are
common in Azeroth.

### Ability Score Improvement


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

### Spell Mastery


At 18th level, you have achieved such mastery over certain
spells that you can cast them at will with no mana cost.
Choose a 1st-level mage spell and a 2nd-level mage spell that
are in your spellbook. You can cast those spells at their lowest level without
expending mana when you have them prepared.

If you want to cast either spell at a higher level (or if the spell consumes mana
in its description), you must expend mana as normal. By spending 8 hours in study,
you can exchange one
or both of the spells you chose for different spells of the same levels.

<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.

#### Arcane Spheres:


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

For every Arcane Sphere you have, you may


deal an additional 1 point of arcane damage with spells and
abilities that deal direct arcane damage. You may have a
maximum number of spheres equal to 2 plus your
Proficiency bonus, and they remain for one hour after being
acquired.

#### Arcane Blast:


Also at 2nd level, you gain the ability to unleash blasts of arcane force as an
action. You gain the Mystic Blast feat, but must choose to deal arcane damage.

#### Transmutation Mastery:


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

#### Abjuration Mastery:


Spell-Flare: At 10th level, you may twist a spell when it is dispelled by your
abjuration spells. Whenever you dispel an ongoing magical effect on a target, you
may opt to deal 1d4 arcane damage per spell level dispelled to the target. This
damage cannot be resisted, and applies only once per round. Whenever you cast spell
with ‘mana’ in the name (such as mana burn, mana shield, etc.), it costs you one
less point of mana.

You may also sacrifice Arcane Spheres to reduce mana


cost of one spell cast.

The reduction in mana cost is one point per Arcane Sphere


removed (minimum mana 1). This may be used once per
hour.
```
```

#### Rune of Power:


Starting at 14th level, you may use an
action to create a rune of power up to 30 feet away that
focuses the ley lines of the realm you are in. The rune
occupies a 5-feet square.

Any creature standing on this rune casts their spells with one less point of mana
(minimum 1). This rune can be treated as a fountain of mana, but for one creature
only. You may dispel this rune with a reaction. The rune remains for one hour. You
may create three runes before requiring a long
rest.

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

#### Controlled Destruction:


Beginning at 2nd level, you can
create pockets of relative safety within the effects of your fire evocation spells.
When you cast a fire evocation spell that affects other creatures that you can see,
you can choose a number of them equal to 1 + your intelligence modifier.

The chosen creatures automatically succeed on their saving


throws against the spell, and they take no damage if they
would normally take half damage on a successful save. Also,
whenever you set a target on fire with your fire spells, they
are considered to be poisoned (disadvantage to attack rolls
and ability checks) so long as they are aflame.

#### Student of Flame:


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

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

#### Chilling Effects:


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

#### White Ice:


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

<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.

#### Hit Points


- **Hit Points:** Hit Dice: 1d8 per Monk level
- **Hit Points** at 1st Level: 8 + your Stamina modifier
- **Hit Points at Higher Levels:** 1d8 (or 8) + your Stamina modifier per Monk
level after 1st

#### 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:

- *(a)* a Short sword or *(b)* any Simple weapon

- *(a)* a Dungeoneer’s pack or *(b)* an Explorer’s pack

- 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.

### Martial Arts


At 1st level, your practice of martial arts gives you mastery of combat styles that
use unarmed strikes and monk weapons,
which are shortswords and any simple melee weapons that
don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or


wielding only monk weapons and you aren’t wearing armor or
wielding a shield:

- You can use Agility instead of Strength for the attack and damage rolls of your
unarmed strikes and monk weapons.

- You can roll a d4 in place of the normal damage of your unarmed strike or monk
weapon. This die changes as you gain monk levels, as shown in the Martial Arts
column of the Monk table.

- When you use the Attack action with an unarmed strike or a monk weapon on your
turn, you can make one unarmed strike as a bonus action. For example, if you take
the Attack action and attack with a quarterstaff, you can also make an unarmed
strike as a bonus action, assuming you haven't already taken a bonus action this
turn. Certain monasteries use specialized forms of the monk weapons.
\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.

You have a number of Ki points equal to your monk level.


You can spend these points to fuel various ki features. You
start knowing three such features: Flurry of Blows, Patient
Defense, and Step of the Wind. You learn more ki features as
you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest,
at the end of which you draw all of your expended ki back into yourself.

You must spend at least 30 minutes of the rest meditating


to regain your ki points.

Some of your ki features require your target to make a


saving throw to resist the feature’s effects. The saving throw DC is calculated as
follows:

- **Ki save DC** = 8 + your proficiency bonus + your Spirit modifier

##### Flurry of Blows:


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

##### Patient Defense:


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

##### Step of the Wind:


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

##### Imbue into Brew:


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

\page

<div class='pageNumber auto'></div>


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

### Deflect Missiles


Starting at 3rd level, you can use your reaction to deflect or catch the missile
when you are hit by a ranged weapon
attack. When you do so, the damage you take from the attack
is reduced by 1d10 + your Strength or Agility modifier (your
choice) + your monk level.

If you reduce the damage to 0, you can catch the missile if


it is small enough for you to hold in one hand and you have at least one hand free.
If you catch a missile in this way, you can spend 1 ki point to make a ranged
attack with the weapon or piece of ammunition you just caught, as part of the same
reaction. You make this attack with proficiency, regardless of your weapon
proficiencies, and the missile counts as a monk weapon for the attack. The range of
this ability is 20/60 feet.

### Monk Traditions


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

### Ability Score Improvement


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

### Slow Fall


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

### Extra Attack


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

### Stunning Strike


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

### Ki-Empowered Strikes


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

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

### Stillness of Mind


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

### Purity of Body


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

### Tongue of Sun and Moon


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

### Diamond Soul


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

### Perfect Self


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

<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

<div class='pageNumber auto'></div>


## Monk Traditions
A monk chooses from one of the below three monkish
traditions.

### Brewmaster
Brewmaster monks are focused on evading blows and
empowering themselves and their allies through their brews,
and make the most common of monk adventurers.

#### Brewmaster Focus:


Upon reaching 3rd level and gaining this monk tradition, you may add the following
Ki power to your repertoire.
- **Breath of Fire (2 Ki + 1 per spell level above 1st):** As an action, you can
cast Burning Hands as a 1st level spell. This effect is voice-based, requiring that
you be able to speak (and are not silenced), but does not require gestures. The
maximum spell level you can manifest is 1 spell level per 3 monk levels).
<img

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.

- **Purifying Touch [Strike] (3 Ki + 1 per spell level above 3rd).** As an action,


you can cast Dispel Magic as a 3nd level spell. This requires touching the effect
or creature that is subject to the effect. You may use this as a touch or as a
strike effect. The maximum spell level you can manifest is 1 spell level per 3 monk
levels).

- **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.

#### Mistweaver Focus:


Upon reaching 3rd level and gaining
this monk tradition, you may add the following Ki power to
your repertoire:

- **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

<div class='pageNumber auto'></div>


#### Mistweaver Ki:
Upon reaching 6th level, you gain the
following new Ki powers and add them to your repertoire.

- **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.

#### Windwalker Recipes:


Upon reaching 3rd level and gaining this monk tradition, you may add the following
Ki power to your repertoire.

- **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.

#### Windwalker Ki:


Upon reaching 6th level, you gain the
following new Ki powers and add them to your repertoire.:

- **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.

#### Combo Attacks:


Starting at 11th level, you score a critical hit
on a 19-20. If you already possess this range, the range
increases by 1 point (18-20). When you score a critical hit,
you may either use any one Ki ability with no action or Ki cost (such as flurry of
blows, Rising Sun, your Superior Martial Arts abilities, or Quivering Palm once you
gain it), or choose to regain 2 Ki.
#### Quivering Palm (3 Ki):
At 17th level, you gain the ability to
set up lethal vibrations in someone’s body. When you hit a
creature with an unarmed strike, you can use a bonus action
start these imperceptible vibrations, which last for a number
of days equal to your monk level. The vibrations are harmless
unless you use your action to end them.

To do so, you and the target must be on the same plane of


existence. When you declare use this action, the creature
must make a Stamina saving throw. If it fails, it is reduced to
0 hit points. If it succeeds, it takes 10d10 shadow damage
instead. You may place these vibrations even with a harmless
touch (which may require a Deception check opposed to
Insight).

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.

### Class Features:


As a paladin, you have the following class features:

#### Hits Points


**Hit Dice:** 1d10 per Paladin level
<br>
**Hit Points at 1st Level:** 10 + your Stamina modifier
<br>
**Hit Points at Higher Levels:** 1d10 (or 6) + your Stamina
modifier per Paladin level after 1st

#### 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:

- *(a)* a Martial weapon and a Shield or *(b)* two Martial weapons

- *(a)* five Javelins or *(b)* any Simple melee weapon


- *(a)* a Priest’s pack or *(b)* an Explorer’s pack

- Chain mail, a Holy symbol, and a Holy libram


```
```

<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>

### Fighting Style


At 2nd level, you adopt a style of fighting as your specialty. Choose one of the
following options. You can’t take a Fighting Style option more than once, even if
you later get to choose again.

#### 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. 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.

### Crusader Strike


Starting at 2nd level, when you hit a creature with a melee
weapon attack, you can expend mana equal to one spell slot
to deal holy damage to the target, in addition to the weapon’s damage. The extra
damage is 1d8 plus 1d8 per spell slot, (maximum 6d8 with a 5th level slot). If the
target is a fiend or an undead, you gain +5 to the strike’s damage. If you have a
seal active, you may also perform a Crusader Strike without expending mana (called
Seal Release or Judgment), terminating the effects of the seal (plus an additional
effect depending on the seal). Despite the name, Crusader Strike does not count as
a Strike effect.

### 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>

**Conjuring and Binding:**


A paladin can conjure and bind
celestials.

**Preparing and Casting Spells:**


Each paladin level provides you with 0.5 caster levels in the paladin class
(minimum 0). You follow the normal progression to unlock spell levels (see the
table under the Mana section). You can also change your list of prepared spells by
consulting your libram (treat as a spellbook). Preparing a new list of paladin
spells requires time spent in study: at least 1 minute per spell level for each
spell on your list.

**Spellcasting Ability:** Charisma is your spellcasting ability for your paladin


spells, since their power derives from the strength of your convictions. You use
your Charisma
whenever a spell refers to your spellcasting ability. In
addition, you use your Charisma modifier when setting the
saving throw DC for a paladin spell you cast and when
making an attack roll with one.

- **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier


- **Spell attack modifier** = your proficiency bonus + your Charisma modifier
\page

<div class='pageNumber auto'></div>


**Spellbook – Libram:** At 2nd level, your libram contains
three 1st-level paladin spells of your choice. When you level
up, you gain 2 additional paladin 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 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.

- **Devotion:** At level 3, you have the aura of


devotion. All allied creatures reduce the
number of hit points they take from Weapon
Attack rolls by a number equal to your proficiency
bonus. This cannot reduce the damage below 1 point. This
opposes Abandonment Aura, and both effects are negated.
Retribution: At level 6, you have the aura of retribution.

Whenever an allied creature is damaged with a melee


weapon attack, the attacker (if within 5 feet) takes 1d4 holy
damage per attack. This is applied once per proficiency
bonus in the same round, and does not cost a reaction. The
damage the attacker takes cannot exceed the damage they
dealt, however. This can be resisted to half damage. This
opposes Weakness Aura, and both effects are negated.

- **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.

- **Concentration:** At level 14, you have the aura of


concentration. All allied creatures gain advantage on Stamina
saving throws to maintain their concentration on a spell.
Once per proficiency bonus, you may grant any allied
creature within the aura a bonus equal to your proficiency
bonus to their check to concentrate on the spell. This opposes Distraction Aura,
and both effects are suppressed.

- **Resistance:** At level 18, you have the aura


of resistance. You may choose one damage type (acid, cold,
electricity, or fire), and all allies take less damage from this damage type equal
to double your proficiency bonus
(minimum 1 point of damage). This opposes Vulnerability
Aura, and both effects are suppressed.

### Holy Oath


When you reach 3rd level, you walk a path that defines you as
a paladin forever. Up to this time you have been in a
preparatory stage, committed to the path but not yet sworn to
it. You may choose the Oath of Holiness to aid the helpless,
Oath of Protection to guard the weak, or Oath of Retribution
to smite the wicked, all detailed at the end of the class
description. Your choice grants you features at 3rd level and
again at 7th, 15th, and 20th level. Those features include oath spells and the
Channel Divinity feature.
**Oath spells:** Each oath has a list of associated spells. You gain access to
these spells at the levels specified in the oath description. Once you gain access
to a oath spell, you always have it prepared.

Oath spells don’t count against the number of spells you


can prepare each day. If you gain an oath spell that doesn’t
appear on the death knight spell list, the spell is nonetheless a paladin spell for
you.

**Channel Divinity:** Your path allows you to chennel divine


energy to fuel magical effects. Each Channel Divinity option
provided by your path explains how to use it. When you use
your Channel Divinity, you choose which option to use. You
must then finish a short or long rest to use your Channel
Divinity again. Some Channel Divinity effects require saving
throws. When you use such an effect from this class, the DC
equals your paladin spell save DC. By default, you may always
Turn Undead, and gain an additional choice from your Path:

**Turn Undead:** As an action, you present your holy symbol


and speak a prayer censuring fiends and undead, using your
Channel Divinity. Each fiend or undead that can see or hear
you within 30 feet of you must make a Spirit saving throw.

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

<div class='pageNumber auto'></div>


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

### Extra Attack


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

### Divine Health


Starting at 6th level, the divine magics flowing within you
grant you immunity to diseases and advantage against
poison, as well as resistance against poison damage.

### Improved Crusader Strike


By 11th level, you are so suffused with the might of the Light that all your melee
weapon strikes carry its divine power with it. Whenever you hit a creature with a
melee weapon, the creature takes an extra 1d8 holy damage. If you also use your
Crusader Strike with an attack, you add this damage to the extra damage of your
Crusader Strike.

### Cleansing Touch


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

### Aura Improvement


Beginning on 18th level, you have advantage to concentrate
on auras, and the range increases to 30 feet.

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

### Oath of Holiness


A Paladin of the Oath of Holiness invokes the power of the
Light to protect and heal.
Holy Paladin Spells
##### Holy Paladin Spells
| Level | Spell |
|:----:|:-------------|
|3rd| Protection from Evil and Good, Sanctuary|
|5th |Lesser Restoration, Zone of Truth|
|9th| Beacon of Hope, Dispel Magic|
|13th| Freedom of Movement, Guardian of Faith|
|17th |Commune, Flame Strike|

#### Channel Divinity:


When you take this oath at 3rd level, you gain the below Channel Divinity option:

- **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.

#### Holy Vision:


At 3rd level, you gain the ability to critically hit with healing spells. When you
touch or target an ally with a touch or ranged healing spell (such as Holy Light),
you may roll a d20. On a natural 19 and 20 (or 10% chance on a d%), your spell has
double effectiveness. This applies when
dealing damage to undead as well.

#### Holy Auras:


At 7th level, your auras increase in strength.
Your auras range increase to 30 feet, and can apply two auras
at once. When gaining Aura Improvement, your auras
increase to 45 feet.

#### Latent Prayer:


Starting at 15th level, you may cast a
healing spell on a creature that only activates whenever the
creature wishes. This does not require concentration on your
end, and the creature (or you) may declare use of the spell as a reaction. This
effect remains for one day or until used, and leaves a holy mark that can be
detected as the healing spell. A creature can only benefit from one latent prayer
until they take a long rest. This may also be applied to undead.

#### Illuminated Healer:


By 20th level, whenever a creature that benefits from a healing effect (such as
Light of Dawn, or healing spell) originating from you manifest a holy shield.
This holy shield grants them temporary hit points equal to
the amount they were healed by you. The holy shield does not
increase the amount shielded if the healing spell was a
critical hit. This shield remains until the hit points are
reduced to 0, or until ten minutes have passed. This effect
does not stack with itself, and a creature can benefit from a
single holy shield only once every hour. Your healing spells
critically hit on a natural 18.

### Oath of Protection


A Paladin of the Oath of Protection uses Holy magic to shield
him/herself and defend allies against attackers.
##### Protection Paladin Spells
| Level | Spell |
|:----:|:-------------|
|3rd| Shield, Sanctuary|
|5th |Lesser Restoration, Warding Bond|
|9th |Beacon of Hope, Revivify|
|13th |Aura of Life, Death Ward|
|17th |Prayer of Healing, Wall of Force|
\page

<div class='pageNumber auto'></div>


#### Channel Divinity:
When you take this oath at 3rd level, you
gain the below Channel Divinity option:

- **Rook’s Move:** You can use your Channel Divinity to swap


places with any ally. As a reaction, choose one ally within 60 ft. of your size or
smaller that you can see that is about to be attacked. You instantly teleport to
the spot your ally was located and your ally moves to your previous spot, swapping
places. You may use this ability before or after the result of the attack roll is
known. If you use this ability before the attack roll, you can resist the attack as
normal, but if done after, you must take the effects of the attack, even if you
would have otherwise ignored it.

#### Avenger’s Shield:


Starting 3rd level, you may throw your
shield as a ranged thrown attack. The shield has a range of
30/90. If used against a target that is spellcasting or who
casts a spell in same turn after being hit, it imposes
disadvantage to the creature’s required Stamina save to
maintain the spell, or any check to concentrate while being
hit. The damage dealt is equal to 1d4 + your Strength
modifier, and the damage dealt is half Holy and half
Bludgeoning.

The shield returns instantaneously to your hand, and may


be used again in the same round. This requires having a
shield. Opportune Prayer. Starting at 7rd level, whenever you
reduce an enemy to 0 hit points, you may cast a cure spell as
a reaction. You may also do this whenever you critically hit or are critically
struck.

#### Holy Sentinel:


Starting at 15th level, whenever you hit a
creature with an opportunity attack, the creature’s speed
temporarily becomes 0 for the rest of the turn. Creatures
within 5 feet of you provoke opportunity attacks from you
even if they take the Disengage action before leaving your
reach. When a creature within 5 feet of you makes an attack
against a target other than you, you can use your reaction to
make a melee weapon attack against the attacking creature.
Your Avenger’s Shield can (with an attack) jump from one
enemy to another, even possibly leaving maximum range, so
long as the targets are 30 feet from one another. When you
no longer have attacks, the shield returns to you.

#### Ardent Defender:


At level 20, you may, as a reaction,
you may gain resistance to all damage for one round, usable
five times per day. If this ability is used, and you are reduced to 0 or below
regardless, you may cast any paladin spell as a reaction.

### Oath of Retribution

A Paladin of the Oath of Retribution uses his Light-


infused powers to smite the wicked and avenge wrongs once
made.
```
```

##### Retribution Paladin Spells


| Level | Spell |
|:----:|:-------------|
|3rd| Heroism, Compelled Duel|
|5th| Branding Strike, Warding bond|
|9th| Beacon of Hope, Haste|
|13th| Guardian of Faith, Death Ward|
|17th| Hope of Healing, Dispel Evil and Good|

#### Channel Divinity:


When you take this oath at 3rd level, you
gain the below Channel Divinity option: Sword of Light: As an
action, you can imbue one weapon that you are holding with
positive energy, using your Channel Divinity. For 1 minute,
you add your Charisma modifier to attack rolls made with
that weapon (with a minimum bonus of +1).

The weapon also emits bright light in a 20-foot radius and


dim light 20 feet beyond that. If the weapon is not already
magical, it becomes magical for the duration. You can end
this effect on your turn as a bonus action. If you are no longer holding or
carrying this weapon, or if you fall unconscious, this effect ends.

#### Arm of the Law:


At 3rd level, you can, whenever
successfully releasing a seal or performing a Crusader Strike, Dash without using
an action. You may also perform
Crusader Strike at a range of 30 feet, but the damage dealt is only equal to the
bonus Holy damage dealt (I.E., 2d8 Holy, or 3d8 if a fiend or undead). This is
counted as a ranged spell attack. Sword of Truth. Starting at 7th level, you always
add your Charisma modifier to damage rolls. Using Sword of Light allows you to add
your Charisma modifier again.

#### 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.

#### Divine Storm:


At level 20, whenever you use a Crusader
Strike, it deals damage to the target, and any other two
hostile creatures within 10 feet away from you. This
consumes a use as normal for the ability. The effects of a
released seal is applied only to the initial creature.
\page
<div class='pageNumber auto'></div>

# 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.

#### Quick Build:


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

### Class Features:


As a Priest, you gain the following class
features.

#### Hit Points:


**Hit Dice:** 1d8 per Priest level<br>
**Hit Points at 1st Level:** 8 + your Stamina modifier<br>
**Hit Points at Higher Levels:**
1d8 (or 5) + your Stamina modifier per Priest level after 1st

#### 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:

- *(a)* a Mace or *(b)* a Quarter staff


- *(a)* Leather armor, or *(b)* Chain shirt (if proficient)
- *(a)* a Light crossbow and 20 Bolts or *(b)* any Simple weapon
- *(a)* a Priest’s pack or *(b)* an Explorer’s pack
- A Holy (or Unholy or neutral) symbol and Libram

```
```

<div class='classTable'>

##### The Priest


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

</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.

##### Preparing and Casting Spells:


Each priest level provides you with 1 caster level in the priest class. You follow
the normal progression to unlock spell levels (see the table under The Mana
section). You prepare the list of priest spells that are available for you to cast,
choosing from the priest spell list.
You can change your list of prepared spells by consulting your libram (treat as a
spellbook). Preparing a new list of priest spells requires time spent in prayer and
meditation and reading your prayer book. It takes one minute per spell level to
alter a prepared spell.

**Spellcasting Ability:** Spirit is your spellcasting ability for your priest


spells, since you learn your spells through dedication to a higher force. 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 priest spell you
cast. t and when making an attack roll with one.

- **Spell save DC** = 8 + your proficiency bonus + your Spirit


modifier
- **Spell attack modifier** = your proficiency bonus + your Spirit modifier

##### Priesthood Spells:


Each priesthood has a list of spells—its priesthood spells—that you gain at the
priest levels noted in the priesthood description. Once you gain a priesthood
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 priesthood spell that doesn’t appear
on the
priest spell list, the spell is nonetheless a priest spell for you.

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

**Spellcasting Focus:** You can use your holy symbol as a spellcasting focus for
your priest spells. Priesthood Choose one priesthood or domain related to your
deity: Death (Lich King), Discipline (Balance), Holy (Holy Light), Moon (Elune), or
Shadow (Forgotten Shadow). Each priesthood is detailed at the end of the class
description. Your choice grants you domain spells and other features when you
choose it at 1st level. It also grants you additional ways to use Channel Divinity
when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and
17th levels.
```
```

### Unarmored Defense


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

### Channel Divinity


At 2nd level, you gain the ability to channel divine energy directly from your
deity, using that energy to fuel magical effects. You start with two such effects:
Turn Undead and an effect determined by your priesthood. Some domains grant you
additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must
then finish a short or long rest to use your Channel Divinity again.

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.

### Desperate Prayer


With a desperate prayer, starting 2nd level, you can replenish
some of your mana reserves. With a 3-turn action, you can
regain mana equal to 4 + your Priest level.
When used, you do not regenerate mana by rest or time for
the next four hours. This ability can be used after restoring
mana from a different source.

When used, you do not regenerate mana by rest or time for


the next four hours. This ability can be used after restoring
mana from a different source.

### Ability Score Improvement


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

### Destroy Undead


Starting at 5th level, when an undead fails its saving throw against your Turn
Undead feature, the creature is instantly
destroyed if its challenge rating is at or below a certain threshold, as shown in
the Destroy Undead table.
\page
<div class='pageNumber auto'></div>
##### Destroy Undead Table
| Cleric Level Destroys | Undead of CR |
|:----:|:-------------|
|5th| 1/2 or lower|
|8th| 1 or lower|
|11th| 2 or lower|
|14th| 3 or lower|
|17th| 4 or lower|

### Divine Intervention


Beginning at 10th level, you can call on your deity to intervene on your behalf
when your need is great. Describe the assistance you seek, and roll percentile
dice. If you roll a number equal to or lower than your priest level, your deity
intervenes. The DM chooses the nature of the intervention; the effect of any priest
spell or priesthood spell would be appropriate.
Imploring your deity’s aid requires you to use your action. If your deity
intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it
again after you finish a long rest. At 20th level, your call for intervention
succeeds automatically, no roll required.
<img

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:

### Death Priesthood


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

##### Channel Divinity:


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

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

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

##### Destroy Living Table


| Cleric Level | Destroys Living of CR |
|:----:|:-------------|
|5th| 1/2 or lower|
|8th |1 or lower|
|11th| 2 or lower|
|14th| 3 or lower|
|17th| 4 or lower|

##### Death Priesthood Spells


| Spell Level | Domain spells |
|:----:|:-------------|
|1st| Bane, Sleep|
|3rd| Gentle Repose, See Invisibility|
|5th| Animate Dead, Speak with Dead|
|7th| Blight, Phantasmal Killer|
|9th| Finger of Death, Power Word: Stun
|
#### Death Can Wait:
At first level, you gain advantage against
all Death Saving Throws, attempts to stabilize, and saves against necromancy spell
effects. You may also sacrifice yourself ritually to become a shade, gaining
incorporeality (see Introduction), but becoming unable to cast spells.

You gain telepathy with who sacrificed you, and may communicate with them and share
what you see as an action from their part. This remains so long as you and your
lord are in the same plane. The connection may be willingly transferred to another
creature. The transformation is complete after one day of death, and cannot be
reversed short of a 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>

#### Death's Touch:


At 8th level, you may use an action to target
any dying creature within 90 feet with a ranged spell attack. The creature fails
one death saving throw instantly. You also have Resistance to Fel damage.

#### Avatar of Death:


At 17th level you have the “Command
Undead” ability as if you were a Necromancer equal to your priest level. Also when
using your Death's Touch ability any target that dies while you are touching them
cannot be resurrected or reincarnated. They can however be raised as Undead.

<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>

### Discipline Priesthood


A discipline priest follows the tenets of balance and selfimprovement through
chakra training. The discipline priest uses magic to shield allies from taking
damage as well as
heal their wounds.

##### Discipline Priesthood Spells


| Spell Level | Domain spells |
|:----:|:-------------|
|1st| Power Word: Fortitude, Sanctuary|
|3rd| Power Word: Shield, Levitate|
|5th| Remove Curse, Warding Bond|
|7th| Death Ward, Stoneskin|
|9th| Hold Monster, Telekinesis (level 5)|

#### Chakra Ward:


Beginning at 1st level, while you are
wearing no armor and not wielding a shield, you take 3 less damage from all
nonmagical slashing, piercing, and bludgeoning damage.

#### Extended Wards:


Also beginning at 1st level, you double
the duration of any active spell that grants temporary hit points and all Power
Word spells.

#### Channel Divinity: Damage Ward.


Starting at level 2, you may use a channel divinity attempt to grant any ally
within 30 ft. resistance against any type of damage they specify. This resistance
remains for one round.

#### Channel Divinity:


When you partake in the priesthood of
Discipline, you gain the following channel divinity option:

- **Reflecting Ward:** Starting at 6th level, whenever a creature benefitting from


your Damage Ward ability is damaged, you may use a channel divinity attempt and a
reaction to reflect
half the damage dealt back to the creature who dealt it. Make a ranged spell
attack, and on a success, the creature damaging your ally is damaged themselves by
half their own damage. This does not alter the type of damage dealt.

#### Chakra Cleansing:


Starting at 8th level, whenever you cast a shielding spell, you may perform one of
the two abilities with a bonus action.
- You may dispel any magical effect the
target suffers from. This acts as dispel magic with a spell level equal to the
level of the shielding spell you cast.
- You may grant additional temporary hit points equal to double the spell level.

#### Infused Shield:


Starting at 17th level, whenever you cast a
healing or shielding spell, you may freely convert temporary hit points from your
spells to actual hit points, or vice versa. A healing spell that grants temporary
hit points is counted as a
shielding spell, and benefits from the Chakra Cleansing, Extended Wards, and
Shielding Power abilities.

### Holy Light Priesthood


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

##### Holy Priesthood Spells


| Spell Level | Domain spells |
|:----:|:-------------|
|1st| Bless, Holy Light|
|3rd| Lesser Restoration, Spiritual weapon|
|5th| Beacon of Hope, Revivify|
|7th| Death Ward, Guardian of Faith|
|9th| Prayer of Healing, Raise Dead|

#### Light’s Insight:


Starting at 1st level, when you cast healing spell, there is a 10% chance (a 19 or
20 on a d20) that the spell critically hits, dealing double healing or damage. You
may also turn fiends when you turn undead.

\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.

#### Channel Divinity:


When you partake in the priesthood of the Holy Light, you gain the following
channel divinity option:

- **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.

#### Focused Casting:


Starting at 6th level, you may use a channel energy attempt to alter the target of
any invigorate healing spell you cast on a target. This does not reduce the
duration, and may be used outside the target’s turn. You may use this instead to
grant the target another benefit of the invigorate spell in the same round. This
does not cost an action.

#### Angelic Form:


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

#### Guardian Spirit:


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

### Moon Priesthood


The priesthood of the night-elven goddess Elune is of moonworship, serenity, and
reflection. Elune’s favored weapon is the bow, and her priests and priestesses
favor using subterfuge, ranged weapons, and hit-and-run techniques to guard her
flock.

Moon Priesthood Spells


Spell Level Domain spells
1st Sleep, Speak with Animals
3rd Darkvision, Moonbeam
5th Bestow Curse, Remove Curse
7th Dominate Beast, Polymorph
9th Dream, Hold Monster

#### Light of the Moon:


Starting at 1st level, When you are bathed in the light of the moon you gain
advantage on your attack rolls.

#### Favor of Elune:


Also starting at 1st level, you gain proficiency with all projectile weapons, and
gain +1 to attack rolls with bows of all types.

#### Channel Divinity:


When you partake in the priesthood of the Moon, you gain the following channel
divinity option:
- **Soothe the Beast:** Starting at 2nd level, when you channel divinity, you may
force a Druid in their Wild Shape or a creature in a monstrous or alternate form to
revert to their original shape if they fail an Intelligence saving throw. They
cannot return to said form for one minute after being subject to this.

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.

#### Trueshot Aura:


Starting at 6th level, you may emit a 15- foot radius aura for one hour as a bonus
action, granting all allied creatures a bonus to ranged damage rolls equal to your
proficiency bonus. This acts as the Paladin’s Aura feature in
all other respects (but cannot be countered by another aura).

#### Elune’s Grace:


Starting at 8th level, whenever the natural moonlight is illuminating you or the
target of your healing spells, they receive maximum healing.

#### Moon's Luck:


Starting at 17th level, gain the Lucky Feat when you are bathed in the light of the
moon. You have a number of Luck Points equal to half of your Priest level (rounded
down).

### Shadow Priesthood


The shadow priesthood follows the Cult of the Forgotten Shadow. A shadow priest
uses sinister Shadow magic, especially debilitate spells, to eradicate enemies.

##### Shadow Priesthood Spells


| Spell Level | Domain spells |
|:----:|:-------------|
|1st| Dissonant Whispers, Sleep|
|3rd |Fear, Hex Array (only Dream Eat)|
|5th| Phantasmal Killer, Blight|
|7th| Bestow Curse, Confusion|
|9th| Feeblemind, Hold Monster|

*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.

#### Mind Quickening:


Also starting at 1st level, your expanded mind gives you the ability to touch the
minds of other creatures. You can communicate telepathically with any creature you
can see within 30 feet of you. You don’t need to share a language with the creature
for it to understand your telepathic utterances, but the creature must be able to
understand at least one language.

You may also pronounce the verbal components of your spells mentally, so that only
the target can hear them.

#### Channel Divinity:

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.

#### Focused Psyche:


Starting at 6th level, you may use a channel energy attempt to alter the target of
any debilitate spell you cast on a target. This does not reduce the duration, and
may be used outside the target’s turn.

You may use this instead to afflict the target with another listed penalty of the
debilitate spell in the same round. This does not cost an action.

#### Shadowy Form:


Starting at 8th level, you may ascend temporarily to become a shadowy being,
becoming incorporeal, and regaining half total hit points and mana points, and
dispelling one magical effect on you. While in this form, you may only cast
psychic, debilitative, and domain spells. After one minute, you return toyour
normal form, and become stabilized.

This may only be activated when you have less than 10% hit points remaining or if
you are dying. This may be used once per rest. You also have resistance against
psychic damage, and your mind cannot be read.

#### Vampiric Embrace:


Starting at 17th level, whenever you deal damage with a debilitating or psychic
effect, you may divide the total damage dealt by four at the end of your round, and
then grant it as healing to allies within 30 feet, dividing the healing evenly.

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.

### Class Features:


As a Rogue, you gain the following class features.

#### Hit Points:


**Hit Dice:** 1d8 per Rogue level<br>
**Hit Points at 1st Level:** 8 + your Stamina modifier<br>
**Hit Points at Higher Levels:** 1d8 (or 5) + your Stamina
modifier per Rogue level after 1st

#### 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:

- *(a)* a Rapier or *(b)* a Short sword

- *(a)* a Short bow and a Quiver of 20 Arrows or *(b)* a Short sword


- *(a)* a Burglar's pack, *(b)* a Dungeoneer's pack, or *(c)* an Explorer's pack

- *(a)* a Priest’s pack or *(b)* an Explorer’s pack


- *(a)* Leather armor, two Daggers and Thieve's tools or *(b)* a Poisoner's tools
Refer to the Dungeon Master’s Guide for details about poisons and purchasing costs.
One use of a poison (vial, dash, etc.) are considered creations of moderate
complexity (1 day) to create

<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.

### Sneak Attack


Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an
extra 1d6 damage to one creature you hit with an attack if
you have advantage on the attack roll. The attack must use a
finesse or a ranged weapon. You don’t need advantage on the
attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have
disadvantage on the attack roll. The amount of the extra
damage increases as you gain levels in this class, as shown in the Sneak Attack
column of the Rogue table.

### Thieves’ Cant


During your rogue training you learned thieves’ cant, a secret mix of dialect,
jargon, and code that allows you to hide messages in seemingly normal conversation.
Only another
creature that knows thieves’ cant understands such
messages. It takes four times longer to convey such a
message than it does to speak the same idea plainly. In
addition, you understand a set of secret signs and symbols
used to convey short, simple messages, such as whether an
area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or
whether the people in an area are easy marks or will provide a safe house for
thieves on the run.

### Cunning Action


Starting at 2nd level, 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.

### Rogue Talent


Starting at 2nd level, you may gain one rogue talent, abilities that represent your
ability to function under pressure or perform specialized tasks, either by quick
thinking, good use of skill, special aptitude towards magic, or by lightning-fast
reflexes.
Whenever you qualify for another talent (at levels 2, 7, 11, 15, and 18, you can
choose another talent or gain another use of an existing talent. All abilities have
DCs of 8 + Proficiency + Strength or Agility (your choice) if they allow a saving
throw.
You may also choose to gain a hunter or warrior talent you qualify for.
```
```

### Roguish Archetype


At 3rd level, you choose an archetype that you emulate in the
exercise of your rogue abilities: Assassination, which focuses on capturing the
opponent unawares a quickly dispatching of them, Outlaw, which focuses on dueling
and swashbuckler behavior, and Subtlety, which attunes one’s self with shadows so
much that they begin to aid him.
All are detailed at the end of the class description. Your
archetype choice grants you features at 3rd level and then
again at 9th, 13th, and 17th level.

### Ability Score Improvement


When you reach 4th level, and again at 8th, 10th, 12th, 16th,
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1.
As normal, you can’t increase an ability score above 20
using this feature.

### Uncanny Dodge


Starting at 5th level, when an attacker that you can see hits
you with an attack, you can use your reaction to halve the
attack’s damage against you.

### 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.

### Stroke of Luck


At 20th level, you have an uncanny knack for succeeding
when you need to. If your attack misses a target within range, you can turn the
miss into a hit. Alternatively, if you fail an ability check, you can treat the d20
roll as a 20. Once you use this feature, you can’t use it again until you finish a
short or long rest.

\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.

#### Disrupting Strike [Strike]:


Also starting at 3rd level, you
gain experience in fighting casters. Whenever you deal sneak
attack damage, you may give up a portion of the damage to
disrupt the target for one round per 1d6 of sneak attack given up. While disrupted,
a target of this ability must make a Stamina check every time they cast a spell,
with a DC equal
to half the damage you dealt to them. This is a strike effect
that costs a bonus action. On a failed check, the caster’s spell is lost, and the
resources are expended without benefit.

#### 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.

#### Revealing Strike [Strike]:


Also at 3rd level, a target struck with this ability must make an Agility saving
throw opposed by your own. If you succeed, the target loses all increases to AC
from a single type against all targets for until the end of your next round. This
may be used to nullify armor bonuses, insight bonuses, or Agility bonuses, but not
all three. A creature that suffers the effects of Revealing Strike cannot be
targeted again for 24 hours. This is a strike effect that costs a bonus action.

#### Quick Combatant:


Beginning at 9th level, you can attack
twice, instead of once, whenever you take the Attack action
on your turn. If you roll a successful attack roll with one of these attacks, you
may forgo dealing damage with that attack to give yourself advantage on the next
attack you make. This may only be done with melee attacks.

#### Disabling Strike [Strike]:


Starting at 13th level, your keen eye and calculating mind makes your Sneak Attacks
even more potent. Whenever you succeed on an attack that deals Sneak Attack damage,
you may elect to not not deal sneak attack damage, and force your target to make an
Agility saving throw opposed by your own. If the target fails the saving throw, it
gains one of the following conditions at your choice:

- Slowed by 1/2 their normal movement rate for 1d4 rounds.


- Blinded for 1d2 rounds.
- Stunned until the beginning of your next turn. This is a strike effect that costs
a bonus action.
A creature cannot suffer more than once against your
Disabling Strike in 24 hours.

\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.

#### Shadow Spellcasting:


Drawing on mysterious shadowmagics,
you can cast spells to shape that essence to your will.
You cast spells drawn from the Mage spell list, and are
restricted to spells from the Conjuration and Illusion schools.

You may also scribe spells in Thieves’ Cant. You also gain a
spellbook as a 1st-level mage. You gain bonus spells on your 8th, 14th, and 20th
level. These spells can be of any schools.
<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>

**Preparing and Casting Spells:** Each mage level provides


you with ⅓ a caster level in the Mage class (1 at 3rd level). You follow the normal
progression to unlock spell levels (see the table under the Mana section).

You prepare the list of 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>

**Spellcasting Ability:** Intelligence is your spellcasting


ability for your Mage spells, since your magic draws upon
your attunement to arcane powers.

You use your Intelligence whenever a spell refers to your


spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for a mage spell
you cast and when making an attack roll with one.
<br>
- **Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier
- **Spell attack modifier** = your proficiency bonus + your Intelligence modifier

#### 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.

- **Alchemical Aptitude (requires Intelligence 13 or higher).** You have minor


skill in alchemy, and may choose three potions of common quality. You may craft
these potions as if you had proficiency in alchemy. Rogues often choose three from
the following: Alchemists acid, alchemist’s fire, alchemist’s frost, false life
potion, healing potion, poison spray potion, rejuvenation potion (also known as
crimson vial) or smoke bomb.

- **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.

- **Elusive (requires proficiency +6 or higher).** You are so evasive that


attackers rarely gain the upper hand against you. No attack roll has advantage
against you while you aren’t incapacitated. Only rogues may take this talent.

- **Evasion (requires proficiency of +3 or higher).** You can nimbly dodge out of


the way of certain area effects, such as a dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make an Agility
saving throw to take half damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail. Only rogues may take this talent.

\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.

If your proficiency bonus is +4 or higher, this acts as the Dimension Door


spell instead.
Fan of Knives. Whenever you use an action to throw a light throwing weapon (such as
daggers, darts, light hammers, handaxes, or javelins) on your turn, you may throw
another of the same type as part of the same attack action. You may still use two-
weapon fighting to throw a third weapon as a bonus action. This stacks with the
Extra Attack feature, if you possess it (adding one thrown attack with the first
action for each extra attack).

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.

- **Flash Bomber (requires proficiency of +3 or higher).** You may use a bonus


action or reaction to activate or make use of any alchemical item or an explosive
instead of an action. This may be used at a number of times equal to your
Intelligence modifier before a long rest. Only rogues may take this talent.

- **Insightful Fighting.** You gain the ability to decipher an opponent's tactics


and develop a counter to them. As a bonus action, you can make a Spirit (Insight)
check against a creature you can see that isn’t incapacitated, contested by the
target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack
against that target even if you don’t have advantage on the attack roll, but not if
you have disadvantage on it. This benefit lasts for 1 minute or until you
successfully use this feature against a different target. Only rogues may take this
talent.

- **Insightful Manipulator (requires proficiency of +4 or higher).** If you spend


at least 1 minute observing or interacting with another creature outside combat,
you can learn certain information about its capabilities compared to your own. The
DM tells you if the creature is your equal, superior, or inferior in regard to two
of the following characteristics of your choice:
- Intelligence, Spirit, or Charisma scores
- Class levels (if any)
At the DM’s option, you might also realize you know a piece of the creature’s
history or one of its personality traits, if it has any. Only rogues may take this
talent.

- **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.

- **Misdirection (requires proficiency of +5 or higher).** You can sometimes cause


another creature to suffer an attack meant for you. When you are targeted by an
attack while a creature within 5 feet of you is granting you cover against that
attack, you can use your reaction to have the attack target that creature instead
of 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.

- **Reliable Talent (requires proficiency of +3 or higher).** Whenever you make an


ability check that lets you add your proficiency bonus, you can treat a d20 roll of
9 or lower as a 10. Only rogues may take this talent.

- **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.

- *Blinded (any).* The target is blinded for one round.

- *Kidney Shot (piercing or bludgeoning, requires proficiency of +3 or


above).* The target is stunned until the end of your next turn.

- *Rupture (slashing or piercing).* The target begins to bleed for one


minute. At the beginning of every round, it loses a number of hit points equal to
your Agility modifier due to blood loss, and suffer disadvantage to any skill check
to hide.

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

- **Slippery Mind (requires proficiency of +4 or higher).** You have acquired


greater mental strength. You gain proficiency in Spirit saving throws. Only rogues
may take this talent.

- **Swift Slash (requires cunning action or the ability to dash as a bonus


action).** When you attempt a melee weapon attack against a creature, you don’t
provoke opportunity attacks from them for the rest of the turn, whether you hit or
not. Also, if you make a melee weapon attack after taking a Dash action, you may
misdirect the enemy’s attention. For the rest of your turn, you are treated as if
you were lightly obscured if you succeed on a Stealth check (the target must use
their passive Perception score). Each time this is used, the target’s passive
Perception score against this ability increases by 5 points (or they gain a +5
bonus. The DC resets once you take a short rest.

- **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.

- **Unerring Eye (requires proficiency of +5 or higher).** Your senses are almost


impossible to foil. As an action, you sense the presence of illusions, creatures
not in their original form (such as shapechangers), and other magic designed to
deceive the senses within 30 feet of you, provided you aren’t blinded or deafened.
You sense that an effect is attempting to trick you, but you gain no insight into
what is hidden or into its true nature. This ability can be used a number of times
equal to your Spirit modifier before replenishing after a long rest.
\page
<div class='pageNumber auto'></div>
# Shaman (SHM)
Commanding chaotic and conflicting elements, a
shaman is a force that hears the world tremble
and directs its wrath. Communicating with spirits
of flame, winds, and stone, shamans channel the
power of the storm, earth, and fire to their will.
They are commonly found in the Horde,
representing the spiritual renewal and
development of the orcish people, but the art can also be
found amongst the Tauren, few dwarves and goblins, and
even the strange alien folk called the Draenei.

A shaman’s holy symbol is a small ancestral relic or totem of bone, wood,


or iron that can be carried in one’s hand. The elements are chaotic, and left to
their own devices, they rage against one another in unending primal fury. It is the
call of the shaman to bring balance to this chaos.

Acting as moderators among


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

<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.

### Class Features:


As a Shaman, you have the following class features:

#### Hit Points:


**Hit Dice:** 1d8 per Shaman level<br>
**Hit Points at 1st Level:** 8 + your
Stamina modifier<br>
**Hit Points at Higher Levels:**
1d8 (or 5) + your Stamina modifier per Shaman level after 1st

#### 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

- (a) Leather armor or (b) Chain shirt


- (a) a Priest’s pack or (b) an Explorer’s pack

- A Shamanistic symbol or Minor totem

### 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.

### Shamanistic Art


Choose one shamanistic art or focus related to how you view the elements and how
they have received you, such as
Elemental to focus on bringing the elements’ wrath down, enhancement to strengthen
yourself through the elements, or restoration, in which the elements are in
balance. Each art is detailed at the end of the class description. Your choice
grants you art spells and other features when you choose it at 1st level.
\page
<div class='pageNumber auto'></div>
<div class='classTable'>
##### The Shamen
|Level | Proficiency Bonus | Features | Caster Lvl (Accessable lvl of spells) |
|:---:|:---:|:---:|:---:|
|1st| +2| Kalimag, Shamanistic Art, Spellcasting |1 (1st Lvl spells)|
|2nd| +2 |Channel Elements (1/rest) | 2 (1st Lvl spells)|
|3rd| +2| ─| 3 (2nd Lvl spells)|
|4th| +2| Ability Score Improvement| 4 (2nd Lvl spells)|
|5th| +3| Destroy/Release Elemental (CR 1/2)| 5 (3rd Lvl spells)|
|6th| +3| Channel Elements (2/rest)| 6 (3rd Lvl spells)|
|7th| +3| ─| 7 (4th Lvl spells)|
|8th| +3| Ability Score Improvement, Destroy/Release Elemental (CR 1), Art Feature|
8 (4th Lvl spells)|
|9th| +4| ─| 9 (5th Lvl spells)|
|10th| +4| Prime Intervention |10 (5th Lvl spells)|
|11th| +4 |Destroy/Release Elemental(CR 2)| 11 (6th Lvl spells)|
|12th| +4| Ability Score Improvement |12 (6th Lvl spells)|
|13th| +5| ─| 13 (7th Lvl spells)|
|14th| +5| Destroy/Release Elemental (CR 3)| 14 (7th Lvl spells)|
|15th| +5| ─| 15 (8th Lvl spells)|
|16th| +5| Ability Score Improvement| 16 (8th Lvl spells)|
|17th| +6| Destroy/Release Elemental (CR 4), Art Feature| 17 (9th Lvl spells)|
|18th| +6| Channel Elements(3/rest)| 18 (9th Lvl spells)|
|19th| +6 |Ability Score Improvement| 19 (9th Lvl spells)|
|20th| +6| Elemental Intervention Improvement| 20 (9th Lvl spells)|
</div>

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.

##### Preparing and Casting Spells:


Each shaman level provides you with 1 caster level in the shaman class. You follow
the normal progression to unlock spell levels (see the table under the Mana
section).

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 Ability:** Spirit is your


spellcasting ability for your shaman
spells, since you learn your spells
through primal contact with the
elemental forces. You use your
Spirit modifier whenever a spell
refers to your spellcasting
ability. In addition, you use
your Spirit modifier when
setting the saving throw DC
for a shaman spell you cast
and when making an attack roll
with one.

- **Spell save DC** = 8 + your


proficiency bonus + your Spirit modifier
- **Spell attack modifier** = your proficiency
bonus + your Spirit modifier

**Spellbook – Totem:** At 1st level, your


totem contains six 1st-level shaman
spells of your choice. When you level
up, you gain 2 additional shaman 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 totem is effectively your spellbook, and you may
add spells by meditating with it and burning incense and rare herbs.

**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.

You must then finish a short or


long rest to use your Channel Elements again. Some Channel Elements effects require
saving throws. When you use such
an effect from this class, the DC equals your shaman spell save DC. Beginning at
6th level, you can use your Channel
Elements 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 regain your expended
uses.

- **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).

### Mana Surge


You have learned to regain some of your mana by invoking power from the elements at
2nd level. With a 3-turn action, you can regain mana equal to 4 + your Shaman
level. When used, you do not regenerate mana by rest or time for the next four
hours. This ability can be used after restoring mana from a different source.

### Ability Score Improvement


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

```
```

### Destroy/Release Elemental


Starting at 5th level, when an elemental fails its saving throw against your Turn
Elemental feature, the creature is either
dispelled (if conjured by a spell), released from its bindings (f bound by a
spell), returned to its realm of origin, or destroyed if its challenge rating is at
or below a certain threshold, as
shown in the Release Elemental table. This ability only functions when you declare
your intention to destroy or dispel it.

##### Destroy/Release Elemental Table


| Shaman Level | Destroys/Release Elemental of CR |
|:----:|:-------------|
|5th| 1/2 or lower|
|8th| 1 or lower|
|11th| 2 or lower|
|14th| 3 or lower|
|17th| 4 or lower|

Releasing elementals is useful to dispel summoned elementals. It may also be used


to cause a device with an elemental engine to instantaneously malfunction with a
successful Spellcasting check opposed to the target’s Engineering check. The device
is ruined and the elemental stored in is freed. Such elementals usually serve the
shaman for 1 day or until they can return the favor.

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).

### Elemental Intervention


Beginning at 10th level, you can call on the elements of Azeroth to intervene on
your behalf when your need is great.
Imploring the elements’ aid requires you to use your action. Describe the
assistance you seek, and roll a percentile dice. If you roll a number equal to or
lower than your shaman level,
the elements intervene. The DM chooses the nature of the intervention; the effect
of any shaman spell or art spell would be appropriate. This ability is treated as
divine intervention in all respects.

If the elements intervene, you can’t use this feature again for 7 days. Otherwise,
you can use it again after you finish a
long rest. At 20th level, your call for intervention succeeds automatically, no
roll required.

## 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)|

#### Elemental Mastery:


Starting at 1st level, you may change
any elemental damage type dealt by your spells to another
type.

#### 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.

#### Channel Elements:


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

#### Bonded Elemental:


Starting at 8th level, you may conjure
an elemental and render its duration permanent. If the elemental dies, you can
perform the ritual again to summon
another. This elemental does not require concentration to maintain and does not
count against the normal limit for the
Bond Elemental spell, with a maximum spell level rendered permanent equal to one-
half the maximum spell level of the elemental you can bond.

#### Elemental Storm:


When you reach level 17, you gain the
ability to summon a thunderstorm, snowstorm, or firestorm at your location. The
earth is blanketed by a 5-mile radius centered on you for one hour. This otherwise
acts as control weather, and takes 10 minutes to cast as normal. However, so long
as the elemental storm is active, you may also use an action to cause a 10-foot
wide cylinder of elemental wrath that deals 10d6 damage (thunder, electricity,
cold, or fire, depending on the storm type). The range of this ability is as far as
you can see within the radius, and the affected creatures are entitled an Agility
saving throw to half damage.

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.

#### Bonus Proficiencies:


At 1st level, you gain proficiency with
martial weapons. Also, when you engage in two-weapon
fighting, you can add your ability modifier to the damage of
the second attack.

##### Enhancement Spells Table


| Shaman Level | Enhancement Art Spells |
|:----:|:-------------|
|1th| Statis Trap, Elemental Shock|
|3th| Animal Messenger (take the form of an animal spirit), See Invisibility|
|5th| Revivify, Bloodlust|
|7th| Death Ward, Locate Creature|
|9th| Reincarnate, Prayer of Healing|

#### Elemental Command:


Also at 1st level, you gain increased
proficiency and command over the elements. You may
perform any of the following abilities a number of times equal
to your Spirit modifier. All such uses are restored after a rest.
Uses of different commands count against the overall
maximum.
- Command the Storm: When a creature within 5 feet of
you that you can see hits you with an attack, you can use your
reaction to cause the creature to make an Agility saving
throw. The creature takes 2d8 lightning or thunder damage
(your choice) on a failed saving throw, and half as much
damage on a successful one.
- Command the Earth: You may send a tremor through the
earth as a bonus action, unbalancing your enemies. In a 30-
foot-sphere centered on you, you may send a shockwave,
dealing 2d6 + your Spirit modifier in bludgeoning damage,
with an Agility saving throw to half damage. You may instead
shape this as a 15-foot-long cone, or a 30-foot-long line. If you
also have the tremor warrior talent, you may send use the
ability two times more.
- Command the Flame: You add the Firebolt cantrip and
fireball spell to your list of spells. You may also cast firebolt as
a bonus action.

#### Channel Elements:


Elemental Strike: At 2nd level, when
you deal damage with a melee weapon to a target, you may
use your bonus action to cast a damaging cantrip on the
target as a bonus action. If you successfully affect the target
with both the spell and the melee attack, you may push the
creature up to 10 feet away, so long as it is not larger than
Large. If the cantrip pushes the enemy, the forced movement
does not stack.

#### 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.

##### Restoration Spells Table


| Shaman Level | Restoration Art Spells |
|:----:|:-------------|
|1th |Riptide, Healing Ward|
|3th| Ancestral Guardians, Totemic Recall|
|5th |Revivify, Healing Stream|
|7th| Death Ward, Spirit Link Totem|
|9th| Healing Stream Totem, Tranquility or Healing Rain |

#### Ancestral Blessing:


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

#### Elusive Totems:


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

#### Channel Elements:


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

#### Cleanse Spirit:


At 8th level, you may use an action to
replicate the effects of Remove Curse and Dispel Magic to
any creature within 30 feet. This may be used once per day
per point of Spirit modifier (minimum 1). To unwilling targets,
this must be a ranged spell attack.

Also, whenever you dispel any number of magical effects,


you may choose to reduce the target’s speed by 10 feet for
until the beginning of their turn in the next round.

#### Totem Mastery:


Starting at 17th level, you may activate
two totems with the same reaction. Dispel Magic is also both
always prepared and costs only half mana. You may also
include totems in the Spirit Link spell or effect, despite them
being objects and not creatures

<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.

Hiding in cellars and secret covens, warlocks


are known for making secret pacts for
permanent demonic companions that grow steadily in power
so long as the warlock does. Warlocks are common in both
the Alliance and Horde, though in most cases they serve the
Burning Legion while disguising their true loyalties.
Enslaving demons and calling upon dark magic and curses to
dominate and destroy their foes, Warlocks are a powerfully
wicked caster class.
## Class Features:
As a Warlock, you have the following class features:
#### QUICK BUILD:
You can make a warlock quickly by following these
suggestions. First, Charisma should be your highest ability
score, followed by Stamina. Second, choose the charlatan
background. Third, choose the light, prestidigitation, firebolt, and chill touch
cantrips, along with the 1st-level conjure creature and immolate.

#### Hit Points:


**Hit Dice:** 1d6 per Warlock level<br>
**Hit Points at 1st Level:** 6 + your
Stamina modifier<br>
**Hit Points at Higher Levels:**
1d6 (or 4) + your Stamina
modifier per Warlock level
after 1st

#### 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:

- (a) a Light crossbow and 20 Bolts or (b) any Simple weapon

- (a) a Component pouch or (b) an Arcane focus


- (a) a Dungeoneer's pack or (b) an Explorer’s pack

- Demonic Grimoire or Spellbook


```
```

<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.

### Demonic Invocation


Starting at 1st level, You have learned to regain some of your mana by invoking fel
mana. With a 3-turn action, you can regain mana equal to 4 + your Warlock level.
When used, you do not regenerate mana by rest or time for the next four hours.
Unlike most mana- restoring abilities, you can use this after restoring mana from a
different source.

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

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

#### Conjuring and Binding:


A warlock can conjure and bind elementals, fiends, and undead. Grimoire: At 1st
level, you have a grimoire (treat as a spellbook) containing six 1st-level warlock
spells of your
choice.

#### Preparing and Casting Spells:


Each warlock level provides you with 1 caster level in the warlock class. You
follow the normal progression to unlock spell levels (see the table under the Mana
section). You prepare the list of warlock spells that are available for you to
cast, choosing from the warlock spell list.

Preparing a new list of warlock spells requires time spent


in study: at least 1 minute per spell level for each spell on
your list.

**Spellcasting Ability:** Charisma is your spellcasting


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

- **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier

- **Spell attack modifier** = your proficiency bonus + your Charisma modifier.

**Spellbook – Grimoire:**
At 1st level, your grimoire contains six 1st-level warlock spells of your choice.
When you level up, you gain 2 additional 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.

### Soul Shards


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

By default, you have 2 soul shards, and cannot have more


shards than your Warlock level. They fade at the end of one
hour or after a short rest. You gain one soul shards by
reducing living creatures to 0 hit points or less with your
spells or melee attacks, or if any creature is killed by one of your demon summons.
This does not trap the souls of the
creatures killed.

- **Cabal Casting:** Warlocks are known for being cooperative


casters, unlike magi and wizards. A cabal of warlocks may
gather into casting a ritual, conjuring, or binding spell. If each
of them contribute one soul shard per spell level, the spell is
heightened by one spell level (counted as if it were cast from
a spell higher by one level). This requires at least four
warlocks.

- **Enhanced Conjuring:** You may spend one soul shard per


spell level, and quicken any Conjure spell of a casting time of
1 minute to cost only a 1 action (though you cannot move for
one round after casting).

<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.

### Warlock Focus


At 3rd level, you may choose to focus on one of two warlock
focuses.

- Fiendish Power: The warlock permanently increases


their reserve of soul shards by 2 points.
- Fiendish Alliance: The warlock gains a permanent
bonded companion that accompanies you on your
adventures, advises you in the ways of demonology, and
teaches you magical spells upon the completion of tasks
(determined by the DM). This acts as the normal bonded
companion.

This companion must be a demon you can summon and


bind to your service (see the Bind Fiend spell) that is no
larger than Medium and that has a challenge rating equal to
the highest level demon you can bind fiends spell. See Bound
Companion and the Bind Fiend spell for more details.
<br>
<br>
**Bond:** When a fiend you are bound to is reduced to 0 hit
points, you may transfer to them your own hit points as a
reaction, so long as you are within 10 feet of them. You may
only transfer enough hit points to leave them at 1 hit point.
You can also always prepare the Conjure Fiend spell, even
without your spellbook. If the bound fiend is killed, you must succeed against a DC
20 Stamina saving throw or suffer
1d10 arcane damage per CR of the demon, as its lifeforce is
torn from yours. It cannot be revived, and you must bind a
different fiend.
<br><br>
**Leveling up:** The level of the fiend is equal to the highest-
level demon you can bind with the warlock’s Bind Fiend spell.
<br><br>
**Special:** Bonding with a fiend requires spending one hour
communicating with the creature, and spending the next
seven hours in activities the fiend considers to be ‘bonding’,
such as arsony for imps, bloodshed for felguards, as the DM
decides.

### Demonic Studies


At 3rd level, you choose a path that you emulate in the
exercise of your fiendish abilities: Affliction who focuses on
debilitating whoever stands in the way, Demonology who
focuses on summoning and controlling demons, and
Destruction who focuses on invoking the power of fire and
devastation, all detailed at the end of the class description.

Your archetype choice grants you features at 1st level and


then again at 6th, 14th, and 18th levels.
```
```

### Ability Score Improvement


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

### Soul Vault


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

## 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.

#### Soul Swap:


Starting at 6th level, you may alter the target of
a sigil spell effect as a bonus action, targeting any eligible target within a
range equal to the spell’s original range. The spell’s effects take place at the
new target’s turn as usual.
#### Exploding Seed of Corruption:
Starting at 14th level, if
you reduce a creature to 0 hit points with a damaging sigil or single-target
channel spell effect, you may deal the damage again in a 30-foot burst.

#### Corruptive Influence:


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

<div class='pageNumber auto'></div>


### Demonology
Your consorting with demons has been noticed and
appreciated by the forces in the Twisting Nether. A
demonologist often adventures alone, relying on nobody
other than himself and his enslaved demons.

#### Blood Pact:


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

#### Demonic Echoes:


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

#### Fel Mind:


Starting at 6th level, you can use Enhanced
Concentration without spending Soul Shards.

#### Dark Secrets:


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

#### Demon-Soul:
Starting at 18th level, whenever you
summon a demonic creature by a spell or use your demonic
alliance ability to bind a fiend (as per the Conjure or Bind
Fiend spell), you may summon or bind another fiend of the
same or lower level (these are counted as if concentrating on
the same spell). Thus, you may summon a succubus and a
felguard, or an imp and a felhound, or two succubi or
felguards and have them bound at the same time.
Commanding both bound creatures is the same
concentration action.

When you are killed, your spirit is taken to an demiplane


(see the spell) that is owned by you, where you return to life
in the matter of 1d10 days, nurtured by any demonic allies
you have employed, enslaved, or allied with.

### Destruction
You are a master of chaotic fel-fire, calling down the green
flame to burn and demolish your foes. Destruction warlocks
usually take the Fiendish Power focus, eschewing an actual
alliance with demons over the awesome destructive power of
fel magic.
```
```

#### Chaos Magic:


Starting at 1st level, any fire or fel spell you
use that deals damage also deals an additional 1d6 points of
the other type (fire deals extra 1d6 fel, or vice versa). Spells that deal both
fire and fel damage gain an additional 1d10 damage from either types (your choice).

#### Havoc:
Also at 1st level, you gain the Havoc ability, and can
spend a soul shard to activate it.

- Havoc: You may spend one soul shard, affect two


creatures within 30 feet of one another with a single-targeting damaging or
channeling (such inferno blast or drain mana) as spell from your class list. The
spell cannot have a range of touch or self.

#### Searing Magics:


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

#### Incinerate:
Starting at 14th level, whenever you deal
fire damage to an enemy with a spell (though the spell or
through your chaos magic ability), you may use a soul
shard to perform one of the three below tasks that trigger
once per round:

- 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
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# Warrior (WAR)
For as long as war has raged, heroes from every
race have aimed to master the art of battle.
Warriors combine strength, leadership, and a
vast knowledge of arms and armor to wreak
havoc in glorious combat. Some protect from the
front lines with shields, locking down enemies
while allies support the warrior from behind with
spell and bow. Others forgo the shield and unleash their rage
at the closest threat with a variety of deadly weapons.
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:

#### Quick Build:


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

#### Hit Points:


**Hit Dice:** 1d10 per Warrior level<br>
**Hit Points at 1st Level:** 10 + your Stamina modifier<br>
**Hit Points at Higher Levels:** 1d10 (or 6) + your Stamina
modifier per Warrior level after 1st

#### 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

- (a) a martial weapon and a shield or (b) two martial


weapons

- (a) a light crossbow and 20 bolts or (b) two handaxes


- (a) a dungeoneer’s pack or (b) an explorer’s pack
```
```

<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>

### Fighting Style


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

<img
src='http://wowdoc.eu/wp-content/uploads/2017/07/warrior.png'
style='position:absolute; top:670px; right:30px; width:px' />
\page

<div class='pageNumber auto'></div>


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

##### Defense:
While you are wearing armor, you gain a +1
bonus to AC.
##### Dueling:
When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to damage
rolls with that weapon.
##### Great Weapon Fighting:
When you roll a 1 or 2 on a
damage die for an attack you make with a
melee weapon that you are wielding with
two hands, you can reroll the die and
must use the new roll, even if the
new roll is a 1 or a 2. The weapon
must have the two-handed or
versatile property for you to gain
this benefit.
##### Protection:
When a creature you
can see attacks a target other than
you that is within 5 feet of you,
you can use your reaction to
impose disadvantage on the
attack roll. You must be
wielding a shield.
##### Two-Weapon Fighting:
When you engage in two-weapon fighting,
you can add your ability modifier to the
damage of the second attack.

### Second Wind


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

### Warrior Talent


Starting at 2nd level, you gain one of the following talents,
representing your preferred tactics and adaptability at the
field of battle. Choose from between one of the following
talents. Some abilities can be used for limited times before
requiring a rest. Whenever you qualify for another talent (at
levels 9, 13, and 17), you may choose another talent. All
abilities have DCs of 8 + Proficiency + Strength or Agility
(your choice) if they allow a saving throw. You may also
choose to gain a hunter or rogue talent you qualify for.

### Warrior Archetype


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

### Ability Score Improvement


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

### Extra Attack


Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on
your turn. The number of attacks increases to
three when you reach 11th level in this class
and to four when you reach 20th level
in this class.
## Warrior Talents
- **Action Surge (short rest):** You can
push yourself beyond your normal
limits for a moment. On your turn, you
can take one additional action on top
of your regular action and a possible
bonus action. Once you use this feature,
you must finish a short before you can use
it again. Only warriors may take this talent.
This talent can be taken again at proficiency
+6, gaining another use.

- **Aggressive:** You may use a bonus action


to dash up towards one hostile creature
that you can see.

- **Berserker Rage (1/proficiency, long rest):**


You may cast the Berserker Rage spell
on yourself as a bonus action. You do
not gain a level of exhaustion at the end.
You may also end this effect as a bonus action.
You can rage a number of times equal to your proficiency
bonus. Only warriors may take this talent.

- **Brutal Critical:** You can roll one additional weapon


damage die when determining the extra damage for a critical
hit with a melee weapon attack. This talent can be taken
again up to two times (resulting in three additional dice).

- **Hamstring (1/proficiency, short rest):** You may declare a


hamstring strike as a strike effect. Upon a successful
hamstring strike, you may reduce the target’s movement
speed by 10 feet for one minute. Also, whenever the creature
moves, they must also pass a Stamina saving throw or else
fall prone. Succeeding against two saving throws in a row
removes the penalty to speed and ends this condition.

- **Heroic Leap (short rest):** You may make a heroic leap,


jumping up to twice your normal distance, and can spend an
action at the end.
If the action is an attack roll, it deals
damage equal to your normal weapon damage,
except that damage is dealt as a burst of 10 feet on the area
you hit, with an Agility saving throw to half. The ground is
also turned into difficult terrain (such as rubble) if applicable.
Only warriors may take this talent.
\page

<div class='pageNumber auto'></div>


- **Heroic Throw (short rest):** You may enhance your thrown
or melee weapons for one minute. While enhanced, you may
perform melee attacks at a range of 60 feet by throwing your
weapon, or increase the range of a thrown weapon by 60 feet.
A weapon thrown with a heroic throw returns at your turn
in the same round (allowing you to attack multiple times) or
can drop the target prone (Agility save negates), as chosen by
you.

- **Indomitable (requires proficiency +4 or higher):** You can


reroll a saving throw that you fail. If you do so, you must use
the new roll, even if it is lower than the initial roll. You may
use this talent one time per +2 of your proficiency bonus
(once at +2, twice at +4, three times at +6).

- **Indomitable Might (requires proficiency +3 or higher):** If


you roll a Strength check and the results are less than your
Strength score, treat the result as your Strength score
instead.

- **Persistent Rage (requires proficiency of +4 or higher, and the berserker rage


talent):** Your rage only ends if you are
knocked unconscious or if you end your rage willingly.

- **Reckless Attack:** When you make your first attack on your


turn, you can decide to attack recklessly. Doing so gives you
advantage on melee attack rolls using Strength on this turn,
but attack rolls against you have advantage until your next
turn.

- **Relentless (requires proficiency +3 or higher):** If you drop


to 0 hit points and don't die outright, you can make a DC 10
Stamina saving throw. If you succeed, you drop to 1 hit point
instead. Each time this is used, you increase the DC by 5
points. The DC resets once you take a short rest. Only
warriors may take this talent.

- **Retaliation (requires proficiency of +4 or higher,


1/proficiency, short rest): When you take damage from a
creature that is within 5 feet of you, you can use your reaction
to make a melee weapon attack against that creature.

- **Shockwave (short rest):** You may use your action to emit a


shockwave from your weapon by slamming it into the ground.
This deals your melee weapon attack damage in a 5-foot thick
line 30 feet long, dealing your weapon damage to all
creatures in the area of effect, plus 2d6 bludgeoning damage.
Targets in this line may perform an Agility saving throw for
half damage.

- **Shout (short rest):** You may use a bonus action to shout,


emboldening your allies and demoralizing your foes. You can
gain one shout every time you choose this talent. A shout
requires a reaction every round to apply to a chosen target.
- Battle: One target you choose deals extra weapon
damage equal to your proficiency bonus.
- Taunting: This acts as the Compelled Duel spell.
Maintaining the shout maintains the spell.
- Intimidating: This acts as the Cause Fear spell.
Maintaining the shout maintains the spell.
- Rallying: This acts as the Bravery spell. Maintaining the
shout maintains the spell.
- Invigorating: One target you choose increases their
maximum hit points by one-half your level for one hour
(cannot exceed double their maximum hit points), or can
spend a single healing dice to heal themselves. This requires
maintaining the shout for three rounds.
A shout is a thunder effect that does not function in areas
of silence or if you cannot vocalize. Shouts are also
concentration effects, and require a saving throw to maintain
as if a spell. Only warriors may take this talent.

- **Tremor (1/proficiency, short rest, requires Strength of 15 or higher): ** You


may use a bonus action to cause a small
localized tremor (usually by stomping your foot), dealing your
unarmed strike damage in a 5-foot sphere centered on you,
halved on an Agility save. Those who fail the saving throw are
also knocked prone. If you have a natural weapon, you can
use it to determine the damage you deal instead.

- **Thunderclap (short rest):** You may use your action to cast


the Thunderstorm spell by slamming your weapon into the
ground, and extra damage in the area of effect equal to your
weapon damage roll. You may, instead of pushing targets
away on a failed saving throw, choose to their speed by 10
feet for one minute. This is a supernatural ability.

- **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

<div class='pageNumber auto'></div>


## Warrior Archetype
Warriors can choose from the below archetypes:

### 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.

#### Sweeping Strikes [Strike]:


Starting at 3rd level, when you
successfully attack and damage a creature, you may use your
bonus action to deal your Strength modifier in damage to any
number of creatures 5 feet away from it.
#### Bladestorm [Stance]:
Starting at 7th level, you may go
into a bladestorm with an action. While in this stance, you
may use your action and bonus actions to deal your weapon
damage + 5 to all creatures you wish within the weapon’s
reach of you. Affected targets are entitled an Agility saving
throw to half all damage. You have advantage against all
movement-impairing effects while in a bladestorm, and you
do not provoke reactions from movement. This damage
includes the bonus from the Sweeping Strikes feature.
Your speed is halved in a bladestorm. If you are unable to
invest your actions or move at a rate of half your speed or
higher, this effect ends. This can be used a number of times
equal to your proficiency bonus before a short rest.
#### Bloodthirst Strike [Strike]:
Starting at 15th level, you
may, after successfully damaging an enemy, you gain hit
points equal to double your Proficiency bonus. You may grant
half the benefits to any ally within 30 feet. This is a strike
effect that costs a bonus action.
#### Mortal Strike [Strike]:
Starting at 10th level, you may
severely wound a creature’s healing capabilities if you
successfully apply a mortal strike. If a creature is affected by
a Mortal Strike, they take 50% less healing from all sources
for one minute. This is a strike effect that costs a bonus
action. A creature cannot be affected by this ability more than
once in 24 hours.
#### Weapon Specialization:
Starting at 18th level, you gain an
additional effect depending on the type of damage your
weapon deals. This effect only triggers once per round, and
only on a critical attack.
All effects that allow a save refer to the target’s Stamina
saving throw opposed to your Strength, and cannot target a
creature more than once every 24 hours.
**Slashing:** You may perform two strike effects with a single bonus action.<br>
**Bludgeoning:** The target is stunned for one round.<br>
**Piercing:** The target takes 2d6 extra damage.

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

#### Strike the Wound:


Starting at 3rd level, whenever you hit
the same enemy more than once in the same round, your
weapon attacks score a critical hit on a roll one point lower
(from 20 to 19-20). For example, hitting the same enemy
twice increases the chance to score a critical hit from 20 (first
hit) to 19-20 (second hit), to 18-20 (third hit).
#### Overpower:
Starting at 7th level, if you miss an attack roll
against an enemy, you are counted to have hit the enemy for
the purposes of your Strike the Wound ability. Also, a number
of times per rest equal to your Stamina modifier, you may
attack again if you miss an attack. This does not require a
separate action from the one used to make the attack.
#### Battle Commands:
Starting at 10th level, you gain the
shout talent for free (if you don’t already have it), and can
activate a shout while attacking with your off-hand weapon.
#### Hellscream:
Starting at 14th level, all hostile creatures
within range of your shouts take Thunder damage equal to
half your level whenever you shout or maintain one. They are
entitled a Stamina saving throw to half damage opposed by
your own Stamina.
#### Bloody Ribbons:
Starting at 18th level, you may make
another attack whenever you critically hit an enemy. If this hit
is a critical hit, you may continue to hit so long as you are
critically hitting the opponent.
### Protection
You are the forward vanguard, decking yourself with heavy
armors and a reliable shield. Protection warriors deflect and
guarding their allies from attacks, and return damage with
interest.

#### Block and Tackle:


Starting at 3rd level, you may use a
reaction to block an attack that targets you, reducing the
damage by 1d12 + Stamina modifier. This requires a shield. If
this reduces the damage to under 0, you may use the same
reaction to attack the target with an opportunity attack. This
is usable once per point of Stamina modifier. All uses can be
regained after a rest.
#### Sundering Strike [Strike]:
Starting at 7th level, you may
sunder an enemy’s armor, reducing their AC by a value equal
to your Proficiency bonus (but never below that of their AC if
unarmored). This effect remains until the armor is tended to,
and cannot target the same target twice in 24 hours. This is a
strike effect that costs a bonus action.
\page

<div class='pageNumber auto'></div>


#### Vigilance:
Starting at 10th level, you add an additional
+1d12 to your ability to block damage. Whenever you
perform an opportunity attack derived from your block talent,
you perform one of the following abilities.
- **Destructive Counter:** Your opportunity attack deals an
additional 1d12 damage.
- **Disarming Counter:** Your opportunity attack drops the
enemy’s weapon. If they reach for it while threatened by you,
you get another attack of opportunity.
- **Pushing Counter:** Your opportunity attack pushes the
enemy 5 feet away.

#### Vanguard:
Starting at 15th level, whenever you are below
half your hit points, you gain 1d12 + Stamina temporary hit
points at the beginning of every round. These temporary hit
points do not stack with themselves.
#### Improved Second Wind:
Starting at 18th level, you may
use Second Wind three times before requiring rest.
Whenever you use it, you gain resistance to all types of
damage for one round after use, and advantage versus the
first spell targeting you in the next minute.

<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

<div class='pageNumber auto'></div>


## Classes in Lore
Due to natural affinities, historic inclinations, and cultural reasons, each race
in Azeroth has certain ways to approach each
class, archetype, and talent choice.

### DKN: Death Knights


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

**Humans**, especially former paladins, make up the most of


Death Knight orders.

**Draenei** Death Knights are new, as per the War of the


Lich King, being third-generation Death Knights. Their
previously-holy powers become tainted and lost, gaining
a necromantic twist instead.

**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.

- High Elves and Blood Elves forced into servitude to


the Lich King are usually the embittered remnants of the
citizens of Quel’Thalas slain in Arthas’s march to
conquer Silvermoon during the Third War (making most
of them second or third-generation death knights). Such
elves are usually thought to be dead by their surviving
families.

**Forsaken** Death Knights personify tragedy and spiritual


misfortune; slain and raised to the service of the Lich
King once, and then bonded to the Frozen Throne once
more, Forsaken death knights are bitter, cynical
individuals whose lifetime of suffering caused them to
make and break more oaths and bonds than one could
normally do with one lifetime. Those who do not adopt
such an outlook are usually intensely spiritual, seeing
their constant brushes with the afterlife as a message to
them.

**Humans** were the original and first Death Knights.


Arthas Menethil, the once crown prince of Lordaeron
and Lich King was the first human Death Knight to
adopt the mantle by choice. Many paladins traveled to
Northrend to possibly hunt down the mystery of the
undead plague after it devastated the Eastern Kingdoms,
though few managed to survive the journey, and many
succumbed to the same dark path Arthas followed,
choosing to serve their once crown-prince and breaking
their holy oaths.

**Orc** tradition in being Death Knights is shrouded in


mystery and myth. Originally, the wicked warlock
Gul’dan bound the souls of the Shadow Council
(warlocks that once served him) into the corpses of the
strongest knights of Stormwind during the beginnings of
the Second War, granting the undead creatures scepters
of power, first among which was Teron Gorefiend.
These orc spirits bound in human bodies have a stronger
tradition of warlock and fel magic than most Death
Knights, and it shows in their list of chosen spells; taking
spells that intersect and cross over from the Warlock and
Death Knight spell lists.
<br><br>
**Troll**s
- Ice Trolls death knights are the only type of Troll
familiar with the art. Due to powerful ice troll witch
doctor magics and potions (which conferred protection
against the undead plague) and a strong Ice Troll state of
Zul’Drak in Northrend (which protected against
repeated Scourge incursions and starvation tactics), the
Scourge was unable to fully conquer them until the War
of the Lich King took place. However, the Lich King
crippled their numbers, suffusing many trolls with
necromantic magic. A few ice troll death knights
emerged from this, often wandering the wastes half-mad.

### DRD: Druids

**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
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- 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.

**Forsaken** and **Humans** traditions in druidism are


primitive and mostly faded, usually reserved for village
wise-folk in Tirisfal Glades before the Third War
devastated Lordaeron. Should these mysterious druids
survive both Arthas’s undoing of their homeland and the
following Forsaken conquest of the land, they might
have many things to share with the world. Those who
have survived to become Forsaken are often known as
blight druids—mysterious figures who eschew
shapeshifting and focus on alchemical remedies to
ailments that affect the dead.

**Tauren** druids have a complex history. It is believed that


Tauren learned druidism from Cenarius the same way
Night Elves did, with Cenarius appearing to them in a
different form, with the tauren Xarantaur possibly being
an earlier student than Malfurion Stormrage. However,
due to tauren nomadic lifestyles, several calamities that
decimated their numbers in Kalimdor, and a propensity
for adopting shamanistic traditions and ancestor-worship,
druidism faded over the millennia. Tauren druids are
adept shapeshifters to large creatures, and often cast
druid spells that deal elemental damage.

**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.

**Worgen** traditions in druidism are new, taught by Night


Elves once the Worgen chose to join the Alliance to
temper their natural shapeshifting tendencies with
distinct druidic traditions thousands of years old.

### HTR: Hunters


**Dwarf**
- Ironforge Dwarf traditions are usually
sharpshooting, eschewing magical talents and
substituting them with precision dwarven engineering.
Animal companions of dwarves are usually those found
in the high altitudes of Khaz Modan, such as bears or
boars.

- Wildhammer Dwarves who take the path of the


hunter often join the gryphon riders—adopting a
gryphon as an animal companion once they acquire an
egg and are powerful enough to assert control over the
fiercely independent creatures. Wielding stormhammers
(see magic items) or taking the Heroic Throw talent,
these hunters clear the skies of any threat to the
Alliance, be they ground forces, troll bat riders, or even
dragons.

**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).

- High Elf and Blood Elf hunters with special skills


join the ranks of the ancient and prestigious Farstrider
order, led by the Ranger-General of Silvermoon (often
kept in House Windrunner). Silent and adept in
deploying guerrilla tactics, these rangers have guarded
the forests of Quel’Thalas against its many foes ever
since the exile of High Elves from Kalimdor. Slipping as
ghosts between the woods, dancing a deadly dance with
troll hunters, be they axe-throwers or headhunters,
Farstriders are always a sight to sore Elven eyes. The
most renowned ranger-general is Sylvannas Windrunner.
Chosen talents are usually suffused arrows, primeval
awareness, favored terrain (forests), dread ambusher,
and master of tactics, or talents that help infiltration and
sabotage of enemy ranks. Animal companions of night
elves are usually dragonhawks (who often double as
flying mounts), or none at all as the hunter relies on
themselves or their allies instead.

**Gnomes** and **Goblins** often become sharpshooters due to


their natural aptitude for engineered weapons. Animal
companions are usually eschewed due to proficiency with
engineering, taking constructs instead, or a vicious raptor
in case of goblins.

**Orcs** of the Horde first learned the ways of the hunter


from forest trolls on Lordaeron, or developed such skills
from evolving their scouting traditions from Draenor.
Animal companions for orcs are usually boars.

**Forsaken** hunters are often known as dark rangers.


Reflections to Quel’Thalas’s Farstriders just as a Death
Knights to a Paladin, these hunters adopt elven
traditions with a deathly twist, employing poisons,
conjuring undead via black arrows, preparing spells such
as Silence and taking talents like the Suffused Arrows,
Terrifying Tracker, Essence Touch, Iron Willed Hunter,
or Magic-User’s Nemesis, these dark rangers are a terror
to enemies of the Forsaken who find easily themselves all
alone or separated from their allies. Forsaken animal
companions are usually wildlife who carry mundane
plagues the Forsaken is immune to.
**Human** and **Worgen** traditions usually follow elven or
dwarven traditions.

**Tauren** have been masters of the hunt since the dawn of


the world. Such tauren are usually known as plains
walkers, and employ thrown spears (taking the Heroic
Throw talent).
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**Trolls**
- Forest Trolls and Ice Trolls traditions are either
headhunting, axe-throwing, or even bat-riding.
Headhunters are spear-throwers who often rely on rage
carrying them through thick and thin, releasing spears or
setting traps from the shadows or behind the cover of
trees. Axe-throwers are more versatile, using handaxes as
melee and ranged weapons, favoring their versatility,
often taking the Leap talent). Animal companions for
trolls are usually raptors drawn from distant isles.
The Shadow Hunter archetype is one trolls often takes
to cement their authority by tapping into shamanistic
and ancestral magic touched and tempered with Loa
power.

### MGE: Mages


**Draenei** mages are well-respected, often employed in war
efforts to raise up abjurations and ward off demons or
capture them (via banishment, magic circle, and capture
essence), as well as supporting and empowering allied
troops and debilitating enemies (via time magic such as
haste or slow) and employing dimensional magic such as plane shift to lead charges.
Such mages often take the
arcane specialization.

**Dwarves** have a weak tradition in arcane magic, except


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

**Elves**
- Night Elves have long since shunned arcane magic
for what it has done to the world, and due to it being
the beacon that attracted the attentions of the Burning
Legion. Night Elves who answered the call to master the
arcane arts are known, however, such as Illidan
Stormrage, who walked the page of the mage, then
warlock, then demon hunter. The Highborne, an ancient
faction of Night Elves who refused to abandon the art
after the conclusion of the War of the Ancients were
exiled by the great druid Malfurion Stormrage. These
elves have sailed across the sea to a new land, and named
it Quel’Thalas, slowly changing in appearance to become
High Elves.

- High Elves may not have invented arcane magic, but


they did invent organized study and utilization of it. It
was the High Elves who taught humanity to wield
magic, and high elven mages are known as the authors of
many (if not nearly all) ancient spellbooks and treatises
on mysterious ley magic. High elven mages often look
down upon other spellcasters and employ pure arcane
spells with pride (such as arcane missile, mana burn,
detonate mana, and teleport), and are overwhelmingly of
the arcane specialization.

- Blood Elves who survived the coming of Arthas and


the Scourging of Quel’Thalas have grown embittered
indeed; the scourge’s necromantic magics has sullied their
land and slew 90% of their populace, scarring their
homeland. Many mages have abandoned their old
magics, taking up fel magic and becoming Warlocks
instead. Those few who didn’t are known as magisters,
and act similarly in fashion as how high elves acted,
though focusing more on destruction than utility.

**Forsaken** mages who take the path of the school of


necromancy are often ostracized as Lich-Kings-to-be,
causing many Forsaken mages to take the frost or arcane
specialization (if not turning to the Warlock’s fel magics).
In most cases, however, Forsaken mages take a
supporting role in Forsaken armies, slowing down and
debilitating their foes.

**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.

**Goblin** mages are inclined to adopt the fire specialization


and choice transmutation spells, often adopting such
spells into potion forms. Although goblins are relatively
new to accessing arcane power, they adopt it with zeal,
usually employing such magics to gain an edge over rivals
in business and politics.

**Human** mages have founded the city of Dalaran, and


make some of the most distinguished and powerful mages
of Azeroth. Although high elves perfected the study of
magic, humans institutionalized it, founding Dalaran to
be a neutral observer in the use of magic. Powerful
organizations such as the mysterious Guardians of
Tirisfal, Tirisgarde, and the Council of the Six protected
Azeroth from the Burning Legion, Guardians, and
regulated arcane magic, respectively, aided with the
wisdoms learned by the tales the High Elves gave
regarding the War of the Ancients. Human mages array
across all specializations, and few study specific schools of
magic in a more focused way. Diversity in approaching
the arcane is the rule, not the exception with humans.

**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' />

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### MNK: Monks
Monks who take the brewmaster tradition often take
the Brew Mastery feat to augment their versatility.

**Dwarves** monks are few and far in between, but are


often temped to join the ranks of Brewmasters,
regardless of clan, once the wandering monk Chen
Stormstout challenged the great Dwarven brewer
Grimbooze Thunderbrew into a brewing contest. This
amicable interaction initiated many dwarves into the
idea of unarmed combat, and once Chen left, began
exploring the idea of being a monk in a wholly organic
way. When Chen returned to aid King Magni
Bronzebeard fight in the Third War against the Scourge,
more dwarves tested their new traditions of monkhood
against Chen’s, enriching both the dwarven and
pandaren schools of monkhood.

**Human** who took up the monk class usually learned the


path from the dwarves.

**Orc** monks are few—Orgrimmar’s beginning was aided


by the wandering Brewmaster Chen Stormstout, and
few orcs have taken up the golly monk’s path.
**Pandaren** are the original monks of the Warcraft
universe, learning a combat dance to train themselves to
revolt against their oppressive Mogu overlords,
Pandaren managed to overcome and overthrow their
oppressors, and ushered in a golden age where reason,
gentleness, and reflection dominated Pandaria for 10,000
years. Pandaren monks usually join the powerful
Shado-Pan, and these often-serious monks may eschew
alcohol for tea, or see it as a way to connect to their
subconscious.

**Worgen** are unusual monks, who learned to exercise


better control over their Worgen shape, and hopefully
weaken the curse enough to suppress it.

### PLD: Paladins


**Draenei** who walk the righteous path of the paladin have
done so for tens of thousands of years. Nearly immortal
with the aid of the blessed Naaru, Draenei paladins have
fought the Burning Legion across countless battlefields,
and are an inspiration to their allies and a terror to their
enemies. Draenei paladins often take the Holy or
Retribution paths.

**Dwarves** who take up paladinhood are universally


Ironforge dwarves, as the tradition of the Holy Light is
powerful among their people, despite new discoveries of
their Titan origins. Most dwarven paladins belong to the
Order of the Silver Hand.

**Elves** 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.

**Human** have a strong tradition to hold up to.


Archbishop Alonsus Faol perceived that the pious
Clerics of Northshire, who suffered such terrible
attrition in the First War, were ill-suited for the dangers
of combat. Along with many of the surviving priests, he
sought those of only the greatest virtue among the
knighthood of Lordaeron and tutored them in the ways
of holy magic, or sought out priests with strong
physiques and combat training. Led by Uther the
Lightbringer, it rested upon these paladins — christened
the Knights of the Silver Hand — to heal the wounds
sustained in combat and to restore faith in the promise of
freedom from orcish tyranny.

The Order of the Silver


Hand suffered greatly in the Third War: Lordaeron, the
spiritual heart of humanity fell; Prince Arthas Menethil,
one of the most promising paladins betrayed the order
and disbanded it; the remaining knights splintered and
either fell to extremism (forming the Scarlet Crusade),
forsook their vows and joined their once-brother
(became Death Knights in service to the Scourge), or
were scattered to help as much as they could in a broken
world. Despite this, the Order found a new home in
Stormwind, and will stand fast and faithful—once they
protected all Mankind against the demonic-driven
Horde, now they will stand to protect all Life.

Forsaken who once walked the path of the Light could


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

**Tauren** paladins are something of a curiosity—some


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

**Draenei** have been worshipers of the Light for at least as


long as they have known the Naaru, and draw their
wisdom and power from them, becoming the first known
race that has adopted the holy priesthood. The most
well-known draenei priest is the prophet Velen.
<br>
<br>
**Dwarves**
- Ironforge dwarves that followed the Holy Light
were many before the Third War and the recent
discoveries of the Titans, the possible fathers of the
dwarves. Despite an apparent conflict of faith (as the
Titans wielded pure arcane rather than divine might),
dwarf priests remain as pillars of order in their respective
societies.
- Wildhammer dwarves lean more towards
shamanism, but may take up the discipline priesthood
once they learn of the balance between Light and
Shadow.
- Dark Iron dwarves , should they turn to faith, often
choose to heed the echoes of the Void and become
Shadow Priests, due to the history of Elemental (and
thus Old God) dominion over their peoples.
<br>
<br>
**Elves**
- Night Elves of Kalimdor have a ten-thousand year
old tradition of a female-only priesthood, the Sisterhood
of Elune. Night elf priestesses of this sisterhood are
proficient archers and support their allies from a
distance, raining arrows and spells into enemy ranks, and
supporting allies who fall back.

- High Elves of Quel’Thalas who never left the


priesthood remained true to their former human and
dwarven allies, despite the high elves' official departure
from the Alliance following the Second War. Many
altruistic priests of Quel'Thalas refused to abandon their
roles as healers and agreed to remain in Lordaeron,
despite the edicts from their reclusive masters in
Silvermoon. After the Third War, many joined holy
orders such as the Scarlet or Argent Crusades. High elf
priests often take the Holy specialty.
- Blood Elves of Quel’Thalas who have taken up the
moniker and the thirst for vengeance still wield the Light
due to their burning conviction. Although their
experience and knowledge of the Holy Light aided
Silvermoon (now Horde-aligned) to capture and drain
holy magic from the Naaru to empower their Blood
Knight brothers, their conviction never wavered in the
righteousness of their cause (though their methods still
invokes doubt in many cases).

**Forsaken** who once followed the tenets of the Holy


Light altered their philosophy upon their transformation.
Most Forsaken have abandoned religion, just as they
believe it abandoned them. Some still adhere to their old
faiths, such as the Holy Light. Priests of the Holy Light
in particular struggle to reconcile the philosophy that
guided their life with their unfortunate new condition.
Some balance their old beliefs with their new forms, but
most Forsaken priests belong to The Cult of Forgotten
Shadow, adopting the shadow priesthood. Lost and hurt,
these priests founded a new religion based on a
self-centered version of their former faith. This
philosophy centers around self-empowerment and a
desire to balance life with death. One darker path a few
Forsaken have taken secretly is the death priesthood,
either of willingness to sacrifice anything for survival,
lingering loyalties to the Lich King, or another secretive
purpose. Death priests in Forsaken society are often
obliterated once discovered, as few Forsaken wish to
relinquish their wills again to the Dark Lord of the
Dead.

**Gnomes** approach the Holy Light differently, but with


no less devotion.

**Goblins** priests are uncommon, and their culture’s


inclination to seek out power and influence often leads
them to adopt the discipline or shadow priesthoods.

**Humans** formed the Clerics of Northshire, human priests


who served the kingdom of Stormwind during the First
War. Humans have heard the whisperings of the Holy
Light eons ago, and tapped into this power, forming cults
around its study, and then instituted churches.
Expressions that signal the Holy Light’s dominion over
human mentality makes itself shown with the farewell
expression, ‘Light be with you’, or the curse ‘Light burn
you!’. Such priests take the path of the Holy priesthood.
Few humans who are sensitive to such whispers heard
the Void instead, joining the elusive Shadow priesthood.
These men and women feel drawn to join dark orders
such as the apocalyptic Cult of the Twilight Hammer to
bring darkness to Azeroth, but are not compelled to.
Should they master theses shadowy psychic powers,
shadow priests can gain strength as manipulators and
controllers of nations. Disillusioned and power-hungry
priests, as well as those who fear age and loss of beauty
may turn to the Cult of the Damned (previously, the
Brotherhood of Eternal Life). These priests join the
ranks of the damned as death priests who serve the Lich
King in return for eternal life and to escape a dark
afterlife.

**Orc** priesthoods are uncommon, as shamanism is closer


to their cultural traditions. Cultists who hear the call of
the Lich King or the echoes of the Void join the death or
shadow priesthoods, respectively.

**Pandaren** practices show they have an understanding of


the Holy Light. They, like some practitioners of the
faith, believe in peaceful resolutions at all times. Their
clerics emphasize the control of negative emotions like
fear, sorrow, anger, fury, or any other form of emotional
turmoil. The clerics of this race do in fact refer to the
power they wield as "the Light." Although their
inclinations align with holy priesthoods, Pandaren priests
are few, and shamanism is more common.
\page

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

**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.

**Worgen** history of any priesthood is still new, and


follows their human origins.

### RGE: Rogues


**Draenei** rogues are few and far in between except among
the Broken—who lean towards the subtlety
specialization, due to shadow or fel influence on them.

**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).

**Forsaken** who take up the rogue class often take the


Lightslayer path, extinguishing light wherever they find
it — specifically, the followers of the Holy Light. The
lightslayer embraces the teachings of the Forgotten
Shadow and develops personal power by slaying their
hated foes. Embracing the subtlety path and chosen
hunter talents (favored enemy, scarred hunter, fading
shadow, hunter’s sense, and primeval disruption), these
fanatical assassins put out the Holy Light to make way
for the Forsaken’s way of life. Since the awakening of the
Lich King, a few Lightslayers have joined the Scourge,
hunting in the darkness and making many moves against
the Lord of the Frozen Throne end with a knife in the
dark. Deathstalkers are Forsaken rogues who take up the
assassination specialization and focus on poisons and
ambushing, and often employ high elven or blood elven
ambush tactics.

**Gnomes** and **Goblins** who take up the rogue path usually


take the assassination rogue and employ poisons (usually
inhaled) and explosives or alchemical products,
respectively. Taking the reliable talent and flash bomber
talents to aid them to avoid malfunctions and quickly
deploy or use potions.

**Humans** and**Worgen** who take up the rogue path are


usually agents of a guild or state (such as the SI:7 of
Stormwind, the Defias Brotherhood, the Syndicate, or
Ravenholdt). Humans trained by other races usually
adopt their paths (such as a human who was raised by
high elves or dwarves), but their diversity leads to them
being equally adept at taking any role. Outlaw human
rogues are often swashbucklers upon the high seas or
highwaymen. Worgen who take up this path often utilize
their alternate forms to serve as terror troops who slay
stragglers in a dramatic or terrifying way.
**Orc** rogue traditions are not unheard of, but are rare,
usually either taking the outlaw or assassination
specializations. Garona Halforcen is perhaps the most
famous half-orc assassin, who slew King Llayne of
Stormwind, sealing humanity’s defeat in the famous war.
Orc rogues usually operate in cells, and take talents that
would support one another and aid in infiltration (such
as master of tactics and master of intrigue).
Strength-based orc rogues are also sometimes sought for
as bouncers in goblin towns.

**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

<div class='pageNumber auto'></div>


### SHM: Shamans
**Draenei** shamans are common among the Broken, as
many turned to follow the elements after losing their
connection with the Holy Light, with Elder Akama
being prime. A few unbroken Draenei may also take up
the shaman path, often walking down the Enhancement
path, and employing the use of two weapons (usually
hammers or axes) and channeling fire or lightning
through their strikes.

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

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

**Goblins** who take up the shaman’s path often see it as a


challenge. Lacking traditional spiritualism, goblins make
use of sharp tongues and quick wit to negotiate their
way to power. Often employed in driving ships faster by
invoking air spirits or healing a particularly
accident-prone cartel boss, goblin shamans walk a very
thin line between profiteering from their craft and the
demands of spirits (although many goblins are fond to
discover that their natural predilection towards
exploding things sets well with fire spirits).
Often called planar dealers, goblin shamans are too
shrewd by half for one who is unprepared to deal with
them.

**Orc** tradition in shamanism is wholly original and has a


very long history. On Draenor, (now Outland) the orcs
were shamanistic and practiced ancestral worship. Elemental influence on Draenor
was significant, and
orcish shamans found the strength in the elements to
bring down ogre high society, becoming free to dominate
the land. Ever since the Burning Legion turned its eye on
Draenor, however, shamanism began to dwindle and
weaken. Some of the most vilified orcs were once
shaman; Zuluhed the Whacked, Ner'zhul (now the Lich
King), and even Gul'dan (the first Orcish warlock) were
all shaman.

The archdemon Kil'jaeden distorted the


shaman's connection with their spirits in the sacred
mountain of Oshu'gun, taking on the form of the
shaman's ancestors to convince them that the Draenei
were enemies. The ensuing massacres upon several
draenei hunting parties offended the spirits, who
eventually denied the shaman their powers. Driven
Cut off from their elemental powers, former shaman
turned to the powers of the Burning Legion, becoming
warlocks (though many tried to hang onto their roots, it
was impossible), and were used as pawns to invade
Azeroth, bringing forth the First War.

Shamanism in the orcs was all but nonexistent until


Thrall, son of the deceased Durotan and future chieftain
of the Frostwolf clan, grabbed hold of the reins of
Warchief of the New Horde. This ushered in a new
generation of shamanism, breaking the crippling lethargy
of the captive orcs while outlawing the dark magic of the
Burning Legion. At the time of the internment camps,
"shaman" was a derogatory term for someone who told
fantastical and unbelievable stories. Shamanism is now in
good repute, though, as the New Horde was led for a
long time by Thrall, a shaman of great power.

Orcish shamans are often spread across Elemental and


Enhancement specializations, and ones who frequently
employ divinations (such as Clairvoyance, or Far Sight as
known for shamans) are known as Far Seers, a name that
transcends the limits of race. Orc shamans often employ
spells such as Bloodlust, Elemental Armor (preferring
Lightning Shield), Dispel Magic (or Purge), as well as
Earthquake.

**Pandaren** shamans are not unknown, but not particularly


many. Pandaren have affinities to all elements, but earth
and water most strongly, and this is reflected in the
spells a Pandaren shaman prepares.
Tauren shamans are almost universally known as Spirit
Walkers, taking the Restoration path and focusing on
divinations and abjurations.

**Troll** shamans are very common. It is unknown to the


shamans of other races if the semi-divine Loa act as
spirits a shaman must negotiate with, as troll shamans
have several unique powers, taking the Witch Doctor
path. A witch doctor’s invocations are closer to that of a
priest’s prayers; a witch doctor can strike lightning into
their foes with the power granted by the Loa Storm-God
Shango, and aid allies by mending their wounds with the
might of the Loa Healing-God Lokou. They would also
have to be clever, cunning and ruthless in order to save
their tribe, or stop anyone who came in their tribe’s way.

### WRK: Warlocks


**Draenei** warlocks are few and isolated individuals, as the
heavy prejudice against the use of fel magic makes such
activities subject to immediate scrutiny and investigation.
Draenei, the exiled ones, fled their homeland Argus once
two of its three political leaders took the path of warlock
magic (Kil’jaeden and Archimonde, although Velen
aided the others escape). Draenei warlocks who accept
the taint change in appearance and increase in size,
becoming Eredar warlocks. Most Eredar warlocks take
the path of destruction, although a few take the path of
demonology.
\page

<div class='pageNumber auto'></div>


**Elves**
- Night Elves have an ill experience with fel magic;
those who took up the path either abandoned it entirely
under threat of death or became demon hunters instead,
such as Illidan Stormrage.
- High Elves have compunctions regarding fel magic,
and rightly fear and shun it, preferring traditional arcane
magic, either for its root in their culture, fear, or distrust
of the chaotic magics.
- Blood Elves make common warlocks, especially after
the destruction of the Sunwell, the font of the high elves’
arcane magic. Many blood elves who once walked the
path of the mage abandoned it to walk the path of the
destruction warlock, naming themselves blood mages.

**Gnomes** and **Goblin** warlocks are often inconspicuous,


for many underestimate their small statures and assume
weakness. To compensate, gnome and goblin warlocks
often take the demonology or destruction paths.

**Forsaken** warlocks are very common, often taking the


affliction path to whittle down their foes and cripple
them in battle. The Dreadlords, agents of the Burning
Legion have found common cause with the forsaken in
fighting the Lich King once he turned his back on the
Legion, and when one such dreadlord (the demon
Varimathras) was bound by the forsaken leader
Sylvannas Windrunner, the demonic powers of the fel
were freely given by the dreadlord adviser of the
Banshee Queen.

**Humans** who walk the warlock path are often failed


students of mage academies who yearn for an easy route
to power, or especially brilliant ones who believe they
might succeed where other warlocks have failed.

**Orc** tradition in the warlock class are well-ingrained;


Gul’dan was the first orc warlock, and it was his lust for
power that was his greatest strength and weakness. Orc
warlocks often follow the destruction or affliction paths,
and usually shun the demonology path, having
well-recognized the dangers of allowing demons to get
too close.

**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.

### WAR: Warriors


**Draenei** natural affinities lead many to adopt the paladin
class rather than the warrior class. A few however
distinguish themselves as pure warriors, often leading the
charge and raising banners, guiding their allies with
powerful shouts and opening up enemies’ ranks with
talents such as shout, and heroic leap. A few draenei
gladiators remain from the days of imprisonment by the
orcs—those who retain their talents often tap into inner
reserves of strength by using the fury talent, and
obliterate enemies by employing hammer and axe.

**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).

**Gnomes** and **Goblins** make for rare warriors, and often


take the path of the rogue or hunter instead. The few
daring who decide to defy the limitations of their stature
often adopt ‘dirty fighting’ techniques, such as choosing
certain talents from the various talent lists, such as
heroic leap, insightful combatant, and dread ambusher.

**Forsaken** warriors are common and spread across


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

**Human** warriors often take the arms or protection


specialization, and most prefer the action surge talent for
its flexibility. One of the most well-recognized human
warriors hail from Stormwind, such as King Varian
Wrynn. Human mounted warriors include various orders
such as the Knights of Stormwind, whose ability to run
down enemies was instrumental in granting humanity
the edge in several battles during the First War.

**Orcs** warriors often take up the arms specialization, and


choose a series of talents that are often referred to as
blademaster (as high elven blademasters). Other
warriors prefer a more brutal fighting style by
channeling their natural reserves of fury, taking talents that augment it as brutal
critical, persistent rage, and
reckless attack, and often taking up the fury
specialization. Orc mounted warriors include orcish
raiders, whose hit and run tactics and proficient use of
nets is a professional harassing force.
\page

<div class='pageNumber auto'></div>


**Trolls** of every type are well-known warriors, often
channeling their reserves of fury as the orcs, but
adopting the fury specialization and utilizing axes
instead. The survivability of troll berserkers is legendary,
and many take a few hunter talents such as dread
ambusher and favored terrain, as well as favored enemy
to make a deadly hunter-warrior hybrid.

**Worgen** warriors are new, but are well-respected for


their viciousness. Employing their natural weapons
means most worgen warriors are capable of combat
when deprived of their weapons, and most worgen take
talents that increase their damage and mobility.
<img
src='https://thoriumwow.net/img/lichking.png'
style='position:absolute; top:50px; right:-300px; width:' />

\page
<div class='pageNumber auto'></div>

# Chapter 4: Equipment

##### Adventuring Gear


| Gear Name | Cost | Mass | Properties |
|:----:|:-------------:|:-----:|:----:|
|Powder Horn| 25 gp| 2 lb.| 2 pounds of gunpowder, or 12 uses|
|Powder Keg| 350 gp| 20 lb.| 20 pounds of gunpowder, or 120 uses|
|Grappling Hook| 5gp | 5 lb. | |
|**Ammunition**||||
|Bullets (20)| 1 gp| 1 lb.| Firearm deals piercing damage|
|Pellets (20)| 1 gp| 1 lb.| Firearm deals bludgeoning damage|
|**Fuel**||||
|Coal| 12 gp| 1 lb.| Four pounds of coal grant 1 charge to steam devices|
|Battery| 50 gp| 1 lb. |One battery grants 1 charge to electric devices (can
refuel)|
|Gas/Oil (Pint)| 50 gp| 1 pint | One pint grants 1 charge to oil/gas devices.|

## Adventuring Gear Descriptions


<br>

**Powder Horn** Carrying two pounds of gunpowder, this


fire and water-resistant horn is required almost always
for a tinker on the go.

**Powder Keg** Containing twenty pounds of gunpowder,


this keg is very flammable, but it is a sure sight for sore
dwarven eyes. If exposed to flame, the barrel explodes
for 10d6 concussive damage in a 200 feet sphere, with a
DC 10 Agility save to half damage. If left exposed, the
damage is instead fire damage.

**Gunpowder** deals 1d6 fire damageto each creature in 10


feet per 1 pound of mass. Setting an ounce of gunpowder
to burn brightly, shedding bright light in 30 feet for 1
round, and dim light in the same radius for another
round, before extinguishing. Exploding gunpowder
cannot deal more than 10d6 at any time (with 10 pounds
and upwards of mass), but its range does increase by 10
feet for every pound.

**Grappling hook** tether two creatures (or objects if the


rope attached to it is tied). If tethering two creatures,
one side can perform the shove action (instead pulling
the creature closer on a successful check the same
distance as the shove).

It is a ranged weapon attack to tether a creature or an


object with a grappling hook.
```
```
<img
src='https://www.evgagaming.com/image.axd?picture=/2016/August/Gujas.png'
style='position:absolute; top:825px; right:380px; width:400px' />

##### Weapons and Armors


| Weapon Name | Cost | Effect | Mass | Properties |
|:----:|:-------------:|:-----:|:----:|
|Attack Claws| 2 gp| 1d4 slashing| 2 lb.| Finesse, light|
|Bayonet| 10 gp| 1d4 piercing| 1 lb. | Finesse, light|
|Garrote Wire| 1 sp| 1d4 slashing| -| Finesse, light, two-handed|
|Greathammer| 10 gp| 2d6 bludgeoning |10 lb.| Heavy, two-handed|
|Moonglaive| 10 gp| 1d6 slashing| 3 lb.| Finesse, thrown (Range 20/60)|
|Spiked Chain| 15 gp| 1d6 slashing| 10 lb.| Finesse, heavy, reach, two-handed|
|Sword, Two-Bladed| 15 gp| 1d8 slashing| 10 lb.| Finesse|
|Syringe| 5 gp| 1 piercing| ½ lb.| Light|
|Totem,Tauren |10 gp| 1d12 bludgeoning |10 lb.| Heavy, two-handed|
|Warglaive| 15 gp| 1d6 slashing| 2 lb.| Finesse, light|

## Weapon and Armor Descriptions


<br>

**Attack Claws** These claws may be attached to a hand,


and allow for a user to perform somatic components
without occupying the hand. They are usually favored
by orcish shamans who enter melee after conjuring
elementals or placing totems. This is a simple weapon.

**Bayonet** This dagger-like blade can be attached to a


firearm, allowing it to make melee weapon attacks. If
successfully making a melee attack, the user can shoot as
a bonus action (which resolves as a Touch-Blast Strike).
Garrote Wire This weapon can be used to start a grapple
with an attack roll instead of using an Athletics check,
but suffers disadvantage to the roll if the target is aware
of the attacker.

**Greathammer** This iconic paladin weapon is favored by


the Order of the Holy Light. A character proficient with
mauls is also proficient with greathammers after a week
of training.

**Moonglaive** This exotic weapon has three dagger-like


blades jutting from its sides. Uncommonly seen but easy
to train with, Moonglaives are favored by the night
elves of Kalimdor. This is a simple melee weapon.
Spiked Chain A 10-foot chain marked with a large hook,
this spiked chain is a dangerous and rare weapon to see
in the battlefield.

\page
<div class='pageNumber auto'></div>
<br>

**Sword, Two-Bladed** Typically used only by elven


swordsmen of great agility, the two-bladed sword is
almost iconic of the high elven military Two-bladed
swords can be used to attack as if using two weapons,
despite being a single weapon that is used with one
hand. A character proficient with longswords is also proficient
with two-bladed swords after a week of training.

**Syringe.** This needle is specifically-designed to inject


injury poisons, plagues, and offensive potions into targets
who are stabbed with it. After a successful attack roll,
you may use a bonus action to inject the target with the
contents of the syringe.

**Totem, Tauren** Large, unwieldy, but very


intricately-made, tauren totems are iconic of the tauren
peoples.

**Warglaive.** This night elf weapon is a crescent-shaped


blade about 4 feet long with a hilt in the center of the
back edge. Demon hunters favor these weapons. A
character proficient with shortswords is also proficient
with warglaives after a week of training.

## 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.

### Magic Weapons

##### Annihilator
*Weapon (battleaxe), rare*

You gain a +1 bonus to attack and damage rolls made


with this magic weapon. Whenever this wicked-looking,
dark purple battleaxe deals damage to a creature
benefitting from an armor bonus to AC, it reduces their
bonus to AC by 1 point. The penalty to armor remains
for until the target creature has a short rest.

##### Arcanite Reaper


*Weapon (greataxe), rare*

This axe is made out of arcanite, one of the hardest


substances in existence (AC 23, immune to nonmagical
weapon damage, and has 30 hit points), and deals double
damage to objects.

##### Black Grasp of the Destroyer


*Wondrous item, uncommon*

This heavy steel gauntlet has runes carved into the


knuckles and the back of the hand. With a touch, this
allows the user to cast dispel magic (as the 3rd-level
spell). This property can't be used again until the next
dawn.

##### Blight
*Weapon (glaive), rare*

You gain a +1 bonus to attack and damage rolls made


with this magic weapon. Upon a successful attack against
a creature, you may declare that the weapons’ blight
ability activates as a bonus action. If blight takes place,
the target must succeed against a Stamina saving throw
of 15 or be subject to a random disease (as the contagion
spell). This property can't be used again until the next
dawn.
```
```

##### Brainsplinter
*Weapon (dagger), very rare (requires attunement)*

You gain a +2 bonus to attack and damage rolls made


with this magic weapon. When striking a spellcaster, the
dagger’s damage lingers and disrupts concentration (DC 10 or half damage as normal)
for 1d4 rounds after being
hit. If hit again, the counter resets. Activating this
quality costs a bonus action, and is a strike effect.

##### Dawn's Edge


*Weapon (battleaxe), rare*

You gain a +1 bonus to attack and damage rolls made


with this magic weapon. The battleaxe has 3 charges.
While using it, you can use an action and expend 1
charge to cast the Daylight spell (centered on the
battleaxe), or a bonus action to ignore the damage
resistance of an undead or fiendish creature for 1 minute
per charge expended. You may also cast the Detect Evil
and Good spell as a bonus action by expending 1 charge
(the range increases to 60 feet).

The battleaxe regains all charges by the next dawn.

##### Embrace of the Twisting Nether


*Armor (chainmail), rare (requires attunement)*

You gain a +1 bonus to AC while you wear this magic


armor. By speaking the command word, you become
ethereal (as if subject to the banishment spell). The
banishment spell remains for full duration (one minute)
unless the command word is spoken to cancel it. If the
command word is not spoken and the duration of one
minute passes, you are banished to the Twisting Nether,
the realm of demons and chaotic energy. This property
of the armor can't be used again until the next dawn.

##### Hammer of the Titans


*Weapon (greathammer), rare*

You gain a +1 bonus to attack and damage rolls made


with this magic weapon. The greathammer may be
swung hard at the ground as an action. All creatures
within 10 feet suffer the damage of a normal attack and
must pass a Strength saving throw of 15 or fall prone.

##### Mana Blade


*Weapon (shortsword or dagger), rare*

You gain a +1 bonus to attack and damage rolls made


with this magic weapon. Upon a successful attack against
a creature, you may declare that the weapons’ mana
burn ability (as a 3rd-level spell) activates as a bonus
action as a [strike] effect. Once used, this property
cannot be used again until the next dawn.

Mana blades are often used (and sought) by the enemies


of spellcasters and supernatural creatures such as
demon-hunters, as the weapon’s mana burn ability can be
used to cut out and burn out the eyes of a willing or
helpless creature blinds the creature permanently, and
counts as the prerequisite to qualify for the demon
hunter archetype.

\page

<div class='pageNumber auto'></div>


##### Phantom Blade
*Weapon (longsword), rare*

You gain a +1 bonus to attack and damage rolls made


with this magic weapon. Upon a successful attack against
a creature, you may declare that the weapons’ phantom
touch ability activates as a bonus action. If phantom
touch takes place, the targeted creature is subject to a
Faerie Fire spell (centered on the creature only) for one
minute. If affected once, the creature is immune against
further uses for 24 hours.

##### The Planar Edge


*Weapon (battleaxe), very rare (requires attunement)*

You gain a +1 bonus to attack and damage rolls made


with this magic weapon. While wielding it, you can use
it to cast the g ate spell as an action, and it remains open
for 2d4 rounds. This property of the battleaxe can't be
used again until the next dawn.

##### Sageblade
*Weapon (shortsword), rare (requires attunement)*

You gain a +1 bonus to attack and damage rolls made


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

##### Saronite Mindcrusher


*Weapon (mace), rare*

You gain a +1 bonus to attack and damage rolls made


with this magic weapon. You may declare a mind
crushing strike, dealing 1 point of mana burn for every 4
points of damage dealt. This otherwise acts as the mana
burn spell. This only functions against arcane spellcasters
and fiends. This is a strike effect that costs a bonus
action, and can be used 3 times before it can’t be used
again until the next sundown.

##### Scimitar of the Sirocco


*Weapon (scimitar), very rare (requires attunement)*

You gain a +2 bonus to attack and damage rolls made


with this magic weapon. It also has the following
additional properties. When one of these properties is
used, it can't be used again until the next dawn.
Flame. While wielding this weapon, you may brandish it
at any area within 100 feet, causing a column of fire to
rise up, as per the Flame Strike spell.

- *Scorch Strike.* When you hit with a melee attack using


the scimitar, you can cause the target to take an extra
2d6 fire damage. This is a strike effect that costs a bonus
action.

- *Searing Blitz.* Before you attack with the scimitar, you


may declare a searing blitz. When you move, you gain
+2 to AC versus attacks of opportunity, and leave a trail
of lingering flame behind you. This trail can have a
maximum length of half your speed, acts as normal fire,
and deals 1d6 fire damage to creatures moving through
it. It remains for one minute, and is 5-feet wide and 5-feet
high.
```
```

##### Staff of Sorcerer-Thane Thaurissan


*Weapon (staff), very rare (requires attunement by a
druid, mage, shaman, or warlock)*

You have resistance to fire damage while you hold this


magic staff. If you already have resistance, you are
immune to fire damage.

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).

The staff regains 1d6 + 4 expended Charges daily at


dawn. If you expend the last charge, roll a d20. On a 1,
the staff blackens, crumbles into cinders, and is
destroyed.

Sorcerer-Thane Thaurissan was the leader of the Dark


Iron dwarves during the War of the Three Hammers.
When he lost Ironforge to the Bronzebeard clan,
Thaurissan retreated to the Redridge Mountains and
founded a city in his name. In a desperate attempt to
defeat his enemies, Thaurissan accidentally summoned
the demigod Ragnaros, which resulted in the
sorcerer-thane's immediate death and the formation of
the volcanic peak of Blackrock Mountain.
##### Quel’Serrar
*Weapon (longsword), rare*

You gain +2 to attack and damage rolls made with this


magic weapon.

While wielding this weapon, you gain a +2 bonus to AC


(natural armor). This stacks with other sources of
natural armor. As a reaction, you may grant yourself
spell resistance (advantage to any saving throw) against
a spell that targets you. After benefitting three times
from the spell resistance property, it can’t be used again
until the next dawn.

Quel’Serrar, sometimes known as the Prismatic Blade,


was forged by dragons and granted to the night elves
during the War of the Ancients. Currently, it remains
dull and forgotten, though it can be reforged by heating
in dragon-fire, and being quenched in dragon blood
(which gives it the reputation of being a dragon-slaying
blade).

##### Sulfuron Hammer


*Weapon (maul), very rare (requires attunement)*

You gain a +3 bonus to attack and damage rolls made


with this magic weapon.
This weapon can be perfected into Sulfuras, Hand of
Ragnaros, a legendary weapon (see below).
Sulfuras, Hand of Ragnaros
Weapon (maul), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made
with this magic weapon.
It also has the following additional properties. When one
of these properties is used, it can't be used again until the
next dawn.

- *Pyroblast.* You may cast the Pyroblast spell (while


channeling, the hammer increases in brightness).
Immolation Aura. You may cast the Immolation Aura
spell (spell level 5). This does not require concentration,
and continues until its full duration ends.

- *Elemental Tongue.* You may cast the Elemental Tongue


(Fire). This deals 3d6 damage upon a hit, and can be
used up to 3 times before this property is considered to
be used once.

\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.

##### Truesilver Champion


*Weapon (greatsword), rare (requires attunement)*
You gain a +2 bonus to attack and damage rolls with
this magic weapon. While holding this weapon, you may
utter the inscription upon the blade, granting you 15
temporary hit points. Once this feature is used, it cannot
be used again until the next dawn.

### Wonderous Magic Items

##### Book of the Dead


*Wondrous item, rare*

This ancient, musty tome is decorated with inlaid bones


from various creatures. The cover and spine are made
from dried skin stretched and treated to remain flexible.
The ink used to write the magical words and runes
inside is blood drawn from the veins of living creatures
killed as sacrifices when the book was completed.

Activating this book requires tearing out its spine and


destroying it utterly. When the spine is torn, the pages
disintegrate, and the spells bound in the book are
unleashed, animating up to two medium or small
skeleton or zombie warriors (equipped with shields and
swords) and two medium or small skeleton archers
(equipped with bows and twenty arrows each). So long
as you possess the spine, you may command the undead
mentally with a bonus action as long as they are within
60 feet of you. This otherwise acts as a 5th level
Animate Undead spell. After 24 hours, however,
regardless of what happens, the skeletons disintegrate
and lie still, and the Book is utterly consumed.
You may attune yourself to the book and keep as a
spellbook, in which case all necromancy spells written it
cost 1 less mana point when cast by you.

##### Crystal Ball


*Wondrous item, uncommon*

This sphere of green glass is inlaid with a golden base,


and may be pointed at a direction to see distant events
up to a mile away as clear as if one is adjacent to it.
When activated, the crystal ball may scry up to any
point of sight within a mile that you can see, or allows
you to see an obvious location that is unfamiliar to you
and is obstructed by an object (such as behind a corner,
behind a door, below a trapdoor). This orb functions as
long as you can expend a bonus action, up to a maximum
of ten minutes. The orb creates an invisible magical
sensor on the location it observes, which can be seen if
observers can see invisibility or have truesight, and
cannot be attacked or interacted with (though it can be
dispelled as a 3rd level spell). Once used, this cannot be
used again until the next dawn.
```
```

##### Demonic Figurine


*Wondrous item, legendary*

This onyx figurine is told of in legends as powerful


artifacts send by the Burning Legion to pave the world
for its inevitable return. Featuring a baleful demon with
claws outstretched and a single hoof raised, the figurine
can be pointed to a creature, unleashing a ray of doom.

This is treated as the Demonic Doom spell, and the


figurine maintains channeling until the entire duration
has ended. The figurine possesses malevolent cunning,
and uses the spell to wreak the most devastation it could
before it is ended. Destroying a figurine unleashes the
Doomguard instantaneously for its full duration.

##### Hearthstone
*Wondrous item, rare*

This stone is given to every adventurer who leaves his


city. A user may have only one hearthstone at any given
time, and it is attuned as a Teleport Circle. Requiring
one minute to activate, the hearthstone teleports the
user to where they last called home. When used, it takes
a day to recharge. An adventurer may alter his
hearthstone’s location to any indoor building he has
spent more than 24 hours in, which replaces the teleport
circle’s location.

##### Horn of Stormwind


*Wondrous item, rare*

This lion-emblazed horn grants (when blown as an


action) all creatures within 20 feet the benefits of a 3rd
level paladin’s devotion aura for one hour. This does not
stack with a paladin’s aura, but may still cancel out a
Death Knight’s Aura of Abandonment, and can be
suppressed for 1 minute with a Dispel Magic spell if
targeting the horn. After being used up to two times, it
cannot be used again until the next dawn.

##### Spell Shield Amulet


*Wondrous item, uncommon*

This acts as a 3rd-level counterspell spell, but the effect


must include you as a target. Once used, it cannot be
used again until the next dawn.

##### Mana Stone


*Wondrous item, rare*

This cerulean-blue semi-solid stone is nearly translucent,


and shines with an internal blue light. While the stone is
in the possession of a caster, their passive mana
regeneration (such as from resting) increases by 25%.
This boost stacks atop the increase from resting near a
mana fountain. A mana stone might be crushed in a
caster’s fist, restoring up to 3d4 mana points
instantaneously and destroying the mana stone.
These stones are said to be shards of enchanted runestones that
are dipped in mana fountains, but such rumors are
unsubstantiated, as the secret of creation is in the elusive
hands of the most talented infusionists. This is treated as
a non-consumable (although it can be consumed).
\page

<div class='pageNumber auto'></div>


##### Mystic Wand
*Wondrous item, common (requires attunement by a
spellcaster)*

A wand of minor power allows you to gain the benefits


of the Mystic Blast feat without gaining the feat itself.
Each wand is attuned to a specific energy type.
The common version of the wand deals one dice of
damage (1d6 fire, cold, lightning, or acid, or 1d4 holy, unholy, fel, or arcane).
For each step of rarity, it deals an
additional dice (up to 5 dice at Legendary, as below).

##### Damage Dice


| Rarity | Damage Dice |
|:----:|:-------------|
|Common| 1 dice|
|Uncommon| 2 dice|
|Rare| 3 dice|
|Very Rare| 4 dice|
|Legendary| 5 dice|

##### Quilen Statuette


*Wondrous item, rare*

You can use an action to hold the statuette aloft and


speak the command word. Doing so conjures a Quilen, as
if you had cast the animate constructs spell (spell level 5).
The statuette can't be used this way again until the next
dawn.

This statuette, carved during the brief reign of Mogu


emperor Kang of Pandaria, was part of an experiment to
bind Quilen servants in small stones. This experiment
was abandoned as the Quilen thus bound were greatly
diminished in power and thus deemed unworthy.

##### Voodoo Doll


*Wondrous item, rare (requires attunement by any
spellcaster who can cast Speak with Dead)*

A voodoo doll seems innocent, but it is actually a house


of a Hexer spirit. Hexer spirits bound to a voodoo doll
are servitors to whoever is attuned to the doll, serving
them in return for favors.

A voodoo doll may be attuned with a target with one


hour of contact with a remaining body part or piece
(such as a finger, hair, or fingernail). So long as the
target does not take the measures to end the bond (such
as by replacing the finger or removing a hand, cutting all
their hair, or clipping all their fingernails, as determined
by the DM), the Hexer spirit is always aware of where
the target is, as if under the effects of a Locate Creature
spell.

The Hexer spirit can be allowed to leave the voodoo doll


to use its Carry Voodoo power, which allows the owner
of the doll to cast a spell for the Hexer to carry. See the
Hexer’s entry in the monster manual for more details.

##### Wisp Amulet


*Wondrous item, rare*

The wearer of this amulet may transform into a wisp for


up to 1 minute. This is a polymorph effect. This property
of the amulet can’t be used again until the next
sundown.

```
```
### 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).

##### Blackened Defias Armor


*Armor (leather), variant (requires attunement), pieces
(Armor, gloves, boot, belt)*

Commonly worn by commanders of the Defias


Brotherhood, this suit of dark armor is ideal camouflage
for skulking rogues. The Defias set is a suit of black
leather armor that completely covers the wearer’s body,
save for her fingers and face – the latter is usually hidden
behind one of the brotherhood’s trademark red scarves.

**Uncommon.** If possessing one set piece, dim light doesn’t


impose disadvantage on your Spirit (Perception) checks
relying on sight.

**Rare.** If possessing two to three set pieces, climbing


doesn’t halve your speed, and you can make a running
long jump or a running high jump after moving only 5
feet on foot, rather than 10 feet.

**Very Rare.** If possessing all set pieces, you may cast the
Fade spell at will, or the Invisibility spell three times before the power of the
armor is expended, replenishing
after the next sundown.

<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)*

Created in Moonglade by the druids of the Cenarion


Circle, the C enarion raiment is worn by some of its most
powerful champions as they strive to protect and
preserve nature against the unnatural forces that
threaten it. The C enarion raiment features a thick
brown leather robe covered in leaves and other symbols
of nature – most prominently the sticks and leaves
protruding from the wearer’s shoulders and the antlers
resting upon his head.

**Uncommon.** If possessing one set piece, other creatures


don’t gain advantage on attack rolls against you as a
result of being hidden from you.

**Rare.** If possessing two to three set pieces, you may use


the druid’s wild shape ability as a 2nd level druid. If you
already have the wild shape ability, you may use wild
shape one more time per rest, or gain one Blessed Beast
feral wild shape option to benefit from one wild shape
attempt (chosen once attuned to the armor).

**Very Rare.** If possessing all set pieces, the horns of the


raiment remain in wild shape, granting you a natural
attack that deals 2d6 damage. Before going into a wild
shape, you can designate three spells to be cast upon
your horns, which can then either be discharged as per
the Spell Strike feat on the target of your natural attack
or be cast by touching the target with your horns. After
exiting a wild shape, your next conjure (plants) spells
costs half normal mana.

##### Judgment Armor


*Armor (plate), variant (requires attunement), pieces
(Plate, crown, bindings, belt)*

Though the Silver Hand is a noble establishment, there


comes a time when pleasantries must end and justice
must be done. The commanding, faceless aspect of justice
and judgement is represented by this armor, which is
worn by paladins acting as inquisitors and executioners
as they deliver sentence upon the enemy.

Clad in black, red, and gold, paladins in this full-body


armor cut an imposing figure. The armor is a
combination of both cloth and leather for easier
movement as well as metal plates to protect vital areas.
Each piece is ornately detailed with some sort of imagery
that represents justice.

**Uncommon.** If possessing one set piece, you have a +5


bonus to your passive Spirit (Perception) and passive
Intelligence (Investigation) scores.

**Rare.** If possessing two to three set pieces, you may cast


the Bless or Aid spells up to three times (total of both
spells) before the power of the armor is expended (an,
replenishing after the next sundown. If you already have
the spell readied, you may instead cast the spell for half
normal cost so long as you wear the armor.

**Very Rare.** If possessing all set pieces, you may cast the
Arcane Armor spell up to three times before the power
of the armor is expended, replenishing after the next
sundown. The spell is heightened to 6th level and
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.
```
```

##### Plagueheart Raiment


*Armor (cloth), variant (requires attunement), pieces
(Robe, circlet and mask, gloves, sandals)*

Originally designed by Burning Legion mad scientists,


this colorful set is known to be worn by agents of the
Legion who deal with biological and chemical warfare, as
well as living members of the Cult of the Damned that
need protection from the Scourge’s plague. While
designed as protective gear, as a result of its origins, the
gear collects and stores plagues within itself, offering
these plagues as an added level of defense.
This unusual, chaotic-looking armor features patterns of
black, orange, yellow, and bright green. Curved spines
protrude from the shoulders, and the wearer’s face is
obscured by a strange, bug-eyed mask.

**Uncommon.** If possessing one set piece, your spells that


requires you to make an attack roll have their ranges
doubled.

**Rare.** If possessing two to three set pieces, and can exert


an aura of necrosis as a 6th-level death knight.

**Very Rare.** If possessing all set pieces, you have the


constant effects of Water Breathing, Darkvision, and
Demon Skin (3rd-level; or 9 temporary hit points), except
that you do not need to breathe at all. The Demon Skin
spell’s temporary hit points replenish once per hour.

##### Robes of the Violet Citadel


*Armor (cloth), variant (requires attunement), pieces
(Robe, skullcap or hood, gloves, boots)*

The robes of the magi of the Magical Kingdom of


Dalaran are scholars, rulers, and forces that fight evils
such as the Burning Legion, the Scourge, and even
renegade mages within their own ranks. The Robes of
the Violet Citadel are suffused with magical powers that
support and protect the magi that earned the right to
wear them.
These violet robes are threaded with gold and blue that
have high collars, and a black skullcap lined with silver
thread (or a wide hood for female magi).

**Uncommon.** You have advantage on Stamina saving


throws that you make to maintain your concentration on
a spell when you take damage.

**Rare.** If possessing two to three set pieces, you have the


constant benefits of Mage Armor, and you gain 10
temporary hit points at the beginning of every day.

**Very Rare.** If possessing all set pieces, you always have


the spells Blizzard (3rd level), Blink Step (2nd level) and
Conjure Elemental spells prepared (choose one
elemental, spell is 3rd level) and cast either of them three
times before the next sundown.

##### Silver Hand Blessed Plate


*Armor (plate), variant (requires attunement), pieces
(Plate, gauntlets, greaves, belt)*

This set of armor is worn by the Knights of the Silver


Hand in battle, this armor is blessed by the Holy Light
to aid the righteous men and women of the Order
against evil influences. Made of steel and silver and gold,
and mantled with a blue cloak, the knights of the order
fight with the full righteous cause of the Alliance.

**Uncommon.** If possessing one set piece, you may treat


the Sunbeam spell as a 2nd level spell. It is always
prepared so long as you wear the armor.
\page
<br>
<br>
<div class='pageNumber auto'></div>
**Rare.** If possessing two to three set pieces, you gain 30
temporary hit points at the beginning of every day.
These temporary hit points may only be used to reduce
damage to your maximum hit points (such as by the
draining attacks of undead), and do not apply against
normal damage.

**Very Rare.** If possessing all set pieces, when you heal a


creature with a Holy Light spell or Lay on Hands, a
radiant burst of light protects them. Hostile creatures
within 5 feet of a creature healed by this spell must make
an Agility saving throw or be blinded for 1 round. If the
hostile creatures are fiends or undead, they may instead
take holy damage equal to 1 point per paladin level (your
choice).

## 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).

A failed check reduces cost by 10%.

### 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.

**Alchemist’s Acid** By using this potion, up to two


creatures or objects within 5 feet of one another take 1d6
acid damage.
The damage increases by 1d6 per every five levels of
Alchemist.

**Alchemist’s Fire** By using this potion, the creature or


object takes 1d10 fire damage. If an object is unattended
and flammable, it catches on fire.
The damage increases by 1d10 per every five levels of
Alchemist.

**Alchemist’s Frost** By using this potion, the creature or


object takes 1d8 cold damage and suffers the chilled
condition for one round.
The damage increases by 1d8 per every five levels of
Alchemist.

**Antimagic Potion** By using this potion, a barrier arises


on the creature and up to 10 feet from it, blocking spells
with a spell level of 3 or less. This remains for one
minute.

\page
<div class='pageNumber auto'></div>

**Elemental Armor Icon** By using this potion, a protective


sheet of the elements surrounds the target, acting as the Elemental Armor spell for
up to 1 hour or until the
spell’s benefit is consumed (whichever comes first).

**False Life** Spray By using this potion, the character gains


1d4 + 4 temporary hit points that remain for one hour.

**Healing Potion** By using this potion, character regains


1d8 + 4 hit points (if living), or takes 1d8 + 4 holy
damage (if undead or fiend).

**Life Potion** By using this potion, the creature is revived


to life and restored to 1 hit point. This must be used
within a minute of death, and does not work against
creatures that died of old age, and cannot restore body
parts.

**Light Stick** By using this potion, a bright glow emits,


shining brightly for 20 feet, and dimly for 20 feet beyond
that. This remains for 1 hour.

**Mana Potion** By using this blue potion, the character


regains mana points.
- Minor : Uncommon, restores 4 MP.
- Moderate: Rare, restores 6 MP. G reater: Very
Rare, restores 8 MP.

**Mind Scream Spray** By using this potion, the creature


takes 1d4 psychic damage, and suffers disadvantage to
their next attack.

**Mutation Potion** By using this potion, the character


gains one mutation from the Mutate spell. This remains
for ten minutes.

**Rejuvenation Pill** By using this potion, the creature


regains 1d4 hit points. At the beginning of the creature’s
turn the next round, they must succeed on a Stamina
saving throw to regain another 1d4 hit points, and is
resistant to poison damage, or can suppress one level of
exhaustion until the beginning of their turn the next
round. This can be repeated up to one minute.
Skill Lotion By using this potion, the creature’s skill
becomes greater, gaining a bonus to a single skill check
- Minor: Common, +2
- Moderate: Uncommon, +3
- Greater: Rare, +4
- Supreme: Very rare, +5
- Legendary: Legendary, +6

**Sparing Potion** By using this potion, a creature that has 0


hit points becomes stable. This has no effect on undead
or constructs.

**Smoke Bomb** By using this potion, a 20-foot-radius


sphere of fog arises from the point of use. The sphere
spreads around corners, and its area is heavily obscured.
It lasts for 1d6x10 minutes (30 minutes) or until a wind
of moderate or greater speed (at least 10 miles per hour)
disperses it.

### Poisons and Plagues


Poisons can be weaponized and employed in battle, usually by holding them in
containers and releasing them to form
clouds (if inhaled), coating them with weapons (if injury), or any other method as
detailed under the poisoner’s kit (see
below
```
```

##### Exhumed Corpse Fumes (Inhaled, Common).


A creature subjected to this poison must succeed on a Stamina
saving throw or take 7 (2d6) poison damage. At the
beginning of their turn every round the poison remains
active, the character takes 7 (2d6) poison damage again,
and is treated as if poisoned until the beginning of their
turn the next round. On a successful saving throw, the
poison ends.
This is a magical manufactured poison, created by mixing
deathweed (a natural herb) and essence of death (a
magical component derived from the corpses of burnt
undead).

##### Crippling Poison (Injury, Uncommon).


A creature
subjected to this poison must succeed on a Stamina
saving throw or become poisoned for 1 minute. The
Poisoned creature is slowed as the spell of the same
name. On a successful saving throw (made only once per
turn), the poison ends.

This is a magical manufactured poison, created by mixing


deathweed (a natural herb) and essence of pain (a
magical component derived from blood of weak demons).
Paralytic Poison (Injury, Uncommon). A creature
subjected to this poison must succeed on a Stamina
saving throw or become poisoned for 1 minute. The
Poisoned creature is paralyzed as the Hold spell. On a
successful saving throw (made only once per turn), the
poison ends.

This is a magical manufactured poison, created by mixing


deathweed (a natural herb) and dust of decay (a magical
component derived from cremated undead).
Serpent Venom (Injury, Uncommon). A creature
subjected to this poison must succeed on a Stamina
saving throw, taking 10 (3d6) poison damage on a failed
save, or half as much damage on a successful one.
This is a mundane natural poison, created from drawing
poison from a snake’s venom sacs. The rarity affects the
venom’s power.

##### Poison table


| Rarity | Damage |
|:----:|:-------------|
|Common| 1d6|
|Uncommon| 3d6|
|Rare| 5d6|
|Very rare| 7d6|
|Legendary| 9d6|

##### Shadow Wound Poison (Injury, Rare).


A creature subjected to this poison must succeed on a Stamina
saving throw or become poisoned for 1 hour. The
Poisoned creature recovers only one-half the normal
amount of healing from spells and effects that restore hit points. This includes
regeneration and similar effects,
doubling the duration between healing (alternatively,
halving the healing gained).
This is a magical manufactured poison, created by mixing
deathweed (a natural herb) and essence of agony (a
magical component derived from blood of strong
demons).
\page
<div class='pageNumber auto'></div>
##### Mind-numbing poison (Injury, Uncommon).
A creature
subjected to this poison must succeed on a Stamina
saving throw or take 5 (2d4) psychic damage. At the
beginning of every round the poison remains active, the
character takes 5 (2d4) psychic damage again, and is
distracted. The DC of the distraction is 10 + ½ the
damage dealt by this poison. On a successful saving
throw, the poison ends.
This is a magical manufactured poison, created by mixing
deathweed (a natural herb) and essence of mana (a
magical component derived from blood of spellcasters).

##### Truth Serum (Uncommon, Ingested).


A creature
subjected to this poison must succeed on a DC 11
Stamina saving throw or become poisoned for 1 hour.
The Poisoned creature can't knowingly speak a lie, as if
under the effect of a Zone of Truth spell.
This is a magical manufactured poison, created by mixing
peacebloom (a natural herb) and essence of mana (a
magical component derived from blood of spellcasters).

### 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.

So long as the creature is poisoned, they a -2 penalty to


all saving throws against disease and poison effects, and
suffers two additional points of poison damage if inflicted
by any disease or poison.

Symptoms manifest 2d4 hours after infection and include


fever and coughing, and while in the grips of this disease,
victims’ skins pale.

Any creature comes into touch contact with an infected


creature once they begin showing their symptoms must
make a DC 8 Stamina saving throw or also become
infected with this disease. Once a creature succeeds on
this save, it is immune to being infected from that
particular infected creature for 24 hours.
At the end of each long rest, an infected creature can
make a DC 13 Constitution saving throw. On a
successful save, the penalty to saving throws and
additional poison damage taken is reduced by 1 point.
When the effect drops to 0, the creature recovers from
the disease.

##### Undead Plague (Rare, Ingested).


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

Every 24 hours that elapse while poisoned, the target


must repeat the saving throw, reducing its hit point
maximum by 3 (1d6) on a failure. This is considered a
poison effect, and resistance against poison halves the
reduction. The disease cannot reduce the target’s
maximum hit points below 1, but if the creature dies and
the disease remains uncured, it rises as an undead
creature bound to the service of the Lich King as if the
Bind spell was cast on it.
If succeeding on three saving throws, the disease
becomes latent, but does not fade away. So long as the
disease remains, the reduction to maximum hit points
cannot be removed, and it can be awakened again by
another dose of the plague. This disease, despite being
ingested, corrupts the air and earth it affects, affecting
any exposed food with the plague. When particles of the
plague fall on the earth, strange fungus grows, giving a
hint to the disease’s origin. This land is considered
blighted (as per the Hallow/Unhallow spell, although
the land is not also unhallowed).

The plague can be suppressed with the lesser restoration


spell or a restoration spell, and the reduction to
maximum hit points can also be removed with the
greater restoration spell, but the plague cannot be cured
save by a wish spell or the divine intervention ability (if
it opposes that of the semi-divine Lich King).

This is a magical manufactured disease, created by an


unknown fungus and suffused with necromantic magic.
So far, only the Cult of the Damned (or those who
infiltrated its alchemist and necromancer ranks) know
how to make it.

\page
<div class='pageNumber auto'></div>

## Using Ability Scores, Skills, and Tools


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

### Formula Discovery


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

#### Item Creation Costs and Complexity (CP)


Items have cost to create in Crafting Points, scaling with its quality or rarity. 1
crafting point roughly corresponds to 25 gp.

|Item Quality| Crafting Cost1| Proficiency| Spell Level2| EP3|


Max. CR|
|:----:|:-------------|:-------|:--------|:-----|:-----|
|Common| 20 points| +0 | 0 | 1 |
1/2|
|Uncommon| 80 points| +2/Apprentice| 1-2 | 2 |
2|
|Rare | 320 points| +3/Journeyman| 3-4 | 3 |
3|
|Very Rare | 1,280 points | +4/Expert| 5-6 | 4|
4|
|Legendary4| 5,120 points | +5/Artisan| 7-8 | 5 |
5|
|Artifact| 20,480 points| +6/Master | 9+ |
6| 6|

The cost of larger objects increases the cost by x2 per size category.

1 Consumables (scrolls, explosives, potions, etc.) cost 1/4th the cost of an item
of their rarity (or one quality grade lower than their current quality).

2 Caster level is equal to the crafting class level (or hit dice, depending on
proficiency's source)

3 Engineering Points spent

4 Legendary and above items usually also requires a quest to attune it to some
magical source, such as the High Elven Sunwell, the Scourge's Frozen Throne, an
elemental plane's lord, or the Night Elves' World Tree. This is subject to the DM's
discretion. Artifacts also usually require a lengthy quest that might alter the
setting as a whole, and are usually infused by creatures of great power.
```
```

### Gathering Skills


Any skill that reasonably allows for the identification, collection, and
preservation of raw materials may be used to gather raw materials. These raw
materials have a value that may be declared after the check is finished. Any
resource-rich area may be considered a resource node that may be used to harvest
raw materials from harvesting nodes, from on the field, or from special monsters.

Gathering skills provides crafting points (CP), useable for alchemy (AP),
engineering (EP), Infusion (IP), or other skills. Crafting potions consumes alchemy
points (usually in the form of herbs, creature body parts, etc.), while engineering
consumes minerals, wires, etc.

|Example Skill| Ability | Task Performed|


|:------|:------|:------:|
|Alchemy| Int| Collects alchemical reagents, vials, formulae, etc.|
|Engineering| Int| Collects pipes, gears, spanners, and nuts and bolts|
|Herbalism| Spirit| Collects herbs, cultivates and identifies plants,
general horticulture.|
|Mining | Spirit| Collects metals, identifies metals and minerals, and
general mining.|
|Skinning | Spirit| Collects hides, skins, and identifies quality of
leather.|

#### Harvesting Nodes


A DM is recommended to place minor and major nodes on the game map or reference it
to important areas. As nodes, they usually attract attention of other characters
and creatures, such as golems and spellcasters in places where infusion points are,
and fey and druids where alchemical points are. Engineering points (or appropriate
base materials) can be drawn from mines or mining nodes, where kobolds, miners, and
dwarves live, or are generated workshops. Nodes can be rewards for quests, and can
be referenced in-character.

##### Node Size


- **Minor Node:** Gain 20 crafting points
Minor nodes are minor one-use harvesting deposits. These are usually expended
and replenish slowly over time or with DM discretion, but also include minor pools
of mana, minor lay lines (for ID), a small to medium busy engineering workshop or
junkyard (for ED), or a copse or forest grove filled with alchemical plants (for
AP). Most nodes take a day to harvest materials from.
- **Moderate Node:** Gain 80 crafting points (replenish every month)
Moderate nodes include centers of power such as mana fountains or a lay line
intersection (for ID), a large engineering workshop or junkyard (for ED), and an
alchemical ingredient farm or a grove. Moderate nodes attract great attention, and
in most settings, are limited to a total of ten nodes.
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- **Major Node:** Gain 320 crafting points (replenish every month)


Major nodes are usually sparse, rarely appearing more than five known
instances. This includes the literal center of ley lines on a planet, a major mine
system that accesses extremely rare metals, or the center of an ancient, magical
forest blessed by the fey and gods.
Major nodes are either seats of powers for major organizations, or are a
battlefield for major powers to contest over.
Examples are Tower of Karazan, the Sunwell, the Tree of Eternity, Blackrock
Spire, and the Maelstrom for Infusion Points.

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).

#### Gathering Raw Materials on the Field


This use allows the user to gather materials over time. This is markedly less
efficient than extracting from a node. The user can spend one day in gathering. The
results of a gathering raw materials effort are judged jointly by the DM and the
harvester, who decide upon what kind of general materials you acquired, judging by
the environment, resources, and skill used.

|Proficiency| CP/day| CP/week|


|:------:|:------:|:-----:|
|+2 | - | 1/4|
|+3 | 1/3 | 2|
|+4 | 1 | 6|
|+5 | 4 | 25|
|+6 | 15 | 100|

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).

#### Scavenging Materials


A crafter can also harvest the materials from an item they destroy.
The crafter gains 1/2 the crafting cost of broken-down items. This is called
diffusion dust (for Infusion points), dismantled materials (for Engineering
points), or deconstructed reagents (for Alchemy points).
This process is a simple complexity task (1 hour). At the end of the duration, the
item is destroyed, and the crafter gains half the CP invested to create it.
In the case of legendary objects and artifacts, normal diffusion does not work, and
the item must be destroyed as per the normal listed process for that item.
```
```

##### Infusion Drain.


Upon the destruction of a legendary item or artifact, it has a 50% chance of
dropping infusion dust relevant, even if not intentionally diffused. Attuned items
cannot be diffused unless their attuned character is slain, or when the attunement
is willingly surrendered (a mental non-action), unless the infusionist can succeed
on 3 opposed Spirit saving throws against the owner. This check can be done once
per year against a single character.

Disenchanting legendary or artifact items also usually requires a quest or a


journey to where the item was created, subject to DM discretion.

### Production Skills


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

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

|Example Skill| Ability Score| Task Performed|


|:-----|:-----|:-----|
|Blacksmithing| Intelligence| Creates weapons, armor, and metallic trinkets|
|Herbalism | Spirit | Creates minor potions from herbalism.|
|Infusion| Intelligence| Creates infusion matrixes that are
applied on weapons, etc.|
|Jewelcrafting| Spirit| Creates jewelry|
|Leatherworking| Spirit| Creates leather-based items and armors|
|Tailoring| Spirit | Creates cloth-based items (such as
clothes, boots, and hats)|

#### Crafting Rules


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

|Item |Crafting Time| DC|


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

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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.

#### Production Tools


|Tool| Ability Score | Task Performed|
|:---|:---:|:---:|
|Alchemy| Intelligence| Creates potions, elixirs, and concoctions|
|Engineering | Intelligence | Creates constructs, gadgets, firearms, and
bombs|
|Infusion | Intelligence | Creates infusion matrixes that are
applied on weapons, etc.|
|Poisoner’s Kit | Intelligence | Creates poisons and plagues|

##### Alchemy Supplies


Also sometimes known as an alchemy kit or the alchemy skill, alchemy is used to
create potions and similar consumables.

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.

**Prerequisites.** Alchemy requires at least 1 level in a spellcasting class or an


Intelligence of 15 or higher, and proficiency in the skill. The Alchemist class is
always proficient in alchemy.

**Activation.** Drinking a potion, coating it on the user, or breaking a container


holding it is a Use Object action on the behalf of the user that provokes a
reaction. If a spell, it has the same targeting requirements, although the trigger
of activation is usually drinking the potion or throwing it as an improvised weapon
(20/60). As an improvised weapon, a character cannot add their proficiency bonus to
the attack roll unless they are trained in alchemy (or herbalism). If the potion’s
effect is single-target damaging spell, and the potion thrown on an area, it
becomes an area of effect spell (successful Agility save halves the damage) for one
target.

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.

**Creation.** See the Item Creation table under Skills.

**Concentration Spells.** The duration of a potion with a duration of concentration


depends on its final concentration duration.

|Original Concentration Duration| Potion Duration|


|:----|:----|
|Up to 1 minute | 2d4 rounds|
|Up to 10 minutes | 2d4 x 10 rounds|
|Up to 1 hour | 2d4 x 10 minutes|

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.

**Special.** Herbalism. Being proficient in an herbalism kit counts as if an


alchemist kit, but you may choose up to two alchemical formulae to learn. These
still must be written down (and usually stored in a book or notes). You are not
counted as if proficient when it comes to other alchemical formulae.

##### Infusion Kit


The infusion skill allows for the infusion, diffusion, and manipulation of magical
items via infusion dust. A magical item, when created, requires investing crafting:
Infusion Dust (ID) to reach a level of rarity (from Common, Uncommon, Rare, Very
Rare, Legendary, or Artifact).

**Prerequisites.** Infusion requires at least 5 levels in a spellcasting class and


an Intelligence of 15 or higher to become proficient with. You can use the
Infusionist feat to gain access to the Infusion Skill.

|Infusion| Complexity|
|:----|:----|
|Common | Very Simple|
|Uncommon | Simple|
|Rare | Moderate|
|Very Rare | Complex|
|Legendary and Artifact| Highly Complex|

An infusionist requires the formula for an infusion matrix, which can be


discovered, rewarded, or found. Infusing an item costs the CP for an item of its
complexity. If it is a consumable (such as a scroll), its cost is divided by 10 as
normal.

*Special:* A death knight's runeblade rarity automatically increases with his


level. Upon reaching 5th level, the blade becomes uncommon in quality, rare at
level 10, etc. Upon reaching 20th level, the runeblade may reach Legendary quality
if the Lich King allows it. Typically, the Lich King will elevate only one
runeblade to legendary quality until it is destroyed.

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##### Engineering Kit


Engineering allows for one to create technological devices. Such devices are non-
magical items that are created with the Engineering skill, and are classified into
five groups, according to general type, which are Bombs, Firearms, Gadgets,
Constructs, and Mecha. Most engineering items deal concussive damage.

**Prerequisites.** Engineering requires an Intelligence of 15 or higher to become


proficient with the skill. A character that creates an engineering device is always
proficient with it so long as they pass the Intelligence requirements.

**Creating a Technological Device.** When designing an engineered item, the final


cost, DC, and effects of the item depend entirely on the amount of Engineering
Points invested, which have a maximum equal to the user’s Proficiency bonus. A
character may willingly spend less than their maximum engineering points to lower
the cost (and thus the difficulty of resisting the device).

**Malfunction Rate.** The malfunction rate is a dice result (without modifiers)


from 1 to the number of EP invested in the device. A natural 1 is the minimum
malfunction rate. Effectively, the more advanced the device, the higher the chance
for a malfunction. Tinkers can lower this by spending points, or with certain
abilities.

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.

Device Complexity Cost


Bombs/Rockets/Mine Simple As a consumable of the same rarity
Firearm Moderate As an item of the same rarity
Gadget As potions As potions
Construct/Mecha Very Complex As per CR (see Item Creation Costs)

**Charges.** Charges depend on energy sources. By default, the energy source is


mechanical (clockwork, springs, etc.). See Energy Sources below for reference.
**Technological Modifications.** An Engineering Point may be spent to add a
different effect instead of increasing the scope (damage if firearm or explosive,
hit dice if construct or mecha, or maximum spell replicated if a gadget).

**Reliable Device (1 EP).** The device’s function is controlled. Its malfunction


rating is reduced by 1 points for each EP invested. This modification also does not
increase the malfunction rating.

Furthermore, each device group has their own modifications.

Alternatively, an Engineering Point may be gained in exchange for a penalty on the


item (usually to offset a bonus to a particular area). With technological
modifications, a character can decrease the radius of an explosive but increase its
damage (or vice versa). These are listed under each technological device.

### 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).

#### Bomb Forms


- Grenade Form. A thrown bomb is treated as a thrown improvised weapon for all
intents and purposes. This choice is made during crafting, and does not have a
cost. Depending on the fuse, they can explode on later dates. By default, an
instantaneous fuse has the grenade explode at the end of the user’s current turn.
If launched from a gadget, the range of the bomb increase by the gadget’s own
modifier or spell. This is called a Grenade Launcher or a Mortar.
- Mine Form. In mine form, it takes an action to prime in an adjacent 5-foot
square, and triggers on any creature that moves atop it, blowing up. A mine can be
seen and disabled with a Perception and Thieves’ Tools check equal to the saving
throw DC. A mine is counted as a trap for all mechanical purposes.
- Rocket Form. In rocket form, using a rocket takes an action and a ranged weapon
attack roll (using Intelligence as normal). The rocket’s range is 60/120 feet, and
is otherwise treated as a thrown weapon, not a projectile weapon. Its other
properties (such as explosion radius, Agility save, and weight) does not otherwise
change. When a rocket reaches its maximum range, it explodes regardless of whether
it reached its target or not.
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#### Using Explosives


Explosives are engineered devices, and require an attack to use.
Depending on the fuse of a bomb, they can explode on various times.

- 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)|

Splash. Roll a 1d8. Clockwise, each number represents a direction (1 represents


forward, 5, backwards, 3 on the right, 7 on the left). The explosive flies off to
that direction instead of its original direction.

#### 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.

If the gun uses pellets instead of bullets, it deals bludgeoning 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.

**Special.** Crossbows are similar to firearms, using mechanical (clockwork)


engines. The reload property counts as a charge. By default, crossbows do not have
malfunction chances, however, but can be upgraded as firearms (gaining malfunction
chances as normal). Crossbows start with 1 capacity.

#### Using Firearms


Firearms are treated as normal ranged ammunition weapons, and require an action to
use (or a bonus action if light). A character using a firearm can also take a
special attack called a Touch-Blast Strike.

**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.

**Malfunction.** On a second malfunction with an attack roll with a firearm, it has


one of the two effects, with a chance for each (roll 1d6).

|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).|
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#### 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.

**Repeating/Revolving (1 EP).** The firearm gains +4 to its ammo capacity. This


modification does not decrease its initial capacity, but does decrease damage as
normal.

**Silent (1 EP).** The firearm’s sound is muffled, and imposes no penalty to the
user’s Stealth check when used.

**Sniper (1 EP).** The firearm’s range doubles.

**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%.

**Malfunction.** On a second malfunction with the activation roll with a gadget, it


is either drained or overheated. There is a chance for each (roll 1d4).

|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.

The DC of any ability used by a construct is equal to 8 + Proficiency +


Intelligence.
A construct’s properties and charges also depend on its energy source (see Energy
Sources below). Healing and fixing a construct is a moderate task, and heals 1d8
hit points + engineering proficiency per CP invested in it.

#### Constructs and Drivers


Mecha, Suits, and vehicles require drivers. It takes a bonus action and 5 ft. of
movement to enter or leave a mecha (besides the action to start and the warming up
time). A driver can control a mecha, suit, or vehicle directly instead of their own
character. When the user performs an action from within the mecha or moves, the
action is performed instead by the mecha (using the mecha’s proficiency bonus,
Strength score, movement speed, and abilities) instead of that of the pilot’s own,
except with ranged attacks, spellcasting, and skill checks (which use the driver’s
bonuses).

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.).

A construct can be deactivated with the same action to activate it.

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.

*Note.* A vehicle with no inborn engineering mechanisms that warrant a challenge


rating, such as ships or carts, are not considered constructs, but are considered
items instead.

**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.
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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.

##### Constructs: Mecha


A user within a mecha or suit gains ¾ cover versus any attack from outside, but
takes 1/4 the damage suffered by the mecha. If the damage cannot harm the mecha and
bypasses it (such as psychic damage), it deals full damage to the user if it has
line of sight and effect.

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).
```
```

##### Constructs: Vehicles


Some siege weapons can’t normally move (and are designated by Push), and others
require fuel as mecha. Vehicles may deal siege damage or normal damage (declared
during creation). Siege damage falls under normal categories of nonmagical
slashing/bludgeoning, etc., but if designated as siege attacks, it deals double
damage to structures, and half to creatures. Vehicles may mount rockets, firearms,
and offensive and defensive gadgets, but they are all external (and thus have a
chance to be stolen or targeted). The user (or any fellow riders) may make use of
these resources as their actions as if the item is within reach (such as mounting
firearms for an ally to use).
A mech/vehicle still requires actions to reload, but if the vehicle has other
occupants, they may instead use their actions to reload, leaving the shooter free
to use the firearm constantly the next round.

### Energy Sources


A device’s energy source determines how often it can recharge, how it malfunctions,
and various other traits.

##### Alchemical Engine (Potions).


The device is powered by alchemical powers. The engine consumes one dose of potion
to activate the device. The engine grants 5 charges per quality of the potion
(potion of alarm would grant 5 charges).
##### Arcane/Mana Engine (Mana).
The device is powered by a combination of mana-focusing lenses and raw arcane
energies. So long as enough mana is in the device, it is active. A charge consumes
1 point of mana per EP of the device. The focusing lens can usually hold enough
mana for three uses. Mana can be invested by linking a caster’s manaflow to the
device, which begins feeding off his own mana reserves. After establishing the
connection, a caster may invest up to half their maximum mana. After severing the
connection, the caster’s own mana circulation is disrupted, and requires a
Spellcasting check (spellcasting attribute modifier plus proficiency bonus) with a
DC equal to the amount of mana invested into the device. On a failed check, the
character cannot cast spells for an hour. A device cannot feed off the mana
signatures of two different casters, and must expend all its charges first.
##### Combustion (Oil/Gas/Powder).
The device is powered by combustion. So long as fuel remains in the tank, the
device is active. A charge is gained by one pint of liquid oil, phlogiston, or gas.
A device’s tank is usually large enough for eight pints (a gallon). Gas and oil are
usually kept in traveling tanks. A pint of gas or vial of phlogiston usually costs
50 gold. For the purposes of energy sources, firearms and bombs use combustion, but
two ounces of gunpowder per use for firearms, and one pound per bombs. You do not
have to pay an additional cost with bombs, but must supply gunpowder and bullets
(or pellets) for firearms.
\page
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##### Electricity (Batteries).


The device is powered by batteries. A charge is gained per single battery. So long
as enough charges remain in the device, it is active.
Any single battery functions for one hour before expiring. A single battery costs
50 gold, and weighs one pound, and can store up to 1 charge. Batteries are tiny
items made of iron, and have the appropriate statistics. A battery can be charged
by electricity spells (in which case recharging it acts as a mana engine). Granting
an electrical engine more charges than its maximum automatically causes a
malfunction.
Elemental (Spirits). The device is powered by elemental spirits (of any CR), with
one charge per CR. Only a called or natural elemental can be used (not a conjured
or temporary one), usually trapped in a Capture Essence spell’s focus). The device
regenerates charges as the elemental rests (1d4 per day, cannot exceed maximum
charge). A trapped elemental calls out for creatures that can aid them (such as
Shamans and witch doctors), and typically pledge aid or reward for being released
(though they are under no compulsion to actually fulfill their promise).

##### Mechanical (Clockwork/Springs).


The device is powered by springs, gears, and clockwork mechanisms. A charge is
gained by winding the mechanism designated in the device or creature. It is a very
simple task to grant one charge. If the gadget is damaged, or if the construct or
mecha suffer a critical hit, it loses one charge.

##### Necromancy (Souls).


The device is powered by a necromantic crystal (of any CR chosen), with one charge
per CR point (maximum 10). Necromancy souls are stored in soul gems (created via
the Capture Essence spell). The device does not naturally regenerate charges, but
it regains charges if it kills (or reduces to 0 hit points) any living creature
(charges regained equal to the target’s CR). Soul gems can be broken either
manually or by attempting to revive the characters trapped within them.

Most necromancy devices have a backup engine (usually mechanical or electricity).

##### Steam (Coal).


The device is powered by steam-power. A charge is gained by burning coal (or any
similar, slow-burning material).

A steam-powered device requires a small furnace (either within it, as a mecha or


construct, or outside it if a gadget), and four pounds of coal grants one charge
over five minutes of burning. A gadget may be charged by steam-power, and not
directly powered by it, following the same rules. When charging a device, the
furnace may be resupplied with coal until all charges are set. The furnace can hold
up to thirty-two pounds of coal (enough for 8 hours).

\page
<div class='pageNumber auto'></div>
# Chapter 5: Combat

### Aura Effects.


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

### Actions in Combat


When using an action to make an attack, some abilities (such as the Extra Attack
feature or Haste) allow multiple attack.
In this case, each attack is called a single attack action.
This conversion also makes 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.

- 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.

### Damage and 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.

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.

### Damage Types


Different attacks, damaging spells, and other harmful effects deal different types
of damage. Damage types have no rules of
their own, but other rules, such as damage resistance, rely on the types. The
damage types follow, with examples to help a
DM assign a damage type to a new effect.

**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.

### Damage Class


Often times, certain abilities describe damage classes.

- **Physical damage** includes bludgeoning, piecing, slashing

- **Elemental damage** includes acid, cold, fire, and lightning.

- **Magic damage** includes arcane, holy, shadow, thunder, and fel.


Some damage effects deal one-half one damage and one-half another, such as
concussive damage. In this case, divide the
damage into its component halves before applying resistances.

\page

<div class='pageNumber auto'></div>


# Chapter 6: Spellcasting
Whether it comes in the form of a healer’s gentle touch or the wrath of a warlock’s
fiery rain, magic is a way of life in
Azeroth. For good or evil, magic has infiltrated the world and shows no sign of
leaving. The dark siren call of the arcane
and the gentle but firm tapping of divine energies both color the world and affect
its inhabitants. The way of magic is
often a dangerous road to travel, yet most set out confidently on a journey that
they do not expect to end in doom.

The path of the arcane magic user is dark and questionable. Arcane power is
undeniably the strongest magic branch;
arcanists can command elements, monsters and even undead with their power. It was
the use of these powers, however,
that attracted the most destructive forces to Azeroth — not once, but many times in
the past ten thousand years. Even
with history proving time and again that arcane use leads to damnation, there is no
lack of arrogant new arcanists on
Azeroth who believe that they can control the forces at work. Arcane magic users
are usually high elves and humans.

Demons are the masters of the arcane, and the Lich King and his Scourge
spellcasters are also talented.

The path of the divine is less fraught with paradox and doom. Arcane casters call
it the weaker path, while divine casters
calmly state that it is the subtler of the two. Focused on support magic and
healing, adherents of the divine can also call
down the destructive forces of nature. Divine practitioners are usually orcs,
tauren or night elves. Ironforge dwarves and
humans also have their divine magic users.

This chapter introduces the mana system, and the mechanics that facilitate its
function.

### Spellcasting Ability


Depending on the character’s class or race, they may gain spellcasting abilities.
Spellcasting can either be arcane (drawn
from studying esoterica, complex ley patterns, and ancient tomes and runes) or
divine (drawn from revering and being
granted powers from powerful entities, such as the Elven goddess Elune, the Holy
Light, the Unholy Shadow, or the Lich
King).

Regardless of source, merely gaining spellcasting capabilities grants the character


the ability to cast spells and maintain a
mana pool to fuel their powers. The spellcaster needs to have spells readied and
prepared, and also requires the mana
necessary to fuel them.

The character’s caster level is separate from their character level or hit dice,
and determines access to new spell levels
(representing mastery of magic), while the spellcaster’s proficiency bonus
determines the cost of magic spells and mana pool
size (which represents their practical training).
```
```

### Accessing and Preparing Spells


The caster level of the spellcaster is determined by the ability that grants
spellcasting. Mages gain 1 caster level for every
level in the mage class, while paladins gain half the normal rate. A spellcaster
can only prepare spells if their caster level is 1
or higher. The below table shows the spell level accessed by caster level. Unlike
with normal fractions, caster levels are
rounded up at the point they are gained.

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).

##### Spell Access


| Caster Level | Spell Level Accessed |
|:----:|:-------------:|
|1| 1 (and cantrips if specified by class)|
|3| 2|
|5| 3|
|7| 4|
|9| 5|
|11| 6|
|13| 7|
|15| 8|
|17| 9|

For example, a 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.

### Accessing Spells from 1st level or Higher.


A spellcaster may ready any spell they can access (and have the required minimum
caster level). This requires being tutored, praying for a spell, studying one, or
finding spells in scrolls or
spellbooks. A spellcaster may always use a spellbook they find, or scribe the spell
from a spellbook they don’t own to a
spellbook they do own.

There are several ways to gain access to and ready spells.

- 1st level: The first level of any spellcasting class instantaneously grants a
number of readied spells, such as by
gaining a grimoire, spellbook, libram (holy spellbook) etc.

- Higher levels: When leveling up, the spellcaster gains 2 spells of any spell
level they can cast. They are treated
as if they have spent their pastime performing research (see below or Discovery on
chapter 4).
\page

<div class='pageNumber auto'></div>


- Scribing a Spell: Drawing new runes with rare inks, carving a dedication on a
shaman totem, or reproducing a
spell in a mage’s spellbook or scroll into another one all require acute
understanding of spellcasting, time, and materials. A
character may add new spells into their spellbook (or class equivalents) as a
simple complexity crafting task that costs 50 gp
per spell level they scribe (or 2 Infusion Dust per spell level).

- Research: A character can research and create their own spell (effectively
preparing a spell in their spell lists
they could not find yet) by spending two weeks in research and the cost of scribing
the spell. This works exactly as the
skill discovery ability (see chapter 4).

- Tutelage: Spellcasters may gain spells directly from other spellcasters or


magical beings such as celestials, fey,
demons, undead, or monstrosities. Tutelage costs the same as scribing a new spell,
or may be done for free in return for a
service or fulfilling a quest.

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).

### Preparing Spells


A character can prepare a base number of spells for every spell level equal to 2 +
double their spellcasting attribute
modifier. For their highest-level spell, however, they can only prepare half the
base number, and for their second-highest,
they can only prepare three-fourths the value.

For example, a 10th level paladin with 16 (+3) Spirit can prepare 8 base spells (2
+ 3 x 2), and can access up to 3rd level
spells. He may only prepare 4 3rd-level spells (since 3rd level is his highest
spell level), and 6 2nd level, and he may prepare
8 1st level spells normally.

### Mana
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).
```
```

#### Mana Cost of Spells.


The higher the spellcaster’s proficiency bonus, the lower the cost of magic spells
in terms of mana
points. By default, every magic spell costs 6 mana + 1 mana per spell level.

Afterwards, spellcasters reduce the mana cost of


every spell by an amount equal to their proficiency bonus.
Minor Spells. At a certain point, spellcasters master handling arcane and divine
energies to the point where they barely
spend any mana for them. All minor spells have their final cost halved (minimum 0).
Minor spells include cantrips, strike
(and shot), stance, and sigil spells, as well as spells that are below the
spellcaster’s maximum spell level accessed by 3 levels
or more.

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>

### Regaining Mana


A character regains mana through the following ways.

- **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 Restorative Abilities.**


Abilities such as Invocation, Ancient Power, and Desperate Prayer all
restore mana, as well as certain spells (Life Tap), items
(Mana potions), and locations (Mana fountains). Unless
otherwise stated, a character can only use mana
restorative abilities 1/hour (such as a drink from a mana
potion or mana fountain).

- **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.

- **Mana Fountains** can be found in the wild or sometimes


within temples and arcane studies (which are built
around it). Mana fountains are areas where ley lines
intersect and react with pure waters, allowing those who
drink it to regain mana (which requires an action), and
those who remain around it increased clarity (+25%
mana regeneration per hour when within 30 feet).<br>
An example of a mana fountain is the high elves’
Sunwell in Quel’Thalas (which, unlike normal mana
fountains, grants the benefits within the city of
Silvermoon, and not just when in proximity), and the
night elves’ Moonwells.<br><br>
**Note.** Fiends such as demons always have mana pools for
the purposes of mana-destructive effects such as Mana
Burn and Detonate Mana. Creatures that do not have
mana (or do not use them) are normally immune to the
effects of such spells.
### Repeat-casting a Spell.
Repeating the same spell causes a
link in ether, halving the mana cost of the same spell if
cast twice in a row. This reduction stacks with
reductions from a different type, but not with itself, and
it cannot lower the cost below 1 mana point.

For example A 1 st level warlock spends 5 mana to cast


Chaos Bolt (level 1), and 1 mana on Firebolt (level 0). If
casting Chaos Bolt twice in a row, it will cost 5 mana the
first time, and 2 mana the second time and every time
afterwards.

\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.

When hit this way, the spellcaster must succeed on a


concentration check (Stamina saving throw), DC 10 or
half the damage dealt (whichever is higher) or the spell
fails (and the mana is spent uselessly).

This acts similarly to casting spells in situations that are


difficult to cast spells in (such as while on being a
storm-tossed ship or while being distracted by wind and
rain).

##### Heightening Spells.


A caster may cast a lower-level spell
with additional mana as if it were a few spell levels
higher. This is termed heightening. Spells that can be
heightened gain various effects when they are
heightened at specific spell levels. This can only be done
if the caster level of the spellcaster is high enough to
heighten the spell to said level.

A character can always heighten a spell, but it costs one


bonus action if done while spellcasting.
In most cases, the difference between one spell level and
another is 1 mana point.

##### Mana-Less Casting.


Skilled spellcasters can cast magic on
nothing, channeling the mana around them instead of
their own.

Attempting to cast a spell without sufficient mana points


left (or attempting to cast a spell without spending mana
at all) requires a Stamina saving throw to cast a spell.
The DC is equal to 20 + spell level. If successful, the
spell is cast, but count the mana cost against the current
pool (this can reach a negative value, increasing the DC).
On a failure, the spellcaster suffers one level of
exhaustion. This level of exhaustion is only lifted when
the spellcaster is at full mana points.

##### 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.

##### Withdrawal (Optional Rule).


Arcane magic is known to
be addictive--and tapping into the Sunwell’s vast energies
more than once and losing it afterwards causes severe
mental and physical stress.

If cursed with this dreadful affliction, one must meditate


for thirty minutes every day (this does not contribute to
short rests), or else suffer disadvantage to their saving
throws versus magic (and grant advantage towards any check to affect them with an
arcane spell), as their bodies
begin draw in any kind of mana.

Every day without meditating also reduces the maximum


mana pool by 1 point. If one’s maximum mana is reduced
to 0 from this effect, they typically transform into
mindless mana addicts, who relentlessly seek out mana
fountains and similar restorative effects (such as potions)
and gather there, viciously savaging anyone who seeks to
take away their light (and are derogatorily known as
mana junkies). Meditation requires a Spirit score of 13 or
higher.

Drawing mana and restoring it actively, such as drinking


from mana fountains, potions of any type that contain
arcane spells, and magical vampirism (see above) restores
the addict’s maximum mana pool to full after a long rest,
and grants immunity against the effects of arcane
withdrawal for a number of days equal to their Stamina
modifier.

#### 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.

A known spell-tattooist is the demon hunter Illidan


Stormrage

\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'>

### Death Knight Spell List

##### 1st Level


- Bane
- Bind
- Cause Fear
- Charm
- Command
- Conjure
- Death Coil
- Death Pact
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Divine Favor
- Heroism
- Icy Touch
- Protection from Evil and Good
- Purify Food and Drink
- Runic Array
- Searing Smite
- Shield of Faith
- Thunderous Smite
- Wrathful Smite

##### 2nd Level


- Aid – Unholy Resolve
- Branding Smite
- Capture Essence
- Corpse Explosion
- Desecration
- Find Steed
- Earth Shield – Bone Shield
- Hold
- Lesser Restoration
- Locate Object
- Magic Weapon
- Protection from Poison
- Unholy Frenzy
- Zone of Truth

##### 3rd Level


- Aura of Vitality
- Blinding Smite
- Crusader's Mantle
- Darkness
- Dispel Magic
- Elemental Weapon
- Magic Circle
- Remove Curse
- Revivify
- Telekinesis - Death Grip

##### 4th Level


- Death Ward
- Drain Life
- Locate Creature
- Staggering Smite
- Strangulate

##### 5th Level


- Banishing Smite
- Circle of Power
- Cloudkill
- Contagion
- Cripple
- Destructive Wave
- Death and Decay
- Dispel Evil and Good
- Dominate
- Geas
- Mass Revivify – Can only target
- intelligent undead
- Mind Freeze
- Raise Dead
- Teleportation Circle – Only to circles
- made by Mages or Warlocks
- Hallow/Unhallow

<img
src='https://i.redd.it/d3x1tagxlvd11.png'
style='position:absolute; top:580px; right:-500px; width:' />

</div>

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<div class='spellList'>

### Druid Spell List


##### Cantrips (0 Level)
- Create Bonfire
- Control Flames
- Druidcraft
- Frostbite
- Guidance
- Gust
- Magic Stone
- Mending
- Mold Earth
- Poison Spray
- Produce Flame
- Resistance
- Shape Water
- Shillelagh
- Thorn Whip
- Thunderclap
- Wrath

##### 1st Level


- Absorb Elements
- Animal Friendship
- Aspect Array
- Beast Bond
- Bind
- Charm
- Conjure
- Create or Destroy Water
- Detect Magic
- Detect Poison and Disease
- Earth Tremor
- Entangle
- Entangling Roots
- Fade
- Faerie Fire
- Fog Cloud
- Goodberry
- Ice Knife
- Healing Word
- Jump
- Longstrider
- Mark of the Wild
- Moonfire
- Purify Food and Drink
- Speak with Animals
- Rejuvenation
- Resolve
- Swipe and Shred
- Thunderstorm

##### 2nd Level


- Animal Messenger
- Barkskin
- Beast Sense
- Blink Step
- Darkvision
- Dust Devil
- Earthbind
- Enhance Ability
- Find Traps
- Flame Blade
- Flaming Sphere
- Gust of Wind
- Heat Metal
- Hold
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Moonbeam
- Pass without Trace
- Protection from Poison
- Skywrite
- Spike Growth
- Tiger’s Maul
- Warding Wind

##### 3rd Level


- Call Lightning
- Cyclone
- Daylight
- Dispel Magic
- Erupting Earth
- Feign Death
- Lunar Curse
- Meld into Stone
- Plant Growth
- Protection from Energy
- Sleet Storm
- Speak with Plants
- Spirit Infusion
- Water Breathing
- Water Walk
- Wind Wall
- Revivify
- Shooting Star
- Slumber
- Sunbeam
- Sunfire

##### 4th Level


- Blight
- Confusion
- Control Water
- Detonate Mana
- Freedom of Movement
- Giant Insect
- Grasping Vine
- Hallucinatory Terrain
- Ice Storm
- Locate Creature
- Polymorph
- Stone Shape
- Stoneskin
- Wall of Fire
- Watery Sphere

##### 5th Level


- Antilife Shell
- Awaken
- Commune with Nature
- Control Winds
- Contagion
- Dominate
- Geas
- Greater Restoration
- Insect Plague
- Maelstrom
- Raise Dead
- Reincarnate
- Scrying
- Starfall
- Teleportation Circle – only to natural
- glades
- Tranquility
- Tree Stride
- Wall of Stone

##### 6th Level


- Bones of the earth
- Find the Path
- Heal
- Heroes’ Feast
- Move Earth
- Transport via Plants
- Wall of Thorns
- Wind Walk

##### 7th Level


- Fire Storm
- Mirage Arcane
- Plane Shift
- Regenerate
- Resurrection
- Reverse Gravity
- Teleport – only to natural glades
- Whirlwind

##### 8th Level


- Animal Shapes
- Antipathy/Sympathy
- Control Weather
- Earthquake
- Feeblemind
- Sunburst
- Tsunami

##### 9th Level


- Foresight
- Shapechange
- Storm of Vengeance

</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' />

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<div class='spellList'>

##### Cantrips (0 Level)


- Acid Splash
- Blade Ward
- Chill Touch
- Control Flames
- Create Bonfire
- Dancing Lights
- Fire Bolt
- Friends
- Gust
- Light
- Mage Hand
- Mending
- Message
- Minor Illusion
- Poison Spray
- Prestidigitation
- Frostbite
- Frost Bolt
- Shocking Grasp
- True Strike
- Thunderclap

##### 1st Level


- Alarm
- Arcane Armor
- Arcane Missile
- Bind
- Burning Hands
- Catapult
- Cause Fear
- Charm
- Chromatic Orb
- Color Spray
- Conjure
- Comprehend Languages
- Create/Destroy Water – Can create or
- destroy only one-half the normal quantity
- Detect Magic
- Disguise Self
- Earth Tremor
- Elemental Armor
- Expeditious Retreat
- Explosion
- Fade
- False Life
- Feather Fall
- Find Familiar
- Frostfire Bolt
- Fog Cloud
- Grease
- Ice knife
- Icy Touch
- Identify
- Illusory Script
- Jump
- Longstrider

- 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

##### 2nd Level


- Alter Self
- Arcane Explosion
- Arcane Lock
- Banishment
- Berserker Rage
- Blindness/Deafness
- Blink Step
- Blur
- Capture Essence
- Cloud of Daggers
- Continual Flame
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Dragon Breath
- Enlarge/Reduce
- Flaming Sphere
- Freezing Sphere
- Gentle Repose
- Gust of Wind
- Hold
- Invisibility
- Knock
- Levitate
- Locate Object
- Magic Aura
- Magic Mouth
- Magic Weapon
- Mana Burn
- Mirror Image
- Mute
- Parasite
- Phantasmal Force
- Ray of Enfeeblement
- Rope Trick
- Scorching Ray
- See Invisibility
- Shadow Strike
- Shatter
- Snowball Swarm
- Spider Climb
- Suggestion
- Unholy Frenzy
- Web

##### 3rd Level


- Bestow Curse
- Blink
- Blizzard
- Clairvoyance
- Counterspell
- Create Food and Water
- Dispel Magic
- Fear
- Feign Death
- Fireball
- Fire Nova
- Fly
- Frost Nova
- Gaseous Form
- Glyph of Warding
- Haste
- Hypnotic Pattern
- Tiny Hut
- Lightning Bolt
- Magic Circle
- Major Image
- Minute Meteors
- Nondetection
- Phantom Steed
- Protection from Energy
- Remove Curse
- Sending
- Sleet Storm
- Slow
- Stinking Cloud
- Sunbeam
- Telekinesis
- Tongues
- Vampiric Touch
- Water Breathing

##### 4th Level


- Arcane Barrage
- Arcane Eye
- Black Tentacles
- Blight
- Brilliance Aura
- Confusion
- Control Water
- Detonate Mana
- Dimension Door
- Drain Mana
- Fabricate
- Faithful Hound
- Fire Shield
- Globe of Invulnerability
- Greater Invisibility
- Hallucinatory Terrain
- Ice Block
- Ice Storm
- Inferno Blast
- Locate Creature
- Phantasmal Killer
- Polymorph
- Private Sanctum
- Resilient Sphere
- Secret Chest
- Stone Shape
- Storm Sphere
- Stoneskin
- Wall of Fire

##### 5th Level


- Amplify Magic
- Animate Objects
- Arcane Orb
- CloudkilI
- Combustion
- Cone of Cold
- Contact Other Plane
- Creation
- Cripple
- Death and Decay
- Dominate
- Dream
- Flame Strike
- Geas
- Hand
- Living Bomb
- Legend Lore
- Mind Freeze
- Mislead
- Modify Memory
- Passwall
- Scrying
- Seeming
- Telepathic Bond
- Teleportation Circle
- Wall of Force
- Wall of Stone
</div>
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<div class='spellList'>

##### 6th Level


- Arcane Gate
- Circle of Death
- Contingency
- Disintegrate
- Instant Summons
- Irresistible Dance
- Eyebite
- Flesh to Stone
- Guards and Wards
- Mass Suggestion
- Move Earth
- Possession
- Programmed Illusion
- True Seeing
- Wall of Ice

##### 7th Level


- Arcane Sword
- Etherealness
- Finger of Death
- Forcecage
- Mirage Arcane
- Magnificent Mansion
- Plane Shift
- Prismatic Spray
- Pyroblast
- Project Image
- Reverse Gravity
- Sequester
- Simulacrum
- Symbol
- Teleport

##### 8th Level


- Antimagic Field
- Antipathy/Sympathy
- Clone
- Control Weather
- Demiplane
- Feeblemind
- Horrid Wilting
- Incendiary Cloud
- Maze
- Mind Blank
- Power Word Stun
- Sunburst
- Telepathy

##### 9th Level


- Astral Projection
- Foresight
- Gate
- Imprisonment
- Meteor Swarm
- Power Word Kill
- Prismatic Wall
- Shapechange
- Time Stop
- True Polymorph
- Weird
- Wish
</div>
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<div class='spellList'>
### Hunter Spell List

##### 1st Level


- Absorb Elements
- Alarm
- Animal Friendship
- Aspect Array
- Beast Bond
- Bind
- Charm
- Conjure
- Detect Magic
- Detect Poison and Disease
- Ensnaring Strike
- Fade
- Fog Cloud
- Goodberry
- Hail of Thorns
- Hunter’s Mark
- Jump
- Longstrider
- Rejuvenation
- Shot Array
- Speak with Animals

##### 2nd Level


- Animal Messenger
- Barkskin
- Beast Sense
- Cordon of Arrows
- Darkvision
- Find Traps
- Flare
- Hold
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Pass without Trace
- Protection from Poison
- Shadow Strike
- Silence
- Spike Growth

##### 3rd Level


- Conjure Barrage
- Daylight
- Lightning Arrow
- Nondetection
- Plant Growth
- Protection from Energy
- Speak with Plants
- Revivify - Can only revive an animal
- companion
- Water Breathing
- Water Walk
- Wind Wall

##### 4th Level


- Freedom of Movement
- Grasping Vine
- Locate Creature
- Stoneskin

##### 5th Level


- Commune with Nature
- Conjure Volley
- Dominate
- Raise Dead - Can only raise an animal
- companion
- Swift Quiver
- Tree Stride
</div>
<br><br><br><br><br><br><br>
<br><br><br><br><br><br><br>
<div class='spellList'>

### Paladin Spell Lists


##### 1st Level
- Bless
- Charm
- Command
- Conjure
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Divine Favor
- Flash of Light
- Heroism
- Holy Light
- Protection from Evil and Good
- Purify Food and Drink
- Renewing Light
- Seal Array
- Searing Smite
- Shield of Faith
- Thunderous Smite
- Wrathful Smite

##### 2nd Level


- Aid – Holy Resolve
- Banishment
- Blessing Array
- Branding Smite
- Consecration
- Denounce
- Divine Shield
- Exorcism
- Find Steed – Divine Steed
- Hammer of Justice
- Hold - Repentance
- Holy Shock
- Lesser Restoration
- Locate Object
- Magic Weapon
- Protection from Poison
- Shackle Evil
- Zone of Truth
##### 3rd Level
- Aura of Vitality
- Blinding Smite
- Create Food and Water
- Crusader's Mantle
- Daylight
- Dispel Magic
- Elemental Weapon
- Holy Wrath
- Magic Circle
- Remove Curse
- Revivify - Redemption
- Sunbeam

##### 4th Level


- Aura of Life
- Aura of Purity
- Death Ward
- Locate Creature
- Staggering Smite

##### 5th Level


- Banishing Smite
- Circle of Power
- Destructive Wave
- Dispel Evil and Good
- Flame Strike
- Geas
- Hallow/Unhallow
- Mass Revivify – True Redemption
- Raise Dead – Champions Arise
</div>
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<div class='spellList'>
### Priest Spell List

##### Cantrips (0 Level)


- Guidance
- Light
- Mending
- Resistance
- Smite
- Spare the Dying
- Thaumaturgy

##### 1st Level


- Bane
- Bless
- Bind
- Cause Fear
- Charm
- Command
- Conjure
- Create or Destroy Water
- Death Coil
- Death Pact
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Fade
- Fear Ward
- Flash of Light
- Guiding Bolt
- Holy Light
- Inner Fire
- Mind Blast
- Protection from Evil and Good
- Purify Food and Drink
- Sanctuary
- Shield of Faith
- Renewing Light

##### 2nd Level


- Aid – Power Word Fortitude
- Augury
- Banishment
- Blindness/Deafness
- Calm Emotions
- Continual Flame
- Denounce
- Enhance Ability
- Exorcism
- Find Traps
- Gentle Repose
- Hold
- Holy Fire
- Lesser Restoration
- Locate Object
- Mana Burn
- Mute
- Orb of Annihilation
- Prayer of Healing
- Protection from Poison
- Shackle Evil
- Silence
- Spiritual Weapon
- Warding Bond
- Unholy Frenzy
- Zone of Truth

##### 3rd Level


- Banshee’s Curse
- Beacon of Hope
- Bestow Curse
- Clairvoyance
- Create Food and Water
- Daylight
- Dispel Magic
- Feign Death
- Globe of Invulnerability – Antimagic Shell
- Glyph of Warding
- Holy Nova
- Holy Wrath
- Lightwell
- Magic Circle
- Mass Healing Word
- Meld into Stone
- Mind Flay
- Protection from Energy
- Power Word Shield
- Psychic Terror
- Remove Curse
- Revivify
- Sending
- Speak with Dead
- Spirit Guardians
- Sunbeam
- Tongues
- Water Walk

##### 4th Level


- Control Water
- Death Ward
- Detonate Mana
- Divination
- Drain Life
- Freedom of Movement
- Guardian of Faith
- Locate Creature
- Mind Vision
- Stone Shape

##### 5th Level


- Commune
- Contagion
- Cripple
- Dispel Evil and Good
- Dominate
- Flame Strike
- Geas
- Greater Restoration
- Hallow/Unhallow
- Hope of Healing
- Insect Plague
- Legend Lore
- Mass Revivify
- Raise Dead
- Scrying
- Vampiric Aura

##### 6th Level


- Blade Barrier
- Find the Path
- Forbiddance
- Harm
- Heal
- Heroes’ Feast
- Planar Ally
- True Seeing
- Word of Recall

##### 7th Level


- Divine Word
- Etherealness
- Fire Storm
- Plane Shift
- Regenerate
- Resurrection
- Symbol

##### 8th Level


- Antimagic Field
- Control Weather
- Earthquake
- Holy Aura

##### 9th Level


- Astral Projection
- Gate
- Mass Heal

</div>
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<div class='spellList'>

### Shaman Spell List


##### Cantrips (0 Level)
- Create Bonfire
- Control Flames
- Blade Ward
- Fire Bolt
- Frostbite
- Frost Bolt
- Guidance
- Invoke Elements
- Light
- Magic Stone
- Mending
- Message
- Mold Earth
- Produce Flame
- Resistance
- Shocking Bolt
- Shocking Grasp
- Water
- Thunderclap
- True Strike

##### 1st Level


- A bsorb Elements
- Animal Friendship – Bestial Grace
- Aspect Array
- Bind
- Burning Hands
- Charm
- Conjure
- Create or Destroy Water
- Detect Magic
- Detect Poison and Disease
- Earth Tremor
- Elemental Shock
- Elemental Armor – Lightning Shield if
- choosing lightning
- Entangle
- Fear Ward
- Feather Fall
- Fog Cloud
- Healing Ward
- Hellish Rebuke
- Hex Array
- Ice Knife
- Lightning Orbs
- Purify Food and Drink
- Riptide
- Sanctuary
- Sleep – Slumber Hex
- Speak with Animals
- Spirit Strike
- Shadow Bolt – Spirit Bolt or Shadow
- Shock (witch doctor or shadow hunter)
- Shift Skill – Ancestor’s Memory
- Stasis Trap
- Thunderstorm
- Witch Bolt - Sticky Lightning

##### 2nd Level


- Ancestral Guardians
- Animal Messenger
- Banishment
- Barkskin
- Berserker Rage – Fury Hex
- Blessing Array – Only Blessing of
- Wisdom; named Blessing of Water
- Calm Emotions – Ancestral Calm
- Capture Essence
- Curse of Agony – Hex of Pain
- Continual Flame
- Darkvision
- Dragon Breath – Fire Breath
- Dust Devil
- Earthbind
- Earth Shield
- Earthen Grasp
- Elemental Tongue
- Enhance Ability
- Flame Blade
- Flaming Sphere
- Freezing Sphere
- Gust of Wind
- Heat Metal
- Hold
- Lava Burst
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Pass without Trace
- Protection from Poison
- Pyrotechnics
- Scorching Ray - Fire Beam
- See Invisibility – Ghost Sight
- Shatter - Erosion
- Skywrite
- Spike Growth - Earth Spikes
- Spiritual Weapon
- Totemic Recall
- Warding Wind
- Wind Shear

##### 3rd Level


- Bloodlust
- Call Lightning
- Conjure Elemental Totem
- Clairvoyance – Far Sight
- Curse of Elements – Elemental Suffusion
- Curse of Weakness – Weakening Hex
- Cyclone
- Daylight
- Dispel Magic - Purge
- Elemental Shock Totem
- Erupting earth
- Feign Death
- Fireball
- Fire Nova
- Glyph of Warding
- Lightning Bolt - Chain Lightning
- Lightning Storm
- Meld into Stone
- Protection from Energy
- Revivify – Ancestral Sight
- Remove Curse – Cleanse Spirit
- Sending
- Sleet Storm
- Speak With Dead
- Spirit Guardians
- Spirit Infusion
- Spirit Link
- Sunbeam
- Tidal Wave
- Tongues
- Wall of Sand
- Wall of Water
- Water Breathing
- Water Walk
- Wind Wall

##### 4th Level


- Arcane Eye – Eye of Kilrogg
- Blight
- Brilliance Aura – Mana Tide
- Control Water
- Divination - Spirit Visitations
- Earthbind Totem
- Elemental Bane
- Fire Shield
- Freedom of Movement – Grace of Air
- Healing Stream
- Ice Storm
- Locate Creature
- Polymorph – Spirit Animal or Ghost Wolf
- Resilient Sphere Solid Wind
- Stone Shape
- Stoneskin
- Wall of Fire
- Watery Sphere

##### 5th Level


- Commune
- Cone of Cold
- Contact Other Plane
- Control Winds
- Curse of Shadows – Veil of Shadows
- Dominate
- Fire Nova Totem
- Flame Strike
- Geas
- Greater Restoration
- Hallow/Unhallow
- Hope of Healing
- Legend Lore
- Maelstrom
- Mass Revivify – Ancestral Vision
- Raise Dead – Reincarnate
- Resistance Totem
- Scrying
- Spirit Link Totem
- Spiritual Reincarnation
- Teleportation Circle – Astral Recall
- Tranquility
- Transmute Rock
- Wall of Stone
- Windfury Tongue
</div>
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<div class='spellList'>

##### 6th Level


- Bones of the Earth
- Find the Path
- Forbiddance
- Heal
- Healing Stream Totem
- Heroes’ Feast
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Mana Tide Totem
- Move Earth
- Possession
- Primordial Ward
- True Seeing
- Wind Walk
- Word of Recall

##### 7th Level


- Divine Word
- Etherealness – Spirit Walk
- Fire Storm
- Plane Shift
- Pyroblast – Molten Blast
- Regenerate
- Resurrection
- Reverse Gravity – Upturned Earth
- Windfury Tongue Totem
- Whirlwind

##### 8th Level


- Control Weather
- Earthquake
- Incendiary Cloud
- Sunburst
- Tsunami

##### 9th Level


- Astral Projection
- Foresight
- Gate
- Mass Heal
- Meteor Swarm
- Imprisonment
- Storm of Vengeance

</div>

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<div class='spellList'>

### Warlock Spell List


##### Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Chill Touch
- Control Flames
- Create Bonfire
- Dancing Lights
- Fire Bolt
- Friends
- Gust
- Light
- Mage Hand
- Mending
- Message
- Minor Illusion
- Poison Spray
- Prestidigitation
- Frostbite
- Frost Bolt
- Shocking Grasp
- True Strike

##### 1st Level


- Absorb Elements
- Alarm
- BindBurning Hands
- Cause Fear
- Catapult
- Chaos Bolt
- Charm
- Color Spray
- Conjure
- Comprehend Languages
- Demon Skin
- Detect Magic
- Detect Evil and Good
- Disguise Self
- Elemental Armor
- Expeditious Retreat
- Explosion
- Fade
- False Life
- Feather Fall
- Fog Cloud
- Grease
- Hellish Rebuke
- Hex Array – Only Death Hex
- Icy Touch
- Identify
- Illusory Script
- Immolate
- Jump
- Longstrider
- Mage Armor
- Mana Shield
- Mind Blast
- Protection from Evil and Good
- Ray of Sickness
- Shadow Bolt
- Shield
- Silent Image
- Sleep
- Hideous Laughter
- Floating Disk
- Thunderstorm
- Unseen Servant
- Witch Bolt

##### 2nd Level


- Alter Self
- Arcane Explosion
- Arcane Lock
- Banishment
- Blindness/Deafness
- Blink Step
- Capture Essence
- Continual Flame
- Crown of Madness
- Curse of Agony
- Darkness
- Darkvision
- Detect Thoughts
- Dragon Breath
- Enlarge/Reduce
- Exorcism
- Flaming Sphere
- Freezing Sphere
- Gentle Repose
- Gust of Wind
- Hold
- Immolation Aura
- Knock
- Levitate
- Life Tap
- Locate Object
- Magic Aura
- Magic Mouth
- Magic Weapon
- Mana Burn
- Mute
- Orb of Annihilation
- Parasite
- Pyrotechnics
- Ray of Enfeeblement
- Rope Trick
- Scorching Ray Eye Beam – Can deal Fel damage
- See Invisibility
- Shadow Strike
- Shackle Evil
- Shadow Strike
- Suggestion
- Unholy Frenzy - Curse of Recklesseness
- Web

##### 3rd Level


- Bestow Curse
- Blink
- Carrion Swarm
- Clairvoyance
- Curse of Elements
- Curse of Tongues
- Curse of Weakness
- Dispel Magic
- Fear
- Fireball
- Fire Nova
- Fly
- Frost Nova
- Gaseous Form
- Glyph of Warding
- Haste
- Hypnotic Pattern
- Magic Circle
- Mind Flay – Shadow-Speech
- Minute Meteors
- Nondetection
- Phantom Steed
- Protection from Energy
- Remove Curse
- Sending
- Slow
- Spirit Link – Fel Bond
- Stinking Cloud
- Telekinesis
- Tongues
- Vampiric Touch
- Water Breathing
##### 4th Level
- Arcane Eye – Eye of Kilrogg
- Black Tentacles
- Blight
- Confusion
- Control Water
- Detonate Mana
- Dimension Door
- Drain Life
- Drain Mana
- Divination
- Fire Shield
- Globe of Invulnerability
- Greater Invisibility
- Hallucinatory Terrain
- Ice Block
- Ice Storm
- Inferno Blast
- Locate Creature
- Phantasmal Killer
- Polymorph
- Private Sanctum
- Resilient Sphere
- Secret Chest
- Soulshatter
- Wall of Fire

##### 5th Level


- Amplify Magic
- Animate Objects
- Arcane Orb
- CloudkilI
- Combustion
- Cone of Cold
- Contact Other Plane
- Contagion
- Creation
- Cripple
- Curse of Shadows
- Death and Decay
- Dominate
- Dream
- Flame Strike – Flame Crash
- Geas
- Hand
- Living Bomb
- Legend Lore
- Mind Freeze
- Mislead
- Modify Memory
- Passwall
- Rain of Fire
- Scrying
- Seeming
- Soul Stone
- Soul Well
- Telepathic Bond
- Teleportation Circle
- Wall of Force
- Vampiric Aura
</div>
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<div class='spellList'>
##### 6th Level
- Arcane Gate
- Circle of Death
- Contingency
- Disintegrate
- Instant Summons
- Irresistible Dance
- Eyebite
- Flesh to Stone
- Forbiddance
- Guards and Wards
- Mass Suggestion
- Possession
- Programmed Illusion
- True Seeing

##### 7th Level


- Arcane Sword
- Etherealness
- Finger of Death
- Fire Storm
- Forcecage
- Mirage Arcane
- Magnificent Mansion
- Plane Shift
- Prismatic Spray
- Project Image
- Pyroblast – Soul Fire
- Reverse Gravity
- Sequester
- Simulacrum
- Symbol
- Teleport

##### 8th Level


- Antimagic Field
- Antipathy/Sympathy
- Clone
- Control Weather
- Demiplane
- Feeblemind
- Incendiary Cloud
- Maze
- Mind Blank
- Power Word Stun
- Sunburst
- Telepathy
- Trap the Soul

##### 9th Level


- Astral Projection
- Demonic Doom
- Foresight
- Gate
- Imprisonment
- Meteor Swarm
- Power Word Kill
- Time Stop
- Weird
- Wish

</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).

Some arrays give circumstantial access to other spells. In


this case, heightening the spell in the array count as if
heightening that spell.

##### Blessings.
This array includes beneficial spells that are
activated by consuming half your movement, and may
target yourself or an ally. A creature can have only one
blessing active on them at any given time, with most
blessings active on a duration of five minutes (and are
thus mostly useful for one encounter). These are
considered beneficial spells.

##### Channel.
These spells are most demanding concentration
spells, and require the investment of one action every
round to maintain the spell. If the caster cannot invest
the required actions, the spell ends. Above the required
action, the spellcaster cannot move faster than half their
speed. As for 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).

Totems have 7 AC, and hit points equal to double the


level of the caster. Destroying a totem by reducing it to 0
hit points deactivates the effect and dispels the spell as
normal. Whenever the totem is subjected to a saving
throw, they use the caster’s bonus.

\page
<div class='pageNumber auto'></div>
# New Spells

<Br>
##### Amplify Magic [level 5]
**Abjuration**

**Casting Time** 1 action

**Range** 60 feet (15-foot radius sphere)

**Components** V, S

**Duration** Concentration, up to 1 minute.

You amplify magical effects in the area of efect. All


spells cast from or into the area of effect are heightened
one spell level. If the spell cannot be heightened (or if
heightening has no effect), it heals 25% more, damages
25% more, or remains for 25% longer.

**Dampen Magic** This spell may be reversely cast. If so,


the spells cast into or from the area of effect are counted
one level lower (if eligible).

##### Ancestral Guardians [level 2]


**Abjuration** [Sigil] [Healing]

**Casting Time** 1 action

**Range** Touch (one creature)

**Components** V, S

**Duration** Up to one minute


You conjure spirits to guard and advise the target in
battle, tapping into the target's ancestral bonds. The
target regains 2d4 hit points. At the beginning of every
round, the target must succeed on a Spirit saving throw
to regain the same amount of hit points again. So long as
this sigil is active, the target also takes 1 less point of
damage from weapon and spell attacks and effects for
that round. The reduction to damage is an aura effect.
Constructs gain no benefit from this spell.

**Heightened.** The healing increases by one dice per every


level above 2nd, and reduction to damage increases by
one point per every two levels above 2nd.

*Special.* If the caster and the target share ancestry, the


damage reduction increases by one point.

##### Arcane Armor [level 1]

**Abjuration**

**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S, M (Focus crystal that costs 10 gp)

**Duration** 1 hour

A protective field guards you. Upon casting this spell,


you may choose one magic school or energy type, and
gain advantage to all saves versus that school or
resistance versus that damage type for the duration of
the spell.

You, however, gain disadvantage to saving throws that


belong to spells that another school (see table below), or
vulnerability to damage from its opposing type.
You cannot gain resistance to an effect you are already
resistant to, but you can gain resistance to an effect you
are vulnerable against (becoming neutral). You cannot
gain vulnerability to an effect you are immune to.
```
```

|School| Opposing School|


|:---|:----|
|Abjuration| Evocation|
|Illusion| Divination|
|Conjuration| Transmutation|
|Enchantment| Necromancy|

|Energy Type| Opposing Type|


|:---|:---|
|Fire| Cold|
|Acid |Lightning or Thunder|
|Holy| Shadow or Fel|
*Special.* If you are vulnerable to a school or damage type,
you gain disadvantage to saving throws, and attackers
that affect you using that school or energy type have
advantage to attacks against you.

**Heightened.** When cast as a level 6 spell, you gain


resistance to the damage type or advantage versus the
school chosen without gaining vulnerability or
disadvantage to the opposite type or school.

##### Arcane Barrage [level 4]


**Evocation**

**Casting Time** 1 action

**Range** 120 feet, (10-foot-radius sphere)

**Components** V, S

**Duration** Instantaneous

You create two large glowing bursts of violet force,


sending them to a single enemy within the range. The
two intertwine, striking the enemy and creating an
explosion of force, dealing 6d4+6 damage to the target,
and to all creatures and unattended objects within a
10-foot radius sphere of him.

Said creatures are also pushed back 5 feet outwards from


the center of the blast. Targeted creatures are entitled an
Agility saving throw to negate the push effect, but
cannot reduce the damage taken.

**Heightened.** The spell deals an extra 1d4+1 damage per


every level above level 4.

##### Arcane Explosion [level 2]


**Evocation**

**Casting Time** 1 bonus action

**Range** Self

**Components** V

**Duration** Instantaneous

You create a tremendous burst of arcane energy that


explodes from you in a 10-foot sphere based on you,
dealing 2d4+2 arcane damage to all creatures and
unattended objects in the area, except you. Said creatures
are also pushed back 5 feet. Targeted creatures are
entitled an Agility saving throw to negate the push
effect, but cannot reduce the damage taken.

**Heightened.** The spell deals an extra 1d4+1 damage per


every level above level 2.
\page
<div class='pageNumber auto'></div>

##### Arcane Orb [level 5]


**Evocation [Totem]**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** 1 minute

You create a swirling orb of magical force. When you


cast this orb, you may use a reaction for it to emit an
Arcane Explosion centered on the orb itself, as the spell
Arcane Explosion

This totem otherwise functions as all other totem spells.


Special. Unlike most Totem spells, this can be only cast
by the Mage class.

##### Aspect Array [level 1+]


**Transmutation [array]**

**Casting Time***= 1 action

**Range** Personal (Self)

**Components** V, S

**Duration** Concentration, up to 10 minutes

You adopt yourself to an aspect of a beast or a terrain,


deriving power from your bond with the land or the
spirits that reside there. You must recognize the creature
or terrain (or a comparable one) to adopt their aspect.
You gain one aspect from the below array.

- Chameleon (level 2). As the blur spell


- Cheetah (level 1). As the expeditious retreat spell
- Desolate Terrain (level 1). You have advantage against travel hazards, and
against exhaustion from forced marches, starvation, and thirst
- Eagle (level 2). You and one beast companion you
have may score a critical hit on a roll of 19 or 20.
- Hawk (level 2). Ranged attacks at long range do
not impose disadvantage on your attack roll, and you
reduce cover one grade (from half-cover to none,
three-quarters to half-cover. This cannot reduce full
cover).
- Lion (level 2). Whenever you and one ally stand
in opposing sides from a target, both of you have
advantage to attack rolls against them.
- Monkey (level 1). You gain climb speed equal to
one-half your normal speed.
- Mountain Terrain (level 1). You're acclimated to
high altitude, including elevations above 20,000 feet.
ejuvenating Woods (level 1). You have
advantage to any save maintain the rejuvenation or
riptide spells on yourself.
- Shark (level 1). You gain swim speed equal to
one-half your normal speed.
- T urtle (level 3). Whenever you take the Dodge
action, you also gain resistance to all weapon damage. If
the target has disadvantage to attacking you from the
Dodge action and fails to hit you with both rolls (one
from the attack, and another from the disadvantage),
you may make an attack of opportunity against them.
- T errain Adaption (level 1). As the arcane armor
spell (resists one energy damage, vulnerable to another).
This covers volcanos (fire/cold), frozen poles (cold/fire),
storm plains (lightning/acid), and corrosive swamps
(acid/lightning). This can be heightened as normal for
arcane armor, but can only cover elemental damage.

**Heightened.** You may grant the benefits of a single


aspect to a number of allies equal to 2 per spell level
higher than the individual aspect's level.

For example, heightening the Cheetah aspect to 3rd level


allows you to grant the bonus to up to 4 allies (often
called Aspect of the Cheetah Pack).

##### Banishment [level 2]


**Abjuration**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Concentration, up to 1 minute

One fiend or celestial you target must make a Charisma


saving throw. On a failure, you shunt them with
abjuration magic to a transitory state, causing them to
become ethereally unstable (gaining resistance to
nonmagical damage and reducing their movement speed
by half). At the end of the duration (if you were able to
concentrate for an entire minute), they are banished to
their original plane of existence.

**Heightened.** If heightened to level 4, you can target


other creatures as well as fiends and celestials. When
banished, you can instead banish their transformed forms
to another dimension, where they disappear (are shunted
into another dimension), where they remain in a
harmless dimension until the end of the spell's duration
(or until you fail to concentrate on the spell).

In this dimension, the creature can still move (at their


normal rate), but cannot attack or interact with those
one the original dimension, although they can return if it
possesses the ability to plane shift back (in which case it
returns in the space it was banished from), but is
otherwise unharmed. At the end of the duration, it
appears in the place it moved.
##### Banshee’s Curse [level 3]
**Necromancy [Sigil] [Curse]**
**Casting Time** 1 action
**Range** 60 feet
**Components** V, S
**Duration** Up to 1 minute
You suffuse the regretful curse of the banshee on a
target within range. Make a ranged spell attack against
the target. On a hit, the target takes 3d4 damage. The
damage is half shadow, and half thunder. At the
beginning of every round, they must succeed on a Spirit
saving throw to end the spell, or take the damage again.
So long as the spell is active, the target must roll a d6
whenever they declare an action. On a result of a 2 or
lower, the action fails. On a result of 3 or higher, the
action takes place as normal. This effect cannot trigger
more than once per round.

If the ranged spell attack misses, the spell deals half the
initial damage and has no other effect.

**Heightened.** The damage increases by one dice per every


spell level above 3rd.
\page
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##### Berserker Rage [level 2]


**Transmutation**

**Casting Time** 1 action

**Range** 30 feet (one creature)

**Components** V, S, M (a red napkin)

**Duration** Special, up to 1 minute

You cause one creature to go into a murderous rampage.


The target must succeed on a Stamina saving throw or
else gains the following benefits. A willing creature can
choose to fail on the saving throw.

- They have advantage on Strength Checks and


Strength saving throws.
- When they make a melee weapon Attack using
Strength, they gain a bonus to the damage roll equal to
their proficiency bonus.
- They have Resistance to bludgeoning, piercing,
and slashing damage.
- The target is treated as if distracted for the
purposes of spellcasting (DC is equal to your spell DC).
The rage ends early if the target is knocked unconscious,
or if their turn ends without being attacked or attacking
a hostile creature, or if not taking at least one point of
damage in that turn.

The benefits of this spell are not gained if the target is


wearing heavy armor.
A creature affected by this spell makes another Stamina
saving throw at the end of its turn. On a successful save,
the effect ends for it. If the rage continues for more than
two rounds, the creature gains one level of exhaustion at
the end of the rage.

A creature cannot benefit from this spell more than once


per their own proficiency bonus per every long rest.

##### Bind [level 1]

**Abjuration**

**Casting Time:** 1 hour

**Range:** 60 feet

**Components:** V, S, M (100 gp worth of materials per


CR)

**Duration:** Special

You bind a creature from the type related to your


spellcasting list (see conjuring and binding under your
class) with a CR equal to the spell's level. At the completion
of casting, the target must make a Charisma saving throw.

On a failed save, the target creature is bound to serve you,


either for the duration of a task or a certain amount of time
(minimum 24 hours). If the creature was summoned or
created by another spell, it can also be bound (though the
creature is still entitled a saving throw, although the
creature must be within range for the entire casting time,
and automatically dispels the Conjure spell. A bound
creature is not treated as if conjured (it can conjure others
if able, is not connected telepathically, nor automatically
friendly to you or your allies, they cannot be dispelled with
dispel magic or similar effects), and is treated as an
independent character.

They can die (granting XP to


whoever defeats them) and gain XP by themselves
(allowing them to level up, possibly beyond the ability of the
binding spell to contain them). Despite the fact that they are
not automatically friendly, they cannot refuse a direct order
from you, or take direct action against you. Depending on
your relationship with the servitor, the bound creature may
attempt to break free of the binding (either by convincing
you that it is in your best interests, or conspiring to hurt or
cripple you to force you to release the spell).

The binding effect is not permanent, however. When


casting the binding spell, you may choose in which way the
bond will be broken between you and the servitor:

- Bonded for a Task: The servitor learns of a task you give


it, and the bond breaks upon its completion (returning to its
original form or native plane of existance). The creature is
still bound to report its success before leaving by any way it
knows. If you are unavailable or they are unable to report to
you, they wait until it is certain that you will not return
beyond reasonable doubt, at which point the spell ends
normally. Examples of tasks are delivering a message,
helping you clear a dungeon, casting a spell, or providing
information.

- Duration of Time: If the creature is bound to serve for a


specific pre-determined duration (such as 1 day, week, or
year), and is automatically freed after the duration ends.
It may choose to remain longer, but it is otherwise freed
from obedience. Examples of a duration is guarding you for
a time, providing council for a time, or providing a
sustained service (such as scouting duties).

You can re-negotiate the terms of the binding by re-


casting the spell so long as it hasn't ended yet. If the terms

become more difficult, bonded creatures usually take this


negatively. A bound creature shows recognizable signs of
being bonded, either by a mark, tattoo, chains, bracers (or
any form stated by DM-caster adjudication). You can have
multiple bonded creatures, but no more than double your
level at the same time. Excess creatures are automatically
freed, and may choose to return to their normal plane (of
conjured) or remain in the plane they are currently in. You
are always aware of how tenuous your hold is on your
bound creatures and whether a creature breaks free or not.

- Bond Payment It is costly to establish a bond with a


creature. The creature requires a material component
(determined by the DM, usually in relation to the creature's
type) equal in cost to 100 gp per CR of the creature, which
is consumed by the creature. If the creature was bound for
a duration instead of a task, the payment changes. If the
place is hallowed to be friendly to the creature type (Blight
for Undead, Blessed for Celestials, Bloom for Animals and
Plants, Elemental Activity for Elementals), the initial cost of
binding is halved.

\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

Creatures whose interests align with yours may halve or


waive the payment entirely. A creature already bound
can still be subject to this spell, which requires three
opposed spellcasting checks to break the first binding (or
repel the attempt).

*Special.* The binding on undead breaks automatically


after the next dawn. Re-binding, however, can be done
with an action so long as you are within 100 feet of them
(the undead do not gain another saving throw). Bound
undead retain their telepathic connection as if conjured
(within line of sight and 100 feet, whichever applies).
Note. This spell is also known as enslave undead or
enslave demons (when used against existing undead and
fiends, respectively), and Create Undead when used to
bind permanent undead.

**Heightening.** The maximum CR of the creatures the


spell can bind is equal to that of the Conjure spell of the
same level. Alternatively, the duration can be increased
by one step per level (24 hours - 3 days - 1 week - 1 month - 1 year).

##### Blessing Array [level 2+]

**Transmutation [Array, Blessing]**

**Casting Time** special (half movement)

**Range** Touch

**Component**s V, S

**Duration** 5 minutes

You gain one blessing of the below array.

- Blessing of Kings (level 4). You or any


target creature gains +2 to all d20 rolls until the
duration of the spell ends. This applies to attack rolls,
saving throws, skill checks, and ability checks.

- Blessing of Might (level 2). You gain


supernatural awareness of the vulnerabilities in your
enemies. You gain +2 bonus to damage rolls. While under the benefits of this
blessing, your pupils dilate, but
are not any more sensitive to light than usual. This does
not stack with Abandonment Aura or similar effects.

- Blessing of Protection (level 3). This


potent blessing protects the target. The target gains the
effect of a D ivine Shield spell. However, the spell ends
for the target if they attack or cast any spell.

- Blessing of Sacrifice (level 1). This potent


blessing creates a spiritual connection between you and
the subject. Each time the subject takes hit point damage,
half of it transfers to you. If you and the subject move
out of range of each other, the spell ends immediately.
The halved damage is not counted as if resistance, but
does not stack with it. The target and you must be
within clear, unobstructed vision and within 15 feet of
one another.

- Blessing of Wisdom (level 2). This


powerful blessing aids spellcasters, aiding their mana
expenditures in battle. For the duration of the blessing,
the base spell cost for spells cast by the target cost 1 less
mana (minimum 1).

**Heightened.**
- Blessing of Might. For each level above
2nd, you add +1 to the damage roll increase, to a
maximum of +5.

##### Blink Step [level 2]

**Conjuration**

**Casting Time** 1 bonus action

**Range** Personal

**Components** V

**Duration** Instantaneous

You shunt yourself dimensionally, teleporting yourself to


an unoccupied spot in within 30 feet. You cannot
teleport yourself to an area you cannot see, or into an
object.

*Special.* This spell may also be cast as a reaction. In this


case, casting it when being hit gives you resistance to all
physical damage as well as teleports you. You may also
teleport others with you, but each additional creatures
halves the distance remaining.

##### Blizzard [level 3]

**Evocation [Channel]**

**Casting Time** 1 action

**Range** 150 feet, in a 15-feet-wide, 60-feet-high cylinder.

**Components** V, S, M (crushed glass and water)

**Duration** Channeling, up to 1 minute

You whisper the magic words, and a cold light emanates


from your hands. At your command, snow, sleet and hail
batter your foes. The spell calls down freezing sleet, ice
shards and heavy hail down on the caster’s targets,
dealing 1d6 points of slashing damage, and 3d6 points of
cold damage to the area and every creature in it per
round of concentration.

The heavy snow obscures all sight, including darkvision,


beyond 5 feet. Forty feet high, a cold cloud materializes,
imposing the same obscuration to sight, and dealing the
same damage to all creatures that fly through or under it.
Heightened. Per level above 3rd, add one dice to the cold
damage, per two levels beyond 3rd, add one dice to the
slashing damage (4d6 cold and 2d6 slashing at 4th level;
6d6 cold 3d6 slashing 6th level, etc.)

##### Bloodlust [level 3]


**Transmutation**
**Casting Time** 1 action
**Range** 30 feet
**Components** V, S, M (a drop of dried blood or sand)
**Duration** Concentration, up to 1 minute

Choose a willing creature you can see within range.


Until the spell ends, the target is immune to fear, has +2
to AC, advantage on Agility saving throws, and can
make an additional action on each of its turns, and gains
temporary hit points equal to your spellcasting modifier.
This action can only be used for the attack (one weapon
attack only), Dash, Disengage, Hide, or Use Object
action. When the spell ends, the target can’t move or
take actions until after its next turn.
\page
<div class='pageNumber auto'></div>

##### Brilliance Aura [level 4]

**Transmutation [Aura]**

**Casting Time** 1 action

**Range** 15- foot-radius sphere, centered on you

**Components** V, S

**Duratio**n 1 minute

You surround yourself with a pulsing aura of cerulean


energy. This aura grants crystalline thought to any two
allied spellcasters in range and empowers them to cast
their spells with less effort.

For the duration of the aura, and so long as a creature is


both friendly and within range, the mana spell cost for
spells cast is reduced by 1 (minimum 1).

**Heightened.** For each two spell levels above 4th, you


may benefit two additional allied spellcasters, and lower
the mana cost by an additional point.

##### Capture Essence (Ritual) [level 2]

**Abjuration [Ritual]**

**Casting Time** 10 minutes

**Range** Touch

**Components** V, S, M (Focus crystal that costs 50 gp)

**Duration** Instantaneous, or ten minutes until discharge

You draw an essence-capturing magic circle or seal that


can remain up to ten minutes before discharging. While
the seal is active, any creature you designate that is
reduced to 0 hit points within 10 feet of the seal (or any
surface you inscribe it upon) must make a Spirit saving
throw or else have its essence absorbed by the seal in
question. The creature must have a CR equal to or less
than 4.

Depending on the creature type, the focus crystal can


perform multiple things.

Humanoid, Giants, Beast, Fey, Monstrosity, Dragon,


Undead: Soul Gems, which fuel Necromancy devices.
Undead can be consumed as Quintessence (see below).

Elemental: Elemental Gems, which fuel


elemental-powered devices

Outsiders: Quintessence, which can be consumed


Construct, Plant, Ooze cannot be targeted by this spell.

If the spell is cast ritually with expending double the


normal mana cost, the target of the effect suffers
disadvantage to the essence-capturing, and any attempts
to release the essence have disadvantage. A creature
trapped in the focus of the spell can be freed by
destroying the focus or by casting a raising spell (see
resurrection under the introduction).

Quintessence restores 1d6 hit points or 2 mana points per


CR. This is a mana-restorative effect that imparts
incredible pain to the trapped creature.

**Heightened.** The maximum CR of the creature whose


essence is imprisoned is double the spell level.

##### Carrion Swarm [level 3]

**Evocation [Sigil]**

**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S, M (a corpse or egg of a beetle, spider,


or other vermin)

**Duration** Up to 1 minute

You release a torrent of poisonous spiders, beetles and


other vermin from hand to bite and infest your
opponents. Each creature in a 30-foot cone must make a
Stamina saving throw, or take 3d8 bludgeoning, piercing,
and slashing damage on a failed save, or half as much
damage on a successful saving throw. At the beginning
of the creature’s turn every round, those who failed the
initial Stamina saving take the initial damage again
(Stamina saving throw negates the damage and ends the
spell). So long as the spell is active for that target, they
are considered poisoned until the beginning of their turn
in the next round.

Whenever a creature dies while being poisoned by this


spell, a carrion beetle is conjured where they once stood
(exploding from the corpse). The DM has the carrion
beetle’s statistics.

**Heightened**. The damage increases by one dice per every


spell level above 3rd.

*Special.* If you are a corporeal undead, you may target


one creature that suffers under this sigil, and transfer
some of their lost lifeforce to you. You regain hit points
equal to one-half the damage dealt by the spell in the
same round.

##### Chaos Bolt [level 1]

**Evocation**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Instantaneous then 1 round

You throw a greenish-violet bolt of crackling chaotic


energies. Make a ranged spell attack on a target within
range. Targets struck by this bolt suffer 2d8 fel damage.
If the target is already subjected to an active sigil spell,
you may force the target to suffer a sigil pulse as if one
round passed (no saving throw allowed).

**Heightened.** When you cast this spell using a spell slot of


2nd level or higher, the damage increases by 2d6 for each
slot level above 2nd.

*Special.* This spell costs half mana.

##### Charm [level 1]


**Enchantment**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** 1 hour

You attempt to charm one creature you can see within


range. When preparing this spell, you can choose to be
able to charm your creature type, beasts, or one creature
type your class can bind (see binding under spellcasting).
It must make a Spirit saving throw, and does so with
advantage if you or your companions are fighting it. If it
fails it is charmed by you until the spell ends or until you
or your companions do something harmful to it. The
charmed creature regards you as a friendly acquaintance.
When the spell ends it knows it has been charmed.
Heightened. When you cast this spell using a spell slot of
2nd level or higher, you can target one additional
creature for each slot level above 1st. They must be
within 30 ft of each other when you target them. You
can instead choose to target one additional creature type
to the charm spell instead (Charm Person at level 2 can
be Charm Person and Elementals).
\page

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##### Combustion [level 5]
**Evocation**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Instantaneous

You invoke a combustion in a target within range. Make


a ranged spell attack on a target within range. Targets
struck combust, suffering 5d6 fire damage.

If the target is already subject to an active sigil spell, you


may cause up to two sigils to pulse at once (as if two
rounds have passed, or one round passed for each sigil,
no saving throw allowed).

If the target is burning, they take triple the normal fire


damage and suffer one level of exhaustion instead
(Agility saving throw halves the extra damage and
negates the exhaustion).

If the ranged spell attack misses, the spell deals half the
initial damage and has no other effect.

##### Consecration/Desecration [level 2]

**Evocation**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Concentration, up to 1 minute

You call upon the Holy Light to sanctify an area of a


15-foot sphere, dealing 2d8 holy damage to all enemies of
the Light within this area of effect. If the enemy is a
fiend or undead, they take 50% extra damage and also
move at half normal speed.

Creatures aligned or who follow the Light take no


damage. Creatures that are not opposed to it take half
damage. For the duration of the spell, the area of effect is
treated as hallowed (as per the spell Hallow/Unhallow,
but cannot bind an extra effect to the area).

*Special* When cast by a Death Knight or a priest that


follows the Lich King or demonic forces (such as
high-level acolytes), this deals shadow damage and
increased damage to celestials and those who directly
channel the Holy Light. This is called Desecration
instead.

**Heightened.** The damage increases by 1d8 per level.

##### Conjure [level 1]

**Conjuration, or Transmutation (if Constructs or Plants),


or Necromancy (if Undead)**

**Casting Time** 1 hour(or 1 action if animal, fey, or plant)

**Range** 60 feet

**Components** V, S, M (a focus related to the creature,


see material component below).

**Duration** Concentration, up to 1 hour

You summon a creature from the type tied to your


spellcasting list (see conjuring and binding under your
class).

The creature appears in an unoccupied space you can see


in range, and is friendly to you and your companions for
the duration. Roll initiative for the creature, which has
its own turns. The creature can telepathically
understand any command, and will execute them (no
action required by you), obeying any command given, so
long as they don’t violate its alignment or nature. If you
don’t issue any commands to the creature, it defends
itself from hostile creatures but otherwise takes no
actions. The telepathy only functions if you maintain line
of sight to the creature and remain within 100 feet.
The creature has a maximum CR of 1 per spell level. You
may also divide the CR between multiple creatures (such
as doubling the number of creatures and dividing the CR
by 2, or tripling and dividing by 3, etc., to a minimum of
CR 1/8). Dispelling one creature dispels the entire spell,
however.

A conjured creature cannot conjure others even if they


have spells that normally allow them to, and despite
them obeying their conjurer’s commands, they take their
own actions and are controlled by the DM (such as
which spells or ability to use, etc.).

Once the duration of the spell ends or the creature is


defeated, it is dismissed to its original plane (or becomes
inanimate and resumes the object’s purpose in the case of
undead, plants, and constructs). If your concentration
breaks before the spell ends before the duration ends, it
becomes independent in its actions, and is controlled by
the DM (typically, undead and elementals rampage,
constructs and plants act like the objects of their focus,
fey and animals defend themselves and seek refuge, and
celestials and fiends promote their far-reaching aims). An
independent creature must be dismissed with an action,
or else it remains until the duration ends.

Material Component. The spell requires a material


component or focus that is related to the conjured
creature. Fiends and celestials require a consumable such
as a page of a holy book or a drop of blood. Elementals
require burning incense for air, sulfur/phosphorus or a
bonfire for fire, a body of water for water, or a gem for
earth). Constructs, plants, and undead require an object
as focus (such as a nearby couch to transmute into the
construct, a tree for a plant, or a corpse for the
necromantic powers to animate into

When animating a construct or plant, the focus object


must not be harder than iron, be sophisticated in design,
hold anything within, or nailed into place (such as a
door, chest, gadget, a treehouse, or a vehicle). It must be
as large as the construct (a wooden table for a Wood
Golem, or a pile of armor for Animated Armor). If the
construct or plant is destroyed, the magical energies
draw the remains back to where the original object stood
and attempt to reform the focus (though it might look
damaged).

*Note* The conjured creature is not an actual creature,


but is more a spell construct (formed of magic, ectoplasm,
or temporarily bonded to the realm). Killing it does not
reward XP or hurt it in any real way. If you wish to
conjure a permanent ally, see the Bind spell.
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##### Corpse Explosion [level 2]

**Necromancy**

**Casting Time** 1 bonus action

**Range** 30 feet

**Components** S

**Duration** Instantaneous

You suffuse a nearby corpse or an undead creature that


serves you (conjured, but not bonded) with unholy
energies, filling it with so much corruption that it
explodes then and there. When the corpse explodes, it
deals 2d6 shadow and 2d6 poison damage to all
creatures within 10 feet of it (Agility saving throw
halves), and inflicting the poisoned condition for one
minute (Stamina saving throw negates).

An exploded corpse is desecrated and difficult to raise or


animate, and requires that they be healed up to half the
damage dealt by corpse explosion. A corpse cannot be
targeted more than once with the same spell.

**Heightened.** You may deal an additional 1d6 shadow and


1d6 poison damage per every spell level.

##### Cripple [level 5]

**Necromancy**

**Casting Time** 1 action

**Range** 60 feet.

**Components** V, S

**Duration** Concentration, up to 1 minute.

You cripple any living target within range. Make a


ranged spell attack. On a success, the target takes -2 to
AC and to Agility saving throws, can’t use its reactions,
and may make either an action or a bonus action every
turn (not both). Regardless of the creature’s abilities, it
may only make one melee or ranged attack on its turn,
and they deal only half damage with weapon attacks that
use Strength or Agility.

If the creature attempts to cast a spell with a casting


time of 1 action, roll a d20. On an 11 or higher, the spell
doesn’t take effect until the creature’s next turn, and the
creature must use its action on that turn to complete the
spell. If it can’t, the spell is wasted. At the end of each of
the target’s turns, it can make a Stamina saving throw
against the spell. On a success, the spell ends.

##### Curse of Agony [level 2]

**Necromancy [Sigil] [Curse]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Up to 1 minute

You curse one living target within range with searing


agony, setting their nervous system ablaze. Make a
ranged spell attack against the target. On a hit, the
target suffers 2d4 fel damage. At the beginning of their
turn every round, they take the initial damage again
(Stamina saving throw negates the damage and ends the
spell). So long as the spell is active, the target is treated
as if they gained a level of exhaustion for one round
(even if they are normally immune to the condition, so
long as they are living) until the beginning of their turn
in the next round. If the ranged spell attack misses, the
spell deals half the initial damage and has no other effect.

**Heightened.** The damage increases by one dice per every


level above 2nd.

*Special.* For every failed saving throw to end the spell,


the target takes one additional dice of damage. This
cannot exceed double the initial damage.

##### Curse of Elements [level 3]

**Necromancy [Curse]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Concentration, up to 1 hour

Upon casting this spell, you must succeed on a ranged


touch attack to affect a target within range. On a
successful hit, you may curse them with vulnerability to
the elements. The target takes half (50%) extra damage
from spells that deal any type of elemental damage, or
one type of magic damage (choose one).

##### Curse of Shadows [level 5]

**Necromancy [Curse]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Concentration, up to 1 hour

Upon casting this spell, you must succeed on a ranged


touch attack to affect a target within range. On a
successful hit, you may curse them with the inability to
quickly heal. The target receives only half (-50%) the
normal amount of healing from spells and effects that
restore hit points. This includes regeneration and similar
effects, doubling the duration between healing
(alternatively, halving the healing gained).

Alternatively, this spell can weaken the target’s mana


restoration, affecting mana points instead.

##### Curse of Tongues [level 3]

**Necromancy [Curse]**

**Casting time** 1 action

**Range** 60 feet
**Components** V, S

**Duration** 1 hour

You target one target within range with the curse of


tongues, stealing their voice and causing them to speak in
no other language than the dark tongue of Eredun. On a
failed Spirit saving throw, the target is cursed, causing
them to speak only Eredun.

Any spell that has a verbal component requires double


the normal time to cast. If the target is a good-aligned
character, they take 1 point of Psychic damage whenever
they speak Eredun. This damage is inflicted once per
round of speech.

*Special.* Due to the effect being temporary, there is no


risk of losing Spirit points by being forced to speak in
Eredun. Creatures that can speak uncorrupted Eredun
are immune to the effects of this spell.

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##### Curse of Weakness [level 3]

**Necromancy [Curse]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Concentration, up to 1 hour

Upon casting this spell, you must succeed on a ranged


touch attack to affect a target. On a successful hit, you
may curse them with weakness. The target deals only
half damage with weapon and spells attacks (indirect
damage such as sigils, bleeding effects, and other abilities
are unaffected).

##### Cyclone [level 3]

**Evocation**

**Casting Time** 1 action

**Range** 60 feet, in a 10-feet-wide, 30-foot-high cylinder.

**Components** V, S

**Duration** Concentration, up to 1 minute

You target one creature to be affected by a powerful


cyclone of rising winds. The creature, once affected, is
entitled an Agility saving throw to be unaffected and be
moved out of the cylinder radius (to any direction
chosen). If the character cannot move away, it is affected
regardless, but takes half damage from any falls or
cyclone damage.

The creature targeted rises vertically so long as you are


concentrating on the spell, and remains in the middle of
the cyclone (15 feet in the air). At the end of each round,
the creature may make another Agility saving throw to
escape the cyclone, falling out of it and halving fall
damage. The creature cannot move away unless they can
fly and succeed in an Acrobatics check against your spell
DC. If they attempt to cast spells, they are distracted,
and all attacks made by them are made with concealment
from the winds. One creature can be held by the cyclone
at any given time.

You may use your action to drop the original target


creature and lift another one, or launch the original
creature from the cyclone with the cyclone’s full force.
Dropping a creature forces the original target to suffer
fall damage from its midair height (15 feet for medium
creatures, or 1d6 fall damage) and subjects another
within the cyclone’s area of effect to being lifted by the
cyclone, while launching the target raises them to the
double their midair height (30 feet for medium creatures,
or 3d6 fall damage) and drops them from that height to
any area within 15 feet away. A successful Agility saving
throw when hurled halves the fall damage and drops the
creature 5 feet away from the cyclone’s area of effect.

You may use your movement to move the cyclone to


another area and combine that with lifting a new
creature or hurling an old one.

Depending on the creature’s size, its original height


midair might differ. This affects the fall damage the
creature takes. Small and Tiny creatures suffer damage as
if they fell 10 and 20 extra feet (or 1d6 and 2d6 extra,
respectively) if hurled, while

|Size Midair| Height|


|:---|:---|
|Tiny| 30|
|Small| 20|
|Medium| 15|
|Large| 10|
|Huge| 5|

**Heightened.** You may target another creature in your


cyclone effect and increase the midair height by 5 feet per
every two spell levels above 3rd. All creatures must be at
least 10 feet within reach of one another to be affected in
an ongoing cyclone effect.

##### Death and Decay [level 5]

**Necromancy [Channel]**
**Casting Time** 1 action

**Range** 60 feet

**Components** V, S, M (a dead rose)

**Duration** Channeling, up to 1 minutes

Negative energy infuses a cylinder 15 feet side 60 feet


high. Living creatures age rapidly, as skin sags and flesh
sloughs off bones. Structures wither and collapse,
suffering the effects of decades within few seconds. All
living creatures and structures in the area take 2d4 points
of shadow damage per round of channeling. Each
creature can make a Stamina saving throw to half
damage dealt.

The spell deals normal damage to any structure in


contact with the ground when the spell is cast, and every
round until the spell ends. Structures typically have 40
hit points at the ground floor, and 10 hit points less per
each successive floor. Typically, it takes one minute of
damage to reduce a building’s floor to rubble with this
spell.

A collapsing structure damages nearby creatures within


half the structure’s height. Said creatures must make an
Agility saving throw or else take 5d6 bludgeoning
damage, and is knocked prone, and is buried in the
rubble, requiring a DC 20 Strength (Athletics) check as
an action to escape. The DM can adjust the DC higher
or lower, depending on the nature of the rubble. On a
successful save, the creature takes half as much damage
and doesn’t fall prone or become buried.
Heightened. The spell deals an additional 1d4 for every
two spell levels above 5th.

##### Death Coil [level 1]

**Necromancy [Healing]**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Instantaneous

Invoking the power of death, you bring the living closer


to the end, and invigoration to the unholy or undead.
The creature you target regains a number of hit points
equal to 1d8 + your spellcasting ability modifier if they
are undead or fiends. If you target a living or celestial
creature, they take damage equal to the hit points they
would normally gain as shadow damage. If you target an
unwilling creature, you require a ranged spell attack.
Constructs gain no effect from this spell.
**Heightened.** The healing increases by 1d8 per level above
1st.
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##### Death Pact [level 1]

**Necromancy**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Instantaneous

You siphon death magic from an allied undead or


fiendish creature within range. The target loses 10 hit
points, which you regain as hit points. The target (if intelligent) is entitled a
Spirit saving throw to negate
this effect. If the creature is reduced to 0 hit points, it is
destroyed as normal for its type. Alternatively, you may
gain 2 mana points instead. If the spell is cast for mana, it
costs none by itself.

Heightened. For each level above 1st, you may drain 10


additional hit points per level or 2 extra mana points.

##### Demon Skin [level 1]

**Conjuration**

**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S, M (grounded tooth dust)

**Duration** 1 hour

You touch a willing creature who isn’t wearing armor,


and it until the spell ends, the target’s skin becomes
ragged and solid.

The target’s base AC becomes 13 + its Dexterity


modifier, and gains 3 temporary hit points for the
duration of the spell. So long as at least 1 temporary hit
point remains, you have vulnerability against holy
damage.

The spell ends if the target dons armor or if you dismiss


the spell as an action.

Heightened. When you cast this spell using a spell slot of


2nd level or higher, a target’s temporary hit points
increases by an additional 3 for each slot level above 1st.

##### Demonic Doom [level 9]


**Conjuration [Sigil]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Up to 1 minute

You curse the target with a terrible fate as fel-fire begins


to burn them from the inside-out. Make a ranged spell
attack against any target within range. The target suffers
9d4 fel damage, and is suffused with fel-fire for one
minute. At the beginning of every round, they take the
initial damage again (Stamina saving throw negates the
damage and ends the spell). So long as the spell is active,
the spell has advantage to any check to avoid being
dispelled.

If the ranged spell attack misses, the spell deals half the
initial damage and has no other effect.

If the creature dies while under the effects of demonic


doom, its corpse is destroyed, and a column of fire
appears, dealing 9d8 damage in 10 feet, centered on the
corpse. The damage is half fire, and half fel. A
doomguard is summoned on the spot of its death, and it
remains for a minute, as if you conjured it. The DM has
the Doomguard's statistics

Special. A doomguard is only summoned if the targeted


creature is of CR 2 or higher.
```
```

##### Denounce [level 2]

**Abjuration**

**Casting Time** 1 reaction

**Range** 60 feet

**Components** V, S

**Duration** Instantaneous

Reaction. A creature within range is hit with a critical


hit

You may cast this spell as a reaction against any creature


hit with a critical hit. Make a ranged spell attack against
the attacker. On a success, their hit then is no longer a
critical hit.

Heightened. If heightened to 4th level, this spell can


negate two critical hits; the second denunciation must be
used within an hour of casting (this does not require
concentration).

##### Detonate Mana [level 4]

**Evocation**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Instantaneous

You target an area with a 10-foot sphere of black-purple


anti-magic. Where the sphere explodes, all creatures that
can use mana lose 1d4+1 mana points, and take 2 arcane
damage for every mana point lost.

If the creature loses more than 3 mana points this way,


they are subjected to a dispel magic effect (spell level
equal to the Detonate Mana spell level – 2).
Heightened. The number of mana points drained
increases by 1d4 points per every three levels above 4
(2d4 at level 7).

Special: Demons always have active mana, and can


always be targeted with mana burn. If they have no
mana, they still take 2 points of arcane damage per
potential mana burn point.

##### Divine Shield [level 2]

**Abjuration**

**Casting Time** 1 action

**Range** Personal ( Self)

**Components** V, S

**Duration** Concentration, up to 1 minute

You raise your hand, and are protected by the grace of


the Holy Light. So long as you concentrate, you gain
immunity to all types of damage. This shield has 3 hit
points per caster level, and fades prematurely if its
maximum absorbed hit point maximum is reached. If the
shield manages to absorb all damage from the effect, you
are protected against any secondary effects. If you are
affected by a non-damaging spell, reduce the shield’s hit
points by 3 per spell level taken--if it absorbs all the
damage, you are immune to that one spell.

Heightened. If heightened to 4th level, its maximum


duration increases to 5 minutes. If heightened to 6th
level, it is no longer a concentration spell.
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##### Dominate [level 5]

**Enchantment**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Concentration, up to 1 minute

You attempt to beguile a creature you can see within


range. When preparing this spell, you can choose to be
able to dominate humanoids, beasts, or one creature type
your class can bind (see binding under spellcasting).
It must succeed on a Spirit saving throw or be dominated
by you for the duration (as Charm). If you or creatures
that are friendly to you are fighting it, it has advantage
on the saving throw.

While the target is dominated, you have a telepathic link


with it as long as the two of you are on the same plane
of existence. You can use this telepathic link to issue
commands to the creature while you are conscious (no
action required), which it does its best to obey. You can
specify a simple and general course of action, such as
Attack that creature, Run over there, or Fetch that
object. If the creature completes the order and doesn't
receive further direction from you, it defends and
preserves itself to the best of its ability.

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.

Special: If choosing to affect beasts, the spell’s level is


decreased to 4th level instead, as their minds are more
malleable.

Heightened. When you heighten this to a 6th-level spell


slot, the maximum duration becomes 10 minutes. This
increases to 1 hour to 8 hours on 7th and 8th spell slots.
You can instead choose to target one additional creature
type to the dominate spell instead (Dominate Person at
level 6 can be Dominate Person and Elementals).

##### Drain Life [level 4]


**Necromancy [Channel]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Channeling, up to 1 minute

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.

The target of this spell loses 10 hit points every round,


while you gain half of all damage in healing. The stream
may be blocked by losing line of sight or effect, or
moving at least 60 feet away from the target, at which
case the spell is dispelled. Medium creatures or smaller
cannot block the stream, but Large creatures generally
do, as well as anything that blocks magical vision or
effect (such as a sheet of lead, etc.).

Heightened. The damage dealt increases by 5 hit points


for every two spell levels above 4th level.
```
```

##### Drain Mana [level 4]

**Necromancy [Channel]**

**Casting Time** 1 action

**Range** 60 feet

**Component** V, S

**Duration** Concentration, up to 1 minute

You shoot your hand forward, and drain mana from


your target, drawing it out from their eyes, nose, and
mouth in blue rope-like streams.

The target of this spell loses 4 mana points every round.


For every 2 mana points lost from the creature, you gain
1 point. The stream may be blocked by losing line of sight
or effect, at which case the spell is dispelled. Creatures
the caster’s size or smaller cannot block the stream, but
creatures larger than they generally do. Mana restored
this way cannot exceed your maximum mana points.

You may also use this to ‘push’ a number of your own


mana points to the target equal to the spell level. You
(or any other target) can benefit from this spell only once
every hour, as a normal mana-restoring effect.
Heightened. You increase the mana stolen by 1 hit mana
points for every spell level, and the healing appropriately
(minimum 1).

##### Earthbind [level 2]

**Evocation**

**Casting time** 1 action

**Range** 90 feet

**Components** V, S

**Duration** Instantaneous, plus concentration (up to 1


minute)

You target any flying or air-bound creature within range,


bringing the creature crashing down to the ground. The
target must pass a Strength or Agility saving throw (its
choice) or else loses altitude at a rate of 40 feet per
round. If the creature hits the ground as a result of this
spell, they take 1d6 damage, plus the normal damage
from falling. The caster can steer the target to fall to any
point within 30 feet when casting this spell. After the
creature falls to the ground, the caster can maintain
concentration to keep it earthbound, reducing its fly
speed to 0 so long as the creature fails to make its save.

The targeted creature can use an action to break out of


this effect and attempt to pass a Strength or Agility
saving throw. If it succeeds, it regains its full fly speed. If
the target is larger than the caster, they have advantage
on their saving throw.

##### Earthbind Totem [level 4]

**Evocation [Totem]**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** 1 minute

Once you place this totem, you may use a reaction to


target any creature within 90 feet of it with the effect of
Earthbind, as the spell Earthbind. The totem
automatically concentrates on any target you choose.
This totem otherwise functions as all other totem spells.
\page

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##### Earth Shield [level 2]

**Transmutation [Sigil]**
**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Up to 1 minute

You conjure a shield of earth to guard and protect a


creature within range. The target gains resistance against
the first weapon attack they take in a combat round. At
the beginning of every round, the target must succeed on
a Spirit saving throw to retain the bonus to another
round. So long as this sigil is active, the target also gains
a +2 bonus to their AC. The reduction to damage is an
aura effect.

Heightened. For each spell level above 2nd, you gain


resistance to another attack taken in the same combat
round.

##### Elemental Armor [level 1]

**Abjuration**

**Casting Time** 1 action

**Range** Self

**Components** V, S, M (an object struck by the element)

**Duration** 1 hour

A protective magical field surrounds you, manifesting as


a spectral element. You can choose to make the armor
Frost, Fire, or Lightning.

You gain 5 temporary hit points for the duration of the


spell. If a creature hits you with a weapon or spell attack
while these hit points remain, they may either
(depending on what you wish during casting).

· The attacker take 1 point of elemental per


point of damage they deal (maximum equal to the
remaining temporary hit points). The target must be
within melee reach.

· You may gain resistance against the


damage (only if the armor’s element matches the
damaging element). This reduces the temporary hit
points by 5.

· Frost or Lightning only: The target is


chilled for one round.

· Fire only: Target is scorched for one


round.

Heightened. The temporary hit points increase by 5 for


every level above 1st.

##### Elemental Shock [level 1]

**Evocation**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Instantaneous, plus 1 round

You send a resounding burst of elemental energy, dealing


2d6 damage from any of the elemental damage.

Depending on the element, the target is affected by the


following, until the beginning of their turn in the next
round. With a successful Stamina saving throw, the
target resists the secondary effect, and halves the initial
damage.

Storm (lightning) . The target takes disadvantage to


attack rolls.

Earth (acid) . The target is pushed 10 feet in any


direction you choose.

Fire (fire) . The target takes additional 1d6 fire damage

Frost (cold). The target is chilled for one round.

Heightened. The initial damage increases by 1d6 per


level above 1st.

Special. This spell costs half normal mana.

##### Elemental Shock Totem [level 3]

**Abjuration [Totem]**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** 1 minute

Once you place this totem, you may use a reaction to


target any creature within 30 feet of it with a blast of
elemental energy, as the spell Elemental Shock.

This totem otherwise functions as all other totem spells.


Heightened. The totem remains for one more minute per
level above 3rd.

##### Elemental Tongue [level 2]


**Evocation [Strike]**

**Components** V, S

**Duration** 1 minute, or two uses (whichever comes first)

You may apply this strike to any melee weapon attack.


This deals additional 2d6 damage, chosen from any type
of elemental damage. This deals an additional effect as
Elemental Shock.

Heightened. You deal an additional 1d6 elemental


damage or one additional use from any of the above
elements per level above 2nd.

##### Entangling Roots [level 1]

**Conjuration**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

Duration Concentration, up to 1 minute

By targeting one creature within range, you sprout


thorny vines and weeds that constrict on them. The
creature must succeed on a Strength saving throw or else
be restrained by the entangling weeds so long as you
concentrate. While the creature is restrained, they take
1d4 damage every round (the type is either piercing,
slashing, or bludgeoning).

They may use an action every round to make a Strength


check against your DC again. On a success, it frees itself,
and the plants wilt away.

Heightened. The damage dealt increases by 1d4 per level


above 1st and can entangle another creature within 5
feet.
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##### Exorcism [level 2]

**Evocation**

**Casting Time** 1 action

**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.

If the target is charmed or dominated by an undead or


fiend, the target creature may (instead of being
damaged) have the spell dispelled if it is of a spell level
2nd or lower, and requires a spellcasting ability check
against a DC of 10 + spell level. The caster has
advantage in the ability check if the caster of the effect is
evil or is using it for evil means.

Heightened. The damage increases by 2d10 for each spell


level above 2nd.

##### Explosion [level 1]

**Evocation**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S, M (empty egg shell)

**Duration** Instantaneous, or up to 3 rounds

You draw power into the focus, and then release it to


explode either instantaneously or up to three rounds.
This explosion deals 2d6 concussive damage in a 10-foot
radius sphere and knocks them prone. This also deals 1
additional point of damage per dice to all areas adjacent
of the blast. If the targets can pass an Agility saving
throw, the damage is halved and they are not knocked
prone.

Heightened. For each level above 1st, you add an


additional 1d6 damage (and one point of splash damage).
Special. When preparing the spell, you can instead make
the explosion deal fire, cold, lightning, or acid damage.

##### Fade [level 1]

**Illusion**

**Casting Time** 1 action

**Range** Touch

**Components** S

**Duration** Concentration, up to 1 minute

Any creature you touch is heavily obscured from all


viewers for one minute, or until they attack a creature.
##### Fear Ward [level 1]

**Abjuration [Totem]**

**Casting Time** 1 action

**Range** 15 feet

**Components** V, S

**Duration** 1 minute

Once you place this totem, it emits an aura with a


reaction. This aura spreads in a 15-foot pulse, granting all
allies advantages to saving throws versus fear effects.

##### Fire Nova [level 3]

**Evocation**

**Casting Time** 1 action

**Range** Personal (self)

**Components** V, S

**Duration** Instantaneous

You release a burst of flame in the area, creating a


burning sphere centered on you, igniting the very air
around you. Any creature within a 20-foot radius sphere
suffer 8d6 fire damage, and are entitled an Agility saving
throw to half damage. The heat spreads around corners.
If a target struck by this spell has been harmed by the
Elemental Shock (Fire) or Firebolt spells and failed their
saving throw to half damage, they take 4d6 or 2d6 extra
damage, respectively, on the start of their round, and are
scorched for one round.

Heightened. When cast from a 4th level spell slot or


higher, the initial damage increases by 1d6 per spell level
above 3rd.

##### Fire Nova Totem [level 5]

**Evocation [Totem]**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** 1 minute

Once you place this totem, you may use a reaction to


have it release the effects of a 3rd level Fire Nova, as the
spell of the same name. Neither you nor your totems can
be harmed by this ability.

This totem otherwise functions as all other totem spells.


Heightened. When heightened, treat the Fire Nova spell
as if heightened 1 level.

##### Flare [level 2]

**Evocation**

**Casting Time** 1 action

**Range** Maximum range of ranged weapon

**Components** V, S, M (ranged weapon)

**Duration** 1 minute

You shoot a blazing projectile that arcs through the air,


to any point within range. the projectile sheds medium
light for its active duration, removing most conditions
that allow a creature to hide and revealing what is in the
location (such as darkness or light mist). This spell
dispels a 10-foot cube of fog or mist (or attempts to as
dispel magic , if a Fog Cloud spell is at its level or higher).

##### Flash of Light [level 1]

**Evocation [Healing]**

**Casting Time** 1 reaction or bonus action

**Range** 60 feet

**Components** V, S

**Duration** Instantaneous

Reaction. A creature in range is hit with an attack, or an


undead or fiend moves within range.

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.

If you target an unwilling creature, you require a ranged


spell attack.

Heightened. The healing increases by 1d4 for each level


above 1st.
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##### Freezing Sphere [level 2]

**Evocation**

**Casting Time** 1 action


**Range** 30 feet

**Components** V, S, M (small crystal sphere)

**Duration** Instantaneous, or up to 1 minute.

You create a frigid globe of transparent blue ice


brimming with elemental energies. Once you cast this
spell, you can retain the globe or throw it up to the
range of the spell, causing it to explode in a 10-foot radius
sphere. The explosion releases a burst of numbing cold.

All creatures in the area must succeed on a Stamina


saving throw or take 4d8 cold damage in the area on a
failed saving throw, or half the normal amount passing
the save. If the globe strikes a body of water or a liquid
with similar freezing points, the spell freezes the liquid
within its active radius to a depth of 6 inches for 1
minute. Creatures that were swimming or that were in
the water at the moment must succeed on an additional
Strength saving throw as an action versus your spell DC
or be restrained.

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.

Heightened. When cast from a level 3 spell slot, the


damage increases by 2d8 per level above 3rd. When
heightened to 4th level, the range increases to 100 feet,
and the radius increases to 20 feet. When heightened to
6th level, the range increases to 300 feet, and the radius
increases to 30 feet. When heightened to 8th level, the
range increases to 400 feet, and the radius increases to 40
feet.

Special. The spell can freeze damaging surfaces (such as


fires and liquids) that deal less damage on average than
the spell itself. Since lava deals 20d6 points of fire
damage (average 70), only a level 8 Freezing Sphere
(average 72) can freeze a surface of lava.

##### Frost Nova [level 3]

**Evocation**

**Casting Time** 1 action

**Range** 150 feet

**Components** V, S, M (drop of water)

**Duration** Instantaneous

You release a burst of frost in the area, creating a


freezing blast centered on you, igniting the very air
around you. Any creature within a 20-foot radius sphere
suffer 8d6 cold damage and the chilled condition, and are
entitled an Agility saving throw to half damage (a
successful save negates the condition). The cold spreads
around corners.

Heightened. The damage increases by 1d6 for each level


above 3rd.

##### Frostfire Bolt [level 1]

**Evocation**

**Casting Time** 1 action

**Range** 60 feet

Components V, S

Duration Instantaneous, plus 3 rounds

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.

Heightened. The damage increases by 1d6 fire and 1d6


frost each.

##### Globe of Invulnerability [level 4]

**Abjuration**

**Casting Time** 1 action

**Range** Self

**Components** V, S, M (a glass or crystal bead that


shatters when the spell ends)

**Duration** Concentration, up to 1 minute

An immobile, faintly shimmering barrier springs into


existence in a 10-foot radius around you and remains for
the duration.

Any spell of 3rd level or lower cast from outside the


barrier can't affect creatures or objects within it, unless
the spell is cast using a higher level spell slot.
Such a spell can target creatures and objects within the
barrier, but the spell has no effect on them. Similarly, the
area within the barrier is excluded from the areas
affected by such spells.

Heightened . When you cast this spell using a spell slot of


5th level or higher, the barrier blocks spells of one level
higher for each slot level above 4th.

##### Hammer of Justice [level 2]


**Evocation [Strike]**

**Casting Time** 1 bonus action

**Range** melee

**Components** V

**Duration** 1 minute, or two uses (whichever comes first)

You may apply this strike to any melee weapon attack.


On a successful damage roll, the target of this ability
must succeed on a Stamina saving throw or else be
stunned until the beginning of their turn in the next
round.

##### Hammer of Wrath [level 2]

**Evocation [Strike]**

**Casting Time** 1 reaction

**Range** 60 feet

**Components** V

**Duration** Instantaneous

Reaction. A creature is reduced to below one-half hit


points

Make a melee weapon attack roll against a creature


within 60 feet as if they were in melee range. A spectral
version of your weapon flies ahead and strikes the foe at
a distance, dealing damage equal to your normal melee
attack, plus an additional 2d8 thunder damage.
Heightened. The extra thunder damage increases by 1d8
for each level above 2nd.
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##### Hallow/Unhallow [level 5]

**Evocation**

**Casting time** 24 hours

**Range** Touch

**Components** V, S, M (500 gp in oils and incense, which


the spell consumes)

**Duration** Until dispelled

You touch a point and infuse an area around it with holy


(or unholy, ancient, or elemental) power. The area can
have a radius up to 60 feet, and the spell fails if the
radius includes an area already under the effect a h allow
spell. Depending on your casting class, you can rely on
one power. You may repeat a hallowing on another area
within the radius of the original hallow, in which case
the chained spell costs less materials (15 CP per 60 feet of
hallowed ground).

Druids rely on the power of ancients; priests can rely on


holy or unholy power; paladins rely on holy power;
death knights rely on unholy power; and shamans rely on
elemental power. The affected area is subject to the
following effects.

First, celestials, elementals, fey, fiends, or undead (chosen


by the caster) can’t enter the area, nor can such creatures
charm, frighten, or possess creatures within it. Any
creature charmed, frightened, or possessed by such a
creature is no longer charmed, frightened, or possessed
upon entering the area. You can exclude one or more of
those types of creatures from this effect. If such barred
creature attempts to enter the area, it must succeed on
three Charisma saving throws. If it fails on two saving
throws, it cannot attempt re-entry for one week.

Second, you can bind an extra effect to the area. Choose


the effect from the following list, or choose an effect
offered by the DM. Some of these effects apply to
creatures in the area; you can designate whether the
effect applies to all creatures, creatures that follow a
specific deity or leader, or creatures of a specific sort,
such as orcs or trolls. When a creature that would be
affected enters the spell’s area for the first time on a turn
or starts its turn there, it can make a Charisma saving
throw. On a success, the creature ignores the extra effect
until it leaves the area.

Bloom (Ancient power only). The area blooms of plant


life. It gains 4 cp worth of herbalism and alchemy
materials, or can support large trees. This can be even
used in hostile environments (such as deserts or in the
Outland), but it is more easily dispelled (dispeller gains
advantage to dispel).

Blight (Unholy only). The area is blighted to kill plants


and corrupt all life. It loses three-quarters of all
herbalism and alchemy materials, and sterilizes the land
(as if salted). In a blighted area, undead can rest and
restore hit dice normally without using magic or special
abilities (such as cannibalism or vampirism). Binding
undead in an area of blight costs only one-half the normal
cost.

Blessed (Holy only). The area is blessed to provide all


allied creatures with the benefits of the Bless spell
(useable up to three times at any given 24 hours).
Courage. Affected creatures can’t be frightened while in
the area from any source.

Darkness. Darkness fills the area. Normal light, as well as


magical light created by spells of a lower level than the
slot you used to cast this spell, can’t illuminate the area.
Daylight. Bright light fills the area. Magical darkness
created by spells of a lower level than the slot you used
to cast this spell can’t extinguish the light.
Energy Protection. Affected creatures in the area have
resistance to one damage type of your choice, except for
bludgeoning, piercing, or slashing.

Energy Vulnerability. Affected creatures in the area


have vulnerability to one damage type of your choice,
except for bludgeoning, piercing, or slashing.
Elemental Activity (Elemental power only). The
hallowed area is attuned to elementals. It is treated as an
inverted magic circle, but only for the purposes of
binding elementals. If convinced to perform a task that
serves the elemental powers, you gain advantage to
Charisma checks to convince them, and the gold cost for
the spell is reduced by three-fourths.

Everlasting Rest. Dead bodies interred in the area can’t


be turned into undead.

Extradimensional Interference. Affected creatures can’t


move or travel using teleportation or by
extradimensional or interplanar means so long as they are
within the area.

Fear. Affected creatures are frightened while in the area.

Silence. No sound can emanate from within the area, and


no sound can reach into it. T ongues. Affected creatures
can communicate with any other creature in the area,
even if they don’t share a common language.

Special. When hallowing inside a building, the spell’s


effects are limited by it, becoming a shapeable spell. So
long as the spell’s area of effect fills at least half the
building, it can be treated as affecting all of it.

##### Healing Stream [level 4]

**Evocation [Healing]**

**Casting Time** 1 action

**Range**60 feet

**Components** V, S

**Duration** Instantaneous

You may target a single creature with a chained healing


spell. The target is healed 6d8 hit points, and the spell’s
effects are then transferred (and diminished) to another
creature you choose within 30 feet of the original target.
The secondary target heals 4d8 hit points, and the effect
arcs again, losing two dice for each target after the first.
This spell has no effect on constructs and undead.
Heightened. The healing increases by 1d8 for each level
above 4th.

##### Healing Stream Totem [level 6]

**Evocation [Totem] [Healing]**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Concentration, up to 1 minute

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.
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##### Healing Ward [level 1]

**Evocation [Totem] [Healing]**

**Casting Time** 1 action

**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.

Heightened. The ward heals one additional hit point, or


remains for one additional minute per spell level.

##### Hex Array [level 1+]

**Transmutation [Array]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Instantaneous

You inflict one hex of the below array.


· Bone Lock (level 3). As the slow spell.
· Death Hex (level 1). You place a curse on a
creature that you can see within range. Until the spell
ends, you deal an extra 1d6 shadow damage to the target
whenever you hit it with an attack. Also, choose one
ability when you cast the spell. The target has
disadvantage on ability checks made with the chosen
ability.

· Dream Eat (level 2). You can deal 2d6


psychic damage to a sleeping target per spell level,
healing one-half the damage you deal. If the target dies
from this, they are instead trapped in eternal sleep (this
is treated as a curse effect. Breaking the curse awakens
the target normally). This effect has a concentration
duration up to 1 hour.

· Fortune (level 1). As the Bless spell.

· Love Hex (level 1). As the Charm spell,


but can affect any creature type, so long as that finds you
attractive.

· Misfortune (level 1). As the Bane spell.

· Spell Steal Hex (level 5). As the Spell Steal


spell. This still requires you to prepare the Dispel Magic
spell.

Heightened.

· Death H ex. When you cast this spell using


a spell slot of 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. When you
use a spell slot of 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours.
```
```

##### Hold [level 2]

**Enchantment**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S, M (a small, straight piece of iron)

**Duration** Concentration, up to 1 minute

You attempt to hold a creature you can see within range.


When preparing this spell, you can choose to be able to
hold one creature type your class can bind (see binding
under spellcasting).

It must make a Spirit saving throw. If it fails, it is


paralyzed until the spell ends. At the end of each of its
turns, the target can make another saving throw. On a
success, the spell ends on the target.

Special: If choosing to exclusively affect beasts, the spell’s


level is decreased to 1st level instead, as their minds are
more malleable.

Heightened. When you cast this spell using a spell slot of


3rd level or higher, you can target one additional
creature for each slot level above 3rd. They must be
within 30 ft. of each other when you target them. You
can instead choose to target an additional creature type
to the hold spell instead (Hold Person at level 2 can be
Hold Person and Elementals at level 3).

##### Holy Fire [level 2]

**Evocation [Sigil]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Up to 1 minute

A blast of holy fire burns a creature within range,


creating a pulsing blaze within their very spirit that
throws off their aim.

Make a ranged spell attack against the target. On a hit,


the target is affected by the holy fire, taking 2d4 holy
damage.

At the beginning of every round, they take the initial


damage again (Spirit saving throw negates the damage
and ends the spell). So long as the spell is active, the
target takes double damage against any Smite spell you
cast. If the ranged spell attack misses, the spell deals half
the initial damage and has no other effect.
Heightened. The damage increases by one dice per every
level above 2nd.

Special: This may be cast as unholy fire, dealing shadow


damage instead.

##### Holy Light [level 1]

**Evocation [Healing]**

**Casting Time** 1 action

**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.

Heightened. The healing increases by 1d8 per level above


1st.
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##### Holy Nova [level 3]

**Evocation**

**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S

**Duration** Instantaneous

You release a burst of holy energy a 30-foot radius


sphere. All living creatures are healed 3d8 hit points.
This damage heals the living and harms the undead (as
holy damage). Unwilling targets are entitled a Spirit
saving throw to half damage. The light spreads around
corners.

Heightened. The damage and healing increases by 1d8


for each level above 3rd.

##### Holy Shock [level 2]

**Evocation [Healing]**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Instantaneous

You release a burst of energy that heals or harms.


You may target a creature as a ranged spell attack. On a
success, it either regains 1d8 + your spellcasting ability
modifier or is dealt the same amount of Holy damage.
This can only heal the living. On a ranged dice result of
18 to 20, this is considered a critical hit and either heals
or harms double normal damage. If the caster has the
Holy Vision ability, the attack is a critical hit on a dice
result of 16-20.
Heightened. The healing increases by 1d8 per two levels
above 2nd.

##### Holy Wrath [level 3]

**Evocation**

**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S

**Duration** Instantaneous

You release a burst of holy energy the area, creating a


holy blast centered on you. All fiends and undead within
a 20 foot radius sphere take 6d6 holy damage, and are
entitled a Spirit saving throw to half damage. The light
spreads around corners.

Heightened. The damage increases by 2d8 for each level


above 3rd.

##### Ice Block [level 4]

**Abjuration**

**Casting Time** 1 reaction

**Range** Personal (Self)

**Components** V, S

**Duration** Concentration, up to 1 hour

Reaction. You are targeted with an attack or harmful


effect.

You become encased in a block of ice, protecting you


from damage. You gain 40 temporary hit points, and
resistance to all types of damage except fire, as well as
immunity to cold damage. So long as the temporary hit
points remain, this effect remains.

While encased in ice and concentrating, you are


incapacitated. When the ice is destroyed or when you
cease concentration, you may cast any spell as a reaction
(so long as its normal casting time is 1 action or quicker).

##### Icy Touch [level 1]

**Evocation**

**Casting Time** 1 action

**Range** Touch

**Components** V, S
**Duration** Instantaneous

You reach forward, freezing your target’s joints and


breath. Make a melee spell attack against a creature you touch. If you succeed, the
target takes 3d6 cold damage,
and are chilled for one round.

##### Immolation Aura [level 2]

**vocation [Aura]**

**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S

**Duration** Concentration, up to 1 hour

You surround yourself with a burning green fire that


reaches 5 feet away (unlike normal auras). For the
duration of the aura, any creature that attacks you with
a weapon in reach of the aura or who begins its round
within range takes 2d6 fire damage, with an Agility save
to halve damage.

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.

Heightened. The damage dealt by your aura increases by


1d6 per level above 2nd.

##### Immolate [level 1]

**Evocation** [Sigil]

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Up to 1 minute

You infuse your target with flickering green hellfire.


Make a ranged spell attack against a creature within
range.

On a hit, the target is affected by the spell, taking 1d6


damage. This damage is treated as both fire and fel. At
the beginning of their turn every round, they take the
initial damage again (Spirit saving throw negates the
damage and ends the spell).

So long as the spell is active, the target suffers -4 to the


first saving throw they make until the beginning of their
turn in the next round. If the ranged spell attack misses,
the spell deals half the initial damage and has no other
effect.

Heightened. The damage increases by one dice per spell


level above 1st.

##### Inferno Blast [level 4]

**Evocation [Sigil]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Up to 1 minute

You infuse your target with pure arcane flame. Make a


ranged spell attack against a creature within range. On a
hit, the target is affected by the spell, taking 4d6 fire
damage. At the beginning of every round, they take the
initial damage again (Agility saving throw negates the
damage and ends the spell).
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So long as the spell is active, the blast from the spell


target's splashes on the area around the target. All
creatures adjacent to the target take half the initial
damage the target takes. If the ranged spell attack misses,
the spell deals half the initial damage and has no other
effect.

Heightened. The damage increases by one dice per spell


level above 4th.

##### Inner Fire [level 1]

**Transmutation**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Five minutes

The benevolent holy light burns within a creature


within range. The creature is empowered to do great
deeds. The creature gains +1 to damage rolls, and their
armor increases by +1. These bonuses do not stack with
the benefits of auras or spells that increase damage by a
numeric amount.

Heightened. You can increase the bonus to AC and


damage rolls by +1 each for every two levels above 1;
(+2 at spell level 3, +3 at spell level 5, +4 at spell level 7,
and +6 at spell level 9).

##### Invoke Elements [level 0]

**Evocation**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Instantaneous

You can create one of the following effects:


You create a tiny, harmless illusion that predicts the
weather for the next 24 hours; your voice booms three
times as loud; you conjure a spark of lightning or flame
that can light or snuff a small campfire, torch, or candle;
cause such flames to flicker and change color for 1
minute; you cause harmless tremors for 1 minute; you
chill, warm, a small amount of liquid, or freeze it for 1
minute.

You can have up to three of these 1-minute effects active


at once.

##### Lava Burst [level 2]

**Evocation [Sigil]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Up to 1 minute

You blast your target with sticky elemental lava. Make a


ranged spell attack against the target. On a hit, the
target is affected by the spell, taking 2d6 fire damage. At
the beginning of every round, they take the initial
damage again (Agility saving throw negates the damage
and ends the spell).

So long as the spell is active, the target suffers additional


half damage (+50%) from any Elemental Shock spell you cast. If the ranged spell
attack misses, the spell deals half
the initial damage and has no other effect.
Heightened. The damage increases by one dice per spell
level above 2nd.

Special. If the victim of this spell is targeted with any


water or cold spell or effect, the lava solidifies, inflicting
a slow effect instead of increased vulnerability to
elemental shock spells.

##### Life Tap [level 2]


**Necromancy**

**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S, M (Drop of warlock’s blood)

**Duration** Instantaneous

You draw a drop of blood, and sacrifice your life-force


for mana. You lose one-fourth your maximum hit points
and regain up to one-fourth your maximum mana points.
You may benefit from this spell only once every hour, as
a mana-restorative effect.

Special: This spell does not cost mana.

##### Lightning Bolt [level 3]

**Evocation**

**Casting Time** 1 action

**Range** Personal (Self), 100-foot line, or 100 feet (one


creature), see description

**Components** V, S, M (a bit offur and a rod of amber,


crystal, or glass)

**Duration** Instantaneous

A stroke of lightning forming aline of 100 feet long and 5


feet wide blasts out from you in a direction you choose.
Each creature in the line must make an Agility saving
throw. A creature takes 8d6 lightning damage on a failed
save, or half as much damage on a successful one.
Alternatively, you may cause the lightning bolt to lance
and jump between multiple targets instead of affecting
creatures in a line. The spell affects up to two targets
within 150 feet. Creatures struck by this take the damage
as normal.

The lightning ignites flammable objects in the area that


aren’t being worn or carried.

Heightened. When cast from a 4th level spell slot or


higher, the damage increases by 1d6 per spell slot above
3rd.

If casting the spell to leap between targets, the spell can


affect an additional target per every two levels
heightened above 3rd (3 at 5th, 4 at 7th, and 5 at 9th)

##### Lightning Orbs [level 1]

**Evocation**
**Casting Time** 1 action

**Range** 30 feet

**Components** V, S, M (a bit of fur and a rod of amber,


crystal, or glass)

**Duration** Concentration, up to 1 minute


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You conjure orbs of lightning to surround a creature
within range. Any object or creature that starts its turn
within 5 feet of the creature or comes within that range
is affected by the lightning orbs on a failed Agility saving
throw, taking 1d8 lightning damage, and can’t take
reactions until their next turn.

The lightning ignites flammable objects in the area that


aren’t being worn or carried.

Heightened. The damage increases by 1d8 per every two


spell slots above 2nd.

##### Lightning Storm [level 3]

**Evocation**

**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S

**Duration** Instantaneous

You release a storm of lightning in the area, electrifying


the very air around you in a burst of lightning. Any
creature within a 20-foot radius sphere suffers 8d6
lightning damage, and are entitled an Agility saving
throw to half damage. The lightning creeps around
corners, and does not harm the character's totems.
All targets harmed by this spell that have failed their
saves to half damage have a 50% chance to either be
pushed back 10 feet or lose their reactions for their
round.

Heightened. When cast from a 4th level spell slot or


higher, the initial damage increases by 1d6 per spell slot
above 3rd.

##### Lightwell [level 3]

**Evocation [Totem] [Healing]**

**Casting Time** 1 action

**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.

Heightened. The lightwell remains for five more minutes


more per every spell level above 3rd, to a maximum of 30
minutes, and the spell level of the Holy Light spell
increases by one level per level heightened.

Special. Priests can cast this spell, unlike most totem


spells.

##### Living Bomb [level 5]

**Evocation [Sigil]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Up to 1 minute

You infuse your target with a seed of arcane fire or frost


in the target’s chest cavity (or comparable part of their
body). Make a ranged spell attack against the target. On
a hit, an elemental bomb nests into the target, dealing
4d6 fire or cold damage. At the beginning of every
round, they take the initial damage again (Stamina
saving throw negates the damage and ends the spell).

So long as the spell is active, the damage from the spell is


added up to a total number of damage. If the spell ends
without being dispelled, the target (and every creature
within 10 feet away) suffer the total damage dealt by the
spell (Stamina saving throw halves the damage for the
target, and Agility save halves for those adjacent). If the
ranged spell attack misses, the spell deals half the initial
damage and has no other effect.

Heightened. The damage increases by one dice per spell


level above 5th.

##### Lunar Curse [level 3]

**Necromancy [Curse]**

**Casting Time** 1 action

**Range** Touch
**Components** V, S

**Duration** Concentration, up to 1 minute

You touch a humanoid to imbue a sliver of the lunar


curse within them. If the creature fails on a Spirit saving
throw and you maintain concentration and line of sight
to it for up to 1 minute, the creature is cursed to turn
into a were-creature (such as a Worgen or werewolf).

The cursed creature begins suffering psychological


torment and their body begins their transfiguration. For
three days, they will avoid gatherings of their same kind.
At this stage, a break curse can reverse the spell if the
target can succeed on a spellcasting check versus your
own, or one dispel magic for each of the three days of
transformation. Otherwise, this moves to the third stage.
At the end of the three days, the target's transformation
will be complete, and they will become Worgen (or any
were-creature chosen by you). Initially-transformed
worgen cannot transform back to humans (or their
original creature type) until after 1 week of rampaging
violence.

##### Mana Burn [level 2]

**Evocation**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Instantaneous

You target a creature that has mana within 30 feet. A


ray of black-purple anti-magic leaps out, and strikes the
target, draining them of mana. You must make a ranged
spell attack with the ray. On a success, the target loses
1d4+1 mana points. For every mana point lost, the target
takes two points of arcane damage.

The target is entitled a Spirit saving throw. On a


success, the mana and hit points lost are halved.
Heightened. The number of mana points drained
increases by 1d4 points per every three levels above 2
(2d4 at level 5, 3d4 at level 8).

Special: Demons always have active mana, and can


always be targeted with mana burn. If they have no
mana, they still take 2 points of arcane damage.
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##### Mana Shield [level 1]

**Abjuration**
**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S, M (a sapphire worth at least 10 gp,


which the spell consumes)

**Duration** 1 hour

You raise a transparent blue shield of force. This effect


remains only so long as you have at least 1 mana point in
your pool. For every 1 point of damage you take that are
not internal (such as from starvation), you may sacrifice
1 mana point to negate.

Effects that target your mana pool do so directly. This


cannot reduce the damage below half the original
damage dealt.

Heightened. A single mana point can absorb 1 additional


hit point per every three levels above 1 (2 hit points per
mana at spell level 4, 3 hit points per mana point at level
8).

##### Mana Tide Totem [level 6]

**Transmutation [Totem]**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** 1 minute

Once you place this totem, you may use a reaction to


have it release the effects of a 7rd level Brilliance Aura
(or Mana Tide), as the spell of the same name. This
totem otherwise functions as all other totem spells.

##### Mark of the Wild [level 1]

**Transmutation**

**Casting time** 1 action

**Range** 30 feet

**Components** V, S, M (a piece of bark or leaf)

**Duration** Concentration, up to 1 minute

You bless a creature with the mark of the wild.


Whenever the creature makes an attack roll or saving
throw before the spell ends, they can roll 1d4 and add
the value to their result. Alternatively, when subject to
elemental damage, they can roll 1d4 and reduce the value
from the damage they take.

##### Mass Revivify [level 5]

**Necromancy**

**Casting Time** 3 rounds

**Range** 30 feet

**Components** V, S, M (diamonds or alchemical reagents


worth 300 gp per target, which the spell consumes)

**Duration** Instantaneous

Choose up to 6 targets within 30 feet of a point you


choose within range. Each creature that has died within
the last minute returns to life with 1 hit point.
This spell can't return to life a creature that has died of
old age, nor can it restore any missing body parts.
Special. This spell can target any creature type except
Constructs and Outsiders.

##### Mind Blast [level 1]

**Evocation [Sigil]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Up to 1 minute

You concentrate, searing your enemy’s mind with a surge


of psychic energy that causes it to reel internally. Make a
ranged spell attack against a creature within range. On a
hit, the target takes 1d4 psychic damage. At the
beginning of every round, they take the initial damage
again (Charisma saving throw negates the damage and
ends the spell).

So long as the spell is active, the target has disadvantage


to their next skill check until the beginning of the next
round. If the ranged spell attack misses, the spell deals
half the initial damage and has no other effect.
Heightened. The damage increases by one dice per spell
level above 1st.

##### Mind Flay [level 3]

**Evocation [Sigil]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S
**Duration** Up to 1 minute

You focus your mental powers into creating a nexus of


damaging psychic power in your enemy’s mind. Make a
ranged spell attack against a creature within range. On a
hit, the target takes 3d4 psychic damage. At the
beginning of every round, they take the initial damage
again (Charisma saving throw negates the damage and
ends the spell). So long as the spell is active, the target is
slowed until the beginning of their turn in the next
round. If the ranged spell attack misses, the spell deals
half the initial damage and has no other effect.

Heightened. The damage taken increases by one dice per


every level above 3rd.

##### Mind Freeze [level 5]

**Abjuration**

**Casting Time** 1 reaction

**Range** 60 feet

**Components** S

**Duration** Instantaneous, plus Concentration for up to 1


minute

Reaction. When you see a creature within 60 feet casting


a spell.

You attempt to interrupt the creature by freezing its


tongue in its place, and its hands from performing the
spell’s gestures.

If the caster is casting a spell of 5th level or lower, they


automatically fail, and the target is silenced (as the spell
Mute), and Deafened (as Deafness). If they are casting a
spell of 6th level or higher, make an ability check using
your spellcasting ability versus a DC of 10 + spell’s level.
On a success, the creature’s spell fails and is silenced as
per the spell Mute. This spell effect can remain for as
long as you concentrate.

Heightened. The interrupted spell is automatic if the


spell’s level is less than or equal to Mind Freeze’s level.

##### Mind Vision [level 4]

**Divination**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S
**Duration** Concentration, up to 1 minute
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You focus your mental powers into seeing through the
target’s eyes, hearing through their ears, and sensing
through them. The target shares all images, sounds,
words and sensory messages they receive with you.
You may (so long as the spell is active) attempt to charm
or dominate the target with another spell, and both
spells can be concentrated on at the same time.

This link can be broken with a successful Spirit saving


throw.

##### Minor Alchemy [level 0]

**Transmutation**

**Casting Time** 1 action

**Range** Touch

**Components** V, S

**Duration** Concentration, up to 1 hour

You can temporarily alter the physical properties of one


nonmagical object, changing it from one substance into
another. You perform a special alchemical procedure on
one object composed entirely of wood, stone (but not a
gemstone), iron, copper, or silver, transforming it into a
different one of those materials.

For each 10 minutes you spend performing the


procedure, you can transform up to 1 cubic foot of
material. After 1 hour, or until you lose your
concentration, the material reverts to its original
substance. The residual effects of alchemy can be noticed
with a successful Alchemy or Perception check.

##### Moonfire [level 1]

**Evocation [Sigil]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Up to 1 minute

You call down a 5-foot wide, 30-foot high cylinder of


astral moonlight that suffuse the target’s very core.
Make a ranged spell attack against the target. On a hit,
the target takes 1d4 holy damage. At the beginning of
every round, they take the initial damage again (Spirit
saving throw negates the damage and ends the spell). So
long as the spell is active, the target takes -4 to their
saving throws against the Sunfire spell. If the ranged
spell attack misses, the spell deals half the initial damage
and has no other effect.

Heightened. The damage taken increases by one dice per


every level above 1st.

Special. If the target is shapeshifting, or is under the


effects of a polymorph spell or comparable effect, they
must make a saving throw whenever they take the initial
damage or else revert to their normal form. This cannot
overwhelm curse effects unless Moonfire is cast from a
level 5 spell slot.

##### Mutate [level 1]

**Transmutation [Array]**

**Casting Time** 1 action

**Range** Touch

**Components** V, S, M (hair, nail clip, or a piece of the


target’s body)

**Duration** 10 minutes

You transmute the touched target to gain one of the


below mutations. You can choose one of the following
mutations in the array.

· Adhesive: The target becomes stickier. They gain


advantage to grapple checks and checks related to
climbing or holding.

· Attribute Boost: The target gains +2 to one


attribute, but -2 to the opposite attribute. Strength is
opposed to Intelligence, Agility to Spirit, and Stamina to
Charisma.

· Bite: The target gains a bite melee weapon attack.


Bite is treated as a light natural attack, and deals piercing
damage as a dagger of the target’s size (1d4 for medium
creatures).

· Claws: This is treated as Bite, but instead deals


slashing damage, and is treated as a shortsword of the
target’s size (1d6 for medium creatures).

· Longer Limbs: One of the target’s limbs lengthen.


This increases the target’s reach by 5 feet for attack rolls
done through that limb (bite, kick, armed melee attacks,
etc.) or movement speed (if legs or tails) by 10 feet.

· Resistant Skin: The target gains energy resistance


5 against one energy type.

· Thicker Skin: The target gains a natural armor


bonus equal to +2. This does not stack with normal
armor.

· Sensitive Eyes: The target’s eyes become more


sensitive. They gain darkvision 60 feet, or increase the
range of existing darkvision by 30 feet.
Heighten. You can increase the bonus to attribute
mutation or armor by +1 for every spell level above 1st
level, or energy resistance by 5 points above level 1.
Alternatively, you may add another mutation for every
two spell levels this is heightened.

##### Mute [level 2]

**Illusion**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Concentration, up to 1 minute

You target a creature within range, forcing it to make a


Spirit saving throw. If it fails, the target is silenced and
deafened, preventing it from performing the verbal
components of spells, and rendering it immune to
Thunder damage and effects.

Heightened. You may target another creature within 30


feet of the original target for every spell levels above 2nd
(2 creatures at level 4, 3 at level 6, and 4 at level 8).

##### Orb of Annihilation [level 2]

**Evocation**

**Casting Time** 1 action

**Range** 50 feet

**Components** V, S

**Duration** Instantaneous

You throw a crackling sphere of black and purple energy


at a target or 5-foot-intersection in range. This requires a
ranged spell attack against a primary target or 5-foot
square. The orb deals 4d6 points of fel damage on the
target (or target 5-foot-square).

The target’s maximum hit points is reduced by one-half


damage dealt by this spell.

Creatures within 5 feet of the impact take half the fel


damage and their hit points are not reduced (Agility
saving throw halves the damage).
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A creature cannot be drained more than once per day


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

##### Parasite [level 2]

**Conjuration [Sigil]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Up to 1 minute

You summon a parasitic conjured creature into the


target. Make a ranged spell attack against any creature
within range. The target suffers 2d6 poison damage. At
the beginning of every round, they take the initial
damage again (Stamina saving throw negates the damage
and ends the spell). So long as the spell is active, the
target is treated as if poisoned.

If the ranged spell attack misses, the spell deals half the
initial damage and has no other effect.

If the creature dies while under the effects of parasite, its


poisonous fume arises from the corpse, dealing 2d6
damage in 10 feet, centered on the corpse. The parasite is
summoned on the spot of its death, and it remains for a
minute, as if you conjured it. You can implant any
creature that as part of the spell so long as it is one size
category smaller than the target, and if the conjure spell
you refer to is lower than the parasite spell in spell level.
Heightened. The damage increases by 1d6 per spell level
above 2nd.

##### Power Word Shield [level 3]

**Abjuration**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** One hour

The utterance of the holy word of shielding grants any


one ally within range 15 temporary hit points. All
damage taken by the ally is deducted from the shield
first, unless the damage is internal. A creature can
benefit from this Power Word only once for any given
hour.

Heightened. Increase the temporary hit points gained by


this spell by 10 points per level above 3rd.

##### Polymorph [level 4]

**Transmutation**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S, M (a caterpillar cocoon)

**Duration** Concentration, up to 1 hour

This spell transforms a creature that you can see within


range into a new form. An unwilling creature must make
a Spirit saving throw to avoid the effect. The spell has
no effect on a shapechanger or a creature with 0 hit
points.

The transformation lasts for the duration, or until the


target drops to 0 hit points or dies. The new form can be
any beast whose challenge rating is equal to or less than
the target's (or the target's level, if it doesn't have a
challenge rating). The target's game statistics, including
mental ability scores, are replaced by the statistics of the
chosen beast. It retains its alignment and personality.

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.

The creature is limited in the actions it can perform by


the nature of its new form, and it can't speak, cast spells,
or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature
can't activate, use, wield, or otherwise benefit from any
of its equipment.

##### Hope of Healing [level 5]

**Evocation [Healing]**

**Casting Time** 1 action

**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.

Heightened. The hit points regained increases by 1d8 for


each spell level above 5th.

##### Psychic Horror [level 3]

**Illusion**

**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S

**Duration** Concentration, up to 1 minute

You project a phantasmal current of fear all around you,


creating a blast of mental energy. Each creature within a
20-foot radius sphere centered on you must succeed on a
Spirit saving throw or drop whatever they are holding
and become frightened for the duration. While
frightened, the creature can only use the Dash action to
move away from you by the safest route available to it
unless there is nowhere to move. If the creature ends its
turn in a location where it does not have line of sight to
you, they can make a Spirit saving throw. On a
successful save, the spell ends for that creature.
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##### Pyroblast [level 7]

**Evocation [Channel]**

**Casting Time** 1 action

**Components** V, S

**Range** 150 feet

**Duration** Channeling, up to 1 minute

You raise your hands, creating and channeling a ball of


yellow-gold flames that gradually increases in size,
brightness, and power. You can unleash the Pyroblast at
the same round, in which case it will deal 12d6 fire
damage in a 20-foot sphere. It may be channeled
however (using an action and no extra mana). For each
action invested, you add 1d6 fire damage to the damage
dealt (up to a maximum equal to 150% of the base
damage, or 18d6 for 7th level).

Each creature in the area of effect must make a successful


Agility saving throw to half damage. The fire damages
objects in the area and ignites flammable objects that
aren’t being worn or carried.

Heightened. Increase the base damage by 1d6 for each


level above 7th, increasing the maximum possible
damage.

Special: Some effects count as a round of channeling for a


pyroblast spell.

##### Rain of Fire [level 5]

**Evocation [Channel]**

**Casting Time** 1 action

**Range** 150 feet

**Components** V, S, M (brimstone or phosphorus)

**Duration** Channeling, up to 1 minute

You whisper the magic words, and a hot, red light


emanates from your hands. At your command, small
meteorites crash against the designated area in a
15-feet-wide, 60-foot-high cylinder.

The spell calls down burning meteorites down on your


targets, dealing 2d4 points of fire damage and 2d4 points
of bludgeoning damage to the area and every creature in
it per round of concentration.

The rain sets fire to combustibles and damages objects in


the area. It can melt metals with low melting points,
such as lead, gold, copper, silver or bronze.

Sixty feet high, a burning cloud materializes dealing the


same damage to all creatures that fly through or under it.
Heightened. Per level above 5th, add one dice to the fire
damage, and the level afterwards, add one dice to the
bludgeoning damage (3d4 fire 2d4 bludgeoning 6th level,
3d4 fire 3d4 bludgeoning at 7th level, etc.)

##### Raise Dead [level 5]

**Necromancy**

**Casting Time** 1 hour

**Range** touch

**Components** V, S, M (a diamond or alchemical reagents


worth 500 gp, which the spell consumes)

**Duration** Instantaneous

You return a dead (or destroyed intelligent undead)


creature you touch to life, provided that it has been dead
no longer than 10 days. The creature returns to life with
1 hit point.
This spell also neutralizes any poison and cures
nonmagical Diseases that affected the creature at the
time it died. This spell doesn't, however, remove magical
Diseases, curses, or similar effects, if these aren't first
removed prior to casting the spell, they take effect when
the creature returns to life.

This spell closes all mortal wounds, but it doesn't restore


missing body parts.

Coming back from the dead is an ordeal. The target


suffers from resurrection sickness (see resurrection under
chapter 1: introduction).

##### Rejuvenation [level 1]

**Evocation [Sigil] [Healing]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Up to 1 minute

With the grace of the nature, you envelop one living


creature within range with a blessing that rapidly closes
wounds and rejuvenates the target. The target regains
1d4 hit points. At the beginning of their turn every
round, the target must succeed on a Spirit saving throw
to regain the same amount of hit points again. So long as
the spell sigil is active, the target also gains resistance to
poison damage, or suppresses one level of exhaustion
until the beginning of their turn the next round.

Constructs gain no benefit from this spell.

Heightened. The healing taken increases by one dice per


every level above 2nd.

Special. If the target is reduced to 0 hit points or below,


they automatically stabilize.

##### Renewing Light [level 1]

**Evocation [Sigil] [Healing]**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Up to 1 minute

You place a mark of the light on the target within range,


suffusing them with holy power. The target regains 1d4
hit points. 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.

At the beginning of every round, the target must


succeed on a Spirit saving throw to regain the same
amount of hit points again (or to end the spell if it harms
them). So long as the spell is active, the first creature
that attacks the target has disadvantage to the attack
roll. This bonus remains until the beginning of the
target's next turn.

Constructs gain no benefit from this spell.


Heightened. The healing taken increases by one dice per
every level above 2nd.
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##### Resistance Totem [level 5]

**Evocation [Totem]**

**Casting Time** 1 action

**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).

##### Resolve [level 1]

**Transmutation [Stance]**

**Casting Time** 1 reaction

**Components** S

**Range** Personal (Self)

**Duration** 1 minute, or one use (whichever comes first)

Reaction. You are subjected to forced movement.

You enter a stance that represents the swaying reeds in


the face of a storm. When you are subject to physical
forced movement (such as being pushed, knocked prone,
or tripped), you can use this stance to gain advantage to
any check (or an opposed Strength check if no check is
available). If you successfully remain unmoved, you gain
an attack of opportunity against them or may cast a
cantrip.
##### Resurrection [level 7]

**Necromancy**

**Casting Time** 1 hour

**Components** V, S, M (a diamond or alchemical reagents


worth 1,000 gp, which the spell consumes)

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).

Coming back from the dead is an ordeal. The target


suffers from resurrection sickness as per Raise Dead.
Casting this spell to restore life to a creature that has
been dead for one year or longer taxes you greatly. Until
you finish a Long Rest, you can't cast Spells again, and
you have disadvantage on all Attack rolls, Ability
Checks, and saving throws.

Heightened. By heightening Resurrection two levels (to


level 9), it becomes True Resurrection. The material
component increases to 25,000 gp, and the spell becomes
stronger as per the following:

· The target cannot have been dead for more than


300 years.

· The target does not suffer from resurrection


sickness.

· You do not suffer a penalty for casting the spell,


regardless of how long the creature has been dead.
· The spell does not need a corpse, and can create a
new body if the old is unavailable (although this requires
knowing the target’s name).

· If the target is an intelligent undead and their soul


is free and willing to be targeted (not imprisoned,
compelled, or currently animated), the spell creates a
new living body for them, effectively returning their
creature type to their original (humanoid if a Forsaken).

· You have advantage to attempting to free an


imprisoned soul if you are attempting a true resurrection.

##### Revivify [level 3]

**Necromancy**

**Casting Time** 1 action

**Range** Touch
**Components** V, S, M (diamonds or alchemical reagents
worth 300 gp, which the spell consumes)

**Duration** Instantaneous

You touch a creature that has died within the last


minute. That creature returns to life with 1 hit point.
This spell can't return to life a creature that has died of
old age, nor can it restore any missing body parts.

Special. This spell can target any creature type except


Constructs and Outsiders.

##### Riptide [level 1]

**Evocation [Sigil] [Healing]**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Up to 1 minute

You may target a living creature within range with a


curative blast of waters. The target regains 1d4 hit
points. 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.

At the beginning of every round, the target must


succeed on a Spirit saving throw to regain the same
amount of hit points again (or to end the spell if it harms
them). So long as the spell is active, a single spell that
affects the target is subject to a d ispel attempt (as if a
Dispel Magic spell was 1st level). This bonus remains
once per casting of riptide.

Constructs gain no benefit from this spell.


Heightened. The healing taken increases by one dice per
every level above 2nd. The effective level of the dispel
magic also increases by one level.

##### Runic Array [level 1+]

**Necromancy [Array, Rune, Strike]**

**Casting Time** 1 bonus action

**Range** Personal (any melee weapon)

**Components** V

**Duration** 1 minute or one strike per level

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

· Plague Rune (DKN 1). You may apply this


strike to infect the target with the blood or icy plague.
This attack deals +1d6 poison or cold damage (your
choice), and target must succeed on a Stamina saving
throw or be poisoned for 1 minute.

· Blood Rune (DKN 2). While under the


effects of this rune, the first attack you make in a round
against a living target deals +2 shadow damage. You
may heal with the value of the damage dealt, or may
grant half the final hit points to any ally within the
range of any of your active auras. This has no effect
against undead or constructs.
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· Frozen Waste Rune (DKN 1). Any


weapon you wield deals +2 of cold or shadow damage
on your first attack with it each round.
· Vampiric Rune (DKN 2). Half of the
damage dealt by your first hit in the round is counted as
healing for you. You may grant this healing to any ally
within 30 feet.

· Worm Rune (DKN 4). While under the


effects of this rune, your strikes infuse the enemy with a
virulent magical ailment that spawns a worm under the target’s skin. A living
target suffers 2d6 bleed damage for
every round so long as the rune is active. After the
bleeding effect deals 10 hit points, the worms increase in
size, and form a visible tumor under the target’s skin. At
this point, releasing the rune has an additional effect.

Release.

Releasing the rune has the following effect when


released.

· Blood Rune. If releasing the rune with a


Runic Strike, the target takes bleed damage equal the
rune’s damage per hit for one minute. A successful
Stamina save halves the damage and the duration.

· Frozen Wastes Rune. The target of the


Death Knight’s Runic Strike instantly suffers 4 cold and
shadow damage, and chills the target for one round.

· Worms Rune. If the target suffers at least


10 damage, the tumor explodes, dealing 5d6 shadow
damage to the target and healing all undead creatures
and harming all living creatures within 30 feet of the
targeted creature evenly. The damage healed is equal to
the bleed damage taken, and the target (and affected
creatures) are entitled a saving throw to halve the
damage taken.
Heightened.
· Devouring Plague. The base damage
increases by 1d6 damage per level above 1st.

· Blood and Frozen Wastes. The damage


taken per hit increases by 2 per spell level.

##### Seal Array [level 1+]

**Transmutation [Seal]**

**Casting Time** special (half movement)

**Range** Personal (Self)

**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

· Seal of Insight (level 3). While under the


effects of this seal, each time you strike an opponent in
melee, you reduce the mana cost of your paladin spells by
1 mana (minimum 1) for the next round. This does not
stack with other mana-reduction effects.

· Seal of Justice (level 2). While under the


effects of this seal, each time you strike an opponent in
melee, you reduce their speed by 10 feet. This penalty
stacks, and is removed after 1 round.

· Seal of Light (level 2). While under the


effects of this seal, each time you strike an opponent in
melee, you heal +2 hit points. You may halve the
amount of hit points gained and grant them to any ally
within 30 feet.

· Seal of Righteousness (level 1). Any


weapon you wield deals +2 of holy or fire damage on
your first attack with it each round. This is an aura
bonus.
Release.

· Seal of Light. You (or any ally within 30


feet) regain 1d8 hit points.
· Seal of Righteousness. The target of the
Paladin’s Crusader Strike instantly suffers 4 holy or fire
damage.

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.

##### Shackle Evil [level 2]

**Necromancy**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S, M (a dip of holy water or a bone)

**Duration** Concentration, up to 1 minute

Choose any two undead or fiends that you can see


within range. The targets must succeed on a Spirit
saving throw or be paralyzed for the duration. At the
end of each of their turns, the targets can make another
Spirit saving throw. On a success, the spell ends for the
target.

Heightened. You can target an additional undead or


fiendish creature for each level above 3rd. The targets
must be within 30 feet of each other when you target
them.

##### Shadow Bolt [level 1]

**Evocation**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Instantaneous

You shoot a blast of shadowy energy at a creature within


range. Make a ranged spell attack against the target. On
a hit, the target takes 1d8 shadow damage.

If the creature suffers from a sigil effect, it triggers


instantaneously as if another round passed (no saving
throw).

Heightened. For every level above 1st, you may deal an


additional 1d8 points of shadow damage with the bolt.

##### Shadow Strike [level 2]

**Evocation** [Sigil]

**Casting Time** 1 action

**Components** V, S, M (knife)
**Range** 60 feet

**Duration** Up to 1 minute

A shimmering black knife streaks forward and strikes


one creature within range. Make a ranged spell attack
against the target. On a hit, the target suffers 2d4
shadow damage. At the beginning of their turn every
round, they take the initial damage again (Spirit saving
throw negates the damage and ends the spell). So long as
the spell is active, the target is treated as if they are
blinded against you until the beginning of their turn the
next round. If the ranged spell attack misses, the spell
deals half the initial damage and has no other effect.
If the creature dies while under the effects of shadow
strike, you are aware of their general location to up to
one mile.

Note. Despite the name, Shadow Strike is not a strike


spell.

Heightened. The damage taken increases by one dice per


every level above 2nd.
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##### Shift Skill [level 1]

**Transmutation**

**Casting Time** 1 action

**Range** Touch

**Components** V, S

**Duration** Concentration, up to 10 minutes

You imbue a creature with a measure of your skill. The


target gains a bonus to a single skill check equal to +2.
This does not stack with an existing proficiency bonus.
Heightened. For every level above 1st, the bonus
increases by +1 (maximum +6 at spell level 4).

##### Shocking Bolt [level 0]

**Evocation**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Instantaneous

You release a blast of lightning towards any creature or


object within range. Make a ranged spell attack. On a
hit, the target takes 1d8 lightning damage, and there is a
25% chance they cannot use their reaction for that
round.
When you reach 5th level, you can release two blasts of
lightning at the same time. When you reach 11th and
17th level, you can release 3 and 4 blasts at the same
time, respectively. Each blast can target the same target
or others within 30 feet of one another.

##### Shooting Star [level 3]

**Evocation**

**Casting Time** 3 rounds

**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.

Heightened. When heightened to level 5, you gain an


additional shooting star once per 2 levels beyond 3rd.
Special. This spell requires line of sight to the sky,
although it does not require a specific time. If the spell is
cast at night, the shooting star deals the additional
damage as holy instead of arcane.

##### Shot Array [level 1+]

**Transmutation [Shot]**

**Components** V

**Duration** 1 minute or two arrows per spell level


(whichever is sooner)

You gain one shot of the below array.

· Arcane Shot (level 2). Your shots are


transformed into missiles made of pure force, dealing
their damage in arcane damage, plus an additional 1d3
points of arcane damage. If the creature you successfully
shoot has the benefits of a beneficial spell, it is also
subjected to a 1st-level Dispel Magic spell. This allows
you to remove 0-level spells, and must make an ability
check versus a spell level of 1 or above). This dispel effect
cannot dispel a spell level higher than that of Arcane
Shot.

· Black Arrow (level 3). Your shots are


transformed into missiles made of unholy energy. The
shot deals an additional 3d4 points of shadow damage to
the target. If a creature is killed by this strike, they are
animated as per the spell Animate Dead (spell level 1).
This raises the target from the fresh corpse. The killed
creature is not raised if they are normally immune to the
effect. Knowledge of this shot is typically a secret, and is
usually used by the Forsaken, the Scourge, and ruthless
independents.

· Concussive Shot (level 2). Your arrows


are destructively concussive. Targets hit by this shot
spell must make a Stamina saving throw or else take two
of the following penalties until the end of their next
round (the penalty is chosen by you).

● Speed is halved.

● Target takes -2 to AC and Agility saving


throws.

● Target cannot take reactions.

● Can use either an action or bonus action, and


cannot make more than one attack every round.

● If casting a spell, roll a d20. On an 11 or higher,


the spell doesn’t take effect until the creature’s
next turn, and the creature must use its action
on said turn to complete the spell.

· Counter Shot (level 1). You may use your


reaction to shoot a creature attempting to cast a spell.
This deals damage normally, and imposes disadvantage
on checks to concentrate on the spell when taking
damage

· Scorpid Shot (level 2). Your arrow is


enchanted with a venomous agent. If you strike an
enemy with this hit, they are poisoned. The effect
remains for one minute. On a successful Stamina saving
throw, the enemy negates this effect.

· Searing Shot (level 1). Your shots are


infused with searing flame. They deal +1d6 fire damage.

· Stopping Shot (level 1). If you use this


shot as a held action, this deals damage normally, and
reduces the creature’s move speed to 0. On a successful
Stamina saving throw, their speed is instead reduced by
half.
· Tranquilizing Shot (level 1). Your shot are
enhanced with a sleeping agent. If you strike an enemy
with this hit, roll 5d8. If the total number is equal to or
less than the target’s current hit points, they fall
unconscious for one minute. A sleeper may be awakened
if taking damage or when targeted with an action (like
shaking or slapping them). Undead and creatures
immune to being charmed are immune to this effect. A
creature may roll a Stamina saving throw to reduce the
duration of sleep to one round.

· Venom Shot (level 1). Your arrow is


enchanted with a poisonous agent. If you strike an
enemy with this hit, you deal an additional 1d8 poison
damage. This damage is halved on a successful Stamina
saving throw.
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· Viper Shot (level 1). Your arrow is
enchanted with an anti-magic agent. If you strike an
enemy with this hit, they lose 1d2 mana points. For
every mana point lost, the target takes 2 points of arcane
damage. This damage is halved on a successful Spirit
saving throw.

· Wing Clip Shot (level 2). Your arrow is


enchanted to strike a creature’s hamstring or movement
joint. If you strike an enemy with this hit, they take an
additional +1d6 damage, have their speed reduced by 10
feet, and can’t take reactions until the start of their next
turn.

· Wyvern Shot (level 3). Your arrow is


enchanted with a debilitative agent. If you strike an
enemy with this hit, you reduce the target’s maximum
hit points by 3d4 for one hour. This damage to hit points
is halved on a successful Stamina saving throw. A
creature cannot be affected by this more than once at
any given hour, and when the duration ends, their
maximum is restored. If a creature’s maximum is reduced
below their current hit points, the excess is treated as
temporary hit points (if the maximum is restored, these
temporary hit points return to be actual hit points).
Heightened.

· Arcane Shot. The strike’s damage


increases by 1d3 and the dispel magic effect increases by 1
level per level above 2nd.

· Black Shot. The strike’s damage increases


by 1d4 per each spell level beyond 3rd. The spell level
also increases by 1.

· Concussive Shot. The duration remains for


one round more per level above 2nd. At the end of the
target’s round, they are entitled another save to end the
concussive effect.
· Searing Shot. The shot deals +1d6 damage
(chosen during casting) per level above 1st.

· Tranquilizing Shot. You roll an additional


2d8 of tranquilizer per level above 1st.

· Venom Shot. You roll an additional 1d8


poison damage per level above 1st.

· Venom Shot. For every level above 2nd,


you deal an additional 1d2 mana damage.

· Wyvern Shot. You roll an additional 1d4


points per level above 3rd.

##### Slumber [level 3]

**Enchantment**

**Casting Time** 1 action

**Range** Touch

**Components** V, S

**Duration** Instantaneous

This spell sends a willing creature that can sleep into


magical sleep. The caster may designate up to three
conditions to cause the sleeper to wake up (such as after
24 hours, when a horn is blown, etc.), but only
conditions the sleeping target would be able to perceive
should they be awake.

While resting this way, the sleeper does not age, and all
poisons, curses, and diseases are suspended (they
continue acting once you awaken).
```
```

##### Soul Stone [level 5]

**Necromancy**

**Casting Time** 1 action

**Range** Personal ( Self)

**Components** V, S

**Duration** 1 hour

Once you cast this spell, you create a crystal-like green


stone that resembles a heart. You may grant other
creatures a soul stone with each casting.
A creature that possesses a soulstone can restore
themselves to life for up to 1 minute after they die.
Heightened. You create an additional soul stone for each
casting per level above 5th.

Special. A creature benefitting from a soul stone takes -1


to all rolls until they take a long rest (stacks up to -5,
after which the soul stone does not function). You
cannot cast this spell more than once in a single 24 hours
period.

##### Soul Well [level 5]

**Conjuration [Ritual]**

**Casting Time** 1 action

**Range** Self (5 mile radius sphere)

**Components** V, S

**Duration** 1 hour

You create a soul-well, which links any creature who has


a soul stone to you. If a creature dies within a 5-mile
radius of the well, it is revived via soul stone (as if via
the Revivify spell), and are teleported to the Soul Well,
emerging from it without their gear (and typically
covered with a coat of ectoplasm). This is a teleportation
effect, and it is blocked by normal spells that prevent
teleportation.

Heightened. For each spell level above 5th, the range of


the soul well increases by 1 mile.

##### Soulshatter [level 4]

**Enchantment**

**Casting time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Concentration, up to 1 minute

You release a wave of regret and sorrow that washes


over everyone in the area, imposing a heavy feeling of
depression and sorrow. All targets within a 20-foot
sphere must make a Charisma saving throw or else lose
its ability to feel motivated or compelled to fight, causing
them to stop fighting. This spell suppresses fear and
charmed effects, as well as all morale bonuses until the
spell ends, causing the targets to become indifferent to
everyone else. If the targets witness their friends or allies
being harmed by you or your allies, they gain another
saving throw versus this effect, but will otherwise
remain as it was.
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##### Spell Steal [level 5]

**Abjuration**

**Casting Time** 1 reaction, or 1 action (if reaction is not


triggered)

**Range** 30 feet

**Components** V, S

**Duration** Instantaneous plus 12 Hours

Reaction. When you see a creature within 60 feet casting


a spell.

You attempt to steal the magic of a spell from a creature


as it is releasing it. If the creature is casting a spell of 4th
level or lower and fails a Spirit saving throw, you steal
the spell or an ongoing spell effect. You can cast this spell
normally without spending mana within the next 12
hours or until you take a long rest, whichever comes
first.

To steal a 5th level spell, the creature must fail on a


Spirit saving throw, and you must succeed on a dispel
attempt (see the Dispel Magic spell)
You may only hold on to one stolen spell at a time. If you
cast this spell again before using a stolen spell, that spell
is replaced with the spell you steal then.

Special. You can only prepare this spell if you also have a
Dispel Magic spell prepared two levels lower than the
Spell Steal.

Heightened. You automatically succeed in stealing spells


lower 1 level than the Spell Steal spell. Increasing the
Spell Steal’s level allows you to steal spell effects of
higher level.

##### Spirit Infusion [level 3]

**Transmutation**

**Casting time** 1 action

**Range** Personal (Self)

**Components** V, S

**Duration** Concentration, up to 1 minute

You infuse yourself with a totemic spirit. Choose one of


the three spirits below, and you gain the chosen benefit
for as long as you concentrate on the spell. Unlike most
concentration spells, this can be concentrated with along
with another.

· B ear. You gain climb speed of 10 feet per


round, deal 1d6 damage with your melee unarmed attack,
and gain 2d6 temporary hit points.

· E agle. You double your normal movement


speed and jumping distance, and constantly benefit from
the Feather Fall spell

· W olf. You also gain +3 to melee damage


rolls per ally adjacent to the target (maximum equal to
spell level), and your allies gain +2 to attack rolls versus
one target you engage with. This is an aura bonus.
Heightened. For each spell level above 3rd, the maximum
duration of the spell increases by 2 minutes.

##### Spirit Link [level 3]

**Abjuration**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Concentration, up to 1 hour

You may target up to four creatures within 30 feet of one


another with this spell (yourself included), and all of
which are deeply linked in a network of abjuration
magics. Whenever one of the linked creatures is
damaged, they share up to 5 hit points of damage taken
by one of the creatures in the spirit link among the rest,
distributing the damage evenly amongst them all. This
requires one reaction every round to activate, though the
damage is totaled before distributed.

The damage, once shared, is considered untyped damage,


which bypasses immunities, vulnerabilities, and
resistances. If any ally is reduced to 0 hit points, the spell
ends prematurely.

Heightened. You can share an additional 5 hit points per


two spell levels above 3rd.

##### Spirit Link Totem [level 5]

**Conjuration [Totem]**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Concentration, up to 1 hour

You plant the totem in the ground anywhere within 30


feet. All willing allies are linked with the Spirit Link
spell, up to a maximum of one creature per spell level.
Whenever a creature is damaged, you may use your
reaction to share the damage taken among the rest. You
may use an action to change the targets of the spirit link.
This spell otherwise acts as a totemic version of Spirit
Link.

Special Unlike most totem spells, this is a concentration


effect.

##### Spirit Strike [level 1]

**Evocation [Strike]**

**Components** V, S

**Duration** 1 minute, or one use (whichever comes first)

You may apply this strike to any melee natural unarmed


attack. You may choose one aspect to strike as.

· Bear. You may initiate a grapple as part of


the strike.

· Eagle. Your movement after this strike


does not provoke attacks of opportunity.

· Wolf . You may (as a bonus action) knock


the target prone if they fail an Agility saving throw.

##### Spiritual Reincarnation [level 5]

**Conjuration**

**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S, M (rare oils and herbs or alchemical


reagents worth 500 gp, which the spell consumes).

**Duration** Instantaneous, plus up to 1 minute

After you cast this spell, your soul is tethered to your


body beyond the limited scope of death.

If you die afterwards, you may spend mana equal to half


the cost of this spell level to keep your soul tethered
around your corpse for up to 1 minute. So long as your
soul is tethered this way, you can return to your body
and revive it (as the spell revivify).

If you do not return to your body within the minute of


tethering, the spell ends, and you die normally.
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This spell may be detected as if a normal active spell (via
detect magic or abilities that detect magical auras). If the
spell is dispelled, you die as if you didn’t return to your
body.

##### Starfall [level 5]

**Evocation [Channel]**

**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S

**Duration** Channel, up to 10 minutes

You point to the open sky, calling down a cylinder of


normal light centered on you, 60 feet wide, and 100 feet
high.

At the beginning of every round where you channel the


spell (the first round does not count), choose any two
points within the cylinder. A shooting star of energy
crashes down on that point. Every creature within a
5-foot radius of that point must make an Agility saving
throw. A creature or object takes 3d6 concussive damage
and 2d6 arcane damage on a failed save, or half that on a
successful saving throw.

Special. This spell requires line of sight to the sky,


although it does not require a specific time. If the spell is
cast at night, the shooting star deals additional holy
damage instead of arcane damage.

Heightened. When heightened to level 7, you can call


three meteors instead of two. This increases by one
meteor for every 2 spell levels beyond 7th (3 at level 7, 4
at level 9).

##### Stasis Trap [level 1]

**Conjuration [Totem]**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** 10 minutes

You plant the totem in the ground anywhere within 30


feet. It is visible for 1 round, before becoming invisible
for the rest of its duration (gaining advantage to Stealth,
with a Stealth bonus equal to yours). Once invisible, it is
effectively active. If a creature moves within 10 feet of
the totem during its activity, you are notified of the
presence, and you are aware of their creature type and
direction of movement (but nothing more).

If you use your reaction to send the mental command,


the totem explodes into a shower of sparks easily seen
from up to a mile, lighting up the totem and the area for
one round. All creatures 10 feet away from the totem
must make an Agility saving throw or be stunned until
the beginning of their turn the next round.

Heightened. The trap remains for ten more minutes


more per every level, to a maximum of 100 minutes.

##### Strangulate [level 4]

**Necromancy**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Concentration, up to 1 minute

Choose a humanoid that you can see within range. The


target must succeed on a Stamina saving throw or be
paralyzed and lifted ten feet above the ground for the
duration. On each of their turns, the target may make
another saving throw. On a success, the spell ends for
the target, and they drop without taking falling damage.
While the creature is paralyzed this way, they are also
choking.

After the spell’s effects end, the target is affected by the


Mute spell for one round per round of complete
strangulation.

##### Sunbeam [level 3]

**Evocation**

**Casting Time** 1 action

**Range** Self

**Components** V, S, M (a lens)

**Duration** Concentration, up to 1 minute

A beam of brilliant light flashes out from a brilliant mote


in your hand in a 5-feet-wide, 30-feet long line. Each
creature in the line must make a Stamina saving throw.
On a failed save, a creature takes 3d8 Holy damage and is
blinded until your next turn. On a successful save, it
takes half as much damage and isn’t blinded by this spell.

Undead and oozes have disadvantage on his saving


throw. You can alter the line of radiance as an action on
the beginning of any turn until the spell ends. Your hand
emits bright light in a 30-foot radius and dim light for an
additional 30 feet. The light is treated as sunlight.
Heightened. The spell’s reach increases by 10 feet per
spell level above 3rd, and increases in damage by 1d8 per
spell level.

##### Sunfire [level 3]

**Evocation [Sigil]**

**Casting Time** 1 action

**Range** 120 feet

**Components** V, S, M (Leaf of any plant)

**Duration** Instantaneous, plus one minute

You call down a beam of brilliant sunlight that suffuses


the target’s being. Make a ranged spell attack against the
target. On a hit, the target takes 1d4 arcane damage. At
the beginning of every round, they take the initial
damage again (Spirit saving throw negates the damage
and ends the spell).

So long as the spell is active, the target takes -4 to their


saving throws against the Sunfire spell. If the ranged
spell attack misses, the spell deals half the initial damage
and has no other effect.

Heightened. The damage taken increases by one dice per


every level above 1st.

##### Swipe and Shred [level 1]

**Evocation [Strike]**

**Components** V, S

**Duration** 1 minute, or one use (whichever comes first)

You may apply this strike to any melee natural unarmed


attack. This deals additional 1d6 damage, and the target
suffers disadvantage to attack rolls for one round.
Heightened. You deal an additional 1d6 damage per spell
level above 2nd.
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##### Telekinesis [level 3]

**Transmutation**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Concentration, up to 1 minute


You can manipulate creatures or objects within range
with your mind. If attempting to move a creature, make
an ability check with your spellcasting ability opposed by
the creature's Strength check. If you win, you can move
the creature up to 15 feet, and the creature is restrained.
You can move an unattended object up to 500 lb. up to
15 feet within the range of this spell.

You can channel this spell to suspend a creature in


mid-air, or to damage it every round by constricting
(dealing 1d6 per spell level). If the target is larger than
you, it has advantage to the saving throw.

Special. Death Knights usually call this spell Death Grip,


and mages and warlocks often use this spell to restrain
and bring down aerial creatures (calling it Aerial
Shackles instead).

Heightening. Per every 2 levels above 3rd level, you


increase the spell's range by 30 feet, speed of movement
by 15 feet per round, and the maximum mass of moved
objects by 500 lb.

##### Tiger's Maul [level 2]

**Transmutation [Strike]**

**Components** V, S

**Duration** 1 minute, or two uses (whichever comes first)

You may apply this strike to any melee natural unarmed


attack. This deals additional 2d6 damage, and allows you
to make an attack roll to trip the target. If the creature is
already prone by this ability, it provokes an attack of
opportunity from you (and only you) when it stands up.
Heightened. You deal an additional 1d6 damage per level
above 2nd.

##### Totemic Recall [level 2]

**Evocation**

**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S , M (splinter of wood)

**Duration** Instantaneous

You may recall any and all of your totems within 60 feet.
You regain mana equal to 1 per totem recalled.

Special. This spell does not cost mana.

##### Tranquility [level 5]

**Evocation [Channel]**
**Casting Time** 1 action

**Range** Personal (Self)

**Components** V, S, M (a live rose)

**Duration** Channeling, up to 1 minute

A healing rain infuses the area around you in a cylinder


15 feet wide, and 60 feet high. Living creatures within
the cylinder heal rapidly, and seem to grow younger and
healthier. All living and natural creatures (including
natural structures) in the area are healed 2d4 points of
damage per round of channeling. Undead and constructs
gain no benefit from Tranquility.

##### Unholy Frenzy [level 2]

**necromancy**

**Casting Time** 1 action

**Range** 30 feet

**Components** V, S

**Duration** Concentration, up to 1 minute

The caster imbues his target with the endurance and


energy of the undead. The transmuted creature moves
and acts quicker than normal. Choose a creature that
you can see within range. Until the spell ends, the
target’s speed is doubled, it gains a +2 bonus to AC, it
has advantage on Agility saving throws, and it gains an
additional action on each of its turns. That action can be
used only to take the Attack (one weapon attack only),
Dash, Disengage, Hide, or Use an Object action.

For each round of acting under the spell, the target of


this spell takes 3 (1d6) points of damage. This damage
bypasses resistances, and is untyped. A Stamina may be
rolled, but a successful save removes both the benefits
and penalties of the spell. When the spell ends, the target
can’t move or take actions until after its next turn, as a
wave of lethargy sweeps over it.

##### Vampiric Aura [level 5]

**Transmutation [Aura]**

**Casting Time** 1 action

**Range** 15 foot-radius sphere, centered on you

**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.

For the duration of the aura, and so long as a creature is


both friendly and within range, the creature regains your
spellcasting modifier in hit points whenever they
successfully damage a living creature.

The benefits of this spell may be used once per round per
every creature.

##### Wind Shear [level 2]

**Evocation**

**Casting Time** 1 reaction

**Range** 60 feet

**Components** S

**Duration** Instantaneous

Reaction. If a creature within range casts on or

concentrates on a spell or uses a ranged attack.


You release shearing line of wind towards any creature
that is the process of casting or concentrating on a spell.
Make a ranged spell attack. On a hit, the target takes
2d8 slashing damage, and they must succeed on an
opposed spell attack or concentration check (you gain
advantage to your attempt, or may impose disadvantage
on theirs) or else lose their spell.

If the spell's level is lower than the Wind Shear spell,


success is automatic.

Heightened. For each spell level above 2nd, the initial


blast increases in damage by 1d8.
\page

<div class='pageNumber auto'></div>


##### Windfury Tongue [level 5]

**Evocation [Strike]**

**Components** V, S

**Duration** 1 minute, or five uses (whichever comes first)

You may apply this strike to any melee weapon attack.

When you manifest the effect, roll a d%. On a result of


70 or higher, you may make another attack with the
same action. This effect may manifest multiple times on
the same round.
Heightened. The required result to trigger the extra
attack is reduced by 10% points per level above 5th, to a
maximum of a success on a 30% or higher.

##### Windfury Tongue Totem [level 7]

**Evocation [Totem]**

**Components** V, S

**Range** 30 feet

**Casting Time** 1 action

**Duration** 1 minute

Once you place this totem, it emits an aura with a


reaction. This aura spreads in a 15-foot pulse, granting all
allies the effect of a Windfury tongue (second attack on a
14 on a d20).

Heightened. As Windfury Tongue.

##### Wrath [level 0]

**Evocation**

**Casting Time** 1 action

**Range** 60 feet

**Components** V, S

**Duration** Instantaneous

You release a blast of nature magic towards any creature


or object within range. Make a ranged spell attack. On a
hit, the target takes 1d8 bludgeoning and slashing or
lightning damage (choose one), and you can cast
entangling roots for half normal mana with a bonus
action if targeting the same creature.

The spell's damage increases by 1d8 when you reach 5th


level (2d8), 11th level (3d8), and 17th level (4d8).

\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.

### Lore Changes


Somethings about the world of warcraft universe has been changed for this game to
better fit the TTRPG style. Whenever an important change has been made to the lore,
it will be noted.

### Beyond this book


The world of Azeroth is full of lore and important information on its people that
writing it all down would take years. It is up to the DM to decide what they want
in their game and what they dont. Go through this book and decide what you want to
be apart of you table's Azeroth.

## A Brief history of Azeroth

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.

### The Sundering

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>

### The Dark Portal Opens


That arrangement worked fine for almost two millennia, until the guardian Aegwynn
decided to pass the power on to her child rather than the council's chosen
successor. She fought demons with skill and passion like no other Guardian before
her, even to the point of defeating an avatar of Sargeras himself. But Sargeras had
planned this, and he transferred his spirit into Aegwynn and used it to possess her
son, Medivh, years after he was born.

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 First War


For ages, the fallen titan Sargeras plotted to scour all life from Azeroth. To this
end, Sargeras possessed the human sorcerer Medivh and compelled him to contact
Gul'dan, an orc warlock on the world of Draenor. There, Sargeras' demonic servants
among the Burning Legion worked to corrupt the once - peaceful orcs and forge them
into a bloodthirsty army known as the Horde. This cursed force invaded Azeroth
through the Dark Portal, a dimensional gateway created by Medivh and Gul'dan, and
clashed with the human nation of Stormwind. Aided by the half-orc Garona, human
champions like Anduin Lothar fought valiantly to protect their kingdom. Yet, in the
end, the mighty Horde shattered Stormwind's defenses. Amid the city's tragic fall,
Garona betrayed her allies and assassinated King Llane Wrynn, sealing the nation's
defeat.

### The Second War


The human nation of Stormwind had fallen before the Horde. Knight Champion Anduin
Lothar gathered the scattered remnants of the human army and led the refugees north
across the Great Sea to the kingdom of Lordaeron. By enlisting the aid of other
nations - humans, gnomes, elves, and dwarves - Lothar helped form a great Alliance
to stand against the orcs and their ruthless new leader, Orgrim Doomhammer.

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.

### The Frozen Throne


hile the armies of humans, orcs, and their allies recovered from their battle
against the Burning Legion, Arthas Menethil - now a Death Knight - slaughtered the
living denizens of Azeroth's Eastern Kingdoms in the name of the Scourge. But new
forces emerged that threatened to destroy Arthas and his minions: the banshee
Sylvanas Windrunner rebelled, creating a splinter faction of undead known as the
Forsaken, and the demon-tainted night elf Illidan Stormrage sent his armies to the
icy continent of Northrend to strike at the Lich King.

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.

### Foundng of Durotar and the new Alliance


Intent on settling the arid region of Durotar, Thrall's new Horde expanded its
ranks, inviting the undead Forsaken to join orcs, tauren, and trolls. Meanwhile,
dwarves, gnomes and the ancient night elves pledged their loyalties to a
reinvigorated Alliance, guided by the human kingdom of Stormwind.

After Stormwind's king, Varian Wrynn, mysteriously disappeared, Highlord Bolvar


Fordragon served as Regent but his service was marred by the manipulations and mind
control of the black dragon Onyxia, who ruled in disguise as a human noblewoman. As
heroes investigated Onyxia's manipulations, ancient foes surfaced in lands
throughout the world to menace Horde and Alliance alike.

### Re-opening of the Dark Portal


The Doom Lord Kazzak reopened the Dark Portal to Outland, flooding Azeroth with the
ravenous demons of the Burning Legion. Expeditions from the Horde and Alliance,
reinforced by their new blood elf and draenei allies, passed through the gateway to
stop the invasion at its source. On Outland's desiccated Hellfire Peninsula, the
Alliance discovered several of their heroes who had crossed through the portal many
years before, while the Horde made contact with the Mag'har - 'uncorrupted' orcs
who had not participated in their race's original invasion of Azeroth.

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.

##### Fall of the Betrayer


In his quest to reign over all of Outland, Illidan the Betrayer had established a
mighty stronghold for his forces within the Black Temple, a former draenei citadel.
Yet his influence began to wane after the defeat of his most trusted lieutenants,
including the traitorous former leader of the blood elves, Kael'thas Sunstrider.

The resulting window of opportunity permitted Akama, an elder sage of devolved


draenei known as the Broken, to rebel against the self-styled "Lord of Outland."
Along with Illidan's former jailor, the stoic night elf Maiev Shadowsong, Akama
helped a group of heroes infiltrate Illidan's seat of power and put an end to the
Betrayer's reign once and for all.

##### Fury of the Sunwell


Fresh from his defeat in Outland, Kael'thas Sunstrider returned to the blood elf
city of Silvermoon. Rather than lead his people to glory as he had promised, the
disgraced prince betrayed them.

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.

### Return of the Lich King


In the wake of the Sunwell's purification, a period of suspicious quiet had swept
over the world. As if on cue, the undead Scourge launched a massive assault against
the cities and towns of Azeroth, this time extending its reach far beyond the
Eastern Kingdoms. Under pressure to respond with a full army,

Warchief Thrall deployed an expedition force to Northrend led by Overlord Garrosh


Hellscream. Meanwhile, the missing human king Varian Wrynn at last returned to
Stormwind City and reclaimed his crown. He sent an equally powerful Alliance army,
commanded by Bolvar Fordragon, to defeat the Lich King—and any Horde forces who
would stand in their way.
\page

<div class='pageNumber auto'></div>


##### Secrets of Ulduar
The march of Horde and Alliance armies through Northrend led to a number of
victories, but these successes paled before a discovery made by the explorer Brann
Bronzebeard within the ancient titan complex of Ulduar. This mysterious fortress
had long served as the prison of the Old God Yogg-Saron, a being of unfathomable
evil whose influence had spread into the continent of Northrend itself.

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.

##### Fall of the Lich King


As the final battle against the Lich King approached, the human sorceress Jaina
Proudmoore and the Banshee Queen Sylvanas Windrunner journeyed to the icy heart of
Northrend. Both had come for different reasons: Jaina hoped to discover whether a
part of her former friend and lover, Arthas Menethil, still lived; Sylvanas longed
to take revenge on her old enemy. With the aid of these two heroes, Azeroth's
champions stormed Icecrown Citadel and vanquished the Lich King's minions. Their
confrontation with the Lich King involved thousands of souls consumed by Arthas's
blade, Frostmourne. Ultimately, Arthas was slain, and the heroes who triumphed over
him learned a chilling truth about the existence of the undead Scourge.

### The Cataclysm


The victorious Northrend expeditions returned home to find all of Azeroth shaken by
erratic elemental forces. This unrest preceded the return of the maddened Dragon
Aspect Deathwing the Destroyer, who erupted from his lair in the bowels of the
Elemental Plane, shattering Azeroth in the process. With the elemental realms now
open to the world, chaotic elemental spirits and their tyrannical lords emerged to
help the Destroyer and the nihilistic Twilight's Hammer cult bring about the Hour
of Twilight: the end of all life on Azeroth.

##### Hour of Twilight


At the peak of his insanity, Deathwing the Destroyer fought to drive the world into
twilight - a devastated future bereft of all life. The Dragon Soul, a powerful
artifact lost in the past, was the only weapon capable of truly stopping Deathwing,
and so the guardians of Azeroth - the Dragon Aspects - sent a number of valiant
heroes racing through time to retrieve it.

Despite being attacked by the mysterious Infinite Dragonflight as they travelled


the timeways, the champions returned the artifact to the present and delivered it
to the wise shaman Thrall. With his aid, the Dragon Soul was deployed against the
Destroyer during a brutal battle that began in Azeroth's skies and continued into
the roiling heart of the Maelstrom at the center of the world. Through the combined
efforts of the Aspects and their allies, the madness of Deathwing was finally
brought to an end.
```
```

### The Lands of Pandaria


With Deathwing's menace ended, Warchief Garrosh Hellscream seized the opportunity
to strike at the Alliance and expand the Horde's territory on Kalimdor. His assault
completely obliterated the human city of Theramore, causing world-wide violence
between the factions to erupt anew. A destructive naval skirmish left Alliance and
Horde forces washed ashore on the fog-shrouded island of Pandaria, which had
appeared in the open sea, defying modern maps and charts.

As both warring factions established footholds on the resource-rich continent, they


made contact with the noble pandaren, one of its most prolific peoples. This
ancient race worked with the Alliance and Horde in the hopes of dispersing the Sha:
dark, ephemeral beings roused from beneath Pandaria by the bloody conflict.

##### 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.

##### Rise of the Thunderking


While war between the Horde and the Alliance raged across Pandaria, the scattered
mogu plotted a return to their terrible former glory. They rekindled their
historical alliance with the Zandalari trolls, who managed to resurrect the
tyrannical mogu emperor, Lei Shen the Thunder King, in the hopes of restoring mogu
dominion over the continent. The valiant Shado-pan rushed to suppress their
enemies, creating a task force, the Shado-pan Assault, originally composed of
pandaren warriors and later supported by heroes of the Horde and Alliance. These
fearless champions strove to defeat the Thunder King, though they also
simultaneously served their factions' interests on Pandaria.
Jaina Proudmoore led the Kirin Tor Offensive on a quest to uncover the source of
all mogu power (and keep it from the Horde), and Lor'themar Theron took the
Sunreaver Onslaught in search of mighty mogu weaponry to aid a daring plan…an
insurrection against Warchief Garrosh Hellscream.
\page
<div class='pageNumber auto'></div>

##### Escalation and the Seige of Orgrimmar


Garrosh Hellscream's quest for power in Pandaria leads him to excavate part of the
sacred Vale of Eternal Blossoms in search of a sinister artifact, a decision that
puts the Horde at odds with the Shado-pan and other influential pandaren.
Meanwhile, in the Horde capital of Orgrimmar, Chieftain Vol'jin and the Darkspear
trolls are declared traitors and hunted by the Kor'kron, Hellscream's personal
guard.

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...

Now Orgrimmar, heart of orcish civilization on Azeroth, was set ablaze by


revolution. When Warchief Garrosh Hellscream revived the heart of the Old God
Y’shaarj to empower his army, he desecrated Pandaria’s sacred Vale of Eternal
Blossoms. This affront, alongside Garrosh’s increasingly dangerous conquests, led
Horde rebels and Alliance stalwarts to assail the great walls of Orgrimmar, hoping
to dethrone the tyrant before he ravaged an entire world.

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.

### Current Time


Now with Garrosh imprisoned till his trial the new warcheif, Vol'jin seek to right
the wrongs of the hored and created a small peace treaty between the horde and the
alliance. This peace was put into play when garrosh hellscream was killed in combat
against thrall for his crimes.

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:' />

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## 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.

### Eastern Kingdoms


The Eastern Kingdoms (a few times called Azeroth) are the eastern continents on the
world of Azeroth. The Eastern Kingdoms is made up from a group of smaller
continents (Azeroth, Khaz Modan and Lordaeron) formed from the original continent
of Kalimdor following the Great Sundering. The Eastern Kingdoms lie to the east of
the Great Sea and to the west of the Forbidding Sea. The central part of the
Eastern Kingdoms is dominated by the Khaz Mountains and the Redridge Mountains.
Both cover several zones. The Eastern Kingdom's western counterpart is the
continent of Kalimdor.

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.
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### 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.

### Alliance Cities

#### 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.

**Areas of Interest:** The Temple Gardens is at the center of Darnassus, connecting


to other terraces with bridges over a central lake. Terraces surrounding the lake
house trainers, battlemasters, and shopkeepers. In northern Darnassus you will find
The Howling Oak, a new home for Gilnean refugees. The Temple of the Moon is the
center of worship for the Sisters of Elune, where Tyrande Whisperwind and Malfurion
Stormrage reside.

**Transportation:** Darnassus is located in Teldrassil, north west of Kalimdor. The


most common way to reach Darnassus is to take a boat from Stormwind to Rut'theran
Village and then use the large teleport in Rut'theran. Darnassus is a city you'll
encounter naturally as either a Night Elf, Draenei or Worgen.

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.

**Transportation:** The Exodar is located in northern Kalimdor on Azuremyst Isle.


It is a bit out of the way, and the most common way to reach the city is to take a
portal from Darnassus. Draenei are most likely to frequent this city. There is also
a boat connecting the Exodar to Darnassus.

**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.

**Transportation:** Ironforge is located in central Eastern Kingdoms. Gnomes,


dwarves, and humans will encounter this city frequently. The most common way to
reach Ironforge is by taking the Deeprum Tram from Stormwind. From Ironforge, you
can take the tram back to Stormwind or portal to the Dark Portal.
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**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.

**Transportation:** Stormwind is a major transportation hub. The Stormwind Harbor


has boats to Teldrassil in Kalimdor and Borean Tundra in Northrend. The Dwarven
District in Stormwind also provides easy access to Ironforge. There is a hub of
portals you can unlock at higher levels that will connect you to some questing
zones as well. Stormwind is mostly used by Humans while leveling, but it's a busy
city for all races.

**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.

### Horde Cities


#### Orgrimmar
Orgrimmar is the capital city of the Horde, with large settlements of trolls, orcs,
tauren, and goblins. At the start of World of Warcraft, the position of Warchief
was held by Thrall. It was later passed to Garrosh Hellscream, and after a period
of political turmoil, the troll Vol'jin is now the Warchief.

**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.

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#### 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.

**Transportation:** Silvermoon City is primarily visited by Blood Elves while


leveling, as it's a bit out of the way in northern Eastern Kingdoms. You can get to
Silvermoon City easily from Undercity via the Orb of Translocution.

**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.

#### Thunder Bluff


Thunder Bluff is the Tauren capital city located in the northern part of the region
of Mulgore. The whole of the city is built on bluffs several hundred feet above the
surrounding landscape, and is accessible by elevators on the southwestern and
northeastern sides.

**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.

**Transportation:** Thunder Bluff is primarily used by Taurens while leveling. To


access the city on top of the plateau, you must take one of the elevators up. If
you fall off the city, you will take fall damage and die. Within the city, there
are three distinctive plateaus off of a main plateau that has multiple tiers--Lower
to the southwest, Middle to the northeast, and High to the east.
Thunder Bluff is connected to Orgrimmar via a zeppelin.

**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.

**Transportation:** The Undercity is a major hub for zeppelins, which travel to


Orgrimmar, Howling Fjord in Northrend, and Grom'gol in Stranglethorn Vale. There is
also an orb, off to the right of the Ruins of Lordaeron, that lets you quickly
teleport to Silvermoon City.

The Undercity is a bit challenging for new players to navigate at first, as it is


underground the Ruins of Lordaeron. To enter the city, pass by the courtyard and
throne room into any of the winding passageways. You will find an elevator, guarded
by Abominations, that takes you down into the city.

**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
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### Nuetral Cities

#### 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.

Dalaran was first destroyed by Archimonde, summoned by Kel'Thuzad from Medivh's


spellbook which Arthas acquired. However, the mages were redetermined to build the
city even grander than before. This city was later moved to Northrend to better
fight the threats of Malygos and Arthas in Wrath of the Lich King.

#### Booty Bay


Booty Bay is a large pirate town on the southern tip of The Cape of Stranglethorn.
Run by the Blackwater Raiders who are closely associated with the Steamwheedle
Cartel, Booty Bay is a neutral city and major quest hub with a lot of character.
With the world renowned Salty Sailor Tavern, Stranglethorn Fishing Extravaganza,
numerous profession trainers, and vendors that sell everything from pets to diamond
rings, it is one of the most popular locations in Azeroth. The Inn is even shaped
like a boat.

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.

#### Shrine of the Seven Stars/Two Moons


Shrine of Seven Stars and Shrine of Two Moons are lavish cities serve as the
Alliance and Horde hubs in Pandaria. They are located on either side of Mogu'shan
Palace in Vale of Eternal Blossoms.

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.

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