World of Warcraft 5E PDF
World of Warcraft 5E PDF
World of Warcraft 5E PDF
Garrosh Hellscream escaped justice with the assistance of About this document
the bronze dragon Kairozdormu, eventually finding himself in
an alternate Draenor in the time before the original Horde
The following is fan-made material, which is based heavily on
had come to Azeroth, after he was stopped from fulfilling his
the World of Warcraft massive multiplayer online game, and
plans in Draenor using the heart of Y'Shaarj, retrieved in
relying heavy use of the WoW Wiki, the Gamepedia, the
Pandaria. Hungry for vengeance, Garrosh provided his
official website and a few other places.
father, Grommash Hellscream, with the technology to
assemble his ideal army—the conquering force called the Iron
This booklet will help you incorporate the setting of Azeroth
Horde. Grommash was quick to unite Draenor's orcish clans
for use in your D&D 5E sessions. You will need the Player’s
under his banner, and the clan leaders became the Iron
Handbook which compliments the information of this book.
Horde's warlords.
The rules and information matches the one used in the SRD
Among them were the bloodthirsty Kargath Bladefist, the
except as noted below.
cunning Blackhand, the elder shaman Ner'zhul, and the
fearless Kilrogg Deadeye. The Iron Horde took command of
several vital locations on Draenor, subjugated the ogre city of
Welcome to the World of Warcraft Guide for
Highmaul, and built massive fortifications like Blackrock Dungeons and Dragons 5th Edition!
Foundry to outfit the warlords' armies. Once the Iron Horde
had Draenor in its grasp, the orcs invaded Azeroth through
2
Shaman 54
Table of Contents Shamanic Traditions 56
Table of Contents 3
Warlock 58
Races 4
Pact Study 61
Races Description 4
Warrior 64
Human 5
Martial Archetypes 65
Elf 5
Azeroth Weapons 67
Elf Subraces 6
Special Weapons 67
Pandaren 7
Spellcasting 68
Orc 7
Spell Lists 68
Orc Subraces 8
Spell Descriptions 70
Draenei 9
Adventuring in Azeroth 73
Troll 9
Story: Rise of the Lich King 73
Gnome 10
Northrend: Utgarde 75
Goblin 10
Factions and Reputation 83
Tauren 11
Reputation 83
Dwarf 11
Factions 84
Dwarf Subraces 12
Credits 90
Worgen 13
Artwork credits 90
Undead 14
Legal Information 93
Classes 15
Classes Descripton 15
Death Knight 16 2016 - Geiner Fonseca.
3
Races
Before life began, before the cosmos even took shape, there Dwarf: The bold and courageous dwarves are an ancient race
was Light and there was Void. The Light is a mysterious and descended from the earthen-beings of living stone created by
benevolent force in the universe. Unfettered by the confines the titans when the world was young.
of time and space, the Light swelled across all existence in the Elf: The ancient and reclusive night elves have played a
form of a prismatic sea. Great torrents of living energy flitted pivotal role in shaping Azeroth’s fate throughout its history.
through its mirror depths, their movements conjuring a Gnome: The clever, spunky, and oftentimes eccentric gnomes
symphony of hope and joy. However, the Light can be present a unique paradox among the civilized races of
considered chaotic. The ocean of Light was ever shifting and Azeroth.
dynamic and as it expanded, some of its energies faded and Draenei: Armed with their unshakable faith in the Light, the
dimmed, leaving behind pockets of nothingness described as draenei ventured to their embattled former home as steadfast
cold. members of the Alliance and defeated their ancient demonic
A new power coalesced and came to be in the absence of rivals.
Light in these spaces. A dark and vampiric force driven to Worgen: Behind the formidable Greymane Wall, a terrible
devour all energy, to twist creation inward to feed upon itself, curse transformed some of the stalwart citizens of the isolated
this power was the Void. The mounting tension between these kingdom of Gilneas into nightmarish lupine beasts known as
two inseparable yet opposite energies triggered a series of worgen.
catastrophic proportions, rupturing the fabric of creation and Orc: Unlike the other races of the Horde, orcs are not native
birthing a new realm into existence. The physical universe, to Azeroth. Initially, they lived as shamanic clans on the lush
which the Great Dark Beyond represents, was born in that world of Draenor.
moment. Undead: When the Lich King’s grasp on his vast armies
faltered after the Third War, a contingent of undead broke
free of their master’s iron will.
Races Description Tauren: The peaceful tauren have long dwelled in Kalimdor,
striving to preserve the balance of nature at the behest of their
When creating your character, you will be able to select from goddess, the Earth Mother.
the races presented below. We recommend to use the choices Troll: The savage trolls of Azeroth are infamous for their
from the ones available in this document when venturing the cruelty, dark mysticism, and seething hatred for all other
world of Azeroth. Any other options are still available, races.
however they might interact a little bit different. Goblin: Reforging old pacts with their collegues' one-time
allies, the goblins of the Bilgewater Cartel have been
The following are the choices available: welcomed into the Horde with open arms.
Pandaren: The wise pandaren embrace harmony, and lead
Human: Though humans are among the younger races on full lives of food, family and fights on Pandaria. A few leave
Azeroth, they have faced many challenges with fortitude and their home to side with the Horde and act decisively to protect
resilience. themselves and others.
4
Human Elf
The noble humans of Stormwind are a proud, tenacious race. A member of one of the longest lived species on Azeroth
They bravely fought the orcish Horde for generations as the known for keen perception, grace, and great spellwork. Elves
patrons of the Grand Alliance. Just as they thought peace had were once believed to be the first race to awaken on Azeroth,
at last settled over their war-torn kingdoms, an even darker but some ancient histories believe that elves were originally
shadow descended upon the world. trolls that were transformed by the Well of Eternity.
The undead Scourge unleashed a foul plague of death upon
humanity and succeeded in decimating the northern human Elf Traits
kingdom of Lordaeron. The few humans who survived fled An elf is a member of one of the longest lived species on
south to the protection of Stormwind. Azeroth known for keen perception, grace, and great
spellwork.
Human Traits Ability Score Increase. Your Dexterity score increases by 2.
It’s hard to make generalizations about humans, but your Age. An elf typically claims adulthood and an adult name
human character has these traits. around the age of 110 and can live around 500 years old,
Ability Score Increase. Your Charisma score increases by 2 although there are known elves to have lived over 2000 years.
and one ability score of your choice by 1. Alignment. Elves love freedom, variety, and self-expression,
Age. Humans reach adulthood in their late teens and live less so they lean strongly toward the gentler aspects of chaos.
than a century. They value and protect others’ freedom as well as their own,
Alignment. Humans tend toward no particular alignment. The and they are more often good than not.
best and the worst are found among them. Size. Elves range from under 5 to over 7 feet tall and have
Size. Humans vary widely in height and build, from barely 5 slender builds. Your size is Medium.
feet to well over 6 feet tall. Regardless of your position in that Speed. Your base walking speed is 30 feet.
range, your size is Medium. Trance. Elves don’t need to sleep. Instead, they meditate
Speed. Your base walking speed is 30 feet. deeply, remaining semiconscious, for 4 hours a day. After
Diplomatic: You have proficiency in the Persuasion skill. resting in this way, you gain the same benefit that a human
Every Man for Himself: You can ignore any effects that does from 8 hours of sleep.
impede movement for a number of rounds equal to your Magic Fountain: Elves can commune with magical wells that
character level. You can’t use this feature again until you are usually located along the ley lines. If they consume water
finish a long rest. from these fountains (usually referred as moonwells and
Languages. You can speak, read, and write Common and one sunwells) they gain the benefits of a long rest. This feature
extra language of your choice. Humans typically learn the cannot be used again until 24 hours have passed. If the elf
languages of other peoples they deal with, including obscure suffers from magic addition, the negative effects can be
dialects. ignored for one week.
Languages. You can speak, read, and write Common.
5
Elf Subraces
Wretched
The Wretched were once blood elves, but they failed to control their magical addiction. The Wretched are thin elves with a large, bony
forehead, claw-like fingers and toes, blue eyes and strange growths on their backs that glow with an eerie blue light. Recently, with the
events of the Sunwell and Kael'thas summoning the Burning Legion, a new type of Wretched has appeared. After the events of the War
against the Lich King, some high elves became Wretched.
The Wretched are currently scattered throughout Eversong Woods and lack any general leadership, but a few notable Wretched have
stepped up and organized raids. The Wretched have infiltrated the Ruins of Silvermoon, Sunsail Anchorage and even Falthrien
Academy on Sunstrider Isle. This "kind" of blood elf is believed to be relatively new, considering the fact that they can only have
existed since after the corruption of the Sunwell.
This transformation can occur in an instant as soon6as the blood elf succumbs to his or her thirst for magic (as Magistrix Elosai's
transformation into the Wretched shows). Some people might think of them as Broken counterparts, both are shunned by their original
species, both were changed by magic, the difference being that the Wretched had a choice, while the Broken did not. However, the fact
that she only stayed a Wretched for a short period might imply that the mutation is reversible or even curable.
Pandaren Orc
You are a pandaren. Born and raised on the mysterious Long ago the Orcish Horde was corrupted by the Burning
Wandering Isle. While many of your fellow pandaren prefer a Legion and lured to the world of Azeroth. Though the Horde
tranquil life, the lure of adventure burns in your blood. was ultimately defeated, a visionary young warchief named
Recently, the Wandering Isle has begun erratically weaving Thrall rose to lead his people in their darkest hour. Based in
about the world's oceans. The air grows cold and your island the warrior city of Orgrimmar, they stand ready to destroy all
home is spiraling towards disaster... who would challenge their supremacy. As a proud defender of
As one of the most promising of students at Master Shang's Durotar, it is your duty to crush your enemies both seen and
monastery, you may just be the salvation for your people. But unseen, for the nefarious agents of the Burning Legion still
first, you must complete your training... wander the land.
7
Orc Subraces
As Ner'zhul rallied the orcs for a war against the draenei at the behest of Kil'jaeden (hiding behind
the facade of a powerful ancestor referred to as "The Beautiful One"), Gul'dan supported Ner'zhul
fully. However, when Ner'zhul began to notice that they could no longer call upon the power of the
elements or the ancestors, the shaman began to sense something was amiss. He discovered at
Oshu'gun that he had been duped by Kil'jaeden and attempted to back out.
To Ner'zhul's horror, he discovered that Gul'dan had seen everything at Oshu'gun and told Kil'jaeden
of it all before Ner'zhul returned. Kil'jaeden approached Gul'dan and offered him the chance to
become a master of warlocks' magic, on the condition that he help bring the orcs under his banner.
Gul'dan accepted with no qualms whatsoever, and immediately began the work of reshaping the orcs,
hitherto a collection of simple shamanistic clans, into an unstoppable and bloodthirsty Horde.
As a necessity of his bid for power, Gul'dan trained a number of like-minded and powerful orcs,
whom he named the Shadow Council. The Council was soon using its power and influence to direct
almost every aspect of orc society, so as to distract those few who opposed the dark ideals of their
masters, Gul'dan and Kil'jaeden.
8
Draenei Troll
Empowered by the holy light and the undying strength of their Exiled years ago from their lands in Stranglethorn Vale, the
convictions, the Draenei led the charge against the Demonic Darkspear trolls attempted to make a new life for themselves
Burning Legion in Outland. Now with the legion's defeat, amongst the races of the Horde. Under the leadership of the
they have completed the desperate mission that first brought noble warchief Thrall, Vol'Jin and his savage trolls had at last
them to Azeroth, through some Draenei were sent back to found the honor and purpose they've been searching for, but
Outland to revitalize their former civilization, the majority now under the rule of headstrong Garrosh Hellscream, the
have vouched to remain and uphold their sacred commitment trolls fear that the Horde could tear itself apart. Vol'Jin knows
to the Alliance. As one of Velen's chosen you must stand that whatever threats loom ahead, whether they be within the
bravely before the shadow and ensure that your people are Horde or from without, it is cunning trolls like you who will
ready for the war to come. fight to preserve the honor of the Horde.
9
Gnome Goblin
The eccentric, often brilliant Gnomes are held as one of the The wiley, cunning goblins of Kezan have lived in relative
most peculiar races of the world. With their obsession for peace for generations. Ruled over by corrupt yet highly
developing radical new technologies and constructing marvels affluent trade princes, the goblins created a virtual paradise
of mind-bending engineering, it's a wonder that any Gnomes for themselves throughout the islands of the South Seas.
have survived to proliferate. Thriving within the wondrous Their ingenious feats of engineering and vast trade fleets
techno-city of Gnomeregan, the Gnomes shared the resources helped make their island capital of Kezan one of the great
of the forests of Dun Morogh peaks with their Dwarven technological wonders of the world. Very soon fate will force
cousins. As a Gnome of proud standing, it falls to you to goblins to choose sides in a conflict that will shake the very
answer the challenge and lead your curious people to a history of the world.
brighter future.
Goblin Traits
Gnome Traits Ability Score Increase. Your Intelligence score increases by
Your gnome character has certain characteristics in common 2, and your Dexterity score increases by 1.
with all other gnomes. Age. Goblins reach adulthood at 18. They reach middle age at
Ability Score Increase. Your Dexterity score increases by 2, 40, old at 73 and venerable at 85. They are known to live up
and your Intelligence score increases by 1. to 93 years old.
Age. Gnomes age slower than humans, reaching their Alignment. Goblin tend towards more freedom and chaotic
adulthood at 44 years, becoming middle aged at 100 years, alignments. They are more playful than vicious.
old at 150, venerable at 200 and living up to 500 years old. Size. Gnomes are between 3 and 4 feet tall and average about
Alignment. Gnomes are most often good. Those who tend 40 pounds. Your size is Small.
toward chaos are minstrels, tricksters, wanderers, or fanciful Speed. Your base walking speed is 25 feet.
jewelers. Time is Money. You have a +2 bonus to Initiative rolls.
Size. Gnomes are between 3 and 4 feet tall and average about Best Deals Anywhere. You have advantage on Persuasion
40 pounds. Your size is Small. skill checks and Intelligence check mades when purchasing,
Speed. Your base walking speed is 25 feet. appraising, estimating value or haggling for prices
Darkvision. Accustomed to life underground, you have Rocket Belt. You possess a standard issue rocket belt. It
superior vision in dark and dim conditions. You can see in provides the following benefits.
dim light within 60 feet of you as if it were bright light, and in Rocket Jump: As a bonus action your speed is
darkness as if it were dim light. You can’t discern color in doubled for one round. You can’t this feature again
darkness, only shades of gray. until you finish a short or long rest.
Arcane Resistance. You have advantage on all Intelligence, Rocket Barrage: You know the fire bolt cantrip.
Wisdom, and Charisma saving throws against arcane magic. When you reach 5th level, you can cast the
Escape Artist. You can add your proficiency bonus to your scorching ray spell as a 3rd level spell with this trait.
Dexterity check when attempting to wriggle free of bonds You can’t use your rocket jump or your rocket
Engineering Specialization. You have proficiency with barrage again until you finish a long rest.
artisan’s tools (tinker’s tools). You have advantage on all skill Intelligence is your spellcasting ability for this spell.
checks to create or understand engineering items. Languages. You can speak, read, and write Common and
Languages. You can speak, read, and write Common and Goblin.
Gnomish.
10
Tauren Dwarf
The peaceful tauren—known in their own tongue as the The bold and courageous dwarves are an ancient race
shu’halo—have long dwelled in Kalimdor, striving to descended from the earthen—beings of living stone created
preserve the balance of nature at the behest of their goddess, by the titans when the world was young. Due to a strange
the Earth Mother. Until recently, the tauren lived as nomads malady known as the curse of flesh, the dwarves’ earthen
scattered throughout the Barrens, hunting the great kodo progenitors underwent a transformation that turned their
beasts native to the arid region. rocky hides into soft skin. Ultimately, these creatures of flesh
and blood dubbed themselves dwarves and carved out the
Tauren Traits mighty city of Ironforge in the snowy peaks of Khaz Modan.
Your tauren character has an assortment of abilities, heritage
of the lasting tauren nature. Dwarf Traits
Ability Score Increase: Your Strength score increases by 2, Your dwarf character has an assortment of inborn abilities,
and your Wisdom Score increases by 1. part and parcel of dwarven nature.
Age: Taurens physically mature at a faster rate than humans, Ability Score Increase: Your Constitution score increases by
but they’re considered young until they reach the age of 50. 2.
On average, they can live over 150 years. Age: Dwarves mature at the same rate as humans, but they’re
Alignment: Most taurens are lawful, believing in their considered young until they reach the age of 40. On average,
traditions firmly. Their ritualistic society makes them believe they can live over 450 years.
in balance, but most of them are kind and noble, having a Alignment: Most dwarves are lawful, believing firmly in the
slight tendency towards good benefits of a well-ordered society. They tend toward good as
Size: Taurens are impressive to behold, measuring between 6 well, with a strong sense of fair play and a belief that
and 7 feet tall and average about 210 pounds. Your size is everyone deserves to share in the benefits of a just order.
Medium. Size: Dwarves stand between 4 and 5 feet tall and average
Speed: Your base walking speed is 30 feet. Your speed is not about 150 pounds. Your size is Medium.
reduced by wearing heavy armor due to your large size. Speed: Your base walking speed is 25 feet. Your speed is not
Endurance: Your hit point maximum increases by 1, and it reduced by wearing heavy armor.
increases by 1 every time you gain a level. Stoneform: You have advantage on saving throws against
Nature Resistance: You have advantage on all Charisma, poison, and you have resistance against poison damage.
Wisdom and Intelligence saving throws against divine magic. Explorer: Whenever you make an Intelligence (History)
Cultivation: You have proficiency in the Nature skill. check related to the origin of stonework, you are considered
War Stomp: You can use your action to incapacitate nearby proficient in the History skill and add double your proficiency
creatures momentarily. Any creature within 5 feet of you must bonus to the check, instead of your normal proficiency bonus.
make a Constitution save. The DC for this saving throw Languages: You can speak, read, and write Common and
equals 8 + your Wisdom modifier + your proficiency bonus. Dwarvish. Dwarvish is full of hard consonants and guttural
On a failed save the creature becomes stunned for one turn. sounds, and those characteristics spill over into whatever
After you use your war stomp, you can’t use it again until you other language a dwarf might speak.
complete a short or long rest.
Languages. You can speak, read, and write Common and
Taur-ahe.
11
Dwarf Subraces
Titans were experimenting at creating, "earthen", a race of guardians from living stone
in many facilities all over Azeroth (Bael Modan, Uldaman, Ulduar etc). Troggs were
the mistaken first attempt at crafting earthen due to a matrix destabilization which
occured when earthen were utilized in high-stress environments. They sealed the
mistakes in vaults all over the world.
The titan scientists referred to their "successful" second race experiment as Series
Two.Series Two earthen were proven to be susceptible to the Curse of Flesh and over
thousands of years of evolution many became dwarves. A new series of earthen were
created in Northrend that proved to be immune to the Curse of Flesh.
When the world was sundered by the Well of Eternity's implosion, the earthen were
deeply affected. Something happened to change them, perhaps the War of the
Ancients, and
12 many turned into the mortal dwarves, as they are now. After their self
imposed hibernation, they found themselves stripped of their powers and changed into
flesh mortal creatures, which were encountered by humans and given their name.
The worgen form grants you following abilities:
Enhanced Strength: Your Strength score increases
by 2 while transformed.
Running Wild: While transformed, your speed in-
creases by 5 feet.
Darkflight: Your speed triples for one turn. After
you use your darkflight, you can’t use it again until
you complete a short or long rest.
Anima Senses: You have advantage on Wisdom
(Perception check) made with your eyesight.
Vicious Flaying: When you score a critical hit with
a slashing weapon attack, you can add your Wis-
dom modifier to the extra damage of the critical hit.
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Undead
Death offered no escape for the scores of humans killed
during the Lich King’s campaign to scour the living from
Lordaeron. Instead, the kingdoms fallen were risen into
undeath as Scourge minions and forced to wage an unholy
war against everything… and everyone… that they once held
dear.
Undead Traits
The following are the characteristics acquired by the undead
after being risen by the val’kyr.
14
Classes
What is your fantasy? Do you want to be the healer, with the Hunter: From an early age, the call of the wild draws some
power of life and death over your friends? Or would you adventurers from the comfort of their homes into the
prefer to take all the damage yourself as the tough hero of unforgiving primal world outside. Those who endure become
them all, the tank of the group, standing strong and taking hits hunters.
for those around you who are quicker, but weaker? Or last of
all, would you like to be one of many unique damage class Mage: Students gifted with a keen intellect and unwavering
characters, some of which include tanking and healing as discipline may walk the path of the mage. The arcane magic
well? available to magi is great and dangerous.
Choosing what class you want to be in World of Warcraft is Monk: Bare-knuckle brawlers whose no-weapon styles were
arguably the most important choice you will ever make. born in ancient Pandaria, monks are as diverse as the energy
Unlike races --which can be changed for a fee--, classes are that surrounds them.
permanent. Well, what exactly is a class? A class is a specific
specialization of combat you choose to take on your character. Paladin: This is the call of the paladin: to protect the weak, to
A mage is a class, a warrior is a class. A dwarf is not a class, bring justice to the unjust, and to vanquish evil from the
it's a race. darkest corners of the world.
All classes in World of Warcraft are versatile, but each one Priest: Priests are devoted to the spiritual, and express their
have different roles in which it excels. It helps to choose a unwavering faith by serving people. They have left behind
class based on the role you think you will enjoy playing. their temples so they can support allies in war-torn lands.
Rogue: For rogues, the only code is the contract, and their
Classes Descripton honor is purchased in gold. Free from the constraints of a
The following are the classes available to your character. conscience, they rely on brutal and efficient tactics.
Death Knight: When the Lich King’s control of his death Shaman: They are spiritual guides and practitioners, not of
knights was broken, his former champions sought revenge for the divine, but of the very elements. Unlike other mystics,
the horrors committed under his command. they commune with forces that are not strictly benevolent.
Demon Hunter: Demon hunters, disciples of Illidan Warlock: In the face of demonic power, most heroes see
Stormrage, embrace the forbidden powers of the Legion, death. Warlocks see only opportunity. Dominance is their
powers that frightens their allies and enemies alike. aim, and they have found a path to it in the dark arts.
Druid: Druids harness the vast powers of nature to preserve Warrior: For as long as war has raged, heroes from every
balance and protect life. With experience, druids can unleash race have aimed to master the art of battle. Warriors combine
nature’s raw energies against enemies. strength, leadership, and a vast knowledge of arms and armor
to wreak havoc in glorious combat.
15
The Death Knight
Equipment Runeforging
At 2nd level, you can grant great power to the runes of your
You start with the following equipment, in addition to the runic weapon, granting you additional powers. Choose one of
equipment granted by your background: the following options. You can’t take a runeforging option
more than once.
(a) a martial weapon or (b) two martial weapons You have two runeforging options at level 11.
Parrying
When a creature you can see attacks a target other than you
16
that is within 5 feet of you, you can use your reaction to your Charisma modifier
impose disadvantage on the attack roll. Spell attack modifier = your proficiency bonus +
your Charisma modifier
Stoneskin Gargoyle
You gain a number of hit points equal to your Charisma Spellcasting Focus
modifier. You use your runic weapon as a spellcasting focus for your
death knight spells.
Nerubian Carapace
While you are wearing armor, you gain a +1 bonus to AC. Dark Command
Due to the nature of your uprising, fragments of forbidden
Obliterate knowledge that imbue you with an abiding magical ability.
When you roll a 1 or 2 on a damage die for an attack you Some of these even bring you closer to the power of the Lich
make with a melee weapon that you are wielding with two King.
hands, you can reroll the die and must use the new roll, even At 3rd level, you gain two dark commands of your choice.
if the new roll is a 1 or a 2. You must reach level 11 to use Your dark command options are detailed at the end of the
this rune. class description. When you gain certain death knight levels,
you gain additional invocations of your choice, as shown in
Rune Magic the Invocations Known column of the Death Knight table.
Additionally, when you gain a level in this class, you can
Beginning at 2nd level, your runic power research and the
choose one of the invocations you know and replace it with
magic bestowed on you by your dark origins have given you
another invocation that you could learn at that level.
facility with spells.
Runes Presence
Table: The Death Knight shows how many runes you have. When reaching 3rd level, your Death Knight finally develops a
The table also shows what the level of those runes is; all of Presence, which manifests as an almost visible colored aura
your spell slots are the same level. To cast one of your death corresponding to the focus they are using. Your choice grants
knight spells of 1st level or higher, you must expend a rune. you features at 3rd level and again at 6th, 10th, 18th level.
You regain all expended runes when you finish a short or long
rest. Ability Score Improvement
For example, when you are 10th level, you have two 3rd-level When you reach 4th level, and again at 8th, 12th, 16th, and
runes. To cast the 1st-level spell thunderwave, you must 19th level, you can increase one ability score of your choice
spend one of those slots, and you cast it as a 3rd-level spell. 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
Spells Known of 1st Level and Higher using this feature.
At 2nd level, you know one 1st-level spells of your choice
from the death knight spell list. Extra Attack
The Spells Known column of Table: The Death Knight Beginning at 5th level, you can attack twice, instead of once,
shows when you learn more death knight spells of your choice whenever you take the Attack action on your turn.
of 1st level and higher. A spell you choose must be of a level The number of attacks increases to three when you reach 14th
no higher than what’s shown in the table’s Slot Level column level in this class.
for your level. When you reach 11th level, for example, you
learn a new death knight spell, which can be 1st, 2nd, or 3rd
level. Acherus Deathcharger
Additionally, when you gain a level in this class, you can When you reach 7th level, you can summon a skeletal steed.
choose one of the death knight spells you know and replace it As a bonus action, you summon a skeletal horse that functions
with another spell from the warlock spell list, which also must similar to the phantom steed spell. It is considered an undead
be of a level for which you have spell slots. creature. If the creature is killed or dismissed, you must wait a
short or long rest before using this feature again.
Spellcasting Ability
Charisma is your spellcasting ability for your death knight Death Gate
spells, so you use your Charisma whenever a spell refers to When you reach 15th level as an action you can summon a
your spellcasting ability. In addition, you use death gate, which allows you to move you and your party to
your Charisma modifier when setting the saving throw DC for the base of the Death Knights. Any willing allies within 60
a death knight spell you cast and when making an attack roll feet from you are transported instantly to the Ebon Hold. If
with one. you are on the Ebon Hold, you will be transported back to
Spell save DC = 8 + your proficiency bonus + your original location. You must finish a short or long rest
17
before you can use this feature again. you can also speak through your familiar in your own voice,
even if your familiar is normally incapable of speech.
Soul Reaper
You have achieved the pinnacle of your undead journey. You Winged Steed of the Ebon Blade
spend 1 minute of time concentrating energy. You recover the Prerequisite: Acherus Deathcharger
usage of all your abilities as per a long rest. You can’t use this You can now summon a winged steed. It works similar to
feature again until you have a long rest. your acherus deathcharger, the creature also has a flying
speed of 100 ft.
Dark Commands
Anti-Magic Shell
Prerequisite: 9th level
Blood Boil You have advantage on all Intelligence, Wisdom and
You become immune to poisons. Charisma saving throws against spells.
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Eye of Acherus Blood Presence
Prerequisite: 13th level A dark guardian who manipulates and corrupts life energy to
You can cast arcane eye. You must finish a short or long rest sustain himself in the face of an enemy onslaught.
before you use this feature again.
Expanded Spell List
Frostmourne Phylactery Your connection to blood grants you additional ability to cast
Prerequisite: 17th level spells. The following spells are added to your known spells at
If you would be killed, your runic sword loses all currently the indicated levels. This does not count against your known
inscribed runes and your HP total becomes 1 instead. Once spells limit.
you benefit from this ability you cannot reuse it for 1d10 days
afterwards. Expanded Spell List
Presences
The following are the presences available to your character.
Frost Presence
An icy harbinger of doom, channeling runic power and
delivering vicious weapon strikes.
Fighting Style
The Frost Presence tradition relies on quick and gracious Bonus Proficiencies
attacks, granting you access to the two-weapon fighting At 3rd level, you gain proficiency with heavy armor
option for the Fighting Style class feature when you select this
presence. Blood Threat
Starting at 3rd level, whenever you enter combat, enemies
Two-Weapon Fighting.
within 30 feet of you must make a Wisdom saving throw
When you engage in two-weapon fighting, you can add your
against your spell save DC. If they fail, the enemies will
ability modifier to the damage of the second attack.
attack you exclusively for a number of rounds equal to your
Charisma bonus.
Dual Wield An enemy can only be affected once every 24 hours.
Also starting at 3rd level, you can have now two runic
weapons. Both weapons must be light weapons and you must
Veteran of the Third War
still attune to both. When summoning your runic weapon,
At 6th level your hit point maximum increases by 6, and it
both runic weapons appear in your hands.
increases by 1 every time you gain a level.
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ability to cast spells. The following spells are added to your
known spells at the indicated levels. This does not count Fallen Knights of the Silver Hand
against your known spells limit.
Death Knights were once virtuous defenders of
Expanded Spell List Humanity. 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.
Dark Transformation
Starting at 10th level, your risen ghoul becomes more
powerful. You use now the ghast statistics for your creature.
You and your allies are immune to its stench ability.
Additionally, you can make the creature become a more
powerful version of itself. The creature uses the wraith or the
revenant MM statistics (your choice). This transformation lasts
for one minute. You must finish a long rest before you can
use this ability again.
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The Demon Hunter
Demon Hunter
Demon hunters, disciples of Illidan Stormrage, uphold a dark
legacy, one that frightens their allies and enemies alike. The (a) a dungeoneer’s pack or (b) an explorer’s pack
Illidari embrace fel and chaotic magics—energies that have Leather armor, a dagger and an amulet of the
legion.
long threatened the world of Azeroth—believing them
necessary to challenge the Burning Legion. Wielding the
powers of demons they’ve slain, they develop demonic
features that incite revulsion and dread in fellow elves. Metamorphosis
In battle, you fight with the power of the fel. On your turn,
you can enter a metamorphosis as a bonus action.
Class Features
As a demon hunter, you gain the following class features.
While transformed, you gain the following benefits if you
aren't wearing heavy armor:
Hit Points
Hit Dice: 1d8 per demon hunter level You have advantage on Dexterity checks and Dexterity
Hit Points at 1st Level: 8 + your Constitution modifier saving throws.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution When you make a melee weapon attack using Dexterity,
modifier per demon hunter level after 1st you gain a bonus to the damage roll that increases as you
gain levels as a demon hunter, as shown in the Rage
Proficiencies Damage column of the Barbarian table.
Armor: Light Armor Your speed is increased by 10 feet.
Weapons: Simple weapons, warblade, warglaive
If you are able to cast spells, you can't cast them or
Tools: None.
concentrate on them while raging.
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Athletics, Arcana,
Your metamorphosis lasts for 1 minute. It ends early if you
Perception, Survival and Stealth
are knocked unconscious or if your turn ends and you haven't
attacked a hostile creature since your last turn or taken
damage since then. You can also end your metamorphosis on
Equipment your turn as a bonus action.
You start with the following equipment, in addition to the Once you have transformed the number of times shown for
equipment granted by your background: your demon hunter level in the Transformations column of the
Demon Hunter table, you must finish a long rest before you
(a) a warblade or (b) two warglaives can transform again.
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Double Jump Relentless Transformation
Whenever you perform a Strength (Athletics) check to jump, Starting at 11th level, your transformation can keep you
and as long as you are not wearing medium or heavy armor, fighting despite grievous wounds. If you drop to 0 hit points
you have advantage. while you’re transformed and don’t die outright, you can
make a DC 10 Constitution saving throw. If you succeed, you
Spectral Sight drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases
Using your heightened senses you can perceive things that no
by 5. When you finish a short or long rest, the DC resets to
other person can see. . As an action, you can open your
10.
awareness to detect such forces. Until the end of your next
turn, you know the location of any fiend within 60 feet of you
that is not behind total cover. Persistent Transformation
If the creature is in your direct line of sight, you can see its Beginning at 15th level, your transformation is so fierce that it
true form. After using this ability, you must finish a short or ends early only if you fall unconscious or if you choose to end
long rest before using it again. it.
Parry Havoc
Starting at 5th level, you can use your reaction to deflect a
A brooding master of warglaives and the destructive power of
weapon when you are hit by a melee weapon attack. When
Fel magic.
you do so, the damage you take from the attack is reduced by
1d10 + your Dexterity modifier + your demon hunter level.
If you reduce the damage to 0, you can attempt to disarm the Bonus Proficiencies
opponent, forcing it to drop the weapon to its feet. The target When you choose this archetype at 3rd level, you gain
must make a Strength saving throw (DC 8 + your proficiency proficiency in two of the following skills of your choice:
bonus + your Dexterity modifier). If failed, the weapon lands Acrobatics, History, Insight, Investigation, or Perception. You
at its feet. can gain proficiency with a tool of your choice in place of one
skill choice.
Consume Magic
At 7th level, connection with the fel allows you to attempt to
Demonic Presence
consume part of a magic effect. When you are subjected to an When you choose this archetype at 3rd level, you gain a set of
effect that allows you to make a Dexterity saving throw to abilities that are fueled by special dice called superiority dice.
take only half damage, you instead take no damage if you Superiority Dice. You have four superiority dice, which are
succeed on the saving throw, and only half damage if you fail. d8s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you finish a
short or long rest.
Critical Strikes You gain another superiority die at 6th level and one more at
Beginning at 9th level, you can roll one additional weapon 15th level.
damage die when determining the extra damage for a critical Using Superiority Dice. You can expend superiority dice to
hit with a melee attack. gain a number of different benefits:
This increases to two additional dice at 13th level and three • When you make a weapon attack against a creature, you can
additional dice at 17th level. expend one superiority die to add it to the attack roll. You can
use this ability before or after making the attack roll, but
before any of the effects of the attack are applied.
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• When you damage a creature with a weapon attack, you can Feast of Souls
expend one superiority die to add it to the damage roll. You At 6th level, you gain the ability to heal yourself. As a bonus
can use this ability after rolling damage. If the attack causes action, you can regain hit points equal to three times your
the target to make a Constitution saving throw to maintain demon hunter level. You must finish a long rest before you
concentration, it has disadvantage on that save. can use this feature again.
• When you make an Intelligence, a Wisdom, or a Charisma
saving throw, you can expend one superiority die to add it to Torment
the roll. You can use this feature only before you learn if the Beginning at 10th level, you can use your action to frighten
save succeeded or failed. someone with your menacing presence. When you do so,
• When you make a Wisdom (Perception) check to detect a choose one creature that you can see within 30 feet of you. If
hidden creature or object, or a Wisdom (Insight) check to the creature can see or hear you, it must succeed on a Wisdom
determine if someone is lying to you, you can expend one saving throw (DC equal to 8 + your proficiency bonus + your
superiority die to add it to the roll. You can use this feature Charisma modifier) or be frightened of you until the end of
after seeing the total but before learning if you succeeded or your next turn. On subsequent turns, you can use your action
failed. to extend the duration of this effect on the frightened creature
until the end of your next turn. This effect ends if the creature
Prepared ends its turn out of line of sight or more than 60 feet away
At 3rd level, your study of the supernatural gives you a from you.
limited ability to use magic. You can cast detect magic as a If the creature succeeds on its saving throw, you can’t use this
ritual. You can cast protection from evil and good, but you feature on that creature again for 24 hours.
cannot cast it again with this feature until you finish a long
rest. Wisdom is your spellcasting ability for these spells. Blade Turning
In addition, you gain the ability to speak one of the following Beginning at 14th level, you can use your parry ability against
languages of your choice: Abyssal or Infernal. creatures that are within 5 feet of you that do not target you
with their attack.
Felblade
At 6th level, whenever you expend superiority dice to add to a
damage roll, you can expend up to two dice instead of just
one, adding both to the roll. Both dice are expended as
normal. If the target of your attack is an aberration, a fey, a
fiend, or an undead, you deal maximum damage with both
dice, instead of rolling them.
Unleashed Power
At 10th level, your superiority dice turn into d10s. At 18th
level, they turn into d12s.
Momentum
Starting at 14th level, when you roll initiative and have no
superiority dice remaining, you regain one superiority die.
Vengeance
Embraces the demon within to incinerate enemies and protect
their allies.
Soul Barrier
At 3rd level, while transformed with your Metamorphosis,
you have resistance to all damage except radiant damage.
Fel Blood
Also at 3rd level, while wearing light armor and not wielding
a shield, you can add your Constitution modifier to your
Armor Class.
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The Druid
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Druid
Druids harness the vast powers of nature to preserve balance Druidic
and protect life. With experience, druids can unleash nature’s You know Druidic, the secret language of druids. You can
raw energy against their enemies, raining celestial fury on speak the language and use it to leave hidden messages. You
them from a great distance, binding them with enchanted and others who know this language automatically spot such a
vines, or ensnaring them in unrelenting cyclones. message. Others spot the message’s presence with a success-
ful DC 15 Wisdom (Perception) check but can’t decipher it
Class Features without magic.
As a druid, you gain the following class features.
Spellcasting
Hit Points Drawing on the divine essence of nature itself, you can cast
Hit Dice: 1d8 per druid level spells to shape that essence to your will.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Cantrips
modifier per druid level after 1st At 1st level, you know two cantrips of your choice from the
druid spell list. You learn additional druid cantrips of your
Proficiencies choice at higher levels, as shown in the Cantrips Known col-
Armor: Light armor, medium armor, shields (druids will not umn of Table: The Druid.
wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarter- Preparing and Casting Spells
staffs, scimitars, sickles, slings, spears Table: The Druid shows how many spell slots you have to
Tools: Herbalism kit cast your spells of 1st level and higher. To cast one of these
Saving Throws: Intelligence, Wisdom druid spells, you must expend a slot of the spell’s level or
Skills: Choose two from Arcana, Animal Handling, Insight, higher. You regain all expended spell slots when you finish a
Medicine, Nature, Perception, Religion, and Survival long rest.
You prepare the list of druid spells that are available for you
Equipment to cast, choosing from the druid spell list. When you do so,
You start with the following equipment, in addition to the choose a number of druid spells equal to your Wisdom modi-
equipment granted by your background: fier + your druid level (minimum of one spell). The spells
(a) a wooden shield or (b) any simple weapon must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-
(a) a scimitar or (b) any simple melee weapon level and two 2nd-level spell slots. With a Wisdom of 16,
Leather armor, an explorer’s pack, and a druidic fo- your list of prepared spells can include six spells of 1st or 2nd
cus level, in any combination. If you prepare the 1st-level
spell cure wounds, you can cast it using a 1st-level or 2nd-
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level slot. Casting the spell doesn’t remove it from your list of creature has any legendary or lair actions, you can’t use
prepared spells. them.
You can also change your list of prepared spells when you When you transform, you assume the beast’s hit points and
finish a long rest. Preparing a new list of druid spells requires Hit Dice. When you revert to your normal form, you return
time spent in prayer and meditation: at least 1 minute per spell to the number of hit points you had before you transformed.
level for each spell on your list. However, if you revert as a result of dropping to 0 hit
points, any excess damage carries over to your normal form.
Spellcasting Ability For example, if you take 10 damage in animal form and
have only 1 hit point left, you revert and take 9 damage. As
Wisdom is your spellcasting ability for your druid spells,
long as the excess damage doesn’t reduce your normal form
since your magic draws upon your devotion and attunement to
to 0 hit points, you aren’t knocked unconscious.
nature. You use your Wisdom whenever a spell refers to your
spellcasting ability. In addition, you use your Wisdom modi- You can’t cast spells, and your ability to speak or take any
fier when setting the saving throw DC for a druid spell you action that requires hands is limited to the capabilities of
cast and when making an attack roll with one. your beast form. Transforming doesn’t break your concen-
Spell save DC = 8 + your proficiency bonus + your Wisdom tration on a spell you’ve already cast, however, or prevent
modifier you from taking actions that are part of a spell, such as call
Spell attack modifier = your proficiency bonus + your Wis- lightning, that you’ve already cast.
dom modifier You retain the benefit of any features from your class, race,
or other source and can use them if the new form is physi-
cally capable of doing so. However, you can’t use any of
Ritual Casting your special senses, such as darkvision, unless your new
You can cast a druid spell as a ritual if that spell has the ritual form also has that sense.
tag and you have the spell prepared.
You choose whether your equipment falls to the ground in
your space, merges into your new form, or is worn by it.
Spellcasting Focus Worn equipment functions as normal, but the GM decides
You can use a druidic focus (see Equipment) as a spellcasting whether it is practical for the new form to wear a piece of
focus for your druid spells. 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
Wild Shape either fall to the ground or merge with it. Equipment that
Starting at 2nd level, you can use your action to magically as- merges with the form has no effect until you leave the form.
sume the shape of a beast that you have seen before. You can
use this feature twice. You regain expended uses when you
finish a short or long rest. Druid Circle
Your druid level determines the beasts you can transform into, At 2nd level, you choose to identify with a circle of druids.
as shown in Table: Beast Shapes. At 2nd level, for example, Your choice grants you features at 2nd level and again at 6th,
you can transform into any beast that has a challenge rating of 10th, and 14th level.
1/4 or lower that doesn’t have a flying or swimming speed.
Ability Score Improvement
Table: Beast Shapes When you reach 4th level, and again at 8th, 12th, 16th, and
Level Max. CR Limitations Example 19th level, you can increase one ability score of your choice
2nd 1/4 No flying or swimming speed Wolf by 2, or you can increase two ability scores of your choice by
4th 1/2 No flying speed Crocodile 1. As normal, you can’t increase an ability score above 20 us-
8th 1 — Giant eagle ing this feature.
You can stay in a beast shape for a number of hours equal to Timeless Body
half your druid level (rounded down). You then revert to your Starting at 18th level, the primal magic that you wield causes
normal form unless you expend another use of this feature. you to age more slowly. For every 10 years that pass, your
You can revert to your normal form earlier by using a bonus body ages only 1 year.
action on your turn. You automatically revert if you fall un-
conscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply: Beast Spells
Your game statistics are replaced by the statistics of the Beginning at 18th level, you can cast many of your druid
beast, but you retain your alignment, personality, and Intel- spells in any shape you assume using Wild Shape. You can
ligence, Wisdom, and Charisma scores. You also retain all perform the somatic and verbal components of a druid spell
of your skill and saving throw proficiencies, in addition to while in a beast shape, but you aren’t able to provide material
gaining those of the creature. If the creature has the same components.
proficiency as you and the bonus in its stat block is higher
than yours, use the creature’s bonus instead of yours. If the
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Archdruid Astral Communion
At 20th level, you can use your Wild Shape an unlimited Starting at 2nd level, you can regain some of your magical
number of times. energy by sitting in meditation and communing with nature.
Additionally, you can ignore the verbal and somatic compo-
nents of your druid spells, as well as any material components During a short rest, you choose expended spell slots to
that lack a cost and aren’t consumed by a spell. You gain this recover. The spell slots can have a combined level that is
benefit in both your normal shape and your beast shape from equal to or less than half your druid level (rounded up), and
Wild Shape. none of the slots can be 6th level or higher. You can’t use this
feature again until you finish a long rest.
Sacred Plants and Wood
A druid holds certain plants to be sacred, particularly alder, For example, when you are a 4th-level druid, you can recover
ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, up to two levels worth of spell slots. You can recover either a
willow, and yew. Druids often use such plants as part of a 2nd-level slot or two 1st-level slots.
spellcasting focus, incorporating lengths of oak or yew or
sprigs of mistletoe. Soul of the Forest
Similarly, a druid uses such woods to make other objects, Your mystical connection to the land infuses you with the
such as weapons and shields. Yew is associated with death ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you
and rebirth, so weapon handles for scimitars or sickles might
gain access to spells connected to the land.
be fashioned from it. Ash is associated with life and oak with
strength. These woods make excellent hafts or whole weap-
ons, such as clubs or quarterstaffs, as well as shields. Alder is Choose a land type from the list below - arctic,
associated with air, and it might be used for thrown weapons, coast, desert, forest, grassland, mountain, or swamp, consult
such as darts or javelins. the associated list of spells.
Druids from regions that lack the plants described here have
chosen other plants to take on similar uses. For instance, a Once you gain access to these spells, you always have them
druid of a desert region might value the yucca tree and cactus prepared, and it doesn’t count against the number of spells
plants. you can prepare each day. If you gain access to a spell that
The creature is aware of this effect before it makes its attack doesn’t appear on the druid spell list, the spell is nonetheless a
against you. druid spell for you.
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Table: Arctic Table: Swamp
Feline Swiftness
When you choose this circle at 2nd level, you gain
proficiency in the Stealth skill.
Razor Claws
Table: Desert Also at 2nd level, when transformed with wild shape, as a
bonus action you can do an additional attack with one of the
attacks of your form.
Tiger’s Fury
Beginning at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Omen of Clarity
When you reach 10th level, your attacks can become
Table: Forest
particularly devastating. While in wild shape, you can
sacrifice a spell slot to increase the damage done by your
attacks. Until the beginning of your next turn, when you
successfully strike your opponent in melee you deal two
bonus points of damage per spell slot sacrificed this way.
Guardian Circle
Takes on the form of a mighty bear to absorb damage and
protect allies.
Nature’s Guardian
When you choose this circle at 2nd level, you can use
Table: Mountain transform into a Nature Guardian. You must spend a use of
your wild shape to transform into a Guardian form.
The guardian form uses the base statistics of a black bear,
except as noted below.
While on this form, your AC becomes 15 + your Dexterity
modifier. You also gain a number of additional hit points
equal to twice your Druid level, and you have advantage on
Constitution saving throws against poison and diseases.
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You change back to your regular form if you dismiss it, or if Tranquility
you are knocked unconscious. When you reach 10th level, you can create a burst of healing
that heals all allies. As an action, spend a spell slot. Each ally
Frenzied Regeneration within 60 feet from you regains a number of hit points equal
to twice the spell slot level spent plus your Wisdom modifier.
Beginning at 6th level, your Guardian can be empowered by Roll a d20 for each target. If the die lands on a 20, the target
your spells. As a bonus action on your turn, you can spend heals twice that amount instead.
one of your spell slots. You regain a number of hit points
equal to the spell level sacrificed, and continue to do so each Tree of Life
round. This lasts for a number of rounds equal to your
Wisdom modifier (minimum 1). When you reach 14th level, you can expend two uses of your
wild shape ability to temporarily gain the form of the Tree of
Survival Instincts Life, which boosts your healing capabilities.
When you reach 10th level, you gain proficiency on Any healing spell you cast is considered one spell slot higher
Constitution and Strength saving throws. than it actually is, up to the maximum spell slot you can cast.
All healing spells cast during this form recover the maximum
Barkskin amount of hit points possible. Every turn, as an action, you
can remove one condition from one ally within 10 feet from
Also at 10th level your Guardian form becomes stronger. you.
Your Guardian form now uses the base statistics of a polar
bear. Additionally, during this form, you gain resistance to magical
damage, and you have advantage on Intelligence, Wisdom
and Charisma saving throws against spells. This form lasts for
Guardian of Ursoc one minute.
When you reach 14th level, your Guardian form becomes
stronger. While on this form, you gain a number of additional
hit points equal to twice your level. Additionally, you become
resistant to physical damage and druid spells.
Restoration Circle
Uses heal-over-time Nature spells to keep allies alive.
Bonus Proficiencies
When you choose this circle at 2nd level you gain proficiency
with the Medicine skill. If you already had the proficiency
with this skill, you can select a different one.
Harmony
Ysera’s Gift
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The Hunter
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Hunter
From an early age the call of the wild draws some adventurers Equipment
from the comfort of their homes into the unforgiving primal
world outside. Those who endure become hunters. Masters of
You start with the following equipment, in addition to the
their environment, they are able to slip like ghosts through the
equipment granted by your background:
trees and lay traps in the paths of their enemies.
(a) scale mail or (b) leather armor
These expert marksmen drop foes dead in their tracks with (a) two shortswords or (b) two simple melee weap-
flawless shots from a bow or rifle. Thanks to their pinpoint ons
timing, hunters are able to fire their ranged weapons quickly – (a) a dungeoneer’s pack or (b) an explorer’s pack
even at enemies who close to melee range with them. A longbow and a quiver of 20 arrows.
29
est, grassland, mountain, or swamp. When you make an Intel- The Spells Known column of Table: The Hunter shows
ligence or Wisdom check related to your favored terrain, your when you learn more hunter spells of your choice. Each of
proficiency bonus is doubled if you are using a skill that these spells must be of a level for which you have spell slots.
you’re proficient in. For instance, when you reach 5th level in this class, you can
While traveling for an hour or more in your favored terrain, learn one new spell of 1st or 2nd level.
you gain the following benefits: Additionally, when you gain a level in this class, you can
Difficult terrain doesn’t slow your group’s travel. choose one of the hunter spells you know and replace it with
Your group can’t become lost except by magical another spell from the hunter spell list, which also must be of
means. a level for which you have spell slots.
Even when you are engaged in another activity
while traveling (such as foraging, navigating, or Spellcasting Ability
tracking), you remain alert to danger. Wisdom is your spellcasting ability for your hunter spells,
If you are traveling alone, you can move stealthily since your magic draws on your attunement to nature. You
at a normal pace. use your Wisdom whenever a spell refers to your spellcasting
When you forage, you find twice as much food as ability. In addition, you use your Wisdom modifier when set-
you normally would. ting the saving throw DC for a hunter spell you cast and when
While tracking other creatures, you also learn their making an attack roll with one.
exact number, their sizes, and how long ago they Spell save DC = 8 + your proficiency bonus + your Wisdom
passed through the area. modifier
You choose additional favored terrain types at 6th and 10th Spell attack modifier = your proficiency bonus + your Wis-
level. dom modifier
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Hide in Plain Sight creature to take a specific action, such as attacking a specific
target, disengaging combat or similar.
Starting at 10th level, you can spend 1 minute creating cam-
You can only have one such a pet at a time, but you can use
ouflage for yourself. You must have access to fresh mud, dirt,
your animal friendship spell at any time and have the newly
plants, soot, and other naturally occurring materials with
befriended creature become your pet.
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 One with the pack
wall, that is at least as tall and wide as you are. You gain a Beginning at 7th level, when you cast a spell targeting your-
+10 bonus to Dexterity (Stealth) checks as long as you remain self, you can also affect your beast companion with the spell
there without moving or taking actions. Once you move or if the beast is within 30 feet of you.
take an action or a reaction, you must camouflage yourself
again to gain this benefit. Dire Beast
Starting at 11th level, your pet can now be a creature Large or
Vanish smaller.
Starting at 14th level, you can use the Hide action as a bonus
action on your turn. Also, you can’t be tracked by nonmagical Stampede
means, unless you choose to leave a trail. Also starting at 11th level, when you are in an area of your fa-
vored terrain, you can call natural creatures from that terrain
Feral Senses to fight on your behalf, using your attunement to the natural
world to convince them to aid you. The DM chooses beasts
At 18th level, you gain preternatural senses that help you fight
appropriate to the terrain to come to your aid from among
creatures you can’t see. When you attack a creature you can’t
those that could hear you and that are within 1 mile of you, in
see, your inability to see it doesn’t impose disadvantage on
one of the following groups:
your attack rolls against it.
You are also aware of the location of any invisible creature One beast of challenge rating 2 or lower
within 30 feet of you, provided that the creature isn’t hidden Two beasts of challenge rating 1 or lower
from you and you aren’t blinded or deafened. Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Foe Slayer These beasts approach you from their current location, and
will fight alongside you, attacking any creatures that are hos-
At 20th level, you become an unparalleled hunter of your ene-
tile to you. They are friendly to you and your comrades, and
mies. Once on each of your turns, you can add your Wisdom
you roll initiative for the called creatures as a group, which
modifier to the attack roll or the damage roll of an attack you
takes its own turns. The DM has the creatures’ statistics.
make against one of your favored enemies. You can choose to
After 1 hour, these beasts return to their previous location.
use this feature before or after the roll, but before any effects
Once you use this feature, you cannot use it again in the same
of the roll are applied.
general area for 24 hours, since the same animals will not re-
peatedly heed your call.
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your firearms. An attack can only be affected by a single shot Survival
feature. You can regain spent focus in the following ways:
A rugged tracker who favors using animal venom, explosives,
Critical hit with a firearm: Every time you score a critical hit
and traps as deadly weapons.
with a firearm while in the heat of combat, you regain 1 spent
focus point. Critical hits gained outside of die rolls (via en-
emy conditions) do not generate focus. Hunter’s Strike
Killing blow with a firearm: Each time you reduce a danger- At 3rd level, you gain one of the following features of your
ous creature to 0 hit points with a firearm attack, and kill choice.
them, you regain 1 spent focus point. Mortal Wounds: Your tenacity can wear down the most po-
You also regain all focus points after finishing a short or long tent foes. When you hit a creature with a weapon attack, the
rest. creature takes an extra 1d8 damage if it’s below its hit point
maximum. You can deal this extra damage only once per turn.
Raptor Strike: When a Large or larger creature within 5 feet
Sniper Training of you hits or misses you with an attack, you can use your re-
Beginning at 3rd level you can spend 1 focus point to gain ad-
action to attack that creature immediately after its attack, pro-
vantage on the next attack roll you make with a firearm this
vided that you can see the creature.
round.
A Murder of Crows: Once on each of your turns when you
make a weapon attack, you can make another attack with the
Hunter’s Mark same weapon against a different creature that is within 5 feet
Beginning at 7th level you can spend 1 focus point to cast the of the original target and within range of your weapon.
hunter’s mark spell against an enemy of your choice. It lasts
for the remainder of combat or until the creature drops to 0 hit Defensive Tactics
points.
At 7th level, you gain one of the following features of your
choice.
Explosive Shot Posthaste: Opportunity attacks against you are made with dis-
Starting at 7th level you can spend 1 focus point to create an advantage.
explosive shot, causing any creature within 10 feet of your Wing Clip: When a creature hits you with an attack, you gain
target to receive half the damage you inflict. a +4 bonus to AC against all subsequent attacks made by that
creature for the rest of the turn.
Lock and Load Survivalist: You have advantage on saving throws against be-
Starting at 11th level you have learned to shoot at great speed. ing frightened.
You can reload your firearms as a bonus action.
Additionally, by spending 1 focus point you can make attacks Multiattack
of opportunity with a firearm against enemies within 30 feet At 11th level, you gain one of the following features of your
from you as if you were next to them. choice.
Throwing Axes: You can use your action to make a ranged
Countershot attack against any number of creatures within 10 feet of a
Starting at 11th level you can spend 1 focus point as a reac- point you can see within your weapon’s range. You must have
tion to an enemy casting a spell. If you do, they must succeed ammunition for each target, as normal, and you make a sepa-
at a Constitution check (DC 8 + your proficiency bonus + rate attack roll for each target.
your Dexterity modifier) or lose the spell. Carve: You can use your action to make a melee attack
against any number of creatures within 5 feet of you, with a
separate attack roll for each target.
Lone Wolf
By 15 level you have lived a solitary path that guides you to
strength. You can make an additional attack with your fire- Superior Hunter’s Defense
arms when taking the Attack action. This means you can now At 15th level, you gain one of the following features of your
attack three times with your attack action. choice.
Trailblazer: When you are subjected to an effect, such as a
red dragon’s fiery breath or a lightning bolt spell that allows
Trick Shot you to make a Dexterity saving throw to take only half dam-
Starting at 15th level you can pull an incredible shot that is age, you instead take no damage if you succeed on the saving
bound to leave serious consequences on your enemies. Spend throw, and only half damage if you fail.
1 focus point per each target of the trick shot, each target must Caltrops: When a hostile creature misses you with a melee
be within 30 feet from each other. attack, you can use your reaction to force that creature to re-
You make a separate attack roll against each target. If the at- peat the same attack against another creature (other than it-
tacks hit, you can roll one additional weapon damage die per self) of your choice.
focus point spent to each one of the attacks done. Ranger’s Net: When an attacker that you can see hits you
If all attacks miss, the trick shot hits your firearm and disarms with an attack, you can use your reaction to halve the attack’s
you. damage against you.
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The Mage
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Mage
Students gifted with a keen intellect and unwavering • (a) a scholar’s pack or (b) an explorer’s pack
discipline may walk the path of the mage. The arcane magic • A spellbook
available to magi is both great and dangerous, and thus is
revealed only to the most devoted practitioners. To avoid Spellcasting
interference with their spellcasting, magi wear only cloth
armor, but arcane shields and enchantments give them
As a student of arcane magic, you have a spellbook
additional protection. To keep enemies at bay, magi can
containing spells that show the first glimmerings of your true
summon bursts of fire to incinerate distant targets and cause
power.
entire areas to erupt, setting groups of foes ablaze.
Cantrips
Class Features
As a mage, you gainthe following class features. At 1st level, you know three cantrips of your choice from
the wizard spell list. You learn additional wizard cantrips
Hit Points of your choice at higher levels, as shown in the Cantrips
Hit Dice: 1d6 per mage level Known column of the Mage table.
Hit Points at 1st Level: 6 + your Constitution
modifier Spellbook
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per mage level after 1st. At 1st level, you have a spellbook containing six 1st-
level mage spells of your choice. Your spellbook is the
repository of the mage spells you know, except your
Proficiencies cantrips, which are fixed in your mind.
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light Preparing and Casting Spells
crossbows
Tools: None The Mage table shows how many spell slots you have to
Saving Throws: Intelligence, Wisdom cast your spells of 1st level and higher. To cast one of
Skills: Choose two from Arcana, History, Insight, these spells, you must expend a slot of the spell’s level or
Investigation, Medicine, and Religion higher. You regain all expended spell slots when you finish
a long rest.
Equipment
You start with the following equipment, in addition to the You prepare the list of mage spells that are available for
equipment granted by your background: you to cast. To do so, choose a number of mage spells from
• (a) a quarterstaff or (b) a dagger your spellbook equal to your Intelligence modifier + your
• (a) a component pouch or (b) an arcane focus mage level (minimum of one spell). The spells must be of a
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level for which you have spell slots. You have learned to regain some of your magical energy
by studying your spellbook. Once per day when you finish
For example, if you’re a 3rd-level mage, you have four a short rest, you can choose expended spell slots to
1st-level and two 2nd-level spell slots. With an recover. The spell slots can have a combined level that is
Intelligence of 16, your list of prepared spells can include equal to or less than half your mage level (rounded up),
six spells of 1st or 2nd level, in any combination, chosen and none of the slots can be 6th level or higher.
from your spellbook. If you prepare the 1st-level spell
magic missile, you can cast it using a 1st-level or a 2nd- For example, if you’re a 4th-level mage, you can recover
level slot. Casting the spell doesn’t remove it from your up to two levels worth of spell slots. You can recover
list of prepared spells. either a 2nd-level spell slot or two 1st-level spell
slots.
You can change your list of prepared spells when you
finish a long rest. Preparing a new list of mage spells Arcane Tradition
requires time spent studying your spellbook and
memorizing the incantations and gestures you must make
When you reach 2nd level, you choosean arcane tradition,
to cast the spell: at least 1 minute per spell level for each
shaping your practice of magic through one of eight
spell on your list.
schools, such as Evocation.
Spellcasting Ability Your choice grants you features at 2nd level and again at
6th, 10th, and 14th level.
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
Ability Score Improvement
spell refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving When you reach 4th level, and again at 8th, 12th, 16th, and
throw DC for a mage spell you cast and when making an 19th level, you can increase one ability score of your
attack roll with one. choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score
Spell save DC = 8 + your proficiency bonus + your above 20 using this feature.
Intelligence modifier
Spell attack modifier = your proficiency bonus + your Spell Mastery
Intelligence modifier
At 18th level, you have achieved such mastery over certain
spells that you can cast them at will. Choose a 1st-level
Ritual Casting mage spell and a 2nd-level mage spell that are in your
spellbook. You can cast those spells at their lowest level
You can cast a mage spell as a ritual if that spell has the without expending a spell slot when you have them
ritual tag and you have the spell in your spellbook. You prepared. If you want to cast either spell at a higher level,
don’t need to have the spell prepared. you must expend a spell slot as normal.
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Arcane Traditions Supernova
Starting at 14th level, you are constantly charged with arcane
energy. You act as if constantly under the effects of a mage
The following are the arcane traditions available to your armor spell.
character Additionally, you can gather some of this energy and create
an arcane explosion. As an action, any enemies within 30 feet
Arcane School from you must make a Constitution saving throw. They
Manipulate the arcane, destroying enemies with receive two levels of exhaustion on a failed saving throw, or
overwhelming power. one if they succeed. You must finish a short or long rest
before using this ability again.
Arcane Missiles
At 2nd level, you know the eldritch blast cantrip. This cantrip Fire School
does not count against your number of cantrips known. Also, Ignite enemies with balls of fire and combustive flames.
the gold and time you must spend to copy an abjuration spell
into your spellbook is halfed.
Hot Streak
Savant Beginning when you select this school at 2nd level, the gold
Also at 2nd level you gain affinity to the arcane raw power. and time you must spend to copy an evocation spell into your
Whenever you cast a spell that deals damage other than force spellbook is halved.
damage, you can change the damage type to force damage. If
you do so, decrease the dice type by one step. For example, if Scorch
you cast burning hands as a force spell, you deal 3d4 force Beginning at 2nd level, you can create pockets of relative
damage instead of its regular damage (3d6). safety within the effects of your evocation spells. When you
You can do this a number of times equal to your Intelligence cast an evocation spell that affects other creatures that you can
modifier (minimum 1). see, you can choose a number of them equal to 1 + the spell’s
level. The chosen creatures automatically succeed on their
Arcane Power saving throws against the spell, and they take no damage if
Starting at 6th level, you are capable of drawing more arcane they would normally take half damage on a successful save.
power than other mages. When using your arcane recovery,
your level is considered four levels higher when recovering Hot Streak
spell slots. Starting at 6th level, your damaging cantrips affect even
creatures that avoid the brunt of the effect. When a creature
Arcane Barrage succeeds on a saving throw against your cantrip, the creature
Beginning at 10th level, you can empower your spells by takes half the cantrip’s damage (if any) but suffers no
fueling them with additional arcane magic. Whenever you additional effect from the cantrip.
successfully deal damage with a spell that deals force damage,
you can sacrifice a spell slot to deal additional force damage Ignite
to one of the targets of the spell. Please refer to below table to Beginning at 10th level, you can add
see the bonus damage that the spell deals your Intelligence modifier as bonus fire damage to any wizard
evocation spell you cast.
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Frost School icicles that float around you. You can spend your icicles to
Freezes enemies in their tracks and shatters them with Frost use the abilities below.
magic. Shatter (1 icicle): If you hit an enemy with a ranged spell
attack that deals cold damage, the attack is a critical hit.
Frost Armor (1 icicle): You absorb cold damage, and you are
Brain Freeze immune to poison and poison damage. This lasts until
Beginning when you select this school at 2nd level, the gold dismissed. You cannot recover the spent icicle while this
and time you must spend to copy a conjuration spell into your ability is active.
spellbook is half. Icy Veins (1 icicle): You can cast a cold damage spell as a
bonus action.
Summon Water Elemental Unbound Elemental (3 icicles): Your elemental base
Starting at 2nd level when you select this school, you gain a statistics are changed to use the Large Water Elemental
small water elemental as a companion pet. The statistics are statistics. The normal bonuses you grant to your elemental
below. Also, if you didn’t know it already, you learn to talk still apply. This lasts for 1 minute.
Aquan, to be able to communicate with your pet. Ice Block (5 icicles): As a reaction, you become encased in
Add your proficiency bonus to the creature’s AC, attack rolls, ice. You cannot take any actions while encased. You become
damage rolls, and any saving throws or skills it is proficient immune to everything (including damage of any type, spells,
in. The creature gains additional hit points equal to your mage conditions or similar abilities), and you cannot be moved from
level. your place. This lasts for 1 round.
The creature fights itself during comb at to the best of its You can recover one icicle during a short rest. You recover all
abilities. During your turn, as a bonus action, you can order icicles after a long rest. Any critical hits that your water
the creature to take a specific action, such as attacking a elemental makes also recover one icicle.
specific target, disengaging combat or similar.
If the creature is destroyed, you must spend 1 hour to summon
a new one.
Fingers of Frost
Starting at 6th level, you can freeze the enemies on the spot.
Whenever you cast a spell that deals cold damage, or your
elemental casts its freeze action, your enemies must succeed
at a Constitution saving throw against your spell save DC. If Small Water Elemental
failed, their speed is reduced to 0 for one round. Armor Class 12
Hit Points 11 (2d10)
Improved Water Elemental Speed 30 ft.
Beginning at 10th level, the traits and actions of your STR DEX CON INT WIS CHA
elemental are modified as following: 6 (-2) 14 (+2) 10 (+0) 5 (-3) 10 (+0) 8(-1)
Special Traits Skills Perception +2, Stealth +4
Innate Spellcasting: The water elemental can innately Damage Vulnerabilities bludgeoning, fire
cast fog cloud (2/day) and sleet storm (1/day), requiring no Damage Immunities cold, poison
material components. Its innate spellcasting ability is Condition Immunities exhaustion, poisoned, restrained
Wisdom. Senses darkvision 60 ft., passive Perception 12
Actions Languages Aquan
Waterbolt: Ranged Weapon Attack: +3 to hit, reach 30 ft., Challenge 1/4
one creature. Hit: 11 (2d8 + 2) cold damage.
Freeze (Recharge 5-6): The water elemental emanates a 30-
Special Traits
foot radius of cold air. Each creature in that area must succeed
Innate Spellcasting (1/Day): The water elemental can
on a DC 10 Dexterity saving throw, taking 5 (2d4) cold
innately cast fog cloud, requiring no material components. Its
damage on a failed save, or half as much damage on a
innate spellcasting ability is Wisdom.
successful one.
Water Jet (Recharge 6): The water elemental channels a jet
Actions
of icy water at the target. Make a ranged spell attack. If Waterbolt: Ranged Weapon Attack: +3 to hit, reach 30 ft.,
one creature. Hit: 5 (2d4 + 1) cold damage.
successful, the enemy receives 3d8 cold damage and becomes
vulnerable to cold damage for 1 round. Freeze (Recharge 6): The water elemental emanates a 15-
foot radius of cold air. Each creature in that area must succeed
on a DC 10 Dexterity saving throw, taking 5 (2d4) cold
Icicles damage on a failed save, or half as much damage on a
Starting at 14th level, your mage can gather the power of frost successful one.
to create great effects against your enemies. You have 5
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The Monk
Monk
When the pandaren were subjugated by the mogu centuries Saving Throws: Strength, Dexterity
ago, it was the monks that brought hope to a seemingly dim Skills: Choose two from Acrobatics, Athletics, History,
future. Restricted from using weapons by their slave masters, Insight, Religion, and Stealth
these pandaren instead focused on harnessing their chi and
learning weaponless combat. When the opportunity for Equipment
revolution struck, they were well-trained to throw off the yoke
You start with the following equipment, in addition to the
of oppression.
equipment granted by your background:
Masters of bare-handed combat, monks never rely solely on
(a) a shortsword or (b) any simple weapon
the need to have a weapon in their hands to defend against
(a) a dungeoneer’s pack or (b) an explorer’s pack
their enemies. Although most widely known to the outside
world for their fearsome jabs and flying kicks, they refuse to
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limit themselves to a single method of combat. Many monks
prefer instead to “soak it up” and seem to revel in the Unarmored Defense
intoxicating effect of absorbing blow after blow while their Beginning at 1st level, while you are wearing no armor and
companions press the attack. Other monks specialize in not wielding a shield, your AC equals 10 + your Dexterity
calling upon the restorative power of the mists to balance the modifier + your Wisdom modifier.
good and bad energy within people, returning them to good
health and fortune. Martial Arts
At 1st level, your practice of martial arts gives you mastery of
Class Features combat styles that use unarmed strikes and monk weapons,
As a monk, you gain the following class features. 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
Hit Points wielding only monk weapons and you aren’t wearing armor
Hit Dice: 1d8 per monk level
or wielding a shield:
Hit Points at 1st Level: 8 + your Constitution modifier
You can use Dexterity instead of Strength for the attack and
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
damage rolls of your unarmed strikes and monk weapons.
modifier per monk level after 1st
You can roll a d4 in place of the normal damage of your
unarmed strike or monk weapon. This die changes as you
Proficiencies gain monk levels, as shown in the Martial Arts column
Armor: None of Table: The Monk.
Weapons: Simple weapons, shortswords When you use the Attack action with an unarmed strike or a
Tools: Choose one type of artisan’s tools or one musical monk weapon on your turn, you can make one unarmed
instrument. strike as a bonus action. For example, if you take the Attack
37
action and attack with a quarterstaff, you can also make an class description. Your tradition grants you features at 3rd
unarmed strike as a bonus action, assuming you haven’t level and again at 6th, 11th, and 17th level.
already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk Deflect Missiles
weapons. For example, you might use a club that is two
Starting at 3rd level, you can use your reaction to deflect or
lengths of wood connected by a short chain (called a
catch the missile when you are hit by a ranged weapon attack.
nunchaku) or a sickle with a shorter, straighter blade (called a
When you do so, the damage you take from the attack is
kama). Whatever name you use for a monk weapon, you can
reduced by 1d10 + your Dexterity modifier + your monk
use the game statistics provided for the weapon.
level.
If you reduce the damage to 0, you can catch the missile if it
Ki is small enough for you to hold in one hand and you have at
Starting at 2nd level, your training allows you to harness the least one hand free. If you catch a missile in this way, you can
mystic energy of ki. Your access to this energy is represented spend 1 ki point to make a ranged attack with the weapon or
by a number of ki points. Your monk level determines the piece of ammunition you just caught, as part of the same
number of points you have, as shown in the Ki Points column reaction. You make this attack with proficiency, regardless of
of Table: The Monk. your weapon proficiencies, and the missile counts as a monk
You can spend these points to fuel various ki features. You weapon for the attack, which has a normal range of 20 feet
start knowing three such features: Flurry of Blows, Patient and a long range of 60 feet.
Defense, and Step of the Wind. You learn more ki features as
you gain levels in this class. Ability Score Improvement
When you spend a ki point, it is unavailable until you finish a
When you reach 4th level, and again at 8th, 12th, 16th, and
short or long rest, at the end of which you draw all of your
19th level, you can increase one ability score of your choice
expended ki back into yourself. You must spend at least 30
by 2, or you can increase two ability scores of your choice by
minutes of the rest meditating to regain your ki points.
1. As normal, you can’t increase an ability score above 20
Some of your ki features require your target to make a saving
using this feature.
throw to resist the feature’s effects. The saving throw DC is
calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom Slow Fall
modifier Beginning at 4th level, you can use your reaction when you
fall to reduce any falling damage you take by an amount equal
Flurry of Blows to five times your monk level.
Immediately after you take the Attack action on your turn,
you can spend 1 ki point to make two unarmed strikes as a Extra Attack
bonus action.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus
action on your turn. Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an
Step of the Wind opponent’s body. When you hit another creature with a melee
You can spend 1 ki point to take the Disengage or Dash action weapon attack, you can spend 1 ki point to attempt a stunning
as a bonus action on your turn, and your jump distance is strike. The target must succeed on a Constitution saving throw
doubled for the turn. or be stunned until the end of your next turn.
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Stillness of Mind Monastic Traditions
Starting at 7th level, you can use your action to end one effect
The following are the monastic traditions available to your
on yourself that is causing you to be charmed or frightened.
character.
Enveloping Mist
At 3rd level you have a pool of healing power that replenishes
when you take a long rest. With that pool, you can restore a
total number of hit points equal to your monk level × 5.
As an action, you can touch a creature and draw power from
the pool to restore a number of hit points to that creature, up
to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of
healing to cure the target of one disease or neutralize one
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poison affecting it. You can cure multiple diseases and Touch of Karma
neutralize multiple poisons with a single use of Enveloping At 6th level you learn to create a balance between you and
Mist, expending hit points separately for each one. your opponent. You can spend 3 ki points to choose an
This feature has no effect on undead and constructs. opponent within 5 feet from you, and apply one of the
following effects:
Spinning Crane Kick Both you and your target have advantage on attack
At 6th level, you can manipulate the environment’s ki when rolls against each other.
you harness your own. Whenever you hit a creature with one Both you and your target have disadvantage on at-
of the attacks granted by your Flurry of Blows, you can have tack rolls against each other.
one of the following effects happen:
An ally within 30 feet regains hit points equal to These effects last for a number of rounds equal to your
half the damage inflicted. Wisdom modifier, or until dismissed.
A creature with exhaustion loses one exhaustion
level. Whirling Dragon Punch
A stunned or paralyzed creature becomes At 11th level you have learned to harness your ki to damage
incapacitated instead. your opponents. You can spend 5 ki points to attack all
enemies within 10 feet of you with psychic energy. Enemies
Revival in the area must make a Charisma save. On a failed check
At 11th level you can infuse all allies close to you with they receive 8d8 psychic damage or half as much on a
refreshing energy coming from your focused ki. As an action successful save.
you spend 5 ki points to target one creature, plus 2 additional
ki points per additional creature targeted on a 30 feet area. Touch of Death
Each target creature recovers a number of hit points equal to At 17th level, you gain the ability to set up lethal vibrations in
twice your monk level. For each target you can end one someone’s body. When you hit a creature with an unarmed
condition, neutralize one poison or cure a disease affecting it. strike, you can spend 3 ki points to start these imperceptible
vibrations, which last for a number of days equal to your
Reawaken monk level. The vibrations are harmless unless you use your
At 17th level by channeling you can channel your ki to grant action to end them. To do so, you and the target must be on
new life into a creature. By spending 13 ki points you can cast the same plane of existence. When you use this action, the
the resurrection spell. Alternatively, by spending 17 ki points creature must make a Constitution saving throw. If it fails, it
you can cast the true resurrection spell. The amount of energy is reduced to 0 hit points. If it succeeds, it takes 10d10
spent is incredible, so you must finish a long rest before you necrotic damage.
can use this ability again, even if you have the required ki You can have only one creature under the effect of this
points. feature at a time. You can choose to end the vibrations
harmlessly without using an action.
Way of the Windwalker
A martial artist without peer who pummels foes with hands
and fists. They are effective at close range, and powerful
enough to deal with threats in an expedited and often violent
way.
Combo Strikes
Starting when you choose this tradition at 3rd level, you can
manipulate your enemy’s ki when you harness your own.
Whenever you hit a creature with one of the attacks granted
by your Flurry of Blows, you can impose one of the following
effects on that target:
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The Paladin
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Paladin
This is the call of the paladin: to protect the weak, to bring Equipment
justice to the unjust, and to vanquish evil from the darkest
corners of the world. These holy warriors are equipped with You start with the following equipment, in addition to the
plate armor so they can confront the toughest of foes, and the equipment granted by your background:
blessing of the Light allows them to heal wounds and, in some
cases, even restore life to the dead. a martial weapon and a shield or (b) two martial
Ready to serve, paladins can defend their allies with sword weapons
and shield, or they can wield massive two-handed weapons five javelins or (b) any simple melee weapon
against their enemies. The Light grants paladins additional a priest’s pack or (b) an explorer’s pack
power against the undead and demons, ensuring that these Chain mail and a holy symbol
profane beings corrupt the world no longer.
Paladins are not only zealots, but also guardians of the Divine Sense
righteous, and they bestow blessings on those the Light would
shine upon. The Light radiates from paladins, and worthy The presence of strong evil registers on your senses like a
allies who stand near them are emboldened by its power. noxious odor, and powerful good rings like heavenly music in
your ears. As an action, you can open your awareness to
Class Features 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.
As a paladin, you gain the following class features.
You know the type (celestial, fiend, or undead) of any being
Hit Points whose presence you sense, but not its identity. Within the
same radius, you also detect the presence of any place or
Hit Dice: 1d10 per paladin level object that has been consecrated or desecrated, as with the
Hit Points at 1st Level: 10 + your Constitution modifier hallow spell.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per paladin level after 1st 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.
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons Lay on Hands
Tools: None
Saving Throws: Wisdom, Charisma Your blessed touch can heal wounds. You have a pool of
Skills: Choose two from Athletics, Insight, Intimidation, healing power that replenishes when you take a long rest.
Medicine, Persuasion, and Religion With that pool, you can restore a total number of hit points
equal to your paladin level × 5.
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As an action, you can touch a creature and draw power from choose a number of paladin spells equal to your Charisma
the pool to restore a number of hit points to that creature, up modifier + half your paladin level, rounded down (minimum
to the maximum amount remaining in your pool. of one spell). The spells must be of a level for which you have
spell slots.
Alternatively, you can expend 5 hit points from your pool of
healing to cure the target of one disease or neutralize one For example, if you are a 5th-level paladin, you have four 1st-
poison affecting it. You can cure multiple diseases and level and two 2nd-level spell slots. With a Charisma of 14,
neutralize multiple poisons with a single use of Lay on Hands, your list of prepared spells can include four spells of 1st or
expending hit points separately for each one. 2nd level, in any combination. If you prepare the 1st-level
spell cure wounds, you can cast it using a 1st-level or a 2nd-
This feature has no effect on undead and constructs. level slot. Casting the spell doesn’t remove it from your list of
prepared spells.
Fighting Style You can change your list of prepared spells when you finish a
long rest. Preparing a new list of paladin spells requires time
At 2nd level, you adopt a style of fighting as your specialty. spent in prayer and meditation: at least 1 minute per spell
Choose one of the following options. You can’t take a level for each spell on your list.
Fighting Style option more than once, even if you later get to
choose again.
Spellcasting Ability
Defense
Charisma is your spellcasting ability for your paladin spells,
While you are wearing armor, you gain a +1 bonus to AC. since their power derives from the strength of your
convictions. You use your Charisma whenever a spell refers
Dueling to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a
When you are wielding a melee weapon in one hand and no paladin spell you cast and when making an attack roll with
other weapons, you gain a +2 bonus to damage rolls with that one.
weapon.
Spell save DC = 8 + your proficiency bonus + your Charisma
Great Weapon Fighting modifier
When you roll a 1 or 2 on a damage die for an attack you Spell attack modifier = your proficiency bonus + your
make with a melee weapon that you are wielding with two Charisma modifier
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.
Spellcasting Focus
Protection You can use a holy symbol as a spellcasting focus for your
paladin spells.
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 Divine Smite
impose disadvantage on the attack roll. You must be wielding
a shield. Starting at 2nd level, when you hit a creature with a melee
weapon attack, you can expend one spell slot to deal radiant
Spellcasting damage to the target, in addition to the weapon’s damage. The
extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for
By 2nd level, you have learned to draw on divine magic each spell level higher than 1st, to a maximum of 5d8. The
through meditation and prayer to cast spells as a priest does. damage increases by 1d8 if the target is an undead or a fiend.
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it. Now you choose the Oath of Devotion, the Oath of the feet of you can’t be frightened while you are conscious.
Ancients, or the Oath of Vengeance, all detailed at the end of
the class description. At 18th level, the range of this aura increases to 30 feet.
Your choice grants you features at 3rd level and again at 7th,
15th, and 20th level. Those features include oath spells and
Improved Divine Smite
the Channel Divinity feature.
By 11th level, you are so suffused with righteous might that
all your melee weapon strikes carry divine power with them.
Oath Spells Whenever you hit a creature with a melee weapon, the
creature takes an extra 1d8 radiant damage. If you also use
Each oath has a list of associated spells. You gain access to your Divine Smite with an attack, you add this damage to the
these spells at the levels specified in the oath description. extra damage of your Divine Smite.
Once you gain access to an oath spell, you always have it
prepared. Oath spells don’t count against the number of spells
you can prepare each day.
Cleansing Touch
If you gain an oath spell that doesn’t appear on the paladin Beginning at 14th level, you can use your action to end one
spell list, the spell is nonetheless a paladin spell for you. spell on yourself or on one willing creature that you touch.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature
within 10 feet of you must make a saving throw, the creature
gains a bonus to the saving throw equal to your Charisma
modifier (with a minimum bonus of +1). You must be
conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
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two Channel Divinity options. Defense: Care for the weak and the ill. Protect those in need
Sword of Light: As an action, you can imbue one weapon and be willing to give your live for them, though not
that you are holding with positive energy, using your Channel recklessly.
Divinity. For 1 minute, you add your Charisma modifier to Compassion: Try to see beyond appearances. Understand
attack rolls made with that weapon (with a minimum bonus of the similarities. Feel compassion for the losses others have
+1). The weapon also emits bright light in a 20-foot radius suffered
and dim light 20 feet beyond that. If the weapon is not already
magical, it becomes magical for the duration. Oath Spells
You can end this effect on your turn as part of any other You gain oath spells at the paladin levels listed.
action. If you are no longer holding or carrying this weapon,
or if you fall unconscious, this effect ends.
Table: Oath of the Holy Light Spells
Rebuke. 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 Wisdom 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. Lightbringer
Starting at 3rd level, your healing spells are more effective.
Devotion Aura Whenever you use a spell of 1st level or higher to restore hit
Starting at 7th level, you and friendly creatures within 10 feet points to a creature, the creature regains additional hit points
of you can’t be charmed while you are conscious. equal to your paladin level.
At 18th level, the range of this aura increases to 30 feet.
Channel Divinity
Retribution When you take this oath at 3rd level, you gain the following
Beginning at 15th level, you can do an additional attack to two Channel Divinity options.
your Extra Attack, effectively increasing your number of
attacks to three. Light of Dawn: As an action, you can release a burst of holy
energy, surrounding your allies and making them recover
from their wounds. Allies on a 30 foot radius regain hit points
Crusade equal to 1d8 plus your Charisma modifier. This increases to
At 20th level, as an action, you can emanate an aura of
2d8 at 5th level, 3d8 at 11th level and 4d8 at 17th level.
sunlight. For 1 minute, bright light shines from you in a 30-
foot radius, and dim light shines 30 feet beyond that.
Judgment of Light: As an action, you bath an enemy in a
Whenever an enemy creature starts its turn in the bright light,
faint light. For the remainder of this combat, whenever you
the creature takes 10 radiant damage.
successfully strike this enemy with a melee attack, one target
In addition, for the duration, you have advantage on saving
within 30 feet from you regains hit points equal to your
throws against spells cast by fiends or undead.
Charisma modifier (minimum 1). If you use your smite
Once you use this feature, you can’t use it again until you
against this enemy, instead of dealing additional damage, you
finish a long rest.
can have an ally recover a number of hit points equal to the
additional damage it would have done instead.
Oath of the Holy Light
The Oath of the Holy Light invokes the power of the Light to Aura of Mercy
protect and heal. Starting at 7th level, you and friendly creatures within 10 feet
of you regain 1 hit point at the start of your turn while you are
Tenets of Devotion conscious.
Though the exact words and strictures of the Oath of the Holy
Light vary, paladins of this oath share these tenets. At 18th level, the range of this aura increases to 30 feet.
Humbleness: Learn from poverty. Share your wealth and
give the excess to the order. Light of the Martyr
Obedience: Always follow the instructions of your superior Beginning at 15th level, as a bonus action you can cast the
in the order or the leader in the field. daylight spell, choosing yourself as the source point. This
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allows the light to move wherever you move. Channel Divinity
When you take this oath at 3rd level, you gain the following
As a reaction, you can spend the rest of the duration of the Channel Divinity option.
spell and have a target regain a number of hit points equal to
your paladin level. Righteous Fury: as a standard action, you imbue your armor,
sword and shield with holy light. At the beginning of each
Once you use this feature, you can’t use it again until you round, enemies within 60 feet must succeed at a Wisdom save
finish a short or long rest. (DC 8 + your proficiency bonus + your Charisma modifier). If
they fail, they move closer to you and on their turn they will
Beacon of the Lightbringer focus their attacks on you. This lasts for a number of minutes
At 20th level, as an action, you can cast a sunlight to radiate equal to your Charisma modifier
in the area you are located. For 1 minute, bright light shines
from you in a 30-foot radius, and dim light shines 30 feet Blessing of Spellwarding
beyond that. Starting at 7th level, you and friendly creatures within 10 feet
of you have advantage on all Intelligence, Wisdom, and
Whenever an ally starts its turn in the bright light, the creature Charisma saving throws against magic.
regains 10 hit points. For the duration of the ability any
healing done to your allies is doubled, and they have At 18th level, the range of this aura increases to 30 feet.
advantage on saving throws against diseases and poison.
Once you use this feature, you can’t use it again until you Aegis of Light
finish a long rest. Beginning at 15th level, you are always under the effects of a
protection from evil and good spell.
Oath Spells
You gain oath spells at the paladin levels listed.
Table: Oath of Protection Spells
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The Priest
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Priest
Priests are devoted to the spiritual, and express their Equipment
unwavering faith by serving the people. For millennia they
You start with the following equipment, in addition to the
have left behind the confines of their temples and the comfort
equipment granted by your background:
of their shrines so they can support their allies in war-torn
lands. In the midst of terrible conflict, no hero questions the
(a) a mace or (b) a warhammer (if proficient)
value of the priestly orders. (a) scale mail, (b) leather armor, or (c) chain mail (if
proficient)
These masters of the healing arts keep their companions (a) a light crossbow and 20 bolts or (b) any simple weapon
fighting far beyond their normal capacities with an array of (a) a priest’s pack or (b) an explorer’s pack
restorative powers and blessings. The divine forces at the A shield and a holy symbol
priest’s command can also be turned against foes, smiting
them with holy fury.
Spellcasting
As light cannot exist without darkness, and darkness without As a conduit for divine power, you can cast priest spells.
light, some priests tap into shadow to better understand their
own abilities, as well as the abilities of those who threaten Cantrips
them.
At 1st level, you know three cantrips of your choice from the
priest spell list. You learn additional priest cantrips of your
Class Features choice at higher levels, as shown in the Cantrips Known
As a priest, you gain the following class features. column of the Priest table.
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prepared spells. use your Channel Divinity again.
You can change your list of prepared spells when you finish a Some Channel Divinity effects require saving throws. When
long rest. Preparing a new list of priest spells requires time you use such an effect from this class, the DC equals your
spent in prayer and meditation: at least 1 minute per spell priest spell save DC.
level for each spell on your list. Beginning at 6th level, you can use your Channel Divinity
twice between rests, and beginning at 18th level, you can use
Spellcasting Ability it three times between rests. When you finish a short or long
rest, you regain your expended uses.
Wisdom is your spellcasting ability for your priest spells. The
power of your spells comes from your devotion to your deity.
You use your Wisdom whenever a priest spell refers to your Channel Divinity: Turn Undead
spellcasting ability. In addition, you use your Wisdom As an action, you present your holy symbol and speak a
modifier when setting the saving throw DC for a priest spell prayer censuring the undead. Each undead that can see or hear
you cast and when making an attack roll with one. you within 30 feet of you must make a Wisdom saving throw.
Spell save DC = 8 + your proficiency bonus + your Wisdom If the creature fails its saving throw, it is turned for 1 minute
modifier or until it takes any damage.
Spell attack modifier = your proficiency bonus + your A turned creature must spend its turns trying to move as far
Wisdom modifier 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
Ritual Casting 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
You can cast a priest spell as a ritual if that spell has the ritual
move, the creature can use the Dodge action.
tag and you have the spell prepared.
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At 20th level, your call for intervention succeeds Grace
automatically, no roll required. Starting at 17th level, temporary hit points you grant from
your spells last 8 hours and can be stacked. The maximum
Priest Domains number of temporary hit points a target can stack is equal to
their maximum hit points. Any temporary hit points beyond
The following are the domains available to your character. this number are treated normally. A creature that has reached
the maximum temporary hit points allowed by Grace cannot
Discipline Domain benefit from this ability again until they finish a short or long
Uses magic to shield allies from taking damage as well as rest.
heal their wounds.
Holy Domain
Table: Discipline Domain Spells A versatile healer who can reverse damage on individuals or
groups and even heal from beyond the grave.
Shield Discipline
Starting at 1st level, your warding spells are more effective.
Whenever you grant temporary hit points, you grant an
additional number of temporary hit points equal to your Serendipity
Wisdom modifier to the same target. Starting at 1st level, your healing spells are more effective.
Whenever you use a spell of 1st level or higher to restore hit
Channel Divinity: Absolution points to a creature, the creature regains additional hit points
Starting at 2nd level, you can use your Channel Divinity to equal to 3 + the spell’s level.
cover your allies in the power of light and protect them from
damage. Channel Divinity: Echo of Light
As an action, you present your holy symbol and evoke the Starting at 2nd level, you can use your Channel Divinity to
holy light to surround your allies. Choose any number of heal the badly injured.
targets within 30 feet of you. They gain resistance to piercing, As an action, you present your holy symbol and evoke healing
bludgeoning and slashing damage for a number of rounds energy that can restore a number of hit points equal to five
equal to your priest level. You can’t use this feature on an times your cleric level.
undead or a construct. Choose any creatures within 30 feet of you, and divide those
hit points among them. This feature can restore a creature to
Atonement no more than half of its hit point maximum. You can’t use
Beginning at 6th level, your damaging spells gain an extra this feature on an undead or a construct.
effect due to the power of the light. Whenever you cast a spell
that deals radiant damage, an ally within 30 feet of you Focused Will
regains a number of hit points equal to half the damage dealt. Beginning at 6th level, the healing spells you cast on others
You cannot use this ability again until you finish a short or heal you as well. When you cast a spell of 1st level or higher
long rest. that restores hit points to a creature other than you, you regain
hit points equal to 2 + the spell’s level.
Dome of Light
At 8th level, you gain the ability to manipulate the way your Holy Fire
Channel Divinity works. When using your Channel Divinity: At 8th level, you gain the ability to infuse your weapon strikes
Absolution, you can select a different type of resistance. You with divine energy. Once on each of your turns when you hit
can select from either physical damage, magical damage or a a creature with a weapon attack, you can cause the attack to
specific element. deal an extra 1d8 radiant damage to the target. When you
reach 14th level, the extra damage increases to 2d8.
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Benediction Shadow Domain
Starting at 17th level, when you would normally roll one or Uses sinister Shadow magic, especially damage-over-time
more dice to restore hit points with a spell, you instead use the spells, to eradicate enemies.
highest number possible for each die. For example, instead of
restoring 2d6 hit points to a creature, you restore 12.
Table: Shadow Domain Spells
The Light
The Light (also known as the Holy Light, Holy Light
of Creation and light of Creation) is a mysterious and
benevolent force in the universe. Residing in every
living being, in every heart and soul, this positive
energy is everywhere, binding all sentient beings
together as one. Along with the Void, the Light is one
of the two most fundamental forces in the universe, and
one cannot exist without the other.
The Light is the source of all life in the cosmos. Pure Insanity
Light dwells in a realm outside the borders of reality, Starting at 1st level, you have a number of insanity points
but can manifest in the physical universe as holy equal to your priest level. You can never have more insanity
magic. points than your priest level. You regain all spent insanity
points when you finish a long rest
Summoned by willpower or faith in the ability to do so,
Flexible Casting: You can use your insanity points to gain
the Light can be harnessed to heal, cleanse, and protect.
additional spell slots, or sacrifice spell slots to gain additional
Most of its practitioners are either priests or paladins,
devoted to cleansing the universe of darkness. insanity points. You learn other ways to use your insanity
points as you reach higher levels.
Learning to wield this healing force takes years of Creating Spell Slots. You can transform unexpended insanity
discipline. The naaru, enigmatic beings composed of points into one spell slot as a bonus action on your turn. The
pure energy, taught the use of the Light to the draenei Creating Spell Slots table shows the cost of creating a spell
race, but other races have come into the study and slot of a given level. You can create spell slots no higher in
practice of Light-based magic of their own accord. level than 5th.
Any spell slot you create with this feature vanishes when you
Before life began and before even the universe existed, finish a long rest.
there was only the Light. The Light existed as a
Table: Creating Spell Slots
boundless sea of living energy, swelling across all of
existence, unfettered by time and space. Yet as the
ever-shifting sea expanded, pockets of cold
nothingness appeared, giving birth to a second force:
the Void. The growing tension between the two
opposing energies eventually ignited a series of
explosions that ruptured the fabric of creation and gave
birth to the physical universe.
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Madness
Beginning at 6th level, you gain the ability to twist your spells
to suit your needs. You gain two of the following Madness
options of your choice. You gain another one at 10th and 17th
level. You can use only one Madness option on a spell when
you cast it, unless otherwise noted.
Recklessness
When you cast a spell that forces a creature to make a saving
throw to resist its effects, you can spend 3 insanity points to
give one target of the spell disadvantage on its first saving
throw made against the spell.
Desperate Prayer
When you cast a spell that has a casting time of 1 action, you
can spend 2 insanity points to change the casting time to 1
bonus action for this casting.
The Cult of the Shadow
The Shadow is the name the Cult of the Forgotten
Fortress of the Mind
Shadow uses to refer to "life and reality". Shadow
When you roll damage for a spell, you can spend 1 insanity priest preach balance between Light and Darkness, as
point to reroll a number of the damage dice up to your both are vital for the survival of the Shadow.
Wisdom modifier (minimum of one). You must use the new
rolls. You can use Fortress of the Mind even if you have The Church of the Light however, seems to preach
already used a different Madness option during the casting of against the Shadow, which the orcs were once strongly
the spell. perceived to be creatures of. Priests and paladins of this
religion are known to condemn their foes with such
Censure epitaphs as 'shadowspawn' and 'spawn of darkness'.
When you cast a spell that targets only one creature and The Twilight Apocrypha states that in the beginning
doesn’t have a range of self, you can spend 3 insanity point to there was shadow eternal and implies the elements
have the target’s speed become 0 for one round. This effect were born from it, and that the shadow is the "world we
only takes place if you succeed at the required attack roll. know".
To be eligible, a spell must be incapable of targeting more
than one creature at the spell’s current level. For example, Its worshippers warn against shadow priests embracing
magic missile and scorching ray aren’t eligible, but ray of its dark magic wholesale, for it is often too hard to find
one's way back to the Shadow from the deepest reaches
frost and chromatic orb are.
of the darkness.
Twist of Fate
The Shadows are the dark, malevolent forces seeking
When you cast a spell that targets only one creature and
the world's (or even the universe's) dissolution; the
doesn’t have a range of self, you can spend a number of "light" includes the virtuous, heroic forces preserving
insanity points equal to the spell’s level to target a second order and goodness. Their deeds and the powers they
creature in range with the same spell (1 insanity point if the wield make up the stuff of legends... if not myths.
spell is a cantrip).
To be eligible, a spell must be incapable of targeting more Shadow ascendants, followers of the Cult of the
than one creature at the spell’s current level. For example, Forgotten Shadow, become one with this power as their
magic missile and scorching ray aren’t eligible, but ray of physical form fades away. Some trolls revere these
frost and chromatic orb are. creatures as dark Loa.
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The Rogue
Rogue
For rogues, the only code is the contract, and their honor is Equipment
purchased in gold. Free from the constraints of a conscience,
You start with the following equipment, in addition to the
these mercenaries rely on brutal and efficient tactics. Lethal
equipment granted by your background:
assassins and masters of stealth, they will approach their
(a) a rapier or (b) a shortsword
marks from behind, piercing a vital organ and vanishing into
(a) a shortbow and quiver of 20 arrows or (b) a
the shadows before the victim hits the ground.
shortsword
(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c)
Rogues can dip their weapons in paralyzing toxins that render
an explorer’s pack
foes unable to defend themselves. These silent stalkers wear
leather armor so they can move unencumbered, ensuring that
(a) Leather armor, two daggers, and thieves’ tools
they land the first strike.
Expertise
With the rogue’s poisons and speed, the first strike is often the At 1st level, choose two of your skill proficiencies, or one of
last step before the killing blow. 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.
Class Features At 6th level, you can choose two more of your proficiencies
As a rogue, you have the following class features.
(in skills or with thieves’ tools) to gain this benefit.
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Thieves’ Cant the location of any hidden or invisible creature within 10 feet
During your rogue training you learned thieves’ cant, a secret of you.
mix of dialect, jargon, and code that allows you to hide
messages in seemingly normal conversation. Only another Slippery Mind
creature that knows thieves’ cant understands such messages. By 15th level, you have acquired greater mental strength. You
It takes four times longer to convey such a message than it gain proficiency in Wisdom saving throws.
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
Elusive
Beginning at 18th level, you are so evasive that attackers
area is dangerous or the territory of a thieves’ guild, whether
rarely gain the upper hand against you. No attack roll has
loot is nearby, or whether the people in an area are easy marks
advantage against you while you aren’t incapacitated.
or will provide a safe house for thieves on the run.
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Venom Rush is charmed by you for 1 minute. While charmed, it regards
At 17th level, you can end combat in a brutal, agonizing way. you as a friendly acquaintance.
When you strike a creature that is poisoned, you can inflict
worst pain on it. Every time you strike a creature in melee it Ruthlessness
must succeed at a Constitution save (DC= 8 + your You complete difficult maneuvers with practiced ease.
proficiency bonus + your Intelligence bonus) or gain one level Starting at 13th level, you can use a bonus action to gain
of Crippling Poison for 1 round. Every successful hit renews advantage on the next Dexterity (Acrobatics) or Strength
the poison. (Athletics) check you make on your turn.
Refer to the table below for the effects
Ghostly Strike
Table: Crippling Poison Effects At 17th level your mastery of the blade lets you turn failure to
success in combat. If you miss with an attack, you can choose
to roll the attack again with advantage. Once you use this
ability, you cannot use it again until you finish a short or long
rest.
Subtlety
A creature that succeeds in two consecutive saving throws A dark stalker who leaps from the shadows to ambush
cannot be affected by this ability for 24 hours. unsuspecting prey.
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The Shaman
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Shaman
Shaman are spiritual guides and practitioners, not of the
divine, but of the very elements. Unlike some other mystics,
Equipment
You start with the following equipment, in addition to the
shaman commune with forces that are not strictly benevolent.
equipment granted by your background:
The elements are chaotic, and left to their own devices, they
a scimitar, (b) a longsword, or (c) any simple weapon
rage against one another in unending primal fury. It is the call
a diplomat’s pack or (b) an entertainer’s pack
of the shaman to bring balance to this chaos. Acting as
a small totem, symbolic of your tribe
moderators among earth, fire, water, and air, shaman summon
Leather armor and a dagger
totems that focus the elements to support the shaman’s allies
or punish those who threaten them.
Spellcasting
These masters of the elements can also call upon elemental You have learned to untangle and reshape the fabric of reality
forces directly, unleashing torrents of lava and bolts of in harmony with the elements.
lightning against foes. The elements can create, destroy, Your spells are part of your vast repertoire, magic that you
support, and hinder. can adjust to different situations.
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Each of these spells must be of a level for which you have revitalize your wounded allies during a short rest. If you or
spell slots, as shown on the table. For instance, when you any friendly creatures who can see your totem regain hit
reach 3rd level in this class, you can learn one new spell of 1st points at the end of the short rest by spending one or more Hit
or 2nd level. Dice, each of those creatures regains an extra 1d6 hit points.
Additionally, when you gain a level in this class, you can The extra hit points increase when you reach certain levels in
choose one of the shaman spells you know and replace it with this class: to 1d8 at 9th level, to 1d10 at 13th level, and to
another spell from the shaman spell list, which also must be of 1d12 at 17th level.
a level for which you have spell slots.
Shamanic Tradition
Spellcasting Ability At 3rd level, you delve into the advanced techniques of your
Wisdom is your spellcasting ability for your shaman spells. Shamanic Tradition. You can select between the Elemental,
Your magic comes from the connection to nature, the spirits Enhancement or Restoration traditions. Your choice grants
and the elements. You use your Wisdom whenever a spell you features at 3rd level and again at 6th and 14th level.
refers to your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving throw DC for
a shaman spell you cast and when making an attack roll with
Ancestral Spirit
one. At 3rd level, choose two of your skill proficiencies. Your
Spell save DC = 8 + your proficiency bonus + proficiency bonus is doubled for any ability check you make
your Wisdom modifier that uses either of the chosen proficiencies.
Spell attack modifier = your proficiency bonus + At 10th level, you can choose another two skill proficiencies
your Wisdom modifier to gain this benefit.
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Superior Heroism Fighting Style
At 20th level, when you roll initiative and have no uses of The Enhancement tradition emphasizes mastery with
Heroism left, you regain one use. weapons, granting you access to the two-weapon fighting
option for the Fighting Style class feature.
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Bonus Proficiencies
When you join the Restoration tradition at 3rd level, you gain
proficiency with the herbalism kit. You also gain proficiency
in Nature and Medicine. If you are already proficient with
herbalism kit or in Nature or Medicine, choose another skill
proficiency for each proficiency you already have.
Graceful Spirit
At 3rd level, whenever you have learned to summon a water
spirit to assist you protect yourself while healing your allies.
When casting a spell that targets one of your allies, you can
use your bonus action to use the Dodge action. Elemental Lords and elemental spirits
Former servants of the evil Old Gods, the Elemental Lords
Chain Heal once ruled Azeroth. Yet when the titans defeated the Old
Beginning at 6th level you have learned to share the effects of Gods, they banished the Elemental Lords and all elementals
the healing spells you cast. Whenever you cast a spell a to a planar prison known now as the Elemental Plane.
healing spell, you expend one use of Heroism, to have a
second target within 30 feet also be affected by the same Currently, Ragnaros the Firelord inhabits Azeroth, a
spell. Roll a Heroism die and gain the number rolled as somewhat unwilling captive of the Dark Iron dwarves who
worship him; and while he seeks to return to the Elemental
temporary hit points until the end of the next turn.
Plane, he may still wreak grave destruction upon Azeroth.
Eternals
Eternals are Azeroth's immortal beings. These demigod-like
beings are immortals with nearly divine powers. Eternals are
conduits to divine power for several faiths. Eternal is the term
used for many of the gods, goddesses, demigods, deities,
divinities, and other revered beings who have interacted in
Azeroth's history and molded the world.
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The Warlock
Warlock
In the face of demonic power, most heroes see death. Equipment
Warlocks see only opportunity. Dominance is their aim, and
You start with the following equipment, in addition to the
they have found a path to it in the dark arts. These voracious
equipment granted by your background:
spellcasters summon demonic minions to fight beside them.
(a) a light crossbow and 20 bolts or (b) any simple
At first, they command only the service of imps, but as a
weapon
warlock’s knowledge grows, seductive succubi, loyal
(a) a component pouch or (b) an arcane focus
voidwalkers, and horrific felhunters join the dark sorcerer’s
(a) a scholar’s pack or (b) a dungeoneer’s pack
ranks to wreak havoc on anyone who stands in their master’s
way.
Leather armor, any simple weapon, and two daggers
Warlocks can ignite distant enemies in searing flame, send
them fleeing in terror and pain, or afflict them with corrupting
diseases and curses that steal the victim’s vitality. Pact Study
At 1st level, you have focused your studies into an other-
These practitioners of the profane are feared across Azeroth, worldly concept of your choice: Affliction, Demonology, or
and many who have felt their wrath now prefer to fight Destruction, each of which is detailed at the end of the class
alongside a warlock than against one. description. Your choice grants you features at 1st level and
again at 6th, 10th, and 14th level.
Class Features
As a warlock, you gain the following class features.
Pact Magic
Your arcane research and the magic bestowed on you by your
patron have given you facility with spells.
Hit Points
Hit Dice: 1d8 per warlock level Cantrips
Hit Points at 1st Level: 8 + your Constitution modifier
You know two cantrips of your choice from the warlock spell
Hit Points at Higher Levels: 1d8 (or 5) + list. You learn additional warlock cantrips of your choice at
your Constitution modifier per warlock level after 1st higher levels, as shown in the Cantrips Known column of the
Warlock table.
Proficiencies
Weapons: Simple weapons Spell Slots
Tools: None Table: The Warlock shows how many spell slots you have.
Saving Throws: Wisdom, Charisma The table also shows what the level of those slots is; all of
Skills: Choose two skills from Arcana, Deception, History, your spell slots are the same level. To cast one of your war-
Intimidation, Investigation, Nature, and Religion lock spells of 1st level or higher, you must expend a spell slot.
Armor: Light armor You regain all expended spell slots when you finish a short or
long rest.
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For example, when you are 5th level, you have two 3rd-level Additionally, when you take the Attack action, you can forgo
spell slots. To cast the 1st-level spell thunderwave, you must one of your own attacks to allow your familiar to make
spend one of those slots, and you cast it as a 3rd-level spell. one attack of its own with its reaction.
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At higher levels, you gain more warlock spells of your choice to the book if the spell’s level is equal to or less than half your
that can be cast in this way: one 7th- level spell at 13th level, warlock level (rounded up) and if you can spare the time to
one 8th-level spell at 15th level, and one 9th-level spell at transcribe the spell. For each level of the spell, the transcrip-
17th level. You regain all uses of your Mystic Arcanum when tion process takes 2 hours and costs 50 gp for the rare inks
you finish a long rest. needed to inscribe it.
Chains of Carceri
Eldritch Master Prerequisite: 15th level, Pact of the Chain feature
At 20th level, you can draw on your inner reserve of mystical You can cast hold monster at will—targeting a celestial,
power while entreating your patron to regain expended spell fiend, or elemental—without expending a spell slot or mate-
slots. You can spend 1 minute entreating your patron rial components. You must finish a long rest before you can
for aid to regain all your expended spell slots from your Pact use this invocation on the same creature again.
Magic feature.
Once you regain spell slots with this feature, you must finish a Devil’s Sight
long rest before you can do so again. You can see normally in darkness, both magical and nonmagi-
cal, to a distance of 120 feet.
Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet Dreadful Word
them to learn it. You can learn the invocation at the same time Prerequisite: 7th level
that you meet its prerequisites. A level prerequisite refers to You can cast confusion once using a warlock spell slot. You
your level in this class. can’t do so again until you finish a long rest.
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Minions of Chaos Additionally, while perceiving through your familiar’s senses,
Prerequisite: 9th level you can also speak through your familiar in your own voice,
You can cast conjure elemental once using a warlock spell even if your familiar is normally incapable of speech.
slot. You can’t do so again until you finish a long rest.
Whispers of the Grave
Mire the Mind Prerequisite: 9th level
Prerequisite: 5th level You can cast speak with dead at will, without expending a
You can cast slow once using a warlock spell slot. You can’t spell slot.
do so again until you finish a long rest.
Witch Sight
Misty Visions Prerequisite: 15th level
You can cast silent image at will, without expending a spell You can see the true form of any shapechanger or creature
slot or material components. concealed by illusion or transmutation magic while the crea-
ture is within 30 feet of you and within line of sight.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use Pact Study
your action to become invisible until you move or take an ac-
tion or a reaction. The following are the pacts available to your warlock.
Otherworldly Leap
Prerequisite: 9th level The Affliction
You can cast jump on yourself at will, without expending a
spell slot or material components. A master of shadow magic who specializes in drains and
damage-over-time spells.
Repelling Blast
Prerequisite: eldritch blast* cantrip Expanded Spell List
When you hit a creature with eldritch blast, you can push the
creature up to 10 feet away from you in a straight line.
The Affliction lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are
Sculptor of Flesh
Prerequisite: 7th level added to the warlock spell list for you.
You can cast polymorph once using a warlock spell slot. You
can’t do so again until you finish a long rest. Table: Affliction Expanded Spells
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, Siphon Life
whenever you take the Attack action on your turn.
Starting at 1st level, when you reduce a hostile creature to 0
Visions of Distant Realms hit points, you gain temporary hit points equal to
Prerequisite: 15th level
your Charisma modifier + your warlock level (minimum of
You can cast arcane eye at will, without expending a spell
1).
slot.
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Once you use this feature, you can’t use it again until you the demon overlords to emerge. At 1st level, your hit point
finish a short or long rest. maximum increases by 1 and increases by 1 again whenever
you gain a level in this class.
Potent Afflictions
Additionally, parts of your skin are covered by a thin sheen of
Starting at 10th level, your hexing spells are more potent. demonic energy. When you aren’t wearing armor, your AC
Whenever you cast a spell that requires concentration, the equals 13 + your Dexterity modifier.
spell lasts for 2 rounds longer than it usually does.
Once you use this feature, you can’t use it again until you
finish a long rest.
The Demonology
A master of demons who compels demonic powers to aid
her/him. Demon Wings
At 14th level, you gain the ability to sprout a pair of demonic
Expanded Spell List wings from your back, gaining a flying speed equal to your
current speed. You can create these wings as a bonus action
The Demonology lets you choose from an expanded list of on your turn. They last until you dismiss them as a bonus
spells when you learn a warlock spell. The following spells action on your turn.
are added to the warlock spell list for you.
You can’t manifest your wings while wearing armor unless
Table: Demonology Expanded Spells the armor is made to accommodate them, and clothing not
made to accommodate your wings might be destroyed when
you manifest them.
Demonic Presence
Beginning at 18th level, you can channel the dread presence
of your demon patron, causing those around you to become
awestruck or frightened. As an action, you can draw on this
power and exude an aura of awe or fear (your choice) to a
distance of 60 feet.
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The Destruction total pool of 15d6 you can expend. Subtract the dice you use
with each touch from that total.
A master of chaos who calls down fire to burn and demolish
enemies. You regain all expended dice from your pool when you finish
a long rest
Expanded Spell List
The Destruction lets you choose from an expanded list of
spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you.
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The Warrior
Warrior
For as long as war has raged, heroes from every race have Athletics, History, Insight, Intimidation, Perception, and
aimed to master the art of battle. Warriors combine strength, Survival
leadership, and a vast knowledge of arms and armor to wreak
havoc in glorious combat. Some protect from the front lines Equipment
with shields, locking down enemies while allies support the You start with the following equipment, in addition to the
warrior from behind with spell and bow. Others forgo the equipment granted by your background:
shield and unleash their rage at the closest threat with a (a) chain mail or (b) leather armor, longbow, and 20
variety of deadly weapons. arrows
(a) a martial weapon and a shield or (b) two martial
The warrior’s battle cries embolden friends and leave foes weapons
cowering in fear. With legendary precision, warriors target the (a) a light crossbow and 20 bolts or (b) two
smallest gaps in armor and slice at hamstrings in a blur of handaxes
steel. (a) a dungeoneer’s pack or (b) an explorer’s pack
Every dragon slain, corrupted tyrant toppled, and demon
banished from Azeroth has trembled in the face of these lords
of war.
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
Class Features choose again.
As a warrior, you gain the following class features.
Archery
Hit Points You gain a +2 bonus to attack rolls you make with ranged
Hit Dice: 1d10 per warrior level weapons.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Defense
modifier per warrior level after 1st While you are wearing armor, you gain a +1 bonus to AC.
Dueling
Proficiencies When you are wielding a melee weapon in one hand and no
Armor: All armor, shields other weapons, you gain a +2 bonus to damage rolls with that
Weapons: Simple weapons, martial weapons weapon.
Tools: None
Saving Throws: Strength, Constitution Great Weapon Fighting
Skills: Choose two skills from Acrobatics, Animal Handling, When you roll a 1 or 2 on a damage die for an attack you
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make with a melee weapon that you are wielding with two this feature again until you finish a long rest.
hands, you can reroll the die and must use the new roll, even You can use this feature twice between long rests starting at
if the new roll is a 1 or a 2. The weapon must have the two- 13th level and three times between long rests starting at 17th
handed or versatile property for you to gain this benefit. level.
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
Martial Archetypes
impose disadvantage on the attack roll. You must be wielding
a shield. The following are the archetypes available to your character.
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You have advantage on Strength checks Protection
and Strength saving throws. Stalwart protectors who use a shield to safeguard themselves
When you make a melee weapon attack using Strength, you and their allies.
gain a bonus to the damage roll that increases as you gain
levels as a warrior, as shown in the Rage Damage column
of the below table.
Shield Block
At 3rd level you learn to fight in a protective way. You adopt
You have resistance to bludgeoning, piercing, and slashing
damage. a second fighter style, which can be chosen between the
If you are able to cast spells, you can’t cast them or Defense fighting style or the Protection fighting style.
concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked Revenge
unconscious or if your turn ends and you haven’t attacked a Also at 3rd level you learn to have greater might when being
hostile creature since your last turn or taken damage since attacked by your opponents. Whenever you receive damage,
then. You can also end your rage on your turn as a bonus you gain a +1 bonus to attack and damage rolls until the end
action. of your next round.
Once you have raged the number of times shown for your This bonus increases to +2 at 6th level and +3 at 11th level.
warrior level in the following table, you must finish a long
rest before you can rage again. Critical Block
At 7th level you learn to better block with your shield while
Table: Rage fighting. Your AC is 1 point higher when wielding a shield.
Spell Reflection
Starting at 10th level you have learned to reflect spells to an
opponent. As a reaction when an enemy targets you with a
spell that requires a ranged attack roll and fails, you can
reflect the spell. You use your own attack modifier against the
enemy’s AC. If you succeed, the caster receives the effects of
the spell.
Safeguard
Furious Slash Starting at 15th level, you can use the Dodge action as a
Starting when you choose this path at 7th level, you can use a bonus action
furious slash when you rage. If you do so, for the duration of
your rage you can make a single melee weapon attack as a Last Stand
bonus action on each of your turns after this one. When your Beginning at 18th level, you can continue to fight even when
rage ends, you suffer one level of exhaustion. it would normally be impossible to do so. When you are
reduced to 0 hit points you can drop to 1 hit point instead and
Rampage recover a number of hit points equal to your fighter level. You
Starting at 10th level, your rage can keep you fighting despite can’t use this feature again until you finish a long rest.
grievous wounds. If you drop to 0 hit points while you’re
raging and don’t die outright, you can make a DC
10 Constitution saving throw. If you succeed, you drop to 1
hit point instead.
Each time you use this feature after the first, the DC increases
by 5. When you finish a short or long rest, the DC resets to
10.
Outburst
Starting at 15th level, 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.
War Machine
Beginning at 18th level, your rage is so fierce that it ends
early only if you fall unconscious or if you choose to end it.
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Azeroth Weapons
Special Weapons
The following are the additional special weapon descriptions. Warglaive
Refer to the DMG for information about firearms usage.
A warglaive is a weapon intended for a balanced combat
using one on each hand. If you use two warglaives for two-
Coat pistol weapon fighting, they gain the finesse property..
Warblade
A warblade possesses two blades, one on each side of the
weapon. You can use two-weapon fighting with this weapon.
If you do, it gains the finesse property.
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Spellcasting
A spell is the caster's stock-in-trade. Spells are magic 5th level
incantations or effects conjured up by the powers of the Cone of Cold
character. Dream
Hold Monster
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Priest Call Lightning
Clairvoyance
Dispel Magic
Cantrips (0 level) Glyph of Warding
Mind Flay Nondetection
Smite Plant Growth
Sending
7th level Sleet Storm
Power Word: Barrier Speak with Dead
Speak with Plants
Shaman Spirit Guardians
Stinking Cloud
Tiny Hut
Cantrips (0 level)
Guidance
Light 4th level
Sacred Flame Confusion
Thaumaturgy Conjure Minor Elementals
Shillelagh Freedom of Movement
Greater Invisibility
Guardian of Faith
1st level
Hallucinatory Terrain
Animal Friendship
Locate Creature
Bless
Polymorph
Burning Hands
Stone Shape
Comprehend Languages
Cure Wounds
Create or Destroy Water 5th level
Detect Magic Animate Objects
Detect Poison and Disease Awaken
Faerie Fire Commune with Nature
Goodberry Conjure Elemental
Healing Word Dream
Heroism Flame Strike
Longstrider Geas
Sleep Greater Restoration
Speak with Animals Hold Monster
Legend Lore
Mass Cure Wounds
2nd level
Planar Binding
Animal Messenger
Reincarnate
Blindness/Deafness
Scrying
Calm Emotions
Seeming
Detect Thoughts
Tree Stride
Enhance Ability
Enthrall
Flame Blade 6th level
Heat Metal Eyebite
Hold Person Find the Path
Invisibility Guards and Wards
Lesser Restoration Heal
Locate Animals or Plants Move Earth
Magic Mouth True Seeing
Silence Wall of Thorns
Suggestion
Zone of Truth 7th level
Etherealness
3rd level Fire Storm
Bestow Curse Magnificent Mansion
Project Image
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Regenerate Death Coil
Resurrection Transmutation cantrip
Stormbringer Casting Time: 1 action
Symbol Range: 30 feet
Teleport Components: S
Duration: Instantaneous
8th level You create an unholy energy sphere that strikes a target.
Control Weather Make a ranged spell attack against the target. On a hit, the
Dominate Monster target receives 1d12 necrotic damage.
Earthquake The spell’s damage increases by 1d12 when you reach 5th
Mind Blank level (2d12), 11th level (3d12), and 17th level (4d12).
Incendiary Cloud
Death Strike
9th level 1st level necromancy
Meteor Swarm Casting Time: 1 bonus action
Storm of Vengeance Range: Self
True Polymorph Components: S
Duration: Concentration, up to 1 minute.
Spell Descriptions The next time you hit a creature with a weapon attack before
this spell ends, the bursts with the blood of the target. The
attack deals an extra 2d6 necrotic damage to the target, and
Cinderstorm you regain a number of hit points equal to half of this extra
4th level evocation damage
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell slot
Range: 300 feet of 2nd level or higher, the extra damage increases by 1d6 for
Components: V, S, M (a pinch of ashes and a small volcanic each slot level above 2nd.
rock)
Duration: Instantaneous Dragon’s Breath
A hail of rock-hard fire pounds to the ground in a 20-foot- 5th level evocation
radius, 40-foot-high cylinder centered on a point within range. Casting Time: 1 action
Each creature in the cylinder must make a Dexterity saving Range: Self (60-foot cone)
throw. A creature takes 2d8 bludgeoning damage and 4d6 fire Components: V, S, M (a red dragon’s scale)
damage on a failed save, or half as much damage on a Duration: Instantaneous
successful one. A blast of blazing flames erupts from your hands. Each
Brimstones turn the storm’s area of effect into difficult terrain creature in a 60-foot cone must make a Constitution saving
until the end of your next turn. throw. A creature takes 8d8 fire damage on a failed save, or
At Higher Levels: When you cast this spell using a spell slot half as much damage on a successful one.
of 5th level or higher, the bludgeoning damage increases by A creature killed by this spell becomes ashes.
1d8 for each slot level above 4th. At Higher Levels: When you cast this spell using a spell slot
of 6th level or higher, the damage increases by 1d8 for each
Comet Storm slot level above 5th.
9th level evocation
Casting Time: 1 action Frost Nova
Range: 1 mile 1st level evocation
Components: V, S Casting Time: 1 reaction, which you take in response to an
Duration: Instantaneous opponent entering any square within 10 feet from you
Freezing icicles crash to the ground at four different points Range: 10 feet
you can see within range. Each creature in a 40-foot-radius Components: V, S
sphere centered on each point you choose must make a Duration: Instantaneous
Dexterity saving throw. The sphere spreads around corners. A You lift your hands, instantly blasting the area close to you
creature takes 20d6 cold damage and 20d6 bludgeoning and causing your enemies to become rooted. The creature
damage on a failed save, or half as much damage on a must make a Constitution saving throw. It becomes unable to
successful one. A creature in the area of more than one icicle move for one round and takes 1d6 damage on a failed save, or
crash burst is affected only once. takes half that damage on a successful one and is able to move
The spell damages objects in the area and freezes solid objects as usual.
that aren’t being worn or carried until thawed At Higher Levels. When you cast this spell using a spell slot
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of 2nd level or higher, the root effect lasts 1 more round and a ranged spell attack against the creature. On a hit, the target
the damage increases by 1d6 for each slot above 1st. takes 1d8 necrotic damage and its speed is reduced by half
until the start of your next turn.
Frostfire Bolt The spell’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
1st level evocation
Casting Time: 1 action
Range: 60 feet Starfire
Components: V, S Conjuration cantrip
Duration: Instantaneous Casting Time: 1 action
A small blast of concentrated frostfire travels from your Range: 120 feet
fingertips to your enemy at an incredible speed. Make a Components: V, S
ranged spell attack against the target. On a hit, the target takes Duration: Instantaneous
1d12 damage. This spell deals both fire and cold damage, You call upon the power of the stars, blasting your foe with
ignoring immunity to either type. their might. The creature must make a Constitution saving
At Higher Levels. When you cast this spell using a spell slot throw. On a failed save the creature takes 1d12 psychic
of 2nd level or higher, the damage increases by 1d12 for each damage.
slot above 1st. The spell’s damage increases by 1d12 when you reach 5th
level (2d12), 11th level (3d12), and 17th level (4d12).
Glacial Spike
7th level evocation Smite
Casting Time: 1 action Evocation cantrip
Range: 150 feet Casting Time: 1 action
Components: V, S, M (one icicle) Range: 60 feet
Duration: Concentration, up to 1 minute Components: V,S
A beam of cold light flashes from your pointing finger, then Duration: Instantaneous
condenses to linger at a chosen point within range as a You hurl a flame-like energy sphere at a creature that you can
glowing bead for the duration. When the spell ends, either see within range. Make a ranged spell attack against the
because your concentration is broken or because you decide target. On a hit, the target takes 1d8 radiant damage.
to end it, the bead blossoms with a low roar into columns of The spell’s damage increases by 1d8 when you reach 5th level
ice that spread around the area. Each creature in a 20-foot- (2d8), 11th level (3d8), and 17th level (4d8).
radius sphere centered on that point must make
a Dexterity saving throw. A creature takes cold damage equal Power Word: Barrier
to the total accumulated damage on a failed save, or half as
7th-level abjuration
much damage on a successful one.
Casting Time: 1 reaction
The spell’s base damage is 12d6. If at the end of your turn the
Range: self (60-feet radius)
bead has not yet detonated, the damage increases by 1d6.
Components: V
If the glowing bead is touched before the interval has expired,
Duration: 1 round
the creature touching it must make a Dexterity saving throw.
A shimmering barrier extends out from you in a 60 foot
On a failed save, the spell ends immediately, causing the bead
radius. Any ally within the area will have resistance to all
to turn into a freezing blast.
damage and have advantage on saving throws for the duration
On a successful save, the creature can throw the bead up to 40
of the spell.
feet. When it strikes a creature or a solid object, the spell
ends, and the bead explodes.
The cold damages objects in the area and freezes flammable Power Word: Shield
objects that aren’t being worn or carried. 2nd-level abjuration
At Higher Levels: When you cast this spell using a spell slot Casting Time: 1 reaction, which you take in response of
of 8th level or higher, the base damage increases by 1d6 for damage being dealt to a friendly creature.
each slot level above 7th. Range: 60 feet
Components: V
Duration: 1 hour
Mind Flay You speak a word of power that brings protection to the
necromancy cantrip
creature that hears it. The effects of this spell occur right
Casting Time: 1 action
before the damage is dealt. Your target instantly gains 20
Range: 60 feet
temporary hit points for the duration of the spell.
Components: V,S
At Higher Levels: When you cast this spell using a spell slot
Duration: Instantaneous
of 3rd level or higher, your target gains 10 additional
You assault your objective’s mind with Shadow energy. Make
temporary hit points for each slot level above 1st.
71
Renewal 5 feet from you receive 25 necrotic damage.
3rd-level transmutation At the end of the spell, your current HP is reduced to 0, but
Casting Time: 1 action you are stabilized and do not need to make any death saving
Range: Touch throws.
Components: V, S, M (holy water)
Duration: 1 hour Void Eruption
For the duration of the spell, the target regains 1 hit point at 5th-level evocation
the start of each of its turns (10 hit points each minute). Casting Time: 1 action
At Higher Levels: When you cast this spell using a spell slot Range: 60 feet
of 5th level or higher, your target regains 1 additional hit Components: V, S , M (pinch of sulfur)
point each round for each two slot levels above 5th. Duration: Instantaneous
A vertical column of unholy fire roars down from the depths
Shadow Word: Pain of the earth in a location you specify. Each creature in a 10-
1st-level evocation foot-radius, 40-foot-high cylinder centered on a point within
Casting Time: 1 action range must make a Dexterity saving throw. A creature takes
Range: 60 feet 4d6 ice damage and 4d6 necrotic damage on a failed save, or
Components: V half as much damage on a successful one.
Duration: 1 round At Higher Levels: When you cast this spell using a spell slot
A flash of darkness streaks toward a creature of your choice of 6th level or higher, the ice damage or the necrotic damage
within range. Make a ranged spell attack against the target. (your choice) increases by 1d6 for each slot level above 5th.
On a hit, the target takes 4d6 necrotic damage, and the next
attack roll made by this target before the end of your next turn Wrath
has disadvantage, thanks to the darkness lingering on the Evocation cantrip
target until then. Casting Time: 1 action
At Higher Levels: When you cast this spell using a spell slot Range: 120 feet
of 2nd level or higher, the damage increases by 1d6 for each Components: V,S
slot level above 1st. Duration: Instantaneous
You concentrate sun energy between your arms, and release
Stormbringer the fury against your target. Make a ranged spell attack
7th-level evocation against the target. On a hit, the target takes 1d10 radiant
Casting Time: 1 action damage.
Range: 60 feet The spell’s damage increases by 1d10 when you reach 5th
Components: V, S, M (a miniature silver hammer with a grip level (2d10), 11th level (3d10), and 17th level (4d10).
and pommel of copper and gold)
Duration: Concentration, up to 1 minute
You create a hammer-shaped plane of lightning that hovers
within range. It lasts for the duration.
When the hammer appears, you make a melee spell attack
against a target of your choice within 5 feet of the sword. On
a hit, the target takes 4d8 lightning damage. Until the spell
ends, you can use a bonus action on each of your turns to
move the hammer up to 20 feet to a spot you can see and
repeat this attack against the same target or a different one.
Surrender to Darkness
5th-level transmutation
Casting Time: 1 bonus action
Range: self
Components: V, S
Duration: Concentration, up to 1 minute
You abandon your mind into madness, increasing your
powers. Darkness covers you, increasing your potency while
creating a huge strain on your body. While this spell is active,
any damaging spells or abilities cause an additional 25
necrotic damage, and you have immunity to all necrotic
damage. At the start of your turn, any enemy creatures within
72
ensure Ner'zhul's obedience, Kil'jaeden sealed the armor and
blade within a specially crafted block of ice collected from the
far reaches of the Twisting Nether. This frozen crystal was
then cast into the ripe and unsuspecting world of Azeroth, set-
tling in the desolate, snowy wastes of Northrend.
Among the abilities bestowed upon the Lich King was lord-
ship over death itself. From within his Frozen Throne,
Ner'zhul summoned a number of undead to serve him and
tested his army against the nerubians of Azjol-Nerub and their
mighty spiderlord, Anub'arak. Although the War of the Spider
raged for years, many nerubians who fell in battle quickly be-
came bound to the Lich King's iron will. Anub'arak himself
was eventually ambushed and slain, rising again to join
Ner'zhul's ranks as a fearsome crypt lord.
The following will give a bit of background to one of the Under the Lich King's watchful gaze, Kel'Thuzad created the
story lines mostly remembered by some of the veteran Cult of the Damned, a group of humans to whom he promised
Warcraft players, and that also is a bit iconic to those who ha- social equality and eternal life on Azeroth. The cultists spread
ven’t played it as well. You can also find adapted one of the the plague throughout Lordaeron's northern villages, amassing
known dungeons from the same story line, as an example of a host of mindless undead. Kel'Thuzad looked upon the grow-
the type of adventures that can be found in Warcraft. ing army and named it the Scourge, for at the Lich King's
whim it would surely scour humanity from the face of the
world.
Story: Rise of the Lich King
The archmage Antonidas suspected that the undead plague
The elder shaman Ner'zhul was once among the greatest spir- was magical in origin, and so he sent the sorceress Jaina
itual leaders of the orcs. Deceived by the demon Kil'jaeden, Proudmoore to the northlands to investigate. With her went
he set in motion the events that led to the orcs' corruption and Prince Arthas Menethil, only son of King Terenas. Jaina and
the creation of the bloodthirsty Horde. Yet ultimately Ner'zhul Arthas tracked down and killed the Lich King's servant,
refused to give his people fully to the demonic ranks of the Kel'Thuzad, but the necromancer's death failed to halt the rise
Burning Legion. of the Scourge. As the battle against the undead wore on, the
prince's faith and patience began to wane.
The demon lord Kil'jaeden punished Ner'zhul for his defiance,
destroying his aging body and torturing his spirit. The demon Joined by the legendary paladin Uther the Lightbringer, Ar-
then offered Ner'zhul a final ultimatum: serve the Legion un- thas and Jaina nevertheless arrived at the gates of Stratholme
conditionally or suffer eternal agony. With little other choice, too late to stop the distribution of plague-ridden grain. Arthas
Ner'zhul pledged to obey Kil'jaeden and was reborn as a terri- realized that the innocent villagers would inevitably join the
fying and vastly powerful agent of the Legion – the Lich growing ranks of undead. He ordered Uther to purge the town
King. and slaughter the civilians before they could become minions
of the Scourge. When Uther refused, Arthas accused the vet-
Ner'zhul's spirit was magically shackled to a suit of ancient eran knight of treason and disbanded the Order of the Silver
armor and bound to the mighty runeblade Frostmourne. To Hand. Uther and most of his remaining cavalry left the village
73
in disgust, and Jaina, horrified by Arthas' decision, abandoned powers to raise Kel'Thuzad as a lich and leaving the high el-
the prince as well. ven lands utterly devastated in his wake.
Despite the loss of his supporting forces, Arthas carried out Kel'Thuzad in turn opened a gateway to usher in Archimonde,
his plan, putting the city's innocents to the blade and burning a powerful demon lord of the Burning Legion. Upon his arri-
every remaining structure to the ground. Something in Arthas val Archimonde declared that the Lich King's usefulness had
snapped that day, and as he walked away from Stratholme, he reached an end. While Archimonde pursued the Legion's
left much of his humanity in the flaming ruins. goals, Arthas traveled to the continent of Kalimdor. There he
met and advised Illidan Stormrage, a powerful demon hunter
The prince then dedicated himself to stopping the Scourge at whose interests aligned with those of the Lich King.
all costs. In time he traced the source of the plague to Nor-
thrend. With a heavy heart and steadfast determination, the The Third War ended with Archimonde's demise, and Legion
prince set out for the snowy roof of the world. In Northrend forces on Azeroth were scattered in the wake of his death. Ar-
Arthas was surprised to find an old friend, the dwarf Muradin thas returned to Lordaeron, where he was assailed by painful
Bronzebeard. Muradin had been searching for a blade re- visions that he learned were a sign of the Lich King's weaken-
nowned to have legendary powers: the blade called Frost- ing power. The death knight journeyed back to Northrend and
mourne. Arthas resolved to seek out the enchanted blade and was confronted by an army of elves: survivors of the Scourge
wield it against the Scourge. However, at Uther's urging, King invasion of Quel'Thalas. The elves had joined forces with Illi-
Terenas soon recalled Arthas and his troops. Before the expe- dan Stormrage in order to march on the Frozen Throne. The
dition could set sail for home, Arthas secretly hired indige- crypt lord Anub'arak arrived and guided Arthas into a series
nous mercenaries to burn the ships. Leading his troops to the of ancient tunnels that allowed the pair to reach the Lich King
ships, Arthas feigned surprise and ordered his bitterly disap- quickly.
pointed soldiers to hunt down and kill the mercenaries.
Arthas emerged from the subterranean caverns to face one fi-
Arthas then scoured the desolate wastes for what he believed nal challenger barring his path: Illidan Stormrage, who had
was the key to his people's salvation. In time Muradin and Ar- become a demon. Illidan engaged the death knight in single
thas discovered Frostmourne and read the foreboding inscrip- combat, Frostmourne clashing against Illidan's Twin Blades
tion on its pedestal. The inscription warned that Frostmourne's of Azzinoth. Ultimately the demon was left bloodied in the
wielder would indeed gain power eternal, but at a cost: "Just snow as Arthas advanced, undeterred by the voices of the past
as the blade rends flesh, so must power scar the spirit." De- echoing in his head, warning him against the action he was
spite the warning and Muradin's protests, Arthas swore that he about to take.
would pay any price to possess the blade.
Some say that Arthas was still in control of his own actions
At the prince's reckless urging, Frostmourne freed itself from when he ascended the steps of the Frozen Throne; others
the ice in which it was encased, in the process taking Mu- claim that he had been the Lich King's creature ever since tak-
radin's life. Arthas seized the blade, which destroyed what lit- ing up Frostmourne. Whatever the case, a single voice stood
tle remained of his humanity. The prince could not have out in the death knight's mind as he reached the runic armor
guessed that the Lich King was the blade's true master, nor encased in ice. "Return the blade," commanded the Lich King.
could he have known that in addition to Kil'jaeden's enchant- "Complete the circle. Release me from this prison!" With a
ments, Frostmourne possessed an ability that had been be- roar, Arthas brought Frostmourne down, shattering the Frozen
stowed by Ner'zhul: the ability to steal the souls of the living. Throne. He then donned Ner'zhul's helm, sealing his union
with the Lich King.
With Frostmourne in hand and a growing darkness in his
heart, Arthas wandered into the frozen wastes to answer the The Lich King waits now, scheming to lure adventurers down
call of his new master... the same dark path that Arthas tread. Frostmourne hungers for
the souls of both the brave and the foolish, and somewhere
All of Lordaeron rejoiced at Prince Arthas' triumphant return Ner'zhul's voice still echoes within the helm of the Lich King.
from Northrend, but their elation was not to last. Not long af-
ter Arthas knelt before King Terenas, the former paladin "Now, we are one."
thrust Frostmourne into his father's heart. At the Lich King's
command, the fallen prince went on to murder his mentor,
Uther the Lightbringer, and claim Kel'Thuzad's remains.
When Arthas had finished, Capital City, formerly one of hu-
manity's crown jewels, had been reduced to a silent wasteland
of death and despair.
74
If you accept her requests, she will join your party. Marrah
Northrend: Utgarde will provide combat assistance, as well as some basic infor-
mation of the layout of this dungeon.
The Utgarde Keep is a two part adventure based on the Rise
of the Lich King’s storyline. It’s located on the shores of Lake
Cauldros in the Howling Fjord of Northrend. Inhabited by the Dark Ranger Marrah
vrykul who are led by King Ymiron, a half-giant Viking-like Humanoid (Forsaken), lawful neutral
race bent on proving their strength to the Lich King, they are The Hand of Vengeance faction
raising the most worthy of their warriors to serve him beyond
the grave here at their main base of operations. Armor Class: 13 (Leather)
Hit Points: 45 (7d8 +14)
Speed: 30ft (9m / 6 sqr)
Proficiency: +3
Utgarde Keep
Utgarde Keep is the first of two wings in Utgarde. This wing STR DEX CON INT WIS CHA
holds 4 highly risky enemies, as well as an assorted varielty of
enemies that could cause serious risk to the players. However, 12 (+1) 15 (+2) 15 (+2) 10 (+0) 15 (+2) 8 (-1)
this place is filled with followers and helpers of the Scourge,
and this place cannot be kept as it is. Skills: Survival +5 Perception +5, Intimidate +2
Racial Features
Languages: speaks Common and Forsaken.
Three Requests from a Lone Survivor Will of the Forsaken: advantage vs charm, fear and sleep
magic.
Standing inside the gates, you can see a shadowy figure. After Shadow Resistance: resistance vs necrotic damage
taking a few steps inside, you discover a familiar face, a For- Touch of the Grave: extra damage on criticals
saken woman under the name of Marrah, one of Sylvanas’ Cannibalize: recovers 14 HP if eats a deceased body for a
dark rangers. She seems beaten and angry. If you ask her minute.
about her situation she will explain that her group was tasked
with the fight against the vrykul, and while infiltrating this lo- Actions
cation, her entire recon party was slained. She requests your Multiattack. Marrah makes two weapon melee attacks or two
assistance in handling three vital tasks to stop the enemies ranged attacks.
from terrorizing the Howling Fjord and to weaken their com- Shortsword. Melee Weapon Attack +5 to hit, reach 5 ft, one
bat prowess. target. Hit: 5 (1d6 +2) slashing damage.
Properties: Finesse, Light,
Longbow. Ranged Weapon Attack +5 to hit, range 150/600,
one target. Hit: 6 (1d8 +2) piercing damage.
75
Njordir Preparation
Vrykul Metalworker
Hill Dwarf, any alignment
Vrykul faction
Racial Features
Dwarven Resilience: advantage on saving throws agains
poison and resistance against poison damage.
Stonecunning: proficiency on History checks related on
stoneworks and add double proficiency on it.
Dwarven Combat Training: proficiency with the battleaxe,
handaxe, throwing hammer, and warhammer.
Dwarven Armor Training: proficiency with light and
medium armor (not considered for template)
Darkvision: 60ft
Languages: speaks Common and Dwarvish
Actions
Armor Class: 16 (Ring mail, Shield) Multiattack. The Soldier makes one weapon melee attack or
Hit Points: 34 (4d10 +12) one ranged attack.
Speed: 25ft (7,5m / 5 sqr) Handaxe. Melee Weapon Attack +6 to hit, reach 5 ft, one
Proficiency: +2 target. Hit: 7 (1d6 +4) slashing damage.
Properties: Thrown, Light
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 8 (-1) 12 (+1) 7 (-2) On the Furnace of hate, there are approximately 32 of the
Vrykul metalworkers, which work in groups of 4, and there’s
Skills: Athletics +6 Intimidation +0 4 of them walking around alone supervising the area.
Challenge: 1/2 (100 XP) On every weapon rack, there is a 1d4 weapons made by the
vrykuls. This area contains a considerate number of
76
weaponry, including axes and spears, unusable by the PCs not attack unless startled or a group of nearby ghouls is
due to their weirdly created methods and unusually setup attacked.
handles. However, they are deadly in the hands of the vrykul.
After passing the furnace, Marrah guides you to the At the end of the tunnel you arrive to the Reaver’s Hall, the
Dragonflayer pens, a place where the protodrakes are handled, location where Prince Keleseth is located. Marrah will contact
much like a stable for horses. There are always 6 to 8 the High Executor Anselm through a sending item she carries,
protodrakes, and usually 4 handlers (same statistics as the informing of weapons and presence of prince, and will receive
metalworkers). This could be a dangerous situation due to the the following response:
bad habit of the protodrakes to breathe fire, and the whole
location being filled with straws and wood. This location can Received report of Vrykul's superior weaponry. We'll analyze
be used to destroy any surplus of weapons if given directly to them once received, see if there's anything to learn. Continue
the protodrakes. to explore, silence enemy as needed.
Saving Throws Dex +2, Con +5, Wis +2, Cha +4 Saving Throws Dex +6, Wis +3
Skills Perception +4, Stealth +2 Skills Perception +3, Stealth +6
Damage Immunities fire Damage Resistances necrotic; bludgeoning, piercing, and
Senses darkvision 60 ft., passive Perception 14 slashing from nonmagical attacks
Languages Draconic Senses darkvision 60 ft., passive Perception 13
Challenge 4 (1,100 XP) Languages the languages it knew in life
Challenge 5 (1800 XP)
Actions
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one Regeneration. The vampire regains 10 hit points at the start
target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire of its turn if it has at least 1 hit point and isn't in sunlight or
damage. running water. If the vampire takes radiant damage or damage
Fire Breath (Recharge 5–6): The protodrake exhales fire in from holy water, this trait doesn't function at the start of the
a 15-foot cone. Each creature in that area must make a DC 13 vampire's next turn.
Dexterity saving throw, taking 24 (7d6) fire damage on a
failed save, or half as much damage on a successful one. Spider Climb. The vampire can climb difficult surfaces,
including upside down on ceilings, without needing to make
Once passed this location, there is a tunnel hidden at the back an ability check.
that conduces directly to the Reaver’s Hall. There are some
Vampire Weaknesses. The vampire has the following flaws:
ghouls and ghasts that constantly roam this location. There
are two groups of 6 ghouls moving around, and three ghasts Forbiddance. The vampire can't enter a residence without an
for each one of these groups. The ghasts are mining and do invitation from one of the occupants.
77
Harmed by Running Water. The vampire takes 20 acid
damage when it ends its turn in running water.
ACTIONS
Prince Keleseth
Medium undead (shapechanger), lawful evil
Vrykul Faction
Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., climb 30 ft., fly 60 ft
78
Shapechanger trait) instead of falling unconscious, provided of existence than the target, or takes a bonus action to end the
that it isn't in sunlight or running water. If it can't transform, it effect.
is destroyed. While it has 0 hit points in mist form, it can't Children ofthe Night (1/Day). The vampire magically calls
revert to its vampire form, and it must reach its resting place 2d4 swarms of bats or rats, provided that the sun isn't up.
within 2 hours or be destroyed. Once in its resting place, it While outdoors, the vampire can call 3d6 wolves instead. The
reverts to its vampire form. It is then paralyzed until it regains called creatures arrive in 1d4 rounds, acting as allies of the
at least 1 hit point. After spending 1 hour in its resting place vampire and obeying its spoken commands. The beasts
with 0 hit points, it regains 1 hit point. remain for 1 hour, until the vampire dies, or until the vampire
Regeneration. The vampire regains 20 hit points at the start dismisses them as a bonus action.
of its turn if it has at least 1 hit point and isn't in sunlight or Spellcasting. The vampire is a 9th-level spellcaster. Its
running water. If the vampire takes radiant damage or damage spellcasting ability is Intelligence (spell save DC 15, +7 to hit
from holy water, this trait doesn't function at the start of the with spell attacks). The vampire has the following wizard
vampire's next turn. spells prepared:
Spider Climb. The vampire can climb difficult surfaces, Cantrips (at will): mage hand, prestidigitation, ray of frost
including upside down on ceilings, without needing to make 1st level (4 slots): comprehend languages, fogcloud, sleep
an ability check. 2nd level (3 slots): detect thoughts, gust of wind, mirror
Vampire Weaknesses. The vampire has the following flaws: image
Forbiddance. The vampire can't enter a residence without an 3rd level (3 slots): animate dead, bestow curse, nondetection
invitation from one of the occupants. 4th level (3 slots): blight, greater invisibility
Harmed by Running Water. The vampire takes 20 acid 5th level (1 slot): dominate person
damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is LEGENDARY ACTIONS
driven into the vampire's heart while the vampire is The vampire can take 3 legendary actions, choosing from the
incapacitated in its resting place, the vampire is paralyzed options below. Only one legendary action option can be used
until the stake is removed. at a time and only at the end of another creature's turn. The
Sunlight Hypersensitivity. The vampire takes 20 radiant vampire regains spent legendary actions at the start of its turn.
damage when it starts its turn in sunlight. While in sunlight, it Move. The vampire moves up to its speed without provoking
has disadvantage on attack rolls and ability checks. opportunity attacks.
ACTIONS Unarmed Strike. The vampire makes one unarmed strike.
Multiattack (Vampire Form Only). The vampire makes two Bite (Costs 2 Actions). The vampire makes one bite attack.
attacks, only one of which can be a bite attack. Bite (costs 2 actions): The vampire makes one bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon
Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) Once Keleseth and his companions are defeated, Marrah will
bludgeoning damage. Instead of dealing damage, the vampire utter the following words:
can grapple the target (escape DC 18). “Revenge feels good. To think that this is but a taste of what's
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to come.
to hit, reach 5 ft., one willing creature, or a creature that is Arthas will get what he deserves soon enough.”
grappled by the vampire, incapacitated, or restrained. Hit: 7 However, celebration will have to wait. From what was heard
(1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. before attacking, The Lich King deployed Keleseth to
The target's hit point maximum is reduced by an amount Utgarde Keep in hopes of harnessing the vrykul's potential for
equal to the necrotic damage taken, and the vampire regains destruction.
hit points equal to that amount. The reduction lasts until the Upon arriving, the ambassador found a people who were more
target finishes a long rest. The target dies if this effect reduces than eager to assist the Scourge. The keep has proved to be an
its hit point maximum to 0. A humanoid slain in this way and excellent staging point for terrorizing the Howling Fjord.
then buried in the ground rises the following night as a From the strategy discussions that Prince Keleseth had with
vampire spawn under the vampire's control. the vrykuls, you were able to hear that it's their tradition to
Charm. The vampire targets one humanoid it can see within make unlikely partners work together. Some say it's to allow
30 feet of it. If the target can see the vampire, the target must divergent abilities to complement each other; others say it's
succeed on a DC 17 Wisdom saving throw against this magic for the amusement of King Ymiron. Regardless, Skarvald and
or be charmed by the vampire. The charmed target regards the Dalronn are a perfect example of this custom. Between a
vampire as a trusted friend to be heeded and protected. vrykul's brawn and a human's necromantic arts, they will
Although the target isn't under the vampire's control, it takes punish those who meddle with the Scourge.
the vampire's requests or actions in the most favorable way it Apparently they are the ones that have the ghasts and ghouls
can, and it is a willing target for the vampire's bit attack. Each moving around, mining for rare metals and dealing with
time the vampire or the vampire's companions do anything intruders. Your next step will be to take both of these down,
harmful to the target, it can repeat the saving throw, ending to stop more weapons to be manufactured.
the effect on itself on a success. Otherwise, the effect lasts 24
hours or until the vampire is destroyed, is on a different plane
79
Dragonflayer Ascent
After passing through the Njordir preparation, you will Both of them use the NPC statistics on the Monster Manual.
continue to pass through the stairs and going to the upper Skarvald uses the Berserker stat block (page 344), and
levels, through the Njorn Stair. Right after the Reaver’s Hall Dalronn uses the Archmage (page 342) with the added
you will find more tunnels to continue through, all infested abilities of the wizard’s school of necromancy (PHB).
with ghouls and ghasts in the same composition (groups of 6
ghouls moving back and forward, with 3 ghasts associated for Dalronn the Controller
each). However, the number is higher: there are six groups of
ghouls roaming around.
After a few more minutes of passing, there will be an open Skarvald the Constructor
area where you can hear discuss Dalronn and Skarvald about
the way things should proceed.
80
Tyr’s Terrace
81
Ingvar the Plunderer (Second form)
Vrykul Faction
Vrykul, lawful evil
82
Factions and Reputation
A faction is a group of allies, either racial or ideological. Higher reputation levels generally require more points than
Usually, the two most recognized factions are the Alliance and the previous level to progress.
the Horde.However, the world is full of organized groups that
look only for their own interests. Reputation Levels
The following table will show the different levels of
Whether they are a race, a group deditacted to a profession or reputation and the benefits related to those.
an organized infiltration team from a culture, each one of these
factions working towards their own goals.
Reputation Levels
For the players, association with these factions can grant them
Reputation points: the number of reputation points required
access to exclusive locations, items, discounts on their stores, to reach this level of reputation. The most negative
additional allies, information or more. reputations require you to actually lose points to reach the
level.
In this chapter we will have a brief overview of some of the
Faction discount: whenever purchasing or requiring services
factions that are part of Warcraft, as well as some rulings on from the faction, you will receive this discount
how to work with reputation for factions. These are alternative
Special: Bonuses or events that are triggered by reaching this
rules and guidelines that you can work with, it might reflect to level of reputation.
be easier to handle diplomatic interactions based on these
rulings.
Starting Reputation
When you start the game, you are always friendly with your
Reputation own major faction (Alliance or Horde). Additionally, most
Reputation is a numerical representation of your standing with NPCs from the opposing major faction will treat you as
a faction. The higher the number the better the friendlier the unfriendly.
members of the faction will treat you. Any faction aligned with the major factions will treat you at
Reputation is very similar to experience. Reputation is the same level, so for example, a warrior human from
divided into a number of different levels for which players Stormwind will be friendly with the dwarves of Khaz Modan,
must earn reputation points to progress through. and unfriendly with the orcs of Durotar.
Table: Reputation levels
83
Gaining and Losing Reputation The Alliance was once also known as the Alliance of
In order to gain reputation points for a faction, you must do Lordaeron when its leadership was centered in Lordaeron.
quests given out by their headquarters or that are generally However, the Alliance was forced to move the bulk of its
speaking beneficial to the faction. Usually speaking, heroic forces to Kalimdor and to the southern Eastern Kingdoms
feats of strength, such as defeating the Lich King, slaying a continents of Khaz Modan and Azeroth after the plague of
Tarrasque or similar should boost your reputation with all undeath ravaged the Kingdom of Lordaeron several years ago.
factions. Also, some monsters might also boost a bit your Although the remaining living nations of Lordaeron are not as
reputation, so word of you and your team defeating them will strong as they once were, they have pledged their loyalty to
also help. the Grand Alliance with the hopes of becoming strong once
again. Over the course of the years new members and races
Usually speaking, most appropriate level encounters should have joined the Alliance furthering its united strength.
give you enough reputation to become friendly at least. You
can refer to the below table for encounters and random
encounters.
Here are some guidelines for reputation gains:
Organization
Factions The Alliance is not a uniform governmental body, but is a
The following will be a brief description of the most notorious coalition of mutual military and economic aid. Housing the
factions in the World of Warcraft. Alliance Assembly, Theramore was once considered the
official home of the new Alliance, when Stormwind was
The Alliance bound under Onyxia's thrall under the guise of Katrana
Prestor. The inability of Stormwind to act forced both
Humans, night elves, dwarves, gnomes, draenei, worgen, and
Theramore and the night elves to step in, resulting in a
most recently, pandaren (Tushui) make up the illustrious
growing gap of cooperation between the two continents. This,
Alliance. Proud and noble, courageous and wise, these races
however, is no longer the case with King Varian's return and
work together to preserve order in Azeroth. The Alliance is
the death of Onyxia. Varian's direct aid to the night elves has
driven by honor and tradition. Its rulers are champions of
won their trust, and Jaina's constant presence with him as an
justice, hope, knowledge, and faith. In a time when chaos and
advisor (and to temper his edges) has firmly reunited
uncertainty reign, the Alliance remains steadfast in its
Theramore and Stormwind once more.
determination to bring light to the darkest corners of the
In the past, certain rules, customs, and regulations were a
world.
constant hindrance to mutual actions across the entire
Alliance. This made cooperation sluggish, and considerably
Overview slowed the rate at which the Alliance was able to reclaim its
The Alliance (aka Grand Alliance) is one of two major former lands and glory. Despite the problems and intrigues
political factions of the mortal races in Azeroth, its within their leadership, all parts of the Alliance are steadfast
counterpart being the Horde. The Alliance consists of in their desire to reclaim and rebuild, and all members share a
powerful cultures and groups bound not by desperation or distrust of the Horde. Approximately 800,000 souls belong to
necessity, but by their deep commitments to abstract concepts the allied races spanning two continents (based on
like nobility and honor. membership numbers of the Church of Light). The Alliance is
84
a great and peaceful body overall, their might being shadowy forests of northern Kalimdor until the events of the
legendary, but their desire for peace, even stronger. Above all, Third War when they allied with the survivors of Lordaeron
where Jaina Proudmoore and Tyrande Whisperwind are good and the Thrall's Horde at the behest of Medivh in order to
at coordinating their efforts on Kalimdor, Lady Katrana defeat Archimonde at the Battle of Mount Hyjal. However the
Prestor of Stormwind was doing a fine job of undoing the continuous deforesting actions of the orcs in the forests of
Alliance in the Eastern Kingdoms, however she has been slain Ashenvale have forced them to break away from the Horde
in lore and King Varian Wrynn has now taken his rightful and remain allied with the Alliance alone.
place as king.
Even now, as always, humans are the glue that hold the Draenei of the Exodar
Alliance together, being the most numerous and diplomatic of Refugees of the eredar race fleeing their corrupted brethren,
the member races. The armies of Stormwind are stationed seeking allies to fight against the Burning Legion. They lived
throughout the Eastern Kingdoms, trying to retake regions on Draenor until the orcish onslaught, and fled from the
such as Duskwood, Westfall, and The Redridge mountains. Legion and the forces of Illidan Stormrage by stealing the
The armies of Ironforge are mainly stationed in Khaz Modan Exodar, one of the satellites of Tempest Keep.
along with their Gnome allies, and the night elven armies are
mainly defending northern Kalimdor from Horde's Worgen of Gilneas
deforestation of the Ashenvale. The remaining draenei forces Formerly one of the strongest of the human nations, Gilneas
are still trying to secure their new home on Azuremyst Isle, was one of the founding members of the Alliance of
and are also stationed in Outland. The recently brought in Lordaeron, sealing itself off from the world after the Second
Gilnean armies are defending themselves from the endless War to avoid being brought into "other people's conflicts".
onslaught of the Forsaken. Eventually the worgen managed to breach the land and started
spreading their curse among much of the populace. They
Major Members officially rejoined the Alliance when the night elves managed
to save them from invading Forsaken.
Humans from Stormwind
Tushui pandaren of the Wandering Isle
One of the founding members of the Alliance of Lordaeron
After encountering Horde and Alliance soldiers on the
following Stormwind City's destruction in the First War. The
Wandering Isle, the Tushui joined the Alliance while the
city was restored to prominence after the Second. One of the
Huojin joined the Horde. Tushui is the philosophy espoused
last few human bastions not affected by the disasters of the
by Aysa Cloudsinger, the leader of the Tushui Pandaren
Third War.
faction and the counterpart to Ji Firepaw and the more
Dwarves of Khaz Modan impulsive Huojin philosophy. Its adherents believe in
The Kingdom of Ironforge consists mainly out of the contemplation and reasoned action.
Bronzebeard Clan of dwarves, which still reside in the ancient
city of all dwarven clans. They pledged themselves to the The Horde
Alliance following the Bleeding Hollow's invasion of Khaz The Horde is made up of orcs, Forsaken, tauren, trolls, blood
Modan. After the War of the Three Hammers, the elves, goblins, and most recently, pandaren (Huojin).
Bronzebeards gained dominance over all Ironforge. During Misunderstood and cast aside, these diverse and powerful
the Cataclysm to prevent the mountain from collapsing. King races strive to overcome their differences and unite as one in
Magni Bronzebeard performed a ritual in the heart of Old order to win freedom for their people and prosper in a land
Ironforge which saved the mountain but the process petrified that has come to hate them.
him into diamond statue. With its king impaired, Ironforge In the Horde, action and strength are valued above diplomacy,
was left in political turmoil after Moira declared her son the and its leaders earn respect by the blade, wasting no time with
rightful ruler of the kingdom. In order to prevent civil war, the politics. The brutality of the Horde's champions is focused,
leaders of each clan formed a council to govern the dwarf giving a voice to those who fight for survival.
races and share the kingdom.
Overview
Gnomes of Gnomeregan
The Horde is one of the two major political factions of the
Cousins of the dwarves, joining with their long-time allies to
mortal races in Azeroth, its counterpart being the Alliance.
provide technological wonders to aid the Alliance in its fight
The Horde, a faction founded by orcish immigrants from
against its enemies. Their Long-time capital was
Draenor, has survived in the hostile world of Azeroth by
Gnomeregan, located in western Dun Morogh, but it was
forging alliances (some trusting, some less so) with local
invaded by a race of troggs. The gnomes had to flee and find
races such as the tauren people, the trolls, and the undead of
refuge in their cousins' arms in Ironforge, where they built
the Forsaken.
Tinker Town.
Although its ideals, policies, and beliefs have been revised
and membership has changed over time, it is the same Horde
Night elves of Darnassus
inherited by Thrall of the Frostwolf Clan (son of Chieftain
The night elves have lived peacefully for centuries in the
85
Durotan) through Warchief Orgrim Doomhammer. possessing the characteristic militarism of the orcs, Thrall has
However, since the mantle of Warchief was passed on to also proven himself to be a compassionate, idealistic, and
Garrosh Hellscream, the Horde's alliance with other races has enlightened individual, and commands a great deal of respect
began to suffer heavily due to Garrosh's warmongering. A within the Horde.
direct example of this are the trolls under Vol'jin leaving
Orgrimmar because of Garrosh's hunger for war and Sylvanas Though the Horde could quickly become a formidable war
Windrunner ignoring the warchief's commands and using her machine once again, in formal terms they are a peaceful
plague on her enemies. nation deciding to try for peace and help the world rather than
savage rampaging like the early history of the Horde. More
Eventually, the Horde was fractured in two and a civil war informally however, a state of Cold War still exists. The Orcs'
erupted, between Garrosh's followers and the Darkspear attempts to drive the Alliance out of Warsong Gulch and
Rebellion led by Vol'Jin. With the help of the Alliance, the Alterac Valley are ongoing, as is the Forsaken's
rebels ultimately overthrew Garrosh Hellscream. He was then expansionistic advance in Arathi and Hillsbrad. As of the
arrested to stand trial in Pandaria. Thrall appointed Vol'Jin of Cataclysm, Dragonmaw forces are fighting the Wildhammer
the Darkspear trolls then as the new Warchief of the Horde, dwarves in the Twin Peaks of the Twilight Highlands.
and King Varian Wrynn agreed to put an end to the war. Equal in size, the Horde also has its complexities, much like
During the first (failed) assault on the Broken Shore, Vol'jin the Alliance. The main five races of the blood elves, tauren,
was mortally wounded in the battle. He later passed away undead, trolls and orcs have countless friends among the races
whilst sitting on the throne. Before dying, he passed the of Azeroth: the Revantusk forest trolls of the Hinterlands, the
Warchief mantle to Sylvanas Windrunner. Stonemaul Ogres and various individuals like the Mok'Nathal
beastmaster Rexxar.
86
Major Members Other Factions
Orcs of Durotar
The surviving orcs of Azeroth's First, Second and Third Wars,
Knights of the Ebon Blade
who were released by Thrall from the internment camps and
led by him to form their new destiny in Kalimdor while
attempting to embrace their once honorable, shamanistic ways
and fight the corruption of demonic magic.
Tauren of Mulgore
A race of noble creatures, native to Kalimdor, who befriended
the orcs and offered them spiritual guidance and aid.
87
Steamwheedle Cartel Keepers of Time
Violet Eye
88
Wyrmrest Accord against the Lich King to Northrend.
Tirion Fordring handpicked every paladin member in the
Argent Crusade in order to avoid infiltration by the Cult of the
Damned. This was presumably to prevent a repeat of the Inigo
Montoy incident, which resulted in Naxxramas returning to
Northrend and Kel'Thuzad regaining corporeal form.
Guardians of Hyjal
Shado-Pan
The Shado-Pan hold the eternal vigil, keeping watch over the
dark sha energies that were sealed away into the earth long
The Argent Crusade is a faction created from the union of the ago. Unfortunately, the sha have escaped their prisons and
Argent Dawn, a few survivors of the Scarlet Crusade who now the Shado-Pan must defeat them once again. The Shado-
didn't follow Abbendis to Northrend, and the Reformed Order Pan is an ancient order that accepts and trains only the most
of the Silver Hand. It was formed shortly after the Battle for elite and worthy. The Shado-Pan also is the only defense line
Light's Hope Chapel, in which Tirion Fordring — leader of of the inhabitant's of Pandaria, and besides fighting against
the reformed Silver Hand — reclaimed (and evidently sha, they fight other threats such as the saurok in Kun-Lai and
purified) the Ashbringer during a confrontation with the Lich the mantid swarm breaking into Townlong Steppes.
King. He assumed a leadership position over the Argent
Dawn and united the two factions in order to take the fight
89
Credits
All lore information taken from the official website, the
Wowhead website, the Gamepedia and from the Warcraft
Wikia.
Artwork credits
90
Art (c) by Nancy Cho (hikari-chan)
http://hikari-chan.deviantart.com/art/2010-09-27-The-Dreamer-
Art (c) by Eepox
Awakes-185050760
http://eepox.deviantart.com/
91
Art (c) by Wang Ling
http://wlop.deviantart.com/art/Warrior-World-of-Warcraft-
628917372
92
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