World of Warcraft 5E

November 14, 2018 | Author: Anonymous 2eX4HS | Category: Races And Factions Of Warcraft, Warcraft, Dwarf (Dungeons & Dragons), Fantasy, Speculative Fiction
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the Dark Portal, razed Nethergarde Keep, and seized control of Dreadmaul Hold. In retaliation, Khadgar assembled the champions of the Alliance and the Horde, leading them through the portal to stop the Iron Horde on Draenor once and for all. Garrosh ultimately met his end at Thrall's hands, and after an exhausting campaign, the heroes of Azeroth were able to defeat most of the Iron Horde's warlords. Khadgar's offensive dealt a crushing blow to the Iron Horde. Grommash's failure to give his warriors the victory he had promised bred dissent within the ranks, affording the warlock Gul'dan the opportunity to usurp the Iron Horde and summon the demonic  Burning Legion to Draenor...

World of Warcraft HRUON FIRESINGER , SHAMAN OF HIS TAUREN TRIBE, STOOD ATOP A HILL AND LOOKED EAST OUT UPON THE

Gul’dan persuaded the Iron Horde's remaining leaders—  who were enduring crushing defeats against the champions of  Azeroth — to to serve the Burning Legion. Their servitude, they believed, would give them one last chance to turn the tide of battle. Only Grommash Hellscream proved difficult to break, and so Gul’dan imprisoned him, hoping to make an example out of the former warchief. Gul’dan took control of Hellfire Citadel, intending to use it as a staging area for the Legion to invade Draenor. He then proceeded to summon the demon lord Archimonde.

SWEEPING LANDS OF MULGORE AS A SOUTHERLY BREEZE PLAYED OVER HIS FUR AND WHISPERED THROUGH THE GRASS. A

sense of rightness and stability

touched the edge of his thoughts, felt through his feet  planted fi rmly upon the th e ground. Yes, here the tauren tau ren

 people could make a true home… here they could stand against the centaur, here they could explore their traditions freely. As the sun bled slowly over the hori zon, Hruon Firesinger smiled. It was the smile of o f grim

 Meanwhile, the the heroes of of Azeroth assaulted assaulted the citadel’s citadel’s gates, invading from both land and sea. Aided by Khadgar, Yrel, Durotan and a freed Grommash, Azeroth’s champions battled their way through the horrors unleashed within  Hellfire Citadel. After a harrowing struggle that nearly destroyed Draenor, the heroes were able to cast down  Archimonde. Yet, even as he fell, the demon hurled the treacherous Gul’dan through a portal. His pact with the  Legion was far from being fulfilled.

determination, which his people would need to keep  forging their new homeland  —  but  but it was also the smile of hope.

World of Warcraft the Roleplaying Game gives you everything you need to get started and to play an extended campaign in the world of Azeroth. Let’s have a look at a summary of the current story.

And so, the story continues today …

arrosh 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 had come to Azeroth, after he was stopped from fulfilling his  plans in Draenor using the heart of Y'Shaarj, retrieved in Pandaria. Hungry for vengeance, Garrosh provided his  father, Grommash Hellscream, with the technology to assemble his ideal army — the the conquering force called the Iron  Horde. Grommash was quick to unite Draenor's orcish clans under his banner, and the clan leaders became the Iron  Horde's warlords.

The following is fan-made material, which is based heavily on the World of Warcraft massive multiplayer online game, and relying heavy use of the WoW Wiki, the Gamepedia, the official website and a few other places. This booklet will help you incorporate the setting of Azeroth for use in your D&D 5E sessions. You w ill need the Player’s Handbook which compliments the information of this book. The rules and information matches the one used in the SRD except as noted below.

 Among them were the bloodthirsty Kargath Bladefist, the 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  Highmaul, and built massive fortifications like Blackrock Foundry to outfit the warlords' armies. Once the Iron Horde had Draenor in its grasp, the orcs invaded Azeroth through

Welcome to the World of Warcraft Guide for Dungeons and Dragons 5th Edition!

2

the Dark Portal, razed Nethergarde Keep, and seized control of Dreadmaul Hold. In retaliation, Khadgar assembled the champions of the Alliance and the Horde, leading them through the portal to stop the Iron Horde on Draenor once and for all. Garrosh ultimately met his end at Thrall's hands, and after an exhausting campaign, the heroes of Azeroth were able to defeat most of the Iron Horde's warlords. Khadgar's offensive dealt a crushing blow to the Iron Horde. Grommash's failure to give his warriors the victory he had promised bred dissent within the ranks, affording the warlock Gul'dan the opportunity to usurp the Iron Horde and summon the demonic  Burning Legion to Draenor...

World of Warcraft HRUON FIRESINGER , SHAMAN OF HIS TAUREN TRIBE, STOOD ATOP A HILL AND LOOKED EAST OUT UPON THE

Gul’dan persuaded the Iron Horde's remaining leaders—  who were enduring crushing defeats against the champions of  Azeroth — to to serve the Burning Legion. Their servitude, they believed, would give them one last chance to turn the tide of battle. Only Grommash Hellscream proved difficult to break, and so Gul’dan imprisoned him, hoping to make an example out of the former warchief. Gul’dan took control of Hellfire Citadel, intending to use it as a staging area for the Legion to invade Draenor. He then proceeded to summon the demon lord Archimonde.

SWEEPING LANDS OF MULGORE AS A SOUTHERLY BREEZE PLAYED OVER HIS FUR AND WHISPERED THROUGH THE GRASS. A

sense of rightness and stability

touched the edge of his thoughts, felt through his feet  planted fi rmly upon the th e ground. Yes, here the tauren tau ren

 people could make a true home… here they could stand against the centaur, here they could explore their traditions freely. As the sun bled slowly over the hori zon, Hruon Firesinger smiled. It was the smile of o f grim

 Meanwhile, the the heroes of of Azeroth assaulted assaulted the citadel’s citadel’s gates, invading from both land and sea. Aided by Khadgar, Yrel, Durotan and a freed Grommash, Azeroth’s champions battled their way through the horrors unleashed within  Hellfire Citadel. After a harrowing struggle that nearly destroyed Draenor, the heroes were able to cast down  Archimonde. Yet, even as he fell, the demon hurled the treacherous Gul’dan through a portal. His pact with the  Legion was far from being fulfilled.

determination, which his people would need to keep  forging their new homeland  —  but  but it was also the smile of hope.

World of Warcraft the Roleplaying Game gives you everything you need to get started and to play an extended campaign in the world of Azeroth. Let’s have a look at a summary of the current story.

And so, the story continues today …

arrosh 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 had come to Azeroth, after he was stopped from fulfilling his  plans in Draenor using the heart of Y'Shaarj, retrieved in Pandaria. Hungry for vengeance, Garrosh provided his  father, Grommash Hellscream, with the technology to assemble his ideal army — the the conquering force called the Iron  Horde. Grommash was quick to unite Draenor's orcish clans under his banner, and the clan leaders became the Iron  Horde's warlords.

The following is fan-made material, which is based heavily on the World of Warcraft massive multiplayer online game, and relying heavy use of the WoW Wiki, the Gamepedia, the official website and a few other places. This booklet will help you incorporate the setting of Azeroth for use in your D&D 5E sessions. You w ill need the Player’s Handbook which compliments the information of this book. The rules and information matches the one used in the SRD except as noted below.

 Among them were the bloodthirsty Kargath Bladefist, the 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  Highmaul, and built massive fortifications like Blackrock Foundry to outfit the warlords' armies. Once the Iron Horde had Draenor in its grasp, the orcs invaded Azeroth through

Welcome to the World of Warcraft Guide for Dungeons and Dragons 5th Edition!

2

Table of Contents Table of Contents

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Races

4

Races Description

4

Human

5

Elf

5

Elf Subraces

6

Pandaren

7

Orc

7

Orc Subraces

8

Draenei

9

Troll

9

Gnome

10

Goblin

10

Tauren

11

Dwarf

11

Dwarf Subraces

12

Worgen

13

Undead

14

Classes

Shaman

54

Shamanic Traditions

56

Warlock

58

Pact Study

61

Warrior

64

Martial Archetypes Archetypes

65

Azeroth Weapons Special Weapons Spellcasting

68 68

Spell Descriptions

70

Adventuring in Azeroth

73

Story: Rise of the Lich King

73

 Northrend: Utgarde Utgarde

75

Factions and Reputation

83

Reputation

83

Factions

84 90

Artwork credits

90

Legal Information

93

Classes Descripton

15

Death Knight

16

2016 - Geiner Fonseca.

Presences

19

Material created under the SRD for D&D 5E 5.1.

Demon Hunter

21

Fel Secrets Archetypes Archetypes

22

Druid

24

Druid Circles

26

Hunter

29

Hunter Archetypes

31

Mage

33

Arcane Traditions

35

Monk

37

Monastic Traditions

39

Paladin

41

Sacred Oaths

43

Priest

46

Priest Domains Domains

48

Rogue

51

Rogue Archetypes

52

Material created by Geiner Fonseca for his blog, http://rolsimple.blogspot.com This is a free document made by a fan for fans. Please support the companies by purchasing their products: Wizards of the Coast official website

Blizzard Official Website Website –   English  –  English

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67

Spell Lists

Credits

15

67

Races Dwarf : The bold and courageous dwarves are an ancient race descended from the earthen-beings of living stone created by the titans when the world was young. Elf : The ancient and reclusive night elves have played a  pivotal role in shaping Azeroth’s fate throughout its history. Gnome: The clever, spunky, and oftentimes eccentric gnomes  present a unique paradox among the civilized races of Azeroth. Draenei : Armed with their unshakable faith in the Light, the draenei ventured to their embattled former home as steadfast members of the Alliance and defeated their ancient demonic rivals. Worgen : Behind the formidable Greymane Wall, a terrible curse transformed some of the stalwart citizens of the isolated kingdom of Gilneas into nightmarish lupine beasts known as worgen. Orc: Unlike the other races of the Horde, orcs are not native to Azeroth. Initially, they lived as shamanic clans on the lush world of Draenor. 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. Tauren: The peaceful tauren have long dwelled in Kalimdor, striving to preserve the balance of nature at the behest of their goddess, the Earth Mother. Troll: The savage trolls of Azeroth are infamous for their cruelty, dark mysticism, and seething hatred for all other races. Goblin: Reforging old pacts with their collegues' one-time allies, the goblins of the Bilgewater Cartel have been welcomed into the Horde with open arms. Pandaren: The wise pandaren embrace harmony, and lead full lives of food, family and fights on Pandaria. A few leave their home to side with the Horde and act decisively to protect themselves and others.

Before life began, before the cosmos even took shape, there was Light and there was Void. The Light is a mysterious and  benevolent force in the universe. Unfettered by the confines of time and space, the Light swelled across all existence in the form of a prismatic sea. Great torrents of living energy flitted through its mirror depths, their movements conjuring a symphony of hope and joy. However, the Light can be considered chaotic. The ocean of Light was ever shifting and dynamic and as it expanded, some of its energies faded and dimmed, leaving behind pockets of nothingness described as cold. A new power coalesced and came to be in the absence of Light in these spaces. A dark and vampiric force driven to devour all energy, to twist creation inward to feed upon itself, this power was the Void. The mounting tension between these two inseparable yet opposite energies triggered a series of catastrophic proportions, rupturing the fabric of creation and  birthing a new realm into existence. The physical universe, which the Great Dark Beyond represents, was born in that moment.

Races Description When creating your character, you will be able to select from the races presented below. We recommend to use the choices from the ones available in this document when venturing the world of Azeroth. Any other options are still available, however they might interact a little bit different. The following are the choices available: Human: Though humans are among the younger races on Azeroth, they have faced many challenges with fortitude and resilience.

4

Human

Elf

The noble humans of Stormwind are a proud, tenacious race. They bravely fought the orcish Horde for generations as the  patrons of the Grand Alliance. Just as they thought peace had at last settled over their war-torn kingdoms, an even darker shadow descended upon the world. The undead Scourge unleashed a foul plague of death upon humanity and succeeded in decimating the northern human kingdom of Lordaeron. The few humans who survived fled south to the protection of Stormwind.

A member of one of the longest lived species on Azeroth known for keen perception, grace, and great spellwork. Elves were once believed to be the first race to awaken on Azeroth,  but some ancient histories believe that elves were originally trolls that were transformed by the Well of Eternity.

Elf Traits An elf is a member of one of the longest lived species on Azeroth known for keen perception, grace, and great spellwork.  Ability Score Increase. Your Dexterity score increases by 2.  Age. An elf typically claims adulthood and an adult name around the age of 110 and can live around 500 years old, although there are known elves to have lived over 2000 years.  Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. Size. Elves range from under 5 to over 7 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.  Magic Fountain: Elves can commune with magical wells that are usually located along the ley lines. If they consume water from these fountains (usually referred as moonwells and sunwells) they gain the benefits of a long rest. This feature cannot be used again until 24 hours have passed. If the elf suffers from magic addition, the negative effects can be ignored for one week.  Languages. You can speak, read, and write Common.

Human Traits It’s hard to make generalizations about humans, but your human character has these traits.  Ability Score Increase. Your Charisma score increases by 2 and one ability score of your choice by 1.  Age. Humans reach adulthood in their late teens and live less than a century.  Alignment. Humans tend toward no particular  alignment. The  best and the worst are found among them. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet.  Diplomatic: You have proficiency in the Persuasion skill.  Every Man for Himself : You can ignore any effects that impede movement for a number of rounds equal to your character level. You can’t use this feature again until you finish a long rest.  Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects.

5

Elf Subraces

Blood Elf

 Night Elf

Those now known as blood elves were once high elves. The transition came about during the Third war, when Prince Arthas turned his attention towards Quel'Thalas. The Scourge slew more than 90% of the high elven population, devastating their culture and leading to the renaming. Of the elven  population that remained, 90% of them adopted the name Sin'dorei ("children of the blood") or Blood Elves.  Ability Score Increase. Your Intelligence score increases by 1.  Arcane Torrent. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. At 5th level you can cast counterspell as a third level spell with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.  Arcane Affinity. You have proficiency in the Arcana skill.  Magic Resistance. You have resistance against force damage.  Extra Language. You can speak, read, and write Thalassian.

 Night elves live alongside nature rather than pushing it away. This way of life gives them a slight resistance to the elements and to chemical attacks like poisons. Surprise is at the heart of kaldorei battle tactics. A typical attack consists of a group of Sentinels staying hidden, melding with the shadows around them, making a rapid strike, and then disappearing before the enemy can respond.  Ability Score Increase. Your Wisdom score increases by 1. Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. Shadowmeld. You have proficiency in the Stealth skill. Gift of Elune. You have resistance against poison damage. Wisp Spirit: When you drop to 0 hit points, you immediately assume the form of a will-o-wisp. You cannot take only take the Dash action while transformed. After one round, you return to your regular form. You can’t use this feature again until you finish a long rest.  Extra Language. You can speak, read, and write Darnassian.

Wretched The Wretched were once blood elves, but they failed to control their magical addiction. The Wretched are thin elves with a la rge, bony forehead, claw-like fingers and toes, blue e yes and strange growths on their backs th at 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 c orruption of the Sunwell.

6

This transformation can occur in an instant as soon as 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 Br oken 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 r eversible or even curable.

Pandaren

Orc

You are a pandaren. Born and raised on the mysterious Wandering Isle. While many of your fellow pandaren prefer a tranquil life, the lure of adventure burns in your blood. Recently, the Wandering Isle has begun erratically weaving about the world's oceans. The air grows cold and your island home is spiraling towards disaster... As one of the most promising of students at Master Shang's monastery, you may just be the salvation for your people. But first, you must complete your training...

Long ago the Orcish Horde was corrupted by the Burning Legion and lured to the world of Azeroth. Though the Horde was ultimately defeated, a visionary young warchief named Thrall rose to lead his people in their darkest hour. Based in the warrior city of Orgrimmar, they stand ready to destroy all who would challenge their supremacy. As a proud defender of Durotar, it is your duty to crush your enemies both seen and unseen, for the nefarious agents of the Burning Legion still wander the land.

Pandaren Traits

Orc Traits

Due to the calm life your race has lived during the past few centuries, you have the following traits  Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.  Age. A pandaren reaches adulthood at around 80 years of age, middle age at 175 years or so, old age at around 263, and venerable age at about 350 years  Alignment. Pandaren, due to their calm demeanors, tend toward neutral alignments. Size. Pandaren average 5 1/2 feet in height, and make assured and precise movements. Your size is Medium. Speed. Your base walking speed is 30 feet.  Bouncy: You are resistant to damage caused by falling or  being pushed. Quaking Palm: You can use your action to incapacitate a creature momentarily. The creature must make a Constitution save. The DC for this saving throw equals 8 + your Constitution modifier + your  proficiency bonus. On a failed save the creature becomes  paralyzed for one turn. After you use your quaking palm, you can’t use it again until you complete a short or long rest.  Epicurean Gourmet: You have advantage on skill checks and saving throws related to food items.

Your orc character has certain traits deriving from your orc ancestry.  Ability Score Increase. Your Strength score increases by 2.  Age. Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.  Alignment. Orcs tend toward no particular alignment. The  best and the worst are found among them. Size. Orcs are somewhat larger and bulkier  than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet.  Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.  Menacing. You gain proficiency in the Intimidation skill.  Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants.

7

Orc Subraces

Durotanian Orc

Fel Orc

 Ability Score Increase. Your Constitution score increases by 1.  Hardiness. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.  Blood Fury. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

 Ability Score Increase. Your Charisma score increases by 1.  Fel Power: When you score a critical hit with a spell attack you can add your Strength bonus as poison bonus damage.  Fel Energy: At 3rd  level you learn the  fel blast  cantrip. When you reach 5th level, you can cast the hellish rebuke spell as a 3rd  level spell once (dealing poison damage instead of fire damage) with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Origins of the Fel Orc: Gul’Dan Little is known of Gul'dan's early history except t hat he was originally a member of the Shadowmoon clan, and showed extraordinary talent with working with the elemental powers of shamanism. Because of this, he was chosen as the honored apprentice to the elder shaman Ner'zhul, chieftain of the Shadowmoon Clan and spiritual leader of the orcs. 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 supp orted Ner'zhul fully. However, when Ner'zhul began to notice t hat 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 i mmediately 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 lik e-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 t he dark ideals of their masters, Gul'dan and Kil'jaeden.

8

Draenei

Troll

Empowered by the holy light and the undying strength of their convictions, the Draenei led the charge against the Demonic Burning Legion in Outland. Now with the legion's defeat, they have completed the desperate mission that first brought them to Azeroth, through some Draenei were sent back to Outland to revitalize their former civilization, the majority have vouched to remain and uphold their sacred commitment to the Alliance. As one of Velen's chosen you must stand  bravely before the shadow and ensure that your people are ready for the war to come.

Exiled years ago from their lands in Stranglethorn Vale, the Darkspear trolls attempted to make a new life for themselves amongst the races of the Horde. Under the leadership of the noble warchief Thrall, Vol'Jin and his savage trolls had at last found the honor and purpose they've been searching for, but now under the rule of headstrong Garrosh Hellscream, the trolls fear that the Horde could tear itself apart. Vol'Jin knows that whatever threats loom ahead, whether they be within the Horde or from without, it is cunning trolls like you who will fight to preserve the honor of the Horde.

Draenei Traits

Troll Traits

Your extended lifespan has granted you the following traits.  Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.  Age. A draenei reaches adulthood at around 20 years of age, middle age at 600 years or so, old age at around 1200, and venerable age at about 9000 years.  Alignment. Draenei, due to their connection with the light, tend toward good alignments. Size. Draenei average 7' 6" feet in height. Your size is Medium. Speed. Your base walking speed is 30 feet. Gift of the Naaru: You know the spare the dying cantrip. When you reach 3rd level, you can cast the healing word spell as a 2nd  level spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.  Heroic Presence: When you have disadvantage on a melee attack, roll 1d4 and add it to the lowest result. Shadow Resistance: You have advantage on all Intelligence, Wisdom or Charisma saving throw against shadow spells.

 Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.  Age. Trolls mature at the same rate as humans but live a few years longer.  Alignment. Trolls are a bit more free spirited, and tend toward chaotic alignments. Size. Trolls average 7' 5" feet in height, although they usually are stooping. Your size is Medium. Speed. Your base walking speed is 30 feet.  Berserking: During combat, as a bonus action you can make an additional attack. This attack deals 1d4 damage plus the usual modifiers for the weapon used. You can’t use this feature again until you finish a long rest.  Regeneration: You recover double the hit points rolled during a short rest. You recover all your spent Hit Dice during a long rest.  Da Voodoo Shuffle: You have advantage on all Strength, Dexterity and Constitution saving throws against movement hindering effects.

9

Gnome

Goblin

The eccentric, often brilliant Gnomes are held as one of the most peculiar races of the world. With their obsession for developing radical new technologies and constructing marvels of mind-bending engineering, it's a wonder that any Gnomes have survived to proliferate. Thriving within the wondrous techno-city of Gnomeregan, the Gnomes shared the resources of the forests of Dun Morogh peaks with their Dwarven cousins. As a Gnome of proud standing, it falls to you to answer the challenge and lead your curious people to a  brighter future.

The wiley, cunning goblins of Kezan have lived in relative  peace for generations. Ruled over by corrupt yet highly affluent trade princes, the goblins created a virtual paradise for themselves throughout the islands of the South Seas. Their ingenious feats of engineering and vast trade fleets helped make their island capital of Kezan one of the great technological wonders of the world. Very soon fate will force goblins to choose sides in a conflict that will shake the very history of the world.

Goblin Traits

Gnome Traits

 Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.  Age. Goblins reach adulthood at 18. They reach middle age at 40, old at 73 and venerable at 85. They are known to live up to 93 years old.  Alignment. Goblin tend towards more freedom and chaotic alignments. They are more playful than vicious. Size. Gnomes are between 3 and 4 feet tall and  average about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Time is Money. You have a +2 bonus to Initiative rolls.  Best Deals Anywhere. You have advantage on Persuasion skill checks and Intelligence check mades when purchasing, appraising, estimating value or haggling for prices  Rocket Belt. You possess a standard issue rocket belt. It  provides the following benefits.  Rocket Jump: As a bonus action your speed is doubled for one round. You can’t this  feature again until you finish a short or long rest.  Rocket Barrage: You know the  fire bolt  cantrip. When you reach 5th level, you can cast the scorching ray spell as a 3rd  level spell with this trait. You can’t use your rocket jump or your rocket  barrage again until you finish a long rest. Intelligence is your spellcasting ability for this spell.  Languages. You can speak, read, and write Common and Goblin.

Your gnome character has certain characteristics in common with all other gnomes.  Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.  Age. Gnomes age slower than humans, reaching their adulthood at 44 years, becoming middle aged at 100 years, old at 150, venerable at 200 and living up to 500 years old.  Alignment. Gnomes are most often good. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful  jewelers. Size. Gnomes are between 3 and 4 feet tall and  average about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet.  Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.  Arcane Resistance. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against arcane magic.  Escape Artist. You can add your proficiency bonus to your Dexterity check when attempting to wriggle free of bonds  Engineering Specialization. You have proficiency with artisan’s tools (tinker’s tools). You have advantage on all skill checks to create or understand engineering items.  Languages. You can speak, read, and write Common and Gnomish.





10

Tauren

Dwarf

The peaceful tauren — known in their own tongue as the shu’halo— have long dwelled in Kalimdor, striving to  preserve the balance of nature at the behest of their goddess, the Earth Mother. Until recently, the tauren lived as nomads scattered throughout the Barrens, hunting the great kodo  beasts native to the arid region.

The bold and courageous dwarves are an ancient race descended from the earthen —   beings of living stone created  by the titans when the world was young. Due to a strange malady known as the curse of flesh, the dwarves’ earthen  progenitors underwent a transformation that turned their rocky hides into soft skin. Ultimately, these creatures of flesh and blood dubbed themselves dwarves and carved out the mighty city of Ironforge in the snowy peaks of Khaz Modan.

Tauren Traits Your tauren character has an assortment of abilities, heritage of the lasting tauren nature.  Ability Score Increase: Your Strength score increases by 2, and your Wisdom Score increases by 1.  Age: Taurens physically mature at a faster rate than humans,  but they’re considered young until they reach the age of 50. On average, they can live over 150 years.  Alignment: Most taurens are lawful, believing in their traditions firmly. Their ritualistic society makes them believe in balance, but most of them are kind and noble, having a slight tendency towards good Size: Taurens are impressive to behold, measuring between 6 and 7 feet tall and average about 210 pounds. Your size is Medium. Speed : Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armor due to your large size.  Endurance: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.  Nature Resistance: You have advantage on all Charisma, Wisdom and Intelligence saving throws against divine magic. Cultivation: You have proficiency in the Nature skill. War Stomp: You can use your action to incapacitate nearby creatures momentarily. Any creature within 5 feet of you must make a Constitution save. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. On a failed save the creature becomes stunned for one turn. After you use your war stomp , you can’t use it again until you complete a short or long rest.  Languages. You can speak, read, and write Common and Taur-ahe.

Dwarf Traits Your dwarf character has an assortment of inborn abilities,  part and parcel of dwarven nature.  Ability Score Increase: Your Constitution score increases by 2.  Age: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 40. On average, they can live over 450 years.  Alignment: Most dwarves are lawful, believing firmly in the  benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed : Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Stoneform: You have advantage on saving throws against  poison, and you have resistance against poison damage.  Explorer: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered  proficient in the History skill and add double your proficiency  bonus to the check, instead of your normal proficiency bonus.  Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

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Dwarf Subraces

Bronzebeard Dwarf

Frostborn Dwarf

The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. As a bronzebeard dwarf, you have keen senses, deep intuition, and remarkable resilience.  Ability Score Increase: Your Wisdom score increases by 1.  Firearms Training: You have proficiency with firearms. When you score a critical hit with a firearms weapon attack, you can add your Wisdom modifier to the extra damage of the critical hit.  Frost Resistance: You have resistance to frost damage. Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

The Frostborn is a mysterious newly discovered faction of frost dwarves. They are native to the Storm Peaks with many making Frosthold their home. Recently, those at Frosthold have befriended the Explorers' League  —   unlike the Iron dwarves —   and welcomed all Alliance members into their homes. Yorg Stormheart, "King of the Frostborn," has agreed to allow his people to join the Alliance against the Lich King. The Frosborn dwarves are remarkably strong and ready for  battle.  Ability Score Increase: Strength +2.  Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim l ight. You can’t discern color in darkness, only shades of gray.  Dwarven Armor Training: Light and medium armor  proficiency.  Dwarven Combat Training: You have proficiency with the  battleaxe, handaxe, light hammer, and warhammer.

Origins of the Dwarves: The Titan Experiments 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 increases 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 Wisdom modifier to the extra damage of the critical hit. 









 Languages. You can speak, read, and write Common and, and speak Worgen. The language is made up of a variety of growls, barks, and howls, and does not possess a written form currently.

Druid’s Misshap: Worgen Curse

Worgen

The worgen curse is a curse that transforms people into the ferocious beasts known as worgen. The curse can be passed to humans and night elves. Those bitten by these unruly beasts contract the virulent curse and will turn into worgen. Drinking the blood of a worgen will also turn the drinker into one. Humans and night elves are so far the only known sentient  beings able to contract the curse. Children of those corrupted with the curse are not born with the curse, and have to be infected by being bitten or drinking Worgen blood in order to attain a Worgen form.

Behind the formidable Greymane Wall, a terrible curse has spread throughout the isolated human nation of Gilneas, transforming many of its stalwart citizens into nightmarish  beasts known as worgen. The origins of this curse have been fiercely debated, but only recently has the startling truth come to light.

Worgen Traits Their physical traits resemble those of a human, however the curse flows through your veins.

The worgen curse reached pandemic levels when it spread into the secluded human kingdom of Gilneas, transforming almost all of its inhabitants into worgen. These particular worgen are known as the Greymane worgen. After the curse rippled through Gilneas, Krennan Aranas managed to concoct a partial cure for it. Upon experimenting it on captured Gilnean feral worgen, it allowed them to regain their sanity (giving them control of their minds), thus allowing them to retain the semblance of their past human selves. The night elves later offered a more effective cure: Drinking from the wells of Tal'doren would allow them to transform back into their humans selves at will.

 Ability Score Increase. Your Charisma score increases by 2.  Age. Worgens reach adulthood in their late teens and live less than a century.  Alignment. Worgens due to the nature of their curse, have more freedom and free spirited ways, so they tend toward chaos. They don’t always control themselves, and occasionally left their anger flow, but they are more misunderstood than mean spirited. Size. Worgens vary widely in height and build, from barely 5 feet to well over 6 feet tall. During their transformation they usually increase about 1 foot in height. Speed. Your base walking speed is 30 feet.  Aberrant: You have advantage on all saving throws against disease and transformation spells such as polymorphy.  Natural Weapons: The worgen possess a natural claw attack which deals 1d6 slashing damage, and possesses the finesse and light traits. Starting at 10th level it is considered a magical weapon. Worgen Curse: As a worgen, you have a lycanthropic curse running through your veins. This curse grants you a transformation. When outside of combat you can be in either your human or worgen form, you automatically transform to your worgen form during combat.

In worgen form, they are faster and stronger; with better eyesight and an animal instinct inside them that courses through their veins. Due to their ties with the wilds, worgen are able to call upon their bestial fervor to travel great distances. With the aid of all four limbs, a worgen can sprint at speeds rivaling the swiftest horses, nightsabers, and mechanostriders. With the curse comes also resistance to other curses and diseases. The worgen curse also makes raising them into undeath far more difficult than it is for normal humans.

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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.  Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.  Ageless. The Undead do not age or die of old age, although usually they are destroyed on the front lines. They have the same maturity as the one they had at time of death, and might  preserve some memories.  Alignment. Free will is one of the cornerstones of Forsaken culture, with the great capacity for both good and evil that it entails. However, some undead, especially those who die in combat or under extreme stress and are raised soon after, enter into a violent, frenzied state. Those forsaken have a slight tendency over chaos and evil due to this. Size. Forsaken have the same height as they used to in life, anything from 5 feet to 6 feet tall Speed. Your base walking speed is 30 feet.  Forsaken: Forsaken, even though being undead, are part of the Humanoid type, with the forsaken subtype. Things such as cure spells will heal you, although they will cause immense  pain if they should have a different effect. Non-harmful effects targeted to undead types will work normally, such as divine sense, but not a cleric’s destroy undead ability. Cannibalize: If you cannibalize an undead or humanoid creature as an action on your turn, you can recover hit points more efficiently. For every round you spend eating, you recover a number of hit points equal to your level. After you use this ability, you can’t use it again until you complete a short or long rest. Will of the Forsaken: If you fail a saving throw against charm, fear and/or sleep, you may end this condition at the  beginning of your turn. After you use this ability, you can’t use it again until you complete a short or long rest. Touch of the Grave: When you score a critical hit with a weapon attack, you can add your Wisdom modifier to the extra damage of the critical hit, and you recover this same amount of Hit Points. Undead Metabolism: You don’t need to eat, and you don’t need to breathe. You don’t sleep but still need to rest for 8 hours, and instead of blood they have  Ichor of Undeath running through their veins. Shadow Resistance: You have resistance to Necrotic damage. True Death: If your undead character dies, you cannot be resurrected by any means. A True Resurrection spell would  bring back the creature your undead was before transforming.

Sylvanas Windrunner, the Banshee Queen Lady Sylvanas Windrunner, styled variously as "the Dark Lady" and "the Banshee Queen", is the supreme ruler of the Forsaken, one of the most powerful factions of undead on Azeroth. In life, Sylvanas was the ranger-general of Silvermoon, whose leadership acumen and martial prowess were without equal. During the Third War, she bravely defended Quel'Thalas from a Scourge invasion led by the death knight Arthas Menethil. Ultimately, however, Sylvanas fell in  battle. Rather than honor the ranger-general with a quick death, Arthas ripped out her soul and transformed it into a banshee: a cunning and vengeful agent of the Lich King empowered by hate. When the Lich King’s control over his minions weakened, Sylvanas broke away from her tyrannical master's control and reclaimed her body. Vowing to avenge her death, Sylvanas gathered other renegade undead and set out to wage war against the Scourge. Thus it was that the Forsaken came to be, with Sylvanas as their queen. Under Sylvanas' command, the Forsaken joined the Horde and later helped bring about the Lich King's fall in the frozen wastes of Northrend. Yet many challenges still lay ahead for Sylvanas. After an uprising within her ranks that killed other members of the Horde, the banshee queen is now mistrusted by many of her allies. Most recently, Sylvanas began fortifying her territory within the Tirisfal Glades in order to establish a proper kingdom for her followers. While Sylvanas maintains that her loyalty to the Horde is undiminished, some of the faction's members are uncertain about her true intentions.

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Classes What is your fantasy? Do you want to be the healer, with the  power of life and death over your friends? Or would you  prefer to take all the damage yourself as the tough hero of them all, the tank of the group, standing strong and taking hits for those around you who are quicker, but weaker? Or last of all, would you like to be one of many unique damage class characters, some of which include tanking and healing as well?

Hunter : From an early age, the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters.

Choosing what class you want to be in World of Warcraft is arguably the most important choice you will ever make. Unlike races --which can be changed for a fee--, classes are  permanent. Well, what exactly is a class? A class is a specific specialization of combat you choose to take on your character. A mage is a class, a warrior is a class. A dwarf is not a class, it's a race.

Monk: Bare-knuckle brawlers whose no-weapon styles were  born in ancient Pandaria, monks are as diverse as the energy that surrounds them.

All classes in World of Warcraft are versatile, but each one have different roles in which it excels. It helps to choose a class based on the role you think you will enjoy playing.

Priest : Priests are devoted to the spiritual, and express their unwavering faith by serving people. They have left behind their temples so they can support allies in war-torn lands.

Classes Descripton The following are the classes available to your character.

Rogue: For rogues, the only code is the contract, and their honor is purchased in gold. Free from the constraints of a conscience, they rely on brutal and efficient tactics.

Death Knight: When the Lich King’s control of his death knights was broken, his former champions sought revenge for the horrors committed under his command.

Shaman: They are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike other mystics, they commune with forces that are not strictly benevolent.

Demon Hunter: Demon hunters, disciples of Illidan Stormrage, embrace the forbidden powers of the Legion,  powers that frightens their allies and enemies alike.

Warlock: In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts.

Druid: Druids harness the vast powers of nature to preserve  balance and protect life. With experience, druids can unleash nature’s raw energies against enemies.

Warrior: For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat.

Mage: Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is great and dangerous.

Paladin: This is the call of the paladin: to protect the weak, to  bring justice to the unjust, and to vanquish evil from the darkest corners of the world.

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The Death Knight

Death Knight

 

When the Lich King’s control of his death knights was  broken, his former champions sought revenge for the horrors committed under his command. After their vengeance was won, the death knights found themselves without a cause and without a home. One by one they trickled into the land of the living in search of a new purpos

(a) a priest’s pack or (b) an explorer’s pack  Chain mail, any simple melee weapon and an amulet of the legion.

Runic Weapon Every death knight has their own weapon infused with power in the Ebon Hold. You can bond with any weapon you are  proficient with on a process that takes one hour, inscribing runes to the blade. After bonding with the weapon, the weapon grants you a number of benefits. Whenever you score a critical hit with your rune weapon add your Charisma modifier to the damage dealt. Your runic weapon counts as a magic weapon for the pur poses of overcoming resistance and immunity to non-magical attacks and damage. As long as you are on the same realm of existence, as a bonus action, you can call your weapon to appear in your hand.

Class Features As a death knight, you gain the following class features.



Hit Points



Hit Dice: 1d8 per death knight level Hit Points at 1st Level : 8 + your Constitution modifier Hit Points at Higher Level s: 1d8 (or 5) + your Constitution modifier per death knight level after 1st



Proficiencies Armor:  Light Armor, Medium Armor. Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Charisma Skills: Choose two from Athletics, Arcana, Insight, Intimidation, Persuasion, and Religion

The Scourge

Equipment

Runeforging

When you are reborn as a death knight, you start taking semblance to the Lich King. Any spells that detect undead can detect you. Also, you have advantage on saving throws against poison.

At 2nd level, you can grant great power to the runes of your runic weapon, granting you additional powers. Choose one of the following options. You can’t take a runeforging option more than once. You have two runeforging options at level 11.

You start with the following equipment, in addition to the equipment granted by your background: 

(a) a martial weapon or (b) two martial weapons

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 impose disadvantage on the attack roll.

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

Stoneskin Gargoyle Spellcasting Focus

You gain a number of hit points equal to your Charisma modifier.

You use your runic weapon as a spellcasting focus for your death knight spells.

 Nerubian Carapace

Dark Command

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

Due to the nature of your uprising, fragments of forbidden knowledge that imbue you with an abiding magical ability. Some of these even bring you closer to the power of the Lich King. At 3rd level, you gain two dark commands of your choice. Your dark command options are detailed at the end of the class description. When you gain certain death knight levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Death Knight table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Obliterate When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. You must reach level 11 to use this rune.

Rune Magic Beginning at 2nd level, your runic power research and the magic bestowed on you by your dark origins have given you facility with spells.

Presence

Runes

When reaching 3 rd  level, your Death Knight finally develops a Presence, which manifests as an almost visible colored aura corresponding to the focus they are using. Your choice grants you features at 3rd level and again at 6th, 10th, 18th level.

Table: The Death Knight shows how many runes you have. The table also shows what the level of those runes is; all of your spell slots are the same level. To cast one of your death knight spells of 1st level or higher, you must expend a rune. You regain all expended runes when you finish a short or long rest. For example, when you are 10th level, you have two 3rd-level runes. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

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

Spells Known of 1st Level and Higher At 2nd level, you know one 1st-level spells of your choice from the death knight spell list. The Spells Known column of Table: The Death Knight shows when you learn more death knight spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column 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. Additionally, when you gain a level in this class, you can choose one of the death knight spells you know and replace it with another spell from the warlock spell list, which also must  be of a level for which you have spell slots.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 14th level in this class.

Acherus Deathcharger When you reach 7th level, you can summon a skeletal steed. As a bonus action, you summon a skeletal horse that functions similar to the  phantom steed   spell. It is considered an undead creature. If the creature is killed or dismissed, you must wait a short or long rest before using this feature again.

Spellcasting Ability

Death Gate

Charisma is your spellcasting ability for your death knight spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a death knight spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +

When you reach 15th level as an action you can summon a death gate, which allows you to move you and your party to the base of the Death Knights. Any willing allies within 60 feet from you are transported instantly to the Ebon Hold. If you are on the Ebon Hold, you will be transported back to 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

Winged Steed of the Ebon Blade

You have achieved the pinnacle of your undead journey. You spend 1 minute of time concentrating energy. You recover the usage of all your abilities as per a long rest. You can’t use this feature again until you have a long rest.

Prerequisite: Acherus Deathcharger You can now summon a winged steed. It works similar to your acherus deathcharger, the creature also has a flying speed of 100 ft.

Dark Commands

Anti-Magic Shell  Prerequisite: 9th level You have advantage on all Intelligence, Wisdom and Charisma saving throws against spells.

Blood Boil You become immune to poisons.

Death Coil

Death’s Caress

You can cast death coil at will, without expending a spell slot.

Mind Freeze

 Prerequisite: 9th level You can cast speak with dead   at will, without expending a spell slot.

You can cast detect magic at will, without expending a spell slot.

Path of Frost Prerequisite: 9th level You can cast water walk  at will, without expending a spell slot.

Fallen Crusader Whenever you score an attack with your runic weapon, you regain 1 hit point.

Lichbane

Icebound Fortitude

Prerequisite: 9th level You can have your weapon deals fire damage instead of  physical damage. When you do so, the creature takes extra fire damage equal to your Charisma modifier (minimum 1).

You become resistant to cold damage.

Spell Shatterer If you succeed against a spell saving throw, you can reflect it  back to the caster. The caster must be within 30 feet, and you deal damage to the caster equal to the spell level.

Razorice Prerequisite: 9th level You can have your weapon deals cold damage instead of  physical damage. When you do so, the creature takes extra cold damage equal to your Charisma modifier (minimum 1).

Sight of the Lich You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Cinderglacier Weapon Shatterer

Prerequisite: 9th level You can have your weapon deals necrotic damage instead of  physical damage. When you do so, the creature takes extra cold damage equal to your Charisma modifier (minimum 1).

You have a +1 bonus to attack and damage rolls made with your runic weapon.

Reinforced Armor

Adaptation

You can cast mage armor  on yourself at will, without expending a spell slot or material components.

 Prerequisite: 13th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Heartstop Aura You gain proficiency in the Intimidation and Persuasion skills.

Chains of Carceri  Prerequisite: 13th level, Blood Threat feature You can cast hold monster  at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Chains of Ice  Prerequisite: Master of Ghouls You can communicate telepathically with your pet and  perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses,

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Eye of Acherus

Blood Presence

 Prerequisite: 13th level You can cast arcane eye. You must finish a short or long rest  before you use this feature again.

A dark guardian who manipulates and corrupts life energy to sustain himself in the face of an enemy onslaught.

Expanded Spell List

Frostmourne Phylactery

Your connection to blood grants you additional ability to cast spells. The following spells are added to your known spells at the indicated levels. This does not count against your known spells limit.

 Prerequisite: 17th level If you would be killed, your runic sword loses all currently inscribed runes and your HP total becomes 1 instead. Once 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 attacks, granting you access to the two-weapon fighting option for the Fighting Style class feature when you select this  presence.

Bonus Proficiencies At 3rd level, you gain proficiency with heavy armor

Blood Threat Starting at 3rd level, whenever you enter combat, enemies within 30 feet of you must make a Wisdom saving throw against your spell save DC. If they fail, the enemies will attack you exclusively for a number of rounds equal to your Charisma bonus. An enemy can only be affected once every 24 hours.

Two-Weapon Fighting.

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

Dual Wield Also starting at 3rd level, you can have now two runic weapons. Both weapons must be light weapons and you must still attune to both. When summoning your runic weapon,  both runic weapons appear in your hands.

Veteran of the Third War At 6th level your hit point maximum increases by 6, and it increases by 1 every time you gain a level.

Frozen Heart

Blood Shield

Beginning at 6th level, your runic weapons attack score a critical hit on a roll of 19 or 20.

Starting at 10th level, you can create a blood shield covering your body. As a bonus action you gain a number of temporary hit points equal to twice your level. You also gain resistance to physical and magical damage for one minute. You must finish a short or long rest before you can use this ability again.

Killing Machine Beginning at 10th level, attacking with your weapons  becomes devastating. Whenever you successfully attack an opponent with both your runic weapons on the same turn, you automatically score a critical hit. You cannot benefit from this ability more than once each turn.

Will of the Necropolis At 18th level your indomitable will makes you come back from terrible odds into victory. If you are dropped to 0 hit  points, you instead are fully healed. You must finish a long rest before you can use this ability again.

Obliteration Beginning at 18th level your attacks become devastating,  becoming your second nature to fight dual wielding. When using the two-weapon fighting bonus attack you can make an additional attack with your off-hand weapon Also, when you make a successful attack of opportunity you can roll one of the weapon’s damage dice one additional time .

Unholy Presence A master of death and decay, spreading disease and controlling undead minions to do her bidding.

Expanded Spell List Your connection to unholy energy grants you additional 19

ability to cast spells. The following spells are added to your known spells at the indicated levels. This does not count against your known spells limit.

Fallen Knights of the Silver Hand Death Knights were once virtuous defenders of 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.

Expanded Spell List

Though the Paladins were immune to disease of any kind, they were persecuted by the general populace who believed that they had been infected by the foul  plague. A small band of Paladins, embittered by society's cruelty, traveled north to find the plague's source. These renegade Paladins succumbed to bitter hatred over the course of their grueling quest. When they finally reached Ner'zhul's icy fortress in Northrend they had become dark and brooding.

Master of Ghouls At 3rd level you can summon an undead pet from a fallen  body, called a “risen ghoul”. The creature uses the ghoul statistics. Add your proficiency bonus to the creature’s AC, attack rolls, damage rolls, and any saving throws or skills it is  proficient in. It also gains additional hit points equal to twice your death knight level. The creature fights itself during combat to the best of its abilities. During your turn, as a bonus action, you can order the creature to take a specific action, such as attacking a specific target, disengaging combat or similar. If the creature is destroyed, you can always create a new one. The process takes one hour and requires a fresh corpse with no more than 5 days of being deceased.

The Lich King offered them untold power in exchange for their services and loyalty. The weary, vengeful warriors accepted his dark pact, and although they retained their humanity, their twisted souls were bound to his evil will for all ti me. Bestowed with black, vampiric Runeblades and shadowy steeds, Death Knights serve as the Scourge's mightiest generals. Years after the destruction of Draenor, the immensely  powerful Lich King created a new breed of death knights: malevolent, rune-wielding warriors of the Scourge. The first and greatest of these was the Lich King's chosen champion, Prince Arthas Menethil, once a mighty paladin of the Silver Hand, who sacrificed his soul to claim the runeblade Frostmourne in a desperate  bid to save his people…

Crypt Fever At 6th level, you and your pet become a focus of a vile disease that weakens your target slowly. Whenever you or your risen ghoul score an attack, your target becomes infected. While infected, a creature takes an additional 1d6 necrotic damage whenever you or your risen ghoul attacks it successfully. The disease lasts for three rounds.

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.

Army of the Dead At 18th level you can command the undead beyond comparison, swarming your opponents to bring them into destruction. As an action, you can summon ten ghasts that attack your enemies to the best of their abilities. They last 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 Illidari embrace fel and chaotic magics — energies that have 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.

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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 Hit Points at 1st Level : 8 + your Constitution modifier Hit Points at Higher Levels : 1d8 (or 5) + your Constitution modifier per demon hunter level after 1st





Proficiencies 

Armor: Light Armor Weapons: Simple weapons, warblade, warglaive Tools: None. Saving Throws: Dexterity, Wisdom Skills: Choose two from Acrobatics, Athletics, Arcana, Perception, Survival and Stealth

You have advantage on Dexterity checks and Dexterity saving throws. When you make a melee weapon attack using Dexterity, you gain a bonus to the damage roll that increases as you gain levels as a demon hunter, as shown in the Rage Damage column of the Barbarian table. Your speed is increased by 10 feet.

If you are able to cast spells, you can't cast them or concentrate on them while raging. Your metamorphosis lasts for 1 minute. It ends early if you 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 your turn as a bonus action.

Equipment You start with the following equipment, in addition to the equipment granted by your background: 

(a) a dungeoneer ’s pack or (b) an explorer’s pack  Leather armor, a dagger and an amulet of the legion.

Once you have transformed the number of times shown for your demon hunter level in the Transformations column of the Demon Hunter table, you must finish a long rest before you can transform again.

(a) a warblade or (b) two warglaives

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Double Jump

Relentless Transformation

Whenever you perform a Strength (Athletics) check to jump, and as long as you are not wearing medium or heavy armor, you have advantage.

Starting at 11th level, your transformation can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re transformed 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.

Spectral Sight Using your heightened senses you can perceive things that no other person can see. . As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any fiend within 60 feet of you that is not behind total cover. If the creature is in your direct line of sight, you can see its true form. After using this ability, you must finish a short or long rest before using it again.

Persistent Transformation Beginning at 15th level, your transformation is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Glide

Peerless Reflexes

Beginning at 2nd level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your demon hunter level.

Beginning at 18th level, if your total for a Dexterity check is less than your Dexterity score, you can use that score in place of the total.

Fel Secrets Archetype

Fel Champion

Your archetype choice grants you features at 3rd level and then again at 7th, 10th, and 15th level.

At 20th level, you embody the power of the fel. Your Dexterity and Constitution scores increase by 4. Your maximum for those scores is now 24.

Extra Attack

Fel Secrets Archetypes

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

The following are the archetypes available for your character.

Parry

Havoc

Starting at 5th level, you can use your reaction to deflect a weapon when you are hit by a melee weapon attack. When 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 opponent, forcing it to drop the weapon to its feet. The target must make a Strength saving throw (DC 8 + your proficiency  bonus + your Dexterity modifier). If failed, the weapon lands at its feet.

A brooding master of warglaives and the destructive power of Fel magic.

Bonus Proficiencies When you choose this archetype at 3rd level, you gain  proficiency in two of the following skills of your choice: Acrobatics, History, Insight, Investigation, or P erception. You can gain proficiency with a tool of your choice in place of one skill choice.

Consume Magic

Demonic Presence

At 7th level, connection with the fel allows you to attempt to consume part of a magic effect. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. Superiority Dice. You have four superiority dice, which are 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. You gain another superiority die at 6th level and one more at 15th level. Using Superiority Dice. You can expend superiority dice to gain a number of different benefits: • When you make a weapon attack against a creature, you can 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.

Critical Strikes Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

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Feast of Souls

• When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save. • When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed. • When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.

At 6th level, you gain the ability to heal yourself. As a bonus action, you can regain hit points equal to three times your demon hunter level. You must finish a long rest before you can use this feature again.

Torment Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Prepared At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good , but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Abyssal or Infernal.

Blade Turning Beginning at 14th level, you can use your parry ability against 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 and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones.

Druidic You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Class Features As a druid, you gain the following class features.

Spellcasting Hit Points

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

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

Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of Table: The Druid.

Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism kit Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Preparing and Casting Spells Table: The Druid shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1stlevel and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a wooden shield or ( b) any simple weapon  (a) a scimitar or ( b) any simple melee weapon   Leather armor, an explorer’s pack, and a druidic focus

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level slot. Casting the spell doesn’t remove it from your list of  prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

creature has any legendary or lair actions, you can’t use them.  When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit  points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.  You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.  You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.  You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s sh ape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

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

Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus You can use a druidic focus (see Equipment) as a spellcasting focus for your druid spells.

Wild Shape Starting at 2nd level, you can use your action to magically assume 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. Your druid level determines the beasts you can transform into, as shown in Table: Beast Shapes. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Druid Circle At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

Table: Beast Shapes Level Max. CR Limitations Example 2nd 1/4 No flying or swimming speed Wolf 4th 1/2 No flying speed Crocodile 8th 1 Giant eagle  — 

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

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:  Your game statistics are replaced by the statistics of the  beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same  proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the

Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your  body ages only 1 year.

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

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Archdruid

Astral Communion

At 20th level, you can use your Wild Shape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this  benefit in both your normal shape and your beast shape from Wild Shape.

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or hi gher. You can’t use this feature again until you finish a long rest.

Sacred Plants and Wood

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe. Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might  be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins. Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus  plants. The creature is aware of this effect before it makes its attack against you.

Once you gain access to these spells, you always have them  prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druids and the Gods

Displacer Beast

Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of  priests and urbanized peoples.

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Soul of the Forest Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to spells connected to the land. Choose a land type from the list below - arctic, coast , desert , forest , grassland , mountain, or swamp, consult the associated list of spells.

In addition, you have advantage on saving throws against  plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Druid Circles The following are the circles available to your character.

Blessing of the Ancients

Balance Circle

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to  poison and disease.

Can take on the form of a powerful Moonkin, balancing the  power of Arcane and Nature magic to destroy enemies at a distance.

Chosen of Elune Moonkin Form

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

When you choose this circle at 2nd level, you can use transform into a Moonkin. You must spend a use of your wild shape to transform into a Moonkin. While on this form, you add your Wisdom modifier to any druid spells that deal damage. Additionally, you learn one additional druid cantrip of your choice that can be only used while transformed. You change back to your regular form if you dismiss it, or if you are knocked unconscious.

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Table: Arctic

Table: Swamp

Table: Coast

Feral Circle Takes on the form of a great cat to deal damage with bleeds and bites.

Feline Swiftness When you choose this circle at 2nd level, you gain  proficiency in the Stealth skill.

Razor Claws 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.

Table: Desert

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  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.

Table: Forest

King of the Jungle When you reach 14th level, your attacks while transformed linger for extra damage. When you use your Omen of Clarity, the target receives the same amount of damage as the bonus damage dealt.

Table: Grassland

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 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.

Table: Mountain

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Tranquility

You change back to your regular form if you dismiss it, or if 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 within 60 feet from you regains a number of hit points equal to twice the spell slot level spent plus your Wisdom modifier. Roll a d20 for each target. If the die lands on a 20, the target heals twice that amount instead.

Frenzied Regeneration Beginning at 6th level, your Guardian can be empowered by your spells. As a bonus action on your turn, you can spend one of your spell slots. You regain a number of hit points equal to the spell level sacrificed, and continue to do so each round. This lasts for a number of rounds equal to your Wisdom modifier (minimum 1).

Tree of Life When you reach 14th level, you can expend two uses of your wild shape ability to temporarily gain the form of the Tree of Life, which boosts your healing capabilities.

Survival Instincts

Any healing spell you cast is considered one spell slot higher than it actually is, up to the maximum spell slot you can cast. All healing spells cast during this form recover the maximum amount of hit points possible. Every turn, as an action, you can remove one condition from one ally within 10 feet from you.

When you reach 10th level, you gain proficiency on Constitution and Strength saving throws.

Barkskin Also at 10th level your Guardian form becomes stronger. 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 one minute.

Guardian of Ursoc 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 Beginning at 2nd level you learn how to have a lasting effect. Whenever you cast a healing spell, the target also regains on your next turn a number of hit points equal to your Wisdom modifier (minimum 1).

Ysera’s Gift Beginning at 6th level, your more potent healing spells can be distributed amongst your allies. If a healing spell makes a creature regain more hit points than the damage they currently have, you can have the extra healing go to a different target within 30 feet.

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The Hunter

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

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or ( b) leather armor (a) two shortswords or ( b) two simple melee weapons (a) a dungeoneer’s pack or ( b) an explorer’s pack  A longbow and a quiver of 20 arrows.  

These expert marksmen drop foes dead in their tracks with flawless shots from a bow or rifle. Thanks to their pinpoint timing, hunters are able to fire their ranged weapons quickly  –  even at enemies who close to melee range with them.

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The art of survival is central to the isolated life of a hunter. Hunters track beasts with ease and enhance their own abilities  by attuning themselves to the feral aspects of various creatures. Hunters are known for the lifelong bonds they form with animals of the wild, training great hawks, cats, bears, and many other beasts to fight alongside them.

Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead . Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Class Features As a hunter, you gain the following class features.

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

Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons, firearms. Saving Throws: Strength, Dexterity Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

 Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, for-

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est, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your  proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:  Difficult terrain doesn’t slow your group’s travel.  Your group can’t become lost except by magical means. Even when you are engaged in another activity  while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily  at a normal pace. When you forage, you find twice as much food as  you normally would. While tracking other creatures, you also learn their  exact number, their sizes, and how long ago they  passed through the area. You choose additional favored terrain types at 6th and 10th level.

The Spells Known column of Table: The Hunter shows when you learn more hunter spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the hunter spells you know and replace it with another spell from the hunter spell list, which also must be of a level for which you have spell slots.

Fighting Style

Hunter Archetype

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

At 3rd level, you choose an archetype that you strive to emulate: Beast Mastery, Marksmanship or Survival, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Primeval Awareness Beginning at 3rd level, you can use your action and expend one hunter spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you ex pend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. Th is feature doesn’t reveal the creatures’ location or number.

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

Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots

Extra Attack

Table: The Hunter shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

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

Land’s Stride Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against  plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the hunter spell list.

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creature to take a specific action, such as attacking a specific target, disengaging combat or similar. You can only have one such a pet at a time, but you can use your animal friendship spell at any time and have the newly  befriended creature become your pet.

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

One with the pack Beginning at 7th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Dire Beast Starting at 11th level, your pet can now be a creature Large or smaller.

Vanish 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 means, unless you choose to leave a trail.

Stampede Also starting at 11th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:  One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower  Four beasts of challenge rating 1/2 or lower  Eight beasts of challenge rating 1/4 or lower  These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics. After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not re peatedly heed your call.

Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Hunter Archetypes

Disengage Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it. You cannot use this feature again until you finish a short or long rest.

The following are the archetypes available to your character.

Beast Mastery A master of the wild who can tame a wide variety of beasts to assist him in combat.

Marksmanship A master archer or sharpshooter who excels in bringing down enemies from afar.

Master of Beasts At 3rd level, you add the animal friendship spell to your spells known. Additionally, a creature that can be affected by your animal friendship spell can become a permanent pet. It must be a medium sized or smaller beast with a Challenge Rating no greater than a quarter of your hunter level to be able to become your pet. Add your proficiency bonus to the creature’s AC, attack rolls, damage rolls, and any saving  throws or skills it is proficient in. It also gains additional hit points equal to twice your hunter level. The creature fights itself during combat to the best of its abilities. During your turn, as a bonus action, you can order the

Gunsmith You gain proficiency with Tinker’s  tools, which can be used to craft ammunition, repair damaged firearms or create new ones.

Focus Also starting at 3rd level, you gain a number of focus points equal to your Wisdom modifier (minimum of 1). You can spend focus points to perform various “shot” attacks with

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your firearms. An attack can only be affected by a single shot feature. You can regain spent focus in the following ways: Critical hit with a firearm: Every time you score a critical hit with a firearm while in the heat of combat, you regain 1 spent focus point. Critical hits gained outside of die rolls (via enemy conditions) do not generate focus.  Killing blow with a firearm: Each time you reduce a dangerous creature to 0 hit points with a firearm attack, and kill them, you regain 1 spent focus point. You also regain all focus points after finishing a short or long rest.

Survival A rugged tracker who favors using animal venom, explosives, and traps as deadly weapons.

Hunter’s Strike At 3rd level, you gain one of the following features of your choice. Mortal Wounds: Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the 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 of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. A Murder of Crows : Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Sniper Training Beginning at 3rd level you can spend 1 focus point to gain advantage on the next attack roll you make with a firearm this round.

Hunter’s Mark  Beginning at 7th level you can spend 1 focus point to cast the 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  points.

Defensive Tactics At 7th level, you gain one of the following features of your choice. Posthaste: Opportunity attacks against you are made with disadvantage. Wing Clip: When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Survivalist: You have advantage on saving throws against being frightened.

Explosive Shot Starting at 7th level you can spend 1 focus point to create an explosive shot, causing any creature within 10 feet of your target to receive half the damage you inflict.

Lock and Load Starting at 11th level you have learned to shoot at great speed. You can reload your firearms as a bonus action. Additionally, by spending 1 focus point you can make attacks of opportunity with a firearm against enemies within 30 feet from you as if you were next to them.

Multiattack At 11th level, you gain one of the following features of your choice. Throwing Axes: You can use your action to make a ranged attack against any number of creatures within 10 feet of a  point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. 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.

Countershot Starting at 11th level you can spend 1 focus point as a reaction to an enemy casting a spell. If you do, they must succeed at a Constitution check (DC 8 + your proficiency bonus + your Dexterity modifier) or lose the spell.

Lone Wolf By 15 level you have lived a solitary path that guides you to strength. You can make an additional attack with your firearms when taking the Attack action. This means you can now attack three times with your attack action.

Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice. Trailblazer: When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt   spell that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Caltrops: When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to re peat the same attack against another creature (other than itself) of your choice. Ranger’s Net: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Trick Shot Starting at 15th level you can pull an incredible shot that is  bound to leave serious consequences on your enemies. Spend 1 focus point per each target of the trick shot, each target must  be within 30 feet from each other. You make a separate attack roll against each target. If the attacks hit, you can roll one additional weapon damage die per focus point spent to each one of the attacks done. If all attacks miss, the trick shot hits your firearm and disarms you.

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The Mage

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Mage • (a) a scholar’s pack or ( b) an explorer’s pack • A spellbook

Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. To avoid interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze.

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

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 of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.

Hit Points Hit Dice: 1d6 per mage level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your

Spellbook 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 cantrips, which are fixed in your mind.

Constitution modifier per mage level after 1st .

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

Preparing and Casting Spells The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of t he spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Equipment You prepare the list of mage spells that are available for you to cast. To do so, choose a number of mage spells from your spellbook equal to your Intelligence modifier + your mage level (minimum of one spell). The spells must be of a

You start with the following equipment, in addition to the equipment granted by your background: • (a) a quarterstaff or (b) a dagger • (a) a component pouch or ( b) an arcane focus

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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 a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your mage level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 3rd ----level mage, you have four 1st----level and two 2nd ----level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st----level spell magic missile, you can cast it using a 1st----level or a 2nd ---level slot. Casting the spell doesn’t remove  it from your list of prepared spells.

For example, if you’re a 4th ----level mage, you can recover up to two levels worth of spell slots. You can recover 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 requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Arcane Tradition When you reach 2nd level, you choosean arcane tradition, shaping your practice of magic through one of eight 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 spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one.

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

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st----level mage spell and a 2nd----level mage spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Ritual Casting You can cast a mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

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

Signature Spells

Learning Spells of 1st Level and Higher When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd----level mage spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

Each time you gain a mage level, you can add two mage spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Mage table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

Arcane Recovery

If you want to cast either spell at a higher level, you must expend a spell slot as normal. 34

Supernova

Arcane Traditions

Starting at 14th level, you are constantly charged with arcane energy. You act as if constantly under the effects of a mage armor  spell. Additionally, you can gather some of this energy and create an arcane explosion. As an action, any enemies within 30 feet from you must make a Constitution saving throw. They receive two levels of exhaustion on a failed saving throw, or one if they succeed. You must finish a short or long rest  before using this ability again.

The following are the arcane traditions available to your character

Arcane School Manipulate the arcane, destroying enemies with overwhelming power.

Arcane Missiles

Fire School

At 2nd level, you know the eldritch blast  cantrip. This cantrip does not count against your number of cantrips known. Also, the gold and time you must spend to copy an abjuration spell into your spellbook is halfed.

Ignite enemies with balls of fire and combustive flames.

Hot Streak Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Also at 2nd level you gain affinity to the arcane raw power. Whenever you cast a spell that deals damage other than force damage, you can change the damage type to force damage. If you do so, decrease the dice type by one step. For example, if you cast burning hands as a force spell, you deal 3d4 force damage instead of its regular damage (3d6). You can do this a number of times equal to your Intelligence modifier (minimum 1).

Scorch Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Arcane Power Starting at 6th level, you are capable of drawing more arcane  power than other mages. When using your arcane recovery, your level is considered four levels higher when recovering spell slots.

Hot Streak Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Arcane Barrage Beginning at 10th level, you can empower your spells by fueling them with additional arcane magic. Whenever you successfully deal damage with a spell that deals force damage, you can sacrifice a spell slot to deal additional force damage to one of the targets of the spell. Please refer to below table to see the bonus damage that the spell deals

Ignite Beginning at 10th level, you can add your Intelligence modifier as bonus fire damage to any wizard evocation spell you cast.

Kindling

Table: Arcane Barrage

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

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icicles that float around you. You can spend your icicles to use the abilities below. 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 immune to poison and poison damage. This lasts until dismissed. You cannot recover the spent icicle while this ability is active.  Icy Veins (1 icicle): You can cast a cold damage spell as a  bonus action. Unbound Elemental  (3 icicles): Your elemental base statistics are changed to use the Large Water Elemental statistics. The normal bonuses you grant to your elemental still apply. This lasts for 1 minute.  Ice Block (5 icicles): As a reaction, you become encased in ice. You cannot take any actions while encased. You become immune to everything (including damage of any type, spells, conditions or similar abilities), and you cannot be moved from your place. This lasts for 1 round. You can recover one icicle during a short rest. You recover all icicles after a long rest. Any critical hits that your water elemental makes also recover one icicle.

Frost School Freezes enemies in their tracks and shatters them with Frost magic.

Brain Freeze Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is half.

Summon Water Elemental Starting at 2nd level when you select this school, you gain a small water elemental as a companion pet. The statistics are  below. Also, if you didn’t know it already, you learn to talk Aquan, to be able to communicate with your pet. Add your proficiency bonus to the creature’s AC, attack rolls, damage rolls, and any saving throws or skills it is proficient in. The creature gains additional hit points equal to your mage level. The creature fights itself during comb at to the best of its abilities. During your turn, as a bonus action, you can order the creature to take a specific action, such as attacking a 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 failed, their speed is reduced to 0 for one round.

Small Water Elemental Armor Class 12 Hit Points 11 (2d10)

Improved Water Elemental

Speed 30 ft.

Beginning at 10th level, the traits and actions of your elemental are modified as following: Special Traits Innate Spellcasting: The water elemental can innately cast fog cloud (2/day) and  sleet storm (1/day), requiring no material components. Its innate spellcasting ability is Wisdom. Actions Waterbolt: Ranged Weapon Attack : +3 to hit, reach 30 ft., one creature.  Hit : 11 (2d8 + 2) cold damage. Freeze (Recharge 5-6) : The water elemental emanates a 30foot radius of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. Water Jet (Recharge 6): The water elemental channels a jet of icy water at the target. Make a ranged spell attack. If successful, the enemy receives 3d8 cold damage and becomes vulnerable to cold damage for 1 round.

STR DEX

CON INT WIS

CHA

6 (-2) 14 (+2) 10 (+0) 5 (-3) 10 (+0) 8(-1) Skills Perception +2, Stealth +4 Damage Vulnerabilities  bludgeoning, fire Damage Immunities  cold, poison Condition Immunities exhaustion, poisoned, restrained Senses darkvision 60 ft., passive Perception 12 Languages Aquan Challenge 1/4

Special Traits Innate Spellcasting (1/Day) : The water elemental can

innately cast fog cloud , requiring no material components. Its innate spellcasting ability is Wisdom.

Actions Waterbolt: Ranged Weapon Attack : +3 to hit, reach 30 ft., one creature. Hit : 5 (2d4 + 1) cold damage. 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 damage on a failed save, or half as much damage on a successful one.

Icicles Starting at 14th level, your mage can gather the power of frost to create great effects against your enemies. You have 5

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The Monk

Monk Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

When the pandaren were subjugated by the mogu centuries ago, it was the monks that brought hope to a seemingly dim future. Restricted from using weapons by their slave masters, these pandaren instead focused on harnessing their chi and learning weaponless combat. When the opportunity for revolution struck, they were well-trained to throw off the yoke of oppression. Masters of bare-handed combat, monks never rely solely on the need to have a weapon in their hands to defend against their enemies. Although most widely known to the outside world for their fearsome jabs and flying kicks, they refuse to limit themselves to a single method of combat. Many monks  prefer instead to “soak it up” and seem to revel in the intoxicating effect of absorbing blow after blow while their companions press the attack. Other monks specialize in calling upon the restorative power of the mists to balance the good and bad energy within people, returning them to good health and fortune.

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword or ( b) any simple weapon  (a) a dungeoneer’s pack or ( b) an explorer’s pack   10 darts 

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

Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two- handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:  You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.  You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of Table: The Monk.  When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack

Class Features As a monk, you gain the following class features.

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

Proficiencies Armor: None Weapons: Simple weapons, shortswords Tools: Choose one type of artisan’s tools or one musical instrument.

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action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or  piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented  by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of Table: The Monk. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

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

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

Flurry of Blows

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

Extra Attack 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

as a bonus action on your turn, and your jump distance is doubled for the turn.

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

Unarmored Movement

Ki-Empowered Strikes

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

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

Step of the Wind You can spend 1 ki point to take the Disengage or Dash action

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

Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the 38

Stillness of Mind

Monastic Traditions

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

The following are the monastic traditions available to your character.

Purity of Body

Way of the Brewmaster

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

A sturdy brawler who uses liquid fortification and unpredictable movement to avoid damage and protect allies.

Tongue of the Sun and Moon

Elusive Brawler

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

Starting when you choose this tradition at 3rd level, you can manipulate your ki to become more evasive. While under the effects of an alcoholic beverage your AC increases by 1.

Zen Meditation

Diamond Soul

At 3rd level you can focus your ki to strengthen your body against damage. You can spend 1 ki as a bonus action to  become resistant to one type of damage of your choice. The effect lasts for one minute.

Beginning at 14th level, your mastery of ki grants you  proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Healing Elixir

Timeless Body At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

At 6th level, you gain the ability to heal yourself. As an action, take a drink from your alcohol bottle and regain hit  points equal to 1d6 per every two monk levels you possess. You must finish a long rest before you can use this feature again.

Empty Body

Ring of Peace

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral  projection spell, without needing material components. When you do so, you can’t take any other creatures with yo u.

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Perfect Self

Blackout Combo At 17th level, you gain the ability to stop enemies on their tracks. Whenever you are under the effects of an alcoholic  beverage and strike an enemy at least twice during the same round, the enemy is paralyzed for 1 round.

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

Way of the Mistweaver A healer who mixes traditional herbal medicine with Pandaren martial arts.

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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Touch of Karma

 poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Enveloping Mist, expending hit points separately for each one. This feature has no effect on undead and constructs.

At 6th level you learn to create a balance between you and your opponent. You can spend 3 ki points to choose an opponent within 5 feet from you, and apply one of the following effects: Both you and your target have advantage on attack rolls against each other. Both you and your target have disadvantage on attack rolls against each other.

Spinning Crane Kick



At 6th level, you can manipulate the environment’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 have one of the following effects happen: An ally within 30 feet regains hit points equal to half the damage inflicted. A creature with exhaustion loses one exhaustion level. A stunned or paralyzed creature becomes incapacitated instead.



These effects last for a number of rounds equal to your Wisdom modifier, or until dismissed.





Whirling Dragon Punch At 11th level you have learned to harness your ki to damage your opponents. You can spend 5 ki points to attack all enemies within 10 feet of you with psychic energy. Enemies in the area must make a Charisma save. On a failed check they receive 8d8 psychic damage or half as much on a successful save.



Revival At 11th level you can infuse all allies close to you with refreshing energy coming from your focused ki. As an action you spend 5 ki points to target one creature, plus 2 additional ki points per additional creature targeted on a 30 feet area. Each target creature recovers a number of hit points equal to twice your monk level. For each target you can end one condition, neutralize one poison or cure a disease affecting it.

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

Reawaken At 17th level by channeling you can channel your ki to grant new life into a creature. By spending 13 ki points you can cast the resurrection spell. Alternatively, by spending 17 ki points you can cast the true resurrection spell. The amount of energy spent is incredible, so you must finish a long rest before you can use this ability again, even if you have the required ki  points.

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: 





It must succeed on a Dexterity saving throw or be knocked prone. It must make a Strength saving throw. If it fails, you can  push it up to 15 feet away from you. It can’t take reactions until the end of your next turn.

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The Paladin

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Paladin Equipment

This is the call of the paladin: to protect the weak, to bring  justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with  plate armor so they can confront the toughest of foes, and the  blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead. Ready to serve, paladins can defend their allies with sword and shield, or they can wield massive two-handed weapons against their enemies. The Light grants paladins additional  power against the undead and demons, ensuring that these  profane beings corrupt the world no longer. Paladins are not only zealots, but also guardians of the righteous, and they bestow blessings on those the Light would shine upon. The Light radiates from paladins, and worthy allies who stand near them are emboldened by its power.

You start with the following equipment, in addition to the equipment granted by your background: 

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a martial weapon and a shield or (b) two martial weapons five javelins or (b) any simple melee weapon a priest’s pack or (b) an explorer’s pack  Chain mail and a holy symbol

Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.

Class Features As a paladin, you gain the following class features.

You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Hit Points Hit Dice: 1d10 per paladin level Hit Points at 1st Level : 10 + your Constitution modifier Hit Points at Higher Level s: 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 Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Lay on Hands Your blessed touch can heal wounds. 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 paladin level × 5. 41

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.

choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum 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  poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

For example, if you are a 5th-level paladin, you have four 1stlevel and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2ndlevel slot. Casting the spell doesn’t remove it from your list of  prepared spells.

This feature has no effect on undead and constructs.

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 spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

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

Spellcasting Ability

Defense

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

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

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

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

Great Weapon Fighting

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus You can use a holy symbol as a spellcasting focus for your  paladin spells.

Protection

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

Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant 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 each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a priest does.

Divine Health

Preparing and Casting Spells

By 3rd level, the divine magic flowing through you makes you immune to disease.

The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a  preparatory stage, committed to the path but not yet sworn to

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so,

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it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description.

feet of you can’t be frightened while you are conscious.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Improved Divine Smite

At 18th level, the range of this aura increases to 30 feet.

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to 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 spell list, the spell is nonetheless a paladin spell for you.

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

Channel Divinity

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

Sacred Oaths The following are the oaths available to your character.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Oath of Retribution The Oath of Retribution is a righteous crusader who judges and punishes opponents with weapons and Holy magic.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your  paladin spell save DC.

Tenets of Retribution Though the exact words and strictures of the Oath of Retribution vary, paladins of this oath share these tenets. Tenacity: Persevere through troubled times and painful experiences. Hold on your beliefs. Honesty: Don’t lie or cheat. Let your word be your  promise. Justice: Be fair always. Lead the way: Vanquish the darkness with effectiveness. Show the best you. Be the leader that shows the path.

Ability Score Improvement



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



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

You gain oath spells at the paladin levels listed. Table: Oath of Devotion Spells

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.

Aura of Courage

Channel Divinity When you take this oath at 3rd level, you gain the following

Starting at 10th level, you and friendly creatures within 10 43

two Channel Divinity options. Sword of Light: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. 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.





Defense: Care for the weak and the ill. Protect those in need and be willing to give your live for them, though not recklessly. Compassion: Try to see beyond appearances. Understand the similarities. Feel compassion for the losses others have suffered

Oath Spells You gain oath spells at the paladin levels listed. Table: Oath of the Holy Light Spells

Lightbringer Starting at 3rd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit  points to a creature, the creature regains additional hit points equal to your paladin level.

Devotion Aura Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Retribution Beginning at 15th level, you can do an additional attack to 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 equal to 1d8 plus your Charisma modifier. This increases to 2d8 at 5th level, 3d8 at 11th level and 4d8 at 17th level.

Crusade At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can’t use it again until you finish a long rest.

Judgment of Light: As an action, you bath an enemy in a faint light. For the remainder of this combat, whenever you successfully strike this enemy with a melee attack, one target within 30 feet from you regains hit points equal to your Charisma modifier (minimum 1). If you use your smite against this enemy, instead of dealing additional damage, you 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  protect and heal.

Aura of Mercy 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 conscious.

Tenets of Devotion Though the exact words and strictures of the Oath of the Holy Light vary, paladins of this oath share these tenets. Humbleness: Learn from poverty. Share your wealth and give the excess to the order. Obedience: Always follow the instructions of your superior in the order or the leader in the field.

At 18th level, the range of this aura increases to 30 feet.



Light of the Martyr Beginning at 15th level, as a bonus action you can cast the daylight   spell, choosing yourself as the source point. This



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Channel Divinity

allows the light to move wherever you move.

When you take this oath at 3rd level, you gain the following Channel Divinity option.

As a reaction, you can spend the rest of the duration of the 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 round, enemies within 60 feet must succeed at a Wisdom save (DC 8 + your proficiency bonus + your Charisma modifier). If they fail, they move closer to you and on their turn they will focus their attacks on you. This lasts for a number of minutes equal to your Charisma modifier

Once you use this feature, you can’t use it again until you finish a short or long rest.

Beacon of the Lightbringer At 20th level, as an action, you can cast a sunlight to radiate 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  beyond that.

Blessing of Spellwarding Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Whenever an ally starts its turn in the bright light, the creature regains 10 hit points. For the duration of the ability any healing done to your allies is doubled, and they have advantage on saving throws against diseases and poison. Once you use this feature, you can’t use it again until you finish a long rest.

At 18th level, the range of this aura increases to 30 feet.

Aegis of Light Beginning at 15th level, you are always under the effects of a  protection from evil and good spell.

Oath of Protection

Final Stand

The Oath of Protection paladin uses Holy magic to shield him/herself and defend allies against attackers.

At 20th level you can become engulfed in fiery energy that  protects you. For 1 minute, you gain resistance to all damage. Any creatures within 30 feet from you attack at disadvantage against your allies.

Tenets of Protection Though the exact words and strictures of the Oath of Protection vary, paladins of this oath share these tenets. Respect: Look past the hatred that separates. There are qualities to respect and prowess to be acknowledged. Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Courage: Never fear to act, though caution is wise. Hope: Be the light of hope. Be merciful and gracious to everyone.

Once during this transformation, as a reaction, you can activate a Divine Shield, which causes you to become immune to all damage for 1 round.





Once you use this feature, you can’t use it aga in until you finish a long rest.

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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 unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders.

Equipment You start with the following equipment, in addition to the equipment granted by your background:  (a ) a mace or ( b ) a warhammer (if proficient)  (a ) scale mail, (b ) leather armor, or ( c) chain mail (if  proficient)  (a ) a light crossbow and 20 bolts or ( b ) any simple weapon  (a ) a priest’s pack or ( b) an explorer’s pack   A shield and a holy symbol

These masters of the healing arts keep their companions fighting far beyond their normal capacities with an array of restorative powers and blessings. The divine forces at the  priest’s command can also be turned against foes, smiting them with holy fury.

Spellcasting As a conduit for divine power, you can cast priest spells.

As light cannot exist without darkness, and darkness without light, some priests tap into shadow to better understand their own abilities, as well as the abilities of those who threaten them.

Cantrips

As a priest, you gain the following class features.

At 1st level, you know three cantrips of your choice from the  priest spell list. You learn additional priest cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Priest table.

Hit Points

Preparing and Casting Spells

Hit Dice: 1d6 per priest level Hit Points at 1st Level : 6 + your Constitution modifier Hit Points at Higher Levels : 1d6 (or 4) + your Constitution modifier per priest level after 1st

The Priest table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s l evel or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of priest spells that are available for you to cast, choosing from the priest spell list. When you do so, choose a number of priest spells equal to your Wisdom modifier + your priest level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level priest, you have four 1stlevel and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2ndlevel slot. Casting the spell doesn’t remove it from your list of

Class Features

Proficiencies Armor: None Weapons: Simple weapons Tools: Healer’s kit Saving Throws: Wisdom, Charisma Skills: Choose three from Deception, History, Insight, Medicine, Persuasion, and Religion

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 prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of priest spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your  priest spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Spellcasting Ability 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 spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a priest spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a  prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Ritual Casting You can cast a priest spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Ability Score Improvement

Spellcasting Focus

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

You can use a holy symbol (see Equipment) as a spellcasting focus for your priest spells.

Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Only the Life domain is detailed in the Open Game Licensed SRD. Additional Domains are described in the official rulebooks or  products from other publishers. Your domain grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Destroy Undead Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in Table: Destroy Undead.

Table: Destroy Undead

Domain Spells Each domain has a list of spells — its domain spells —  that you gain at the priest levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the  priest spell list, the spell is nonetheless a priest spell for you.

Priest Level

Destroys Undead of CR...

5th

1/2 or lower

8th 11th

1 or lower 2 or lower

14th

3 or lower

17th

4 or lower

Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your priest level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any priest spell or priest domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

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

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Grace

At 20th level, your call for intervention succeeds 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 number of temporary hit points a target can stack is equal to their maximum hit points. Any temporary hit points beyond this number are treated normally. A creature that has reached the maximum temporary hit points allowed by Grace cannot  benefit from this ability again until they finish a short or long rest.

Priest Domains The following are the domains available to your character.

Discipline Domain Uses magic to shield allies from taking damage as well as heal their wounds.

Holy Domain A versatile healer who can reverse damage on individuals or groups and even heal from beyond the grave.

Table: Discipline Domain Spells

Table: Holy Domain Spells

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 Wisdom modifier to the same target.

Serendipity Starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit  points to a creature, the creature regains additional hit points equal to 3 + the spell’s level.

Channel Divinity: Absolution Starting at 2nd level, you can use your Channel Divinity to cover your allies in the power of light and protect them from damage. As an action, you present your holy symbol and evoke the holy light to surround your allies. Choose any number of targets within 30 feet of you. They gain resistance to piercing,  bludgeoning and slashing damage for a number of rounds equal to your priest level. You can’t use this feature on an undead or a construct.

Channel Divinity: Echo of Light Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Atonement Beginning at 6th level, your damaging spells gain an extra effect due to the power of the light. Whenever you cast a spell that deals radiant damage, an ally within 30 feet of you regains a number of hit points equal to half the damage dealt. You cannot use this ability again until you finish a short or long rest.

Focused Will Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Dome of Light Holy Fire

At 8th level, you gain the ability to manipulate the way your Channel Divinity works. When using your Channel Divinity: Absolution, you can select a different type of resistance. You can select from either physical damage, magical damage or a specific element.

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to 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 more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Uses sinister Shadow magic, especially damage-over-time spells, to eradicate enemies. 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.

Insanity

The Light is the source of all life in the cosmos. Pure Light dwells in a realm outside the borders of reality,  but can manifest in the physical universe as holy magic.

Starting at 1st level, you have a number of insanity points equal to your priest level. You can never have more insanity  points than your priest level. You regain all spent insanity  points when you finish a long rest Flexible Casting: You can use your insanity points to gain additional spell slots, or sacrifice spell slots to gain additional insanity points. You learn other ways to use your insanity  points as you reach higher levels. Creating Spell Slots. You can transform unexpended insanity  points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Summoned by willpower or faith in the ability to do so, the Light can be harnessed to heal, cleanse, and protect. Most of its practitioners are either priests or paladins, devoted to cleansing the universe of darkness. Learning to wield this healing force takes years of discipline. The naaru, enigmatic beings composed of  pure energy, taught the use of the Light to the draenei race, but other races have come into the study and  practice of Light-based magic of their own accord. Before life began and before even the universe existed, there was only the Light. The Light existed as a  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.

Table: Creating Spell Slots

Converting a Spell Slot to Insanity Points. As a bonus action on your turn, you can expend one spell slot and gain a number of insanity points equal to the slot’s level.

Channel Divinity: Shadow Form Starting at 2nd level, you can use your Channel Divinity to slowly subdue yourself into madness for greater power. As an action, you present your holy symbol and evoke shadow energy that covers you in shadows. While covered in the Shadow form, add your Wisdom modifier to any damage rolls from spells that deal psychic or necrotic damage. Additionally any critical hits with these spells make you regain one insanity point. This shadow form lasts until the end of combat.

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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 Shadow uses to refer to "life and reality". Shadow  priest preach balance between Light and Darkness, as  both are vital for the survival of the Shadow.

Fortress of the Mind

When you roll damage for a spell, you can spend 1 insanity  point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls. You can use Fortress of the Mind even if you have already used a different Madness option during the casting of the spell.

The Church of the Light however, seems to preach against the Shadow, which the orcs were once strongly  perceived to be creatures of. Priests and paladins of this religion are known to condemn their foes with such epitaphs as 'shadowspawn' and 'spawn of darkness'. The Twilight Apocrypha states that in the beginning there was shadow eternal and implies the elements were born from it, and that the shadow is the "world we know".

Censure

When you cast a spell that targets only one creature and doesn’t have a range of self,  you can spend 3 insanity point to have the target’s speed become 0 f or one round. This effect only takes place if you succeed at the required attack roll. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible,  but ray of frost and chromatic orb are.

Its worshippers warn against shadow priests embracing its dark magic wholesale, for it is often too hard to find one's way back to the Shadow from the deepest reaches of the darkness.

Twist of Fate

The Shadows are the dark, malevolent forces seeking the world's (or even the universe's) dissolution; the "light" includes the virtuous, heroic forces preserving order and goodness. Their deeds and the powers they wield make up the stuff of legends... if not myths.

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of insanity points equal to the spell’s level to target a second creature in range with the same spell (1 insanity point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Shadow ascendants, followers of the Cult of the Forgotten Shadow, become one with this power as their  physical form fades away. Some trolls revere these creatures as dark Loa. The Shadow Plane is an integral part of the universe, woven into every other plane of existance. It is from here that spells conjure shadow magic. The arcane and shadow magic appear to be tied together.

Mania At 8th level, while transformed into the Shadow Form, you can maintain two concentration spells at the same time. When you cast the second concentration spell you must spend a number of insanity points equal to the spell level.

The Cult, a group considered heretical by most,  believes that dark energy practitioners are just as vital to the survival of life and reality (which they call "the Shadow") as wielders of the Light. After all, the cult  preaches balance, nothing more, nothing less…

Legacy of the Void Starting at 17th level, you regain 4 expended insanity points whenever you finish a short rest.

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The Rogue

Rogue For rogues, the only code is the contract, and their honor is  purchased in gold. Free from the constraints of a conscience, these mercenaries rely on brutal and efficient tactics. Lethal assassins and masters of stealth, they will approach their marks from behind, piercing a vital organ and vanishing into the shadows before the victim hits the ground.

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) a shortsword  (a) a shortbow and quiver of 20 arrows or ( b) a  shortsword (a) a burglar’s pack, ( b) a dungeoneer’s pack, or ( c)  an explorer’s pack  (a) Leather armor, two daggers, and thieves’ tools 

Rogues can dip their weapons in paralyzing toxins that render foes unable to defend themselves. These silent stalkers wear leather armor so they can move unencumbered, ensuring that they land the first strike.

Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

With the rogue’s poisons and speed, the first strike is often the last step before the killing blow.

Class Features As a rogue, you have the following class features.

Hit Points

Sneak Attack

Hit Dice: 1d8 per rogue level Hit Points at 1st Level : 8 + your Constitution modifier Hit Points at Higher Levels : 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves’ tools Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

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the location of any hidden or invisible creature within 10 feet of you.

Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Slippery Mind By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Stroke of Luck

Cunning Action

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Archetypes At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Rogue Archetypes The following are the archetypes available to your character.

Assassination

Ability Score Improvement

A deadly master of poisons who dispatches victims with vicious dagger strikes.

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

When you choose this archetype at 3rd level, you gain  proficiency with the poisoner’s kit.

Uncanny Dodge

Master Poisoner

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Starting at 3rd level, your poisons have an unusual strength. You can apply specific poisons to your weapons as a bonus action. Additionally, the DC for poisons you use the poison’s DC or your own DC (8 + your proficiency bonus + your Intelligence  bonus), whichever is higher.

Bonus Proficiencies

Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Internal Bleeding Starting at 9th level, your strikes become more powerful. Once a creature is poisoned, you can use Sneak Attack against that creature even if you do not have advantage against it or if no enemy of the target is within 5 feet of it. You can use Sneak Attack in this way even if you have disadvantage against the target. This benefit lasts for 1 minute or until you successfully use Prey on the Weak against a different target.

Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Venomous Wounds At 13th level, your blades constantly secrete a poison. Whenever you strike an opponent in melee the creature  becomes poisoned for 1 round.

Blindsense Starting at 14th level, if you are able to hear, you are aware of

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Venom Rush

is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance.

At 17th level, you can end combat in a brutal, agonizing way. When you strike a creature that is poisoned, you can inflict worst pain on it. Every time you strike a creature in melee it must succeed at a Constitution save (DC= 8 + your  proficiency bonus + your Intelligence bonus) or gain one level of Crippling Poison for 1 round. Every successful hit renews the poison. Refer to the table below for the effects

Ruthlessness You complete difficult maneuvers with practiced ease. Starting at 13th level, you can use a bonus action to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make on your turn.

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 cannot be affected by this ability for 24 hours.

A dark stalker who leaps from the shadows to ambush unsuspecting prey.

Outlaw

Grappling Hook

To survive in such a world, outlaws must become master swordsmen in toe-to-toe combat —and they can’t shy away from fighting dirty.

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Bonus Proficiencies Shadow Dance

When you choose this archetype at 3rd level, you gain  proficiency with firearms.

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Main Gauche Starting at 3rd level, you are a continuous blur of motion in  battle as you dart in, attack, and slip away to safety. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.

Shadowstep Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Run Through At 3rd level, your unmistakable confidence propels you into  battle. You add your Charisma modifier to your initiative rolls. In addition, you can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it.

Shadow Techniques By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Parley Premeditation

At 9th level, your charm becomes as sharp and dangerous as your blade. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile, it must target you with any attacks it makes and cannot willingly move farther away from you. This effect lasts for 1 minute or until you move more than 60 feet away from the target. If you succeed on the check and the creature is not hostile, it

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

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The Shaman

̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶

̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶

̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶

̶ ̶ ̶ ̶

̶ ̶ ̶ ̶

̶ ̶ ̶ ̶

Shaman Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them.

Equipment You start with the following equipment, in addition to the equipment granted by your background: a scimitar, (b) a longsword, or ( c) any simple weapon a diplomat’s pack or ( b) an entertainer’s pack  a small totem, symbolic of your tribe Leather armor and a dagger

   

Spellcasting

These masters of the elements can also call upon elemental forces directly, unleashing torrents of lava and bolts of lightning against foes. The elements can create, destroy, support, and hinder.

You have learned to untangle and reshape the fabric of reality in harmony with the elements. Your spells are part of your vast repertoire, magic that you can adjust to different situations.

The experienced shaman balances the vast spectrum of these  primordial forces into an array of diverse abilities, making shaman versatile heroes and valued members of any group.

Cantrips You know two cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.

Class Features As a shaman, you gain the following class features.

Spell Slots The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level o r higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

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

Proficiencies Armor: Light armor Weapons: Simple weapons, flail, hand crossbows, morningstar and scimitars Tools: Two artisan’s tools of your choice. Saving Throws: Dexterity, Wisdom Skills: Choose any three

Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the shaman spell list. The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice.

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Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots.

revitalize your wounded allies during a short rest. If you or any friendly creatures who can see your totem regain hit  points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Shamanic Tradition

Spellcasting Ability

At 3rd level, you delve into the advanced techniques of your Shamanic Tradition. You can select between the Elemental, Enhancement or Restoration traditions. Your choice grants you features at 3rd level and again at 6th and 14th level.

Wisdom is your spellcasting ability for your shaman spells. Your magic comes from the connection to nature, the spirits and the elements. You use your Wisdom whenever a spell 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 one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

At 3rd level, choose two of your skill proficiencies. Your  proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

Ritual Casting

Ability Score Improvement

You can cast any shaman spell you know as a ritual if that spell has the ritual tag.

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

Ancestral Spirit

Spellcasting Focus You can use a totem as a spellcasting focus for your shaman spells.

Font of Heroism Beginning when you reach 5th level, you regain all of your expended uses of Heroism when you finish a short or long rest.

Heroism You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Heroism die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Heroism die, but must decide before the GM says whether the roll succeeds or fails. Once the Heroism die is rolled, it is lost. A creature can have only one Heroism die at a time. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Heroism die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Totem of Tranquil Mind At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can summon a calming totem that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must  be able to see the totem to gain this benefit. The totem ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Far Sight By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Shaman table, or a cantrip. The chosen spells count as shaman spells for you and are included in the number in the Spells Known column of the Shaman table. You learn two additional spells from any class at 14th level and again at 18th level.

Astral Recall Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Healing Stream Totem Beginning at 2nd level, you can use a soothing totem to help 55

Superior Heroism

Fighting Style

At 20th level, when you roll initiative and have no uses of Heroism left, you regain one use.

The Enhancement tradition emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature.

Shamanic Traditions

Two-Weapon Fighting.

The following are the traditions available to your character.

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

Elemental Tradition

Enhanced Elements

A spellcaster who harnesses the destructive forces of nature and the elements.

At 3rd level, you learn to conduct the elements with your weapons. When you use the Attack action on your turn and attack with a club, flail, light hammer, mace or warhammer, you can attempt one of the following enhancements.

Elemental Overload When you join the Elemental tradition at 3rd level, the connection you possess to the elements makes you more versatile. You gain proficiency with three skills of your choice.

Lightning Shield. You spin your weapon around you with fast sideways movements, creating a dazzling display. As a  bonus action, you expend one use of Heroism, rolling a Heroism die and applying the number rolled as a bonus to your AC until the start of your next turn.

Wind Shear Also at 3rd level, you learn how to use the wind element to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Heroism, rolling a Heroism die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to  being charmed.

Sundering. This favorite trick of enhancement shamans allows you to expend one use of Heroism as a bonus action. Choose an element type from acid, cold, fire or lightning. Roll a Heroism die, and apply the number rolled as a bonus damage of the type of your choice to the next attack roll you make this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll. Tempest.  Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Heroism, and instead leave the creature at 1 hit point. The creature is frightened of you for a number of minutes equal to your Wisdom modifier. It must also make a Wisdom saving throw with a DC equal to your spellcasting DC + a  bonus equal to the roll of your Heroism die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.

Echo of the Elements At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Shaman table, or a cantrip. The chosen spells count as shaman spells for you but don’t count against the number of shaman spells you know.

Elemental Focus Starting at 14th level, when you make an ability check, you can summon the elements to aid you. You can expend one use of Heroism. Roll a Heroism die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ancestral Swiftness At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.

Enhancement Tradition A totemic warrior who strikes foes with weapons imbued with elemental power.

Restoration Tradition

Bonus Proficiencies

A healer who calls upon ancestral spirits and the cleansing  power of water to mend allies' wounds.

When you join the Enhancement tradition at 3rd level, you gain proficiency with medium armor and with warhammers.

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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 once ruled Azeroth. Yet when the titans defeated the Old Gods, they banished the Elemental Lords and all elementals to a planar prison known now as the Elemental Plane.

Chain Heal Beginning at 6th level you have learned to share the effects of the healing spells you cast. Whenever you cast a spell a healing spell, you expend one use of Heroism, to have a second target within 30 feet also be affected by the same spell. Roll a Heroism die and gain the number rolled as temporary hit points until the end of the next turn.

Currently, Ragnaros the Firelord inhabits Azeroth, a somewhat unwilling captive of the Dark Iron dwarves who worship him; and while he seeks to return to the Elemental Plane, he may still wreak grave destruction upon Azeroth.

Spirit Link Totem

The existing Elemental Lords are:

At 14th level, you have learned to expand your capabilities through totems. Whenever you cast a spell with a duration of concentration you can expend a Heroism die to summon a totem that maintains the concentration on the spell for you. Roll the Heroism die, the totem lasts for a number of minutes equal to the number rolled.

   

Therazane the Stonemother. Ragnaros the Firelord. Al'Akir the Windlord.  Neptulon the Tidehunter.

Elemental spirits include creatures that represent the power of the elements, these include beings such as elementals, spirits of the wilds, and pandaren elemental spirits. Not all elemental spirits are eternals. The Elemental Lords are known to be classified as Eternals, however, their minions are not Eternals. The shamans draw their power from five natural elements: Earth, Air, Fire, Water, and the Wilds. The Elemental Spirits are primordial elementals which embody these elements. They do not appear to be connected with the Old Gods, nor do they appear connected to their Elemental lieutenants. The Spirits communicate with the shamans through trances, dreams, images and emotions. Their exact motivations remain unknown, and it is unclear whether they act according to some grander design, or whether they act in reaction to events that threaten the  balance. The Spirits may not even be connected to Azeroth, having a presence upon most, if not all, living worlds in the Great Dark Beyond.

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. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them. At first, they command only the service of imps, but as a warlock’s knowledge grows, seductive succubi, loyal voidwalkers, and horrific felhunters join the dark sorcerer’s ranks to wreak havoc on anyone who stands in their master’s way. 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.

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple  weapon (a) a component pouch or (b) an arcane focus  (a) a scholar’s pack or (b) a dungeoneer’s pack   Leather armor, any simple weapon, and two daggers 

Pact Study At 1st level, you have focused your studies into an otherworldly concept of your choice: Affliction, Demonology, or Destruction, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

These practitioners of the profane are feared across Azeroth, and many who have felt their wrath now prefer to fight alongside a warlock than against one.

Class Features

Pact Magic

As a warlock, you gain the following class features.

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 Hit Points at 1st Level : 8 + your Constitution modifier Hit Points at Higher Levels : 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Proficiencies Spell Slots

Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion Armor: Light armor

Table: The Warlock shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. 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 spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Spells Known of 1st Level and Higher

Pact of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon  by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can  be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond  breaks.

At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of Table: The Warlock shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier

Pact of the Tome Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantri ps known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

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

Eldritch Invocations In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

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

Pact Boon At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Mystic Arcanum At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum.

Pact of the Chain You learn the  find familiar  spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

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At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Eldritch Master

Chains of Carceri  Prerequisite: 15th level, Pact of the Chain feature You can cast hold monster  at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

At 20th level, you can draw on your inner reserve of mystical  power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid   to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Devil’s Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eldritch Invocations If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Dreadful Word  Prerequisite: 7th level You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Agonizing Blast  Prerequisite: eldritch blast* cantrip When you cast eldritch blast , add your Charisma modifier to the damage it deals on a hit.

Eldritch Sight You can cast detect magic at will, without expending a spell slot. Eldritch Spear  Prerequisite: eldritch blast* cantrip When you cast eldritch blast , its range is 300 feet.

Armor of Shadows You can cast mage armor   on yourself at will, without expending a spell slot or material components.

Eyes of the Rune Keeper You can read all writing.

Ascendant Step  Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components.

Fiendish Vigor You can cast  false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Beast Speech You can cast speak with animals at will, without expending a spell slot.

Gaze of Two Minds You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Beguiling Influence You gain proficiency in the Deception and Persuasion skills. Bewitching Whispers  Prerequisite: 7th level You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Lifedrinker  Prerequisite: 12th level, Pact of the Blade feature When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Book of Ancient Secrets  Prerequisite: Pact of the Tome feature You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’ spell list (the two needn’t be from the same list). The spells appear in the book and d on’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it

Mask of Many Faces You can cast disguise self  at will, without expending a spell slot. Master of Myriad Forms  Prerequisite: 15th level You can cast alter self  at will, without expending a spell slot.

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Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Minions of Chaos  Prerequisite: 9th level You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.

Whispers of the Grave  Prerequisite: 9th level You can cast speak with dead   at will, without expending a spell slot.

Mire the Mind  Prerequisite: 5th level You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.

Witch Sight  Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Misty Visions You can cast silent image at will, without expending a spell slot or material components. One with Shadows  Prerequisite: 5th level When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Pact Study The following are the pacts available to your warlock.

Otherworldly Leap  Prerequisite: 9th level You can cast jump on yourself at will, without expending a spell slot or material components.

The Affliction A master of shadow magic who specializes in drains and damage-over-time spells.

Repelling Blast  Prerequisite: eldritch blast* cantrip When you hit a creature with eldritch blast , you can push the creature up to 10 feet away from you in a straight line.

Expanded Spell List The Affliction 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.

Sculptor of Flesh  Prerequisite: 7th level 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

Sign of Ill Omen  Prerequisite: 5th level You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. Thief of Five Fates You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest. Thirsting Blade  Prerequisite: 5th level, Pact of the Blade feature You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Siphon Life Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Visions of Distant Realms  Prerequisite: 15th level You can cast arcane eye at will, without expending a spell slot.

Haunt

Voice of the Chain Master  Prerequisite: Pact of the Chain feature You can communicate telepathically with your familiar and  perceive through your familiar’s senses as long as you are on the same plane of existence.

Starting at 6th level, you can call on your patron to alter fate against your enemies. When your enemies make an ability check or a saving throw, you can use this feature to reduce a d10 to their roll.

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Once you use this feature, you can’t use it again unti l you finish a short or long rest.

the demon overlords to emerge. At 1st level, your hit point 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 demonic energy. When you are n’t wearing armor, your AC equals 13 + your Dexterity modifier.

Starting at 10th level, your hexing spells are more potent. Whenever you cast a spell that requires concentration, the spell lasts for 2 rounds longer than it usually does.

Demon Binding

Phantom Singularity

Starting at 6th level, as an action you can summon a fiend that will do your bidding. Once summoned, the demon will last for 24 hours or until it completes is objective. You must finish a long rest before using this ability again.

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

The type demon that you can summon will depend on your warlock level, as per the table below.

At the end of your next turn, the target returns to the space it  previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. 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 wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

Expanded Spell List The Demonology lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Table: Demonology Expanded Spells

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. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Demon Patron You can speak, read, and write Infernal and Abyssal. Additionally, whenever you make a Charisma check when interacting with fiends, your proficiency bonus is doubled if it applies to the check.

You must finish a short or long rest before you use this ability again.

Demonic Resilience As magic flows through your body, it causes physical traits of 62

total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.

The Destruction 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. Table: Destruction Expanded Spells

Fel

Chaotic Energies Starting at 1st level, your link to Chaos allows you to serve as a conduit for energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light  cantrips  cantrips and can cast them at will. They don’t count against your number of cantrips known.

"There is only one god ... and his name is Sargeras. "  –  Nightmare  Nightmare Lord Xavius The fel (also known as chaotic energy and death magic) is the primal force of chaos and can pool into a green goop when it is in physical form. It is a substance that can be animated. When it pools into a green goop, a sticky or viscous fluid, it becomes a slime. Not all of the putrid, slick goo that oozes from opening in the floors and walls is merely disgusting. Some of it poses great danger as well.

Soulstone Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of chaos energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are  blinded until until the end of your your turn. Once you use this feature, you can’t use it again until you finish a long rest.

While slime has no intelligence, it is attracted to the heat that bodies generate. This icor will literally drain the life from its victims, as heat is what it uses as food. No magical properties have been found to exist within the slime, but nature is often a magik unto itself. The primal force of chaos is, presumably, related to the remnant of chaos. This object pulses with a nightmarish power that has been encountered once  before, near near an abyss known known as Rift of Aln, Aln, within the depths of the Emerald Dream, which eventually  became known known as the Emerald Emerald Nightmare.

Healthstone Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.

The beginning of what would become known as the Emerald Nightmare was marked by seeds that  polluted the dreamways dreamways - small small seeds of corruption corruption that were planted by Yogg-Saron, the Old God of Death. The Old Gods are physical manifestations of the Void who possess chaotic energies and serve the void lords.

Reverse Entropy At 14th level, you gain the ability to channel the Chaos to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a 63

The Warrior

Warrior Athletics, History, Insight, Intimidation, P erception, erception, and Survival

For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons.

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

The warrior’s battle cries embolden friends and leave foes cowering in fear. With legendary precision, warriors target the smallest gaps in armor and slice at hamstrings in a blur of steel. Every dragon slain, corrupted tyrant toppled, and demon  banished from from Azeroth has has trembled in the face of 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 choose again.

Class Features As a warrior, you gain the following class features.

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

Hit Points Hit Dice: 1d10 per warrior level Hit Points at 1st Level : 10 + your Constitution modifier Hit Points at Higher Levels : 1d10 (or 6) + your Constitution modifier per warrior level after 1st

Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two skills from Acrobatics, Animal Handling,

Great Weapon Fighting 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 hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the twohanded or versatile property for you to gain this benefit.

this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th 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 impose disadvantage on the attack roll. You must be wielding a shield.

Martial Archetypes The following are the archetypes available to your character.

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

Arms Battle-hardened masters of two-handed weapons, using mobility and overpowering attacks to strike their opponents down. The archetypal Arms warrior focuses on the development of raw physical power honed to deadly  perfection.

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

Overpower Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Action Surge

Colossal Might

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

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Tactician

Martial Archetype

At 10th level, you can choose a second option from the Fighting Style class feature.

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Protection, Fury, or Arms. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18 – 20. 20.

Ability Score Improvement

Victory Rush

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

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Extra Attack

Fury

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

Furious berserkers wielding a weapon in each hand, unleashing a flurry of attacks to carve their opponents to  pieces.

In For The Kill

Enrage At 3rd level you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While in rage, rage, you gain the following benefits if you aren’t wearing heavy armor:

Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new rol l, and you can’t use

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You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you 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. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you 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 rage on your turn as a bonus action. Once you have raged the number of times shown for your warrior level in the following table, you must finish a long rest before you can rage again.

Protection



Stalwart protectors who use a shield to safeguard themselves and their allies.



Shield Block At 3rd level you learn to fight in a protective way. You adopt a second fighter style, which can be chosen between the Defense fighting style or the Protection fighting style.



Revenge Also at 3rd level you learn to have greater might when being attacked by your opponents. Whenever you receive damage, you gain a +1 bonus to attack and damage rolls until the end of your next round. This bonus increases to +2 at 6th level and +3 at 11th level.

Critical Block At 7th level you learn to better block with your shield while fighting. Your AC is 1 point higher when wielding a shield.

Table: Rage

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  bonus action

Starting when you choose this path at 7th level, you can use a 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  bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Last Stand Beginning at 18th level, you can continue to fight even when 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 recover a number of hit points equal to your fighter level. You can’t use this feature again until you finish a long rest.

Rampage Starting at 10th level, your rage can keep you fighting despite 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. Refer to the DMG for information about firearms usage.

Warglaive A warglaive is a weapon intended for a balanced combat using one on each hand. If you use two warglaives for twoweapon fighting, they gain the finesse property..

Coat pistol A coat pistol is a weapon effective for assassination attempts. If you catch an enemy surprised, you have advantage on the roll. After using the coat pistol, it breaks down and cannot be used anymore.

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 t he caster's stock-in-trade. Spells are magic incantations or effects conjured up by the powers of the character.

5th level

Spell Lists

Druid

Cone of Cold Dream Hold Monster

Cantrips (0 level)

Death Knight

Starfire Wrath

1st level Charm Person Death Strike Hex Shield Unseen Servant

3rd level

2nd level

1st level

Renewal

Mage

Darkness Hold Person Misty Step Shatter Spiritual Weapon

Frost Nova Frostfire Bolt

3rd level

5th level

Fear Gaseous Form Vampiric Touch Slow

Dragon’s Breath

4th level

9th level

Black Tentacles Blight Confusion

Comet Storm

4th level Cinderstorm

7th level Glacial Spike

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Call Lightning Clairvoyance Dispel Magic Glyph of Warding  Nondetection Plant Growth Sending Sleet Storm Speak with Dead Speak with Plants Spirit Guardians Stinking Cloud Tiny Hut

Priest Cantrips (0 level) Mind Flay Smite

7th level Power Word: Barrier

Shaman Cantrips (0 level) Guidance Light Sacred Flame Thaumaturgy Shillelagh

4th level Confusion Conjure Minor Elementals Freedom of Movement Greater Invisibility Guardian of Faith Hallucinatory Terrain Locate Creature Polymorph Stone Shape

1st level Animal Friendship Bless Burning Hands Comprehend Languages Cure Wounds Create or Destroy Water Detect Magic Detect Poison and Disease Faerie Fire Goodberry Healing Word Heroism Longstrider Sleep Speak with Animals

5th level Animate Objects Awaken Commune with Nature Conjure Elemental Dream Flame Strike Geas Greater Restoration Hold Monster Legend Lore Mass Cure Wounds Planar Binding Reincarnate Scrying Seeming Tree Stride

2nd level Animal Messenger Blindness/Deafness Calm Emotions Detect Thoughts Enhance Ability Enthrall Flame Blade Heat Metal Hold Person Invisibility Lesser Restoration Locate Animals or Plants Magic Mouth Silence Suggestion Zone of Truth

6th level Eyebite Find the Path Guards and Wards Heal Move Earth True Seeing Wall of Thorns

7th level Etherealness Fire Storm Magnificent Mansion Project Image

3rd level Bestow Curse

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Regenerate Resurrection Stormbringer Symbol Teleport

Death Coil Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous You create an unholy energy sphere that strikes a target. Make a ranged spell attack against the target. On a hit, the target receives 1d12 necrotic damage. The spell’s damage increases by 1d 12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

8th level Control Weather Dominate Monster Earthquake Mind Blank Incendiary Cloud

Death Strike

9th level

1st  level necromancy Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute. 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 you regain a number of hit points equal to half of this extra damage  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Meteor Swarm Storm of Vengeance True Polymorph

Spell Descriptions Cinderstorm 4th level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of ashes and a small volcanic rock) Duration: Instantaneous A hail of rock-hard fire pounds to the ground in a 20-footradius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 fire damage on a failed save, or half as much damage on a successful one. Brimstones turn the storm’s area of effect into difficult terrain until the end of your next turn.  At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Dragon’s Breath 5th level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a red dragon’s scale) Duration: Instantaneous A blast of blazing flames erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes ashes.  At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Comet Storm 9th level evocation Casting Time: 1 action Range: 1 mile Components: V, S Duration: Instantaneous Freezing icicles crash to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 cold damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one icicle crash burst is affected only once. The spell damages objects in the area and freezes solid objects that aren’t being worn or carried until thawed

Frost Nova 1st  level evocation Casting Time: 1 reaction, which you take in response to an opponent entering any square within 10 feet from you Range: 10 feet Components: V, S Duration: Instantaneous You lift your hands, instantly blasting the area close to you and causing your enemies to become rooted. The creature must make a Constitution saving throw. It becomes unable to move for one round and takes 1d6 damage on a failed save, or takes half that damage on a successful one and is able to move as usual.  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 the damage increases by 1d6 for each slot above 1st.

a ranged spell attack against the creature. On a hit, the target takes 1d8 necrotic damage and its speed is reduced by half until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Frostfire Bolt 1st level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A small blast of concentrated frostfire travels from your fingertips to your enemy at an incredible speed. Make a ranged spell attack against the target. On a hit, the target takes 1d12 damage. This spell deals both fire and cold damage, ignoring immunity to either type.  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot above 1st.

Starfire Conjuration cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You call upon the power of the stars, blasting your foe with their might. The creature must make a Constitution saving throw. On a failed save the creature takes 1d12 psychic damage. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Glacial Spike

Smite

7th level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (one icicle) Duration: Concentration, up to 1 minute A beam of cold light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either  because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into columns of ice that spread around the area. Each creature in a 20-footradius sphere centered on that point must make a Dexterity saving throw. A creature takes cold damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the  bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to turn into a freezing blast. On a successful save, the creature can throw the bead up to 40 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 objects that aren’t being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

 Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V,S Duration: Instantaneous You hurl a flame-like energy sphere at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Power Word: Barrier 7th-level abjuration Casting Time: 1 reaction Range: self (60-feet radius) Components: V Duration: 1 round A shimmering barrier extends out from you in a 60 foot radius. Any ally within the area wil l have resistance to all damage and have advantage on saving throws for the duration of the spell.

Power Word: Shield 2nd-level abjuration Casting Time: 1 reaction, which you take in response of damage being dealt to a friendly creature. Range: 60 feet Components: V Duration: 1 hour You speak a word of power that brings protection to the creature that hears it. The effects of this spell occur right  before the damage is dealt. Your target instantly gains 20 temporary hit points for the duration of the spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, your target gains 10 additional temporary hit points for each slot level above 1st.

Mind Flay necromancy cantrip Casting Time: 1 action Range: 60 feet Components: V,S Duration: Instantaneous You assault your objective’s mind with Shadow energy.  Make

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5 feet from you receive 25 necrotic damage. At the end of the spell, your current HP is reduced to 0, but you are stabilized and do not need to make any death saving throws.

Renewal 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (holy water) Duration: 1 hour For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, your target regains 1 additional hit  point each round for each two slot levels above 5th.

Void Eruption 5th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S , M (pinch of sulfur) Duration: Instantaneous A vertical column of unholy fire roars down from the depths of the earth in a location you specify. Each creature in a 10foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 ice damage and 4d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the ice damage or the necrotic damage (your choice) increases by 1d6 for each slot level above 5th.

Shadow Word: Pain 1st-level evocation Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round A flash of darkness streaks toward a creature of your choice within range. Make a ranged spell attack against the target. 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 has disadvantage, thanks to the darkness lingering on the target until then. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Wrath  Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V,S Duration: Instantaneous You concentrate sun energy between your arms, and release the fury against your target. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Stormbringer 7th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a miniature silver hammer with a grip 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

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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, settling in the desolate, snowy wastes of Northrend. Among the abilities bestowed upon the Lich King was lordship 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 became 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 Lich King appeared to be faithfully serving his master,  but he had in fact hatched a cunning and subversive plan. To that end, he created a small fissure in his prison, pushed Frostmourne through it, and directed his minions to carry the rune blade away from the Frozen Throne. Ner'zhul intended to use the sword as bait for a mighty champion: a loyal subject who would free him and serve as a vessel for his restless spirit. While Frostmourne was positioned to serve its future purpose, the Lich King dutifully proceeded with his demon master's true agenda... Since arriving on Azeroth, the Lich King had been formulating an insidious plague of undeath, a terrifying disease meant to annihilate humanity and create an army faithful to the Burning Legion. To expedite the spread of this contagion, the Lich King recruited a powerful ally in the ambitious mage Kel'Thuzad, a senior member of Dalaran's ruling council.

Adventuring in Azeroth Azeroth, a land of adventures. A land with mistery, magic, fantastic creatures and mystical beings. The following will give a bit of background to one of the story lines mostly remembered by some of the veteran Warcraft players, and that also is a bit iconic to those who haven’t played it as well. You can also find adapted one of the known dungeons from the same story line, as an example of the type of adventures that can be found in Warcraft.

Under the Lich King's watchful gaze, Kel'Thuzad created the Cult of the Damned, a group of humans to whom he promised social equality and eternal life on Azeroth. The cultists spread the plague throughout Lordaeron's northern villages, amassing a host of mindless undead. Kel'Thuzad looked upon the growing 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 was magical in origin, and so he sent the sorceress Jaina Proudmoore to the northlands to investigate. With her went Prince Arthas Menethil, only son of King Terenas. Jaina and Arthas tracked down and killed the Lich King's servant, Kel'Thuzad, but the necromancer's death failed to halt the rise of the Scourge. As the battle against the undead wore on, the  prince's faith and patience began to wane.

The elder shaman Ner'zhul was once among the greatest spiritual leaders of the orcs. Deceived by the demon Kil'jaeden, he set in motion the events that led to the orcs' corruption and the creation of the bloodthirsty Horde. Yet ultimately Ner'zhul refused to give his people fully to the demonic ranks of the Burning Legion. The demon lord Kil'jaeden punished Ner'zhul for his defiance, destroying his aging body and torturing his spirit. The demon then offered Ner'zhul a final ultimatum: serve the Legion unconditionally or suffer eternal agony. With little other choice,  Ner'zhul pledged to obey Kil'jaeden and was reborn as a terrifying and vastly powerful agent of the Legion  –  the Lich King.

Joined by the legendary paladin Uther the Lightbringer, Arthas and Jaina nevertheless arrived at the gates of Stratholme too late to stop the distribution of plague-ridden grain. Arthas realized that the innocent villagers would inevitably join the growing ranks of undead. He ordered Uther to purge the town and slaughter the civilians before they could become minions of the Scourge. When Uther refused, Arthas accused the veteran knight of treason and disbanded the Order of the Silver Hand. Uther and most of his remaining cavalry left the village

 Ner'zhul's spirit was magically shackled to a suit of ancient armor and bound to the mighty runeblade Frostmourne. To

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in disgust, and Jaina, horrified by Arthas' decision, abandoned the prince as well.

 powers to raise Kel'Thuzad as a lich and leaving the high elven lands utterly devastated in his wake.

Despite the loss of his supporting forces, Arthas carried out his plan, putting the city's innocents to the blade and burning every remaining structure to the ground. Something in Arthas snapped that day, and as he walked away from Stratholme, he left much of his humanity in the flaming ruins.

Kel'Thuzad in turn opened a gateway to usher in Archimonde, a powerful demon lord of the Burning Legion. Upon his arrival Archimonde declared that the Lich King's usefulness had reached an end. While Archimonde pursued the Legion's goals, Arthas traveled to the continent of Kalimdor. There he met and advised Illidan Stormrage, a powerful demon hunter whose interests aligned with those of the Lich King.

The prince then dedicated himself to stopping the Scourge at all costs. In time he traced the source of the plague to Northrend. With a heavy heart and steadfast determination, the  prince set out for the snowy roof of the world. In Northrend Arthas was surprised to find an old friend, the dwarf Muradin Bronzebeard. Muradin had been searching for a blade renowned to have legendary powers: the blade called Frostmourne. Arthas resolved to seek out the enchanted blade and wield it against the S courge. However, at Uther's urging, King Terenas soon recalled Arthas and his troops. Before the expedition could set sail for home, Arthas secretly hired indigenous mercenaries to burn the ships. Leading his troops to the ships, Arthas feigned surprise and ordered his bitterly disap pointed soldiers to hunt down and kill the mercenaries.

The Third War ended with Archimonde's demise, and Legion forces on Azeroth were scattered in the wake of his death. Arthas returned to Lordaeron, where he was assailed by painful visions that he learned were a sign of the Lich King's weakening power. The death knight journeyed back to Northrend and was confronted by an army of elves: survivors of the Scourge invasion of Quel'Thalas. The elves had joined forces with Illidan Stormrage in order to march on the Frozen Throne. The crypt lord Anub'arak arrived and guided Arthas into a series of ancient tunnels that allowed the pair to reach the Lich King quickly. Arthas emerged from the subterranean caverns to face one final challenger barring his path: Illidan Stormrage, who had  become a demon. Illidan engaged the death knight in single combat, Frostmourne clashing against Illidan's Twin Blades of Azzinoth. Ultimately the demon was left bloodied in the snow as Arthas advanced, undeterred by the voices of the past echoing in his head, warning him against the action he was about to take.

Arthas then scoured the desolate wastes for what he believed was the key to his people's salvation. In time Muradin and Arthas discovered Frostmourne and read the foreboding inscription on its pedestal. The inscription warned that Frostmourne's wielder would indeed gain power eternal, but at a cost: "Just as the blade rends flesh, so must power scar the spirit." Despite the warning and Muradin's protests, Arthas swore that he would pay any price to possess the blade.

Some say that Arthas was still in control of his own actions when he ascended the steps of the Frozen Throne; others claim that he had been the Lich King's creature ever since taking up Frostmourne. Whatever the case, a single voice stood out in the death knight's mind as he reached the runic armor encased in ice. "Return the blade," commanded the Lich King. "Complete the circle. Release me from this prison!" With a roar, Arthas brought Frostmourne down, shattering the Frozen Throne. He then donned Ner'zhul's helm, sealing his union with the Lich King.

At the prince's reckless urging, Frostmourne freed itself from the ice in which it was encased, in the process taking Muradin's life. Arthas seized the blade, which destroyed what little remained of his humanity. The prince could not have guessed that the Lich King was the blade's true master, nor could he have known that in addition to Kil'jaeden's enchantments, Frostmourne possessed an ability that had been bestowed by Ner'zhul: the ability to steal the souls of the living. With Frostmourne in hand and a growing darkness in his heart, Arthas wandered into the frozen wastes to answer the call of his new master...

The Lich King waits now, scheming to lure adventurers down the same dark path that Arthas tread. Frostmourne hungers for the souls of both the brave and the foolish, and somewhere  Ner'zhul's voice still echoes within the helm of the Lich King.

All of Lordaeron rejoiced at Prince Arthas' triumphant return from Northrend, but their elation was not to last. Not long after Arthas knelt before King Terenas, the former paladin 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 humanity's crown jewels, had been reduced to a silent wasteland of death and despair.

"Now, we are one."

The death knight Arthas then marched his ever-growing army of the undead into the forests of Quel'Thalas, slaughtering the elves in his path as he smashed through the gates of Silvermoon. Arthas laid claim to the legendary Sunwell, using its

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If you accept her requests, she will join your party. Marrah will provide combat assistance, as well as some basic information of the layout of this dungeon.

 Northrend: Utgarde 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 vrykul who are led by King Ymiron, a half-giant Viking-like race bent on proving their strength to the Lich King, they are raising the most worthy of their warriors to serve him beyond the grave here at their main base of operations.

Dark Ranger Marrah Humanoid (Forsaken), lawful neutral The Hand of Vengeance faction 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 holds 4 highly risky enemies, as well as an assorted varielty of enemies that could cause serious risk to the players. However, this place is filled with followers and helpers of the Scourge, and this place cannot be kept as it is.

STR

DEX

CON

INT

WIS

12 (+1)

15 (+2)

15 (+2)

10 (+0) 15 (+2)

CHA

8 (-1)

Skills: Survival +5 Perception +5, Intimidate +2

Racial Features Languages: speaks Common and Forsaken. Will of the Forsaken: advantage vs charm, fear and sleep magic. Shadow Resistance: resistance vs necrotic damage Touch of the Grave : extra damage on criticals Cannibalize: recovers 14 HP if eats a deceased body for a minute.

Three Requests from a Lone Survivor Standing inside the gates, you can see a shadowy figure. After taking a few steps inside, you discover a familiar face, a Forsaken woman under the name of Marrah, one of Sylvanas’ dark rangers. She seems beaten and angry. If you ask her about her situation she will explain that her group was tasked with the fight against the vrykul, and while infiltrating this location, her entire recon party was slained. She requests your assistance in handling three vital tasks to stop the enemies from terrorizing the Howling Fjord and to weaken their com bat prowess.

Actions Multiattack. Marrah makes two weapon melee attacks or two ranged attacks. Shortsword. Melee Weapon Attack  +5 to hit, reach 5 ft, one 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.

First Request: Disarmament We must discover the secret to these savages' weapons!  If you'd have seen how easily they cut through my companions, you'd understand my sense of urgency. Scour the place. Gather all of their arms that you can carry .

The first part of the request is to disarm the troops by stealing or removing all of the weaponry available in the Njordir Preparation area. This place has an enormous forge, and it ’s filled with some of the most dangerous enemies your heroes have faced. When entering this location, you must be very careful. From the entrance, and through the Furnace of Hate, there are at least five different groups of vrykuls, all gathered in groups of three, doing different tasks with the preparation of weapons. There needs to be caution, as they usually do not attack alone, and might overwhelm easily the players with numbers.

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 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 Multiattack. The Soldier makes one weapon melee attack or one ranged attack. Handaxe. Melee Weapon Attack  +6 to hit, reach 5 ft, one target. Hit: 7 (1d6 +4) slashing damage. Properties: Thrown, Light

Armor Class: 16 (Ring mail, Shield) Hit Points: 34 (4d10 +12) Speed: 25ft (7,5m / 5 sqr) Proficiency: +2 STR 18 (+4)

DEX 8 (-1)

CON 16 (+3)

INT 8 (-1)

WIS 12 (+1)

CHA 7 (-2)

On the Furnace of hate, there are approximately 32 of the Vrykul metalworkers, which work in groups of 4, and there’s 4 of them walking around alone supervising the area. On every weapon rack, there is a 1d4 weapons made by the vrykuls. This area contains a considerate number of

Skills: Athletics +6 Intimidation +0 Challenge: 1/2 (100 XP)

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weaponry, including axes and spears, unusable by the PCs due to their weirdly created methods and unusually setup handles. However, they are deadly in the hands of the vrykul. After passing the furnace, Marrah guides you to the Dragonflayer pens, a place where the protodrakes are handled, much like a stable for horses. There are always 6 to 8  protodrakes, and usually 4 handlers (same statistics as the metalworkers). This could be a dangerous situation due to the  bad habit of the protodrakes to breathe fire, and the whole location being filled with straws and wood. This location can  be used to destroy any surplus of weapons if given directly to the protodrakes.

not attack unless startled or a group of nearby ghouls is attacked. At the end of the tunnel you arrive to the Reaver’s Hall, the location where Prince Keleseth is located. Marrah will contact the High Executor Anselm through a sending item she carries, informing of weapons and presence of prince, and will receive the following response:  Received report of Vrykul's superior weaponry. We'll analyze them once received, see if there's anything to learn. Continue to explore, silence enemy as needed.

Second Request: A Score to Settle Utgarde's forces are organizing under the advisory of Prince Keleseth, a san'layn ambassador of the Scourge. We cannot allow the vrykul to benefit from his counsel any  further. Silence him. Prince Keleseth is strategizing on this location, along other four unnamed vrykul. As soon as they detect your presence, they begin attacking. “Your blood is mine!” will be uttered as Prince Keleseth’s minions charge forward against your group.

Red Protodrake

Dragonflayer Vrykul

 Medium dragon, chaotic evil Vrykul Faction Armor Class 17 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., climb 30 ft., fly 60 ft

STR 19(+4)

DEX 10 (0)

CON 17 (+3)

INT 3 (-4)

 Medium undead, neutral evil Vrykul Faction Armor Class 15 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft.

WIS 11 (0)

STR 16(+3)

CHA 15 (+2)

Saving Throws Dex +2, Con +5, Wis +2, Cha +4 Skills Perception +4, Stealth +2 Damage Immunities fire Senses darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 4 (1,100 XP)

DEX 16 (+3)

CON 16 (+3)

INT 11 (0)

WIS 10 (0)

CHA 12 (+1)

Saving Throws Dex +6, Wis +3 Skills Perception +3, Stealth +6 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 5 (1800 XP)

Actions Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. Fire Breath (Recharge 5 – 6): The protodrake exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

 Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Once passed this location, there is a tunnel hidden at the back that conduces directly to the Reaver’s Hall. There are some  ghouls and ghasts that constantly roam this location. There are two groups of 6 ghouls moving around, and three ghasts for each one of these groups. The ghasts are mining and do

Vampire Weaknesses. The vampire has the following flaws:  Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

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 Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ACTIONS

 Multiattack. The vampire makes two attacks, only one of which can be a bite attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.  Hit : 6 (1d6 + 3) piercing damage  plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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

STR 18(+4)

DEX 18 (+4)

CON 18 (+4)

INT 17 (+3)

WIS 15 (+2)

CHA 18 (+4)

Saving Throws Dex +9, Wis +7, Cha +9 Skills Perception +7, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Senses darkvision 120 ft.,  passive Perception 17 Languages common, vrykul Challenge 15 (13,000 XP)

flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.  Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.  Misty Escape. When it drops to 0 hit points outside its resting  place, the vampire transforms into a cloud of mist (as in the

Shapechanger . If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a

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Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.  Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.  Harmed by Running Water . The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart . If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ACTIONS  Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.  Hit : 8 (1d8 + 4)  bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).  Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.  Hit : 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane

of existence than the target, or takes a bonus action to end the effect. Children ofthe Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The vampire has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): comprehend languages, fogcloud, sleep 2nd level (3 slots): detect thoughts, gust of wind, mirror image 3rd level (3 slots): animate dead, bestow curse, nondetection 4th level (3 slots): blight, greater invisibility 5th level (1 slot): dominate person LEGENDARY ACTIONS The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.  Move. The vampire moves up to its speed without provoking opportunity attacks. Unarmed Strike. The vampire makes one unarmed strike. Bite (Costs 2 Actions). The vampire makes one bite attack.  Bite (costs 2 actions): The vampire makes one bite attack.

Once Keleseth and his companions are defeated, Marrah will utter the following words: “ Revenge feels good. To think that this is but a taste of what's to come.  Arthas will get what he deserves soon enough .” However, celebration will have to wait. From what was heard  before attacking, The Lich King deployed Keleseth to Utgarde Keep in hopes of harnessing the vrykul's potential for destruction. Upon arriving, the ambassador found a people who were more than eager to assist the Scourge. The keep has proved to be an excellent staging point for terrorizing the Howling Fjord. From the strategy discussions that Prince Keleseth had with the vrykuls, you were able to hear that it's their tradition to make unlikely partners work together. Some say it's to allow divergent abilities to complement each other; others say it's for the amusement of King Ymiron. Regardless, Skarvald and Dalronn are a perfect example of this custom. Between a vrykul's brawn and a human's necromantic arts, they will  punish those who meddle with the Scourge. Apparently they are the ones that have the ghasts and ghouls moving around, mining for rare metals and dealing with intruders. Your next step will be to take both of these down, to stop more weapons to be manufactured.

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Dragonflayer Ascent

Both of them use the NPC statistics on the Monster Manual. Skarvald uses the Berserker stat block (page 344), and Dalronn uses the Archmage (page 342) with the added abilities of the wizard’s school of necromancy (PHB).

After passing through the Njordir preparation, you will continue to pass through the stairs and going to the upper levels, through the Njorn Stair . Right after the Reaver’s Hall you will find more tunnels to continue through, all infested with ghouls and ghasts in the same composition (groups of 6 ghouls moving back and forward, with 3 ghasts associated for each). However, the number is higher: there are six groups of ghouls roaming around.

Dalronn the Controller

There’s a few more vrykuls (use the metalworker vrykul statblock from before) scattered around the place as well, each accompanied by a worg. The area is badly lighted, so it will  be a bit easier to hide and pass through the place without calling attention. It is densely populated by the creatures, so it might present a challenge if discovered when sneaking in.

Skarvald the Constructor

After a few more minutes of passing, there will be an open area where you can hear discuss Dalronn and Skarvald about the way things should proceed. However, they quickly notice that there is a group of intruders close by, so they prepare to deal with them immediately. Skarvald the Constructor yells: “ Dalronn! See if you can muster the nerve to join my attack!” Dalronn the Controller yells: “ By all means, don't assess the situation, you halfwit! Just jump into the fray!”

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Tyr’s Terrace

Third Request: Ingvar Must Die! Of our entire recon party, only I remain.

Once in the upper level, there will be three more groups of vrykuls, each one accompanied by a protodrake. Each group can easily be fought without alerting the other ones. The view is beautiful, you can see far and wide all of the Howling Fjord from this location, the beautiful green scenery with all of the rivers and surrounding villages. It’s an awe inspiring view. However, there is not much time. If you are to conserve this  beautiful scenery, and to protect your kingdom, you must  bring an end to the Scourge. There is a long, beautifully constructed bridge, made of stone, which goes into a round area, where Ingvar is waiting. Two dragon head wooden sculptures are holding lanterns, and there are six enormous stone pillars coming out to the skies from the round area.

These vrykul are relentless fighters. Given their numbers and their savage tactics, our only hope is to bring down their leader and pray it brings chaos to their ranks.  Ingvar is his name. Bring me his head!

After finishing off the two enemies, you will now proceed to the last request, and probably, the most important one for Marrah. Ingvar's brute strength is legendary even among the vrykul. Rumor has it that he once bested King Ymiron in a brawl. The truth is unknown, but purveyors of that tale usually don't live for a retelling. Ingvar has promised the Lich King that he'll use all measures of brutality to hold the keep, a promise that he dare not break.

Ingvar the Plunderer is a strong adversary, really strong. And his devotion to the Lich King is perhaps his scariest asset. He directs the attacks on Valgarde from this balcony over the waterfall in Daggercap Bay. Under the command of Ingvar the Plunderer, the dragon riders revel in slaughtering their enemies from above without warning. He's known among  both ally and enemy forces for his brute strength. His axe is duller than one would think; when close up, he relies on his  brute strength to cut down foes.

After stopping the undead forces that surround the area, only a few remaining vrykuls will remain. Going up the Nidvar Stairs you will find at least 5 different groups of three vrykuls located in different areas along the way. If needed, most of these can be avoided. However, they might alert the rest of their kin if taken by surprise.

As soon as he spots the group, he unleashes a devilish smile, while yelling “ I'll paint my face with your blood!” 81

Ingvar the Plunderer (Second form) Vrykul Faction Vrykul, lawful evil Armor Class: 15 (chain shirt) Hit Points: 230 (20d12 +100) Speed: 25ft (7,5m / 5 sqr) Proficiency: +4

Ingvar the Plunderer (first form)

STR 28(+9)

Armor Class: 15 (Chain shirt) Hit Points: 110 (20d12 +80, lowered by two stage encounter) Speed: 25ft (7,5m / 5 sqr) Proficiency: +4 STR 22(+6)

DEX 14 (+2)

CON 18 (+4)

INT 10 (+0)

WIS 14 (+2)

DEX 14 (+2)

CON 20 (+5)

INT 10 (+0)

WIS 14 (+2)

CHA 12 (+1)

Skills: Intimidation +5 Athletics +13 Animal  Handling +6 Survival +6 Saving Throws: Strength +13 Constitution +8

CHA 12 (+1)

Racial Features (see vrykul metalworker above) Darkvision: 60ft Languages: speaks Common and Dwarvish Challenge 15 (13,000 XP)

Skills: Intimidation +5 Athletics +10 Animal  Handling +6 Survival +6 Saving Throws: Strength +10 Constitution +8

Actions Multiattack. Ingvar makes four weapon melee attacks or four ranged attacks. Woe Strike. Melee Weapon Attack  +13 to hit, reach 5 ft, one target. Hit: 29 (3d12 +9) slashing damage plus 1d6 necrotic damage Properties: Heavy, Two-handed, Dark Smash. Melee Weapon Attack  +13 to hit, range 30 ft cone, Hit: 22 (4d6 +9) bludgeoning damage plus 1d6 necrotic damage. Dreadful Roar. As an action, Ingvar roars, creating a 30 feet radius sphere centered on him. Any enemies within the area receive 22(2d12+9) sonic damage plus 1d6 necrotic damage.

Racial Features (see vrykul metalworker above) Darkvision: 60ft Languages: speaks Common and Dwarvish Actions Multiattack. Ingvar makes four weapon melee attacks or four ranged attacks. Cleave. Melee Weapon Attack  +10 to hit, reach 5 ft, one target. Hit: 25 (3d12 +6 ) slashing damage. Properties: Heavy, Two-handed, Smash. Melee Weapon Attack  +10 to hit, range 30 ft cone, Hit: 16 (3d6 +6 ) bludgeoning damage. Staggering Roar. As an action, Ingvar roars, creating a 30 feet radius sphere centered on him. Any enemies within the area receive 13(1d12+6) sonic damage.

With his dying breath, Ingvar whispers “ No! I can do... better!  I can...” and finally falls to the ground, defeated. Annhylde retreats to inform the Lich King of the events that have taken  place.

After his defeat, Ingvar will fall to the ground, dying, and shouting “My life for the... Death God!” Victory for Marrah!

The Dark Ranger Marrah thanks you, saying “ Excellent work. With their leader removed, our efforts against these vrykul should be more successful. Service such as this cannot go unrewarded !” As you are heading out of the location to deliver the weapons, your group is awarded with a big award of gold (at least 700gp per player), and a random magic item (if possible a magic ring of some sort).

However, from the skies a column of light illuminates Ingvar, and Annhylde the Caller descends. Annhylde the Caller yells: “ Ingvar! You have been judged and found worthy! Arise and slaughter in the Lich King's name!  Ingvar! Your pathetic failure will serve as a warning to all...  you are damned! Arise and carry out the master's will! ”

The Dark Ranger Marrah finally reunites with the High Executor Anselm, and provides the details, alongside the captured weapons and news about the events in the keep.

 Negative energy flows from Annhylde’s hands, and reaching out to Ingvar’s deceased body. With an explosion of dark energy, he returns, his body transformed to serve the Lich King. Ingvar the Plunderer now says triumphantly: “I return!  A second chance to carve your skull!” The combat resumes, using the statistics of his second form.

However, the presence of the Lich King still spreads through the land….

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Factions and Reputation A faction is a group of allies, either racial or ideological. Usually, the two most recognized factions are the Alliance and the Horde.However, the world is full of organized groups that look only for their own interests.

Higher reputation levels generally require more points than the previous level to progress.

Reputation Levels The following table will show the different levels of reputation and the benefits related to those.

Whether they are a race, a group deditacted to a profession or 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 access to exclusive locations, items, discounts on their stores, additional allies, information or more.

 Reputation points: the number of reputation points required to reach this level of reputation. The most negative reputations require you to actually lose points to reach the level.  Faction discount: whenever purchasing or requiring services from the faction, you will receive this discount Special: Bonuses or events that are triggered by reaching this level of reputation.

In this chapter we will have a brief overview of some of the factions that are part of Warcraft, as well as some rulings on how to work with reputation for factions. These are alternative rules and guidelines that you can work with, it might reflect to  be easier to handle diplomatic interactions based on these rulings.

Starting Reputation When you start the game, you are always friendly with your own major faction (Alliance or Horde). Additionally, most  NPCs from the opposing major faction will treat you as unfriendly. Any faction aligned with the major factions will treat you at the same level, so for example, a warrior human from Stormwind will be friendly with the dwarves of Khaz Modan, and unfriendly with the orcs of Durotar.

Reputation Reputation is a numerical representation of your standing with a faction. The higher the number the better the friendlier the members of the faction will treat you. Reputation is very similar to experience. Reputation is divided into a number of different levels for which players must earn reputation points to progress through. Table: Reputation levels

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The Alliance was once also known as the Alliance of Lordaeron when its leadership was centered in Lordaeron. However, the Alliance was forced to move the bulk of its forces to Kalimdor and to the southern Eastern Kingdoms continents of Khaz Modan and Azeroth after the plague of undeath ravaged the Kingdom of Lordaeron several years ago. Although the remaining living nations of Lordaeron are not as strong as they once were, they have pledged their loyalty to the Grand Alliance with the hopes of becoming strong once again. Over the course of the years new members and races have joined the Alliance furthering its united strength.

Gaining and Losing Reputation In order to gain reputation points for a faction, you must do quests given out by their headquarters or that are generally speaking beneficial to the faction. Usually speaking, heroic feats of strength, such as defeating the Lich King, slaying a Tarrasque or similar should boost your reputation with all factions. Also, some monsters might also boost a bit your reputation, so word of you and your team defeating them will also help. Usually speaking, most appropriate level encounters should 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: Table: Reputation Gains

This may vary, depending on the rhythm of the campaign and the DM’s discretion. As noted, some of these objectives might  be related to an opposing faction, in which case, you might lose reputation with that opposing faction. If you lose reputation, you lose the same amount of points as you gained with the other faction. You only need to track reputation for those factions who are directly involved in your adventures.

Organization

Factions

The Alliance is not a uniform governmental body, but is a coalition of mutual military and economic aid. Housing the Alliance Assembly, Theramore was once considered the official home of the new Alliance, when Stormwind was  bound under Onyxia's thrall under the guise of Katrana Prestor. The inability of Stormwind to act forced both Theramore and the night elves to step in, resulting in a growing gap of cooperation between the two continents. This, however, is no longer the case with King Varian's return and the death of Onyxia. Varian's direct aid to the night elves has won their trust, and Jaina's constant presence with him as an advisor (and to temper his edges) has firmly reunited Theramore and Stormwind once more. In the past, certain rules, customs, and regulations were a constant hindrance to mutual actions across the entire Alliance. This made cooperation sluggish, and considerably slowed the rate at which the Alliance was able to reclaim its former lands and glory. Despite the problems and intrigues within their leadership, all parts of the Alliance are st eadfast in their desire to reclaim and rebuild, and all members share a distrust of the Horde. Approximately 800,000 souls belong to the allied races spanning two continents (based on membership numbers of the Church of Light). The Alliance is

The following will be a brief description of the most notorious factions in the World of Warcraft.

The Alliance Humans, night elves, dwarves, gnomes, draenei, worgen, and most recently, pandaren (Tushui) make up the illustrious Alliance. Proud and noble, courageous and wise, these races work together to preserve order in Azeroth. The Alliance is driven by honor and tradition. Its rulers are champions of  justice, hope, knowledge, and faith. In a time when chaos and uncertainty reign, the Alliance remains steadfast in its determination to bring light to the darkest corners of the world.

Overview The Alliance (aka Grand Alliance) is one of two major  political factions of the mortal races in Azeroth, its counterpart being the Horde. The Alliance consists of  powerful cultures and groups bound not by desperation or necessity, but by their deep commitments to abstract concepts like nobility and honor.

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a great and peaceful body overall, their might being legendary, but their desire for peace, even stronger. Above all, where Jaina Proudmoore and Tyrande Whisperwind are good at coordinating their efforts on Kalimdor, Lady Katrana Prestor of Stormwind was doing a fine job of undoing the Alliance in the Eastern Kingdoms, however she has been slain in lore and King Varian Wrynn has now taken his rightful  place as king. Even now, as always, humans are the glue that hold the Alliance together, being the most numerous and diplomatic of the member races. The armies of Stormwind are stationed throughout the Eastern Kingdoms, trying to retake regions such as Duskwood, Westfall, and The Redridge mountains. The armies of Ironforge are mainly stationed in Khaz Modan along with their Gnome allies, and the night elven armies are mainly defending northern Kalimdor from Horde's deforestation of the Ashenvale. The remaining draenei forces are still trying to secure their new home on Azuremyst Isle, and are also stationed in Outland. The recently brought in Gilnean armies are defending themselves from the endless onslaught of the Forsaken.

shadowy forests of northern Kalimdor until the events of the Third War when they allied with the survivors of Lordaeron and the Thrall's Horde at the behest of Medivh in order to defeat Archimonde at the Battle of Mount Hyjal. However the continuous deforesting actions of the orcs in the forests of Ashenvale have forced them to break away from the Horde and remain allied with the Alliance alone. Draenei of the Exodar

Refugees of the eredar race fleeing their corrupted brethren, seeking allies to fight against the Burning Legion. They lived on Draenor until the orcish onslaught, and fled from the Legion and the forces of Illidan Stormrage by stealing the Exodar, one of the satellites of Tempest Keep. Worgen of Gilneas

Formerly one of the strongest of the human nations, Gilneas was one of the founding members of the Alliance of Lordaeron, sealing itself off from the world after the Second War to avoid being brought into "other people's conflicts". Eventually the worgen managed to breach the land and started spreading their curse among much of the populace. They officially rejoined the Alliance when the night elves managed to save them from invading Forsaken.

Major Members Humans from Stormwind

Tushui pandaren of the Wandering Isle

One of the founding members of the Alliance of Lordaeron following Stormwind City's destruction in the First War. The city was restored to prominence after the Second. One of the last few human bastions not affected by the disasters of the Third War.

After encountering Horde and Alliance soldiers on the Wandering Isle, the Tushui joined the Alliance while the Huojin joined the Horde. Tushui is the philosophy espoused  by Aysa Cloudsinger, the leader of the Tushui Pandaren faction and the counterpart to Ji Firepaw and the more impulsive Huojin philosophy. Its adherents believe in contemplation and reasoned action.

Dwarves of Khaz Modan

The Kingdom of Ironforge consists mainly out of the Bronzebeard Clan of dwarves, which still reside in the ancient city of all dwarven clans. They pledged themselves to the Alliance following the Bleeding Hollow's invasion of Khaz Modan. After the War of the Three Hammers, the Bronzebeards gained dominance over all Ironforge. During the Cataclysm to prevent the mountain from collapsing. King Magni Bronzebeard performed a ritual in the heart of Old Ironforge which saved the mountain but the process petrified him into diamond statue. With its king impaired, Ironforge was left in political turmoil after Moira declared her son the rightful ruler of the kingdom. In order to prevent civil war, the leaders of each clan formed a council to govern the dwarf races and share the kingdom.

The Horde The Horde is made up of orcs, Forsaken, tauren, trolls, blood elves, goblins, and most recently, pandaren (Huojin). Misunderstood and cast aside, these diverse and powerful races strive to overcome their differences and unite as one in order to win freedom for their people and prosper in a land that has come to hate them. In the Horde, action and strength are valued above diplomacy, and its leaders earn respect by the blade, wasting no time with  politics. The brutality of the Horde's champions is focused, giving a voice to those who fight for survival.

Overview

Gnomes of Gnomeregan

The Horde is one of the two major political factions of the mortal races in Azeroth, its counterpart being the Alliance. The Horde, a faction founded by orcish immigrants from Draenor, has survived in the hostile world of Azeroth by forging alliances (some trusting, some less so) with local races such as the tauren people, the trolls, and the undead of the Forsaken. Although its ideals, policies, and beliefs have been revised and membership has changed over time, it is the same Horde inherited by Thrall of the Frostwolf Clan (son of Chieftain

Cousins of the dwarves, joining with their long-time allies to  provide technological wonders to aid the Alliance in its fight against its enemies. Their Long-time capital was Gnomeregan, located in western Dun Morogh, but it was invaded by a race of troggs. The gnomes had to flee and find refuge in their cousins' arms in Ironforge, where they built Tinker Town. Night elves of Darnassus

The night elves have lived peacefully for centuries in the 85

Durotan) through Warchief Orgrim Doomhammer. However, since the mantle of Warchief was passed on to Garrosh Hellscream, the Horde's alliance with other races has  began to suffer suffer heavily heavily due to Garrosh's Garrosh's warmongering. warmongering. A direct example of this are the trolls under Vol'jin leaving Orgrimmar because of Garrosh's hunger for war and Sylvanas Windrunner ignoring the warchief's commands and using her  plague on her enemies. enemies.

 possessing the characteristic characteristic militarism of of the orcs, Thrall Thrall has also proven himself to be a compassionate, idealistic, and enlightened individual, and commands a great deal of respect within the Horde. Though the Horde could quickly become a formidable war machine once again, in formal terms they are a peaceful nation deciding to try for peace and help the world rather than savage rampaging like the early history of the Horde. More informally however, however, a state of Cold War still exists. The Orcs' attempts to drive the Alliance out of Warsong Gulch and Alterac Valley are ongoing, as is the Forsaken's expansionistic expansionistic advance in Arathi and Hillsbrad. As of the Cataclysm, Dragonmaw forces are fighting the Wildhammer dwarves in the Twin Peaks of the Twilight Highlands. Equal in size, the Horde also has its complexities, much like the Alliance. The main five races of the blood elves, tauren, undead, trolls and orcs have countless friends among the races of Azeroth: the Revantusk forest trolls of the Hinterlands, Hinterlands, the Stonemaul Ogres and various individuals like the Mok'Nathal  beastmaster  beastmaster Rexxar.

Eventually, the Horde was fractured in two and a civil war erupted, between Garrosh's followers and the Darkspear Rebellion led by Vol'Jin. With the help of the Alliance, the rebels ultimately overthrew Garrosh Hellscream. He was then arrested to stand trial in P andaria. Thrall appointed appointed Vol'Jin of the Darkspear trolls then as the new Warchief of the Horde, and King Varian Wrynn agreed to put an end to the war. During the first (failed) assault on the Broken Shore, Vol'jin was mortally wounded in the battle. He later passed away whilst sitting on the throne. Before dying, he passed the Warchief mantle to Sylvanas Windrunner.

In the Third War, before the liberation of the Forsaken from the Scourge and the defection of the blood elves, the Horde allied themselves with the Alliance to rid Azeroth of the Burning Legion. Since then old animosity has risen again, resulting in open conflict on several battlefields. However, However, the two factions still officially kept a truce until the Battle for the Undercity, when King Varian Wrynn, tired of constant  backstabbing  backstabbing from various various factions within the Horde, Horde, officially declared war. Despite their somewhat monstrous appearance, the majority of the Horde is not evil; much like the Alliance, it is comprised of diverse factions and individuals who possess a wide range of values and virtues. But also of the Cataclysm, the Horde is slowly becoming divided in the wake of its new warchief, Garrosh Hellscream. His recklessness and hotheaded attitude has caused a major rift between the Horde's factions: Vol'jin of the Darkspear tribe was kicked out of Orgrimmar, the Forsaken are still continuing using their New Plague in Gilneas and Silverpine Forest, and the Tauren question their loyalties whether or not they should still align themselves themselves with the Horde.

Organization

Culturally, orcs and tauren believe in redemption more than most other races on Azeroth and are willing to give almost anyone a chance, regardless of reputation. The Revantusk seem to have even accepted, (if not at least tolerate) their ancient enemy the blood elves. Largely because of these  beliefs, a number number of mortal races races and many many diverse factions factions can be found in service in the Horde. It seems that new members have to swear a blood oath to the Horde.

Although its name would imply otherwise, the Horde may actually be viewed as a more centralized body than the Alliance, as Orgrimmar is the obvious center, Thrall is the undisputed leader, and he stands as Warchief over the entire Horde, holding dominion over the Darkspear Trolls and tauren tribes alike (though he treats his fellow racial leaders as equals). Like the old Alliance of Lordaeron, Thrall accepts ambassadors and advisors from all the different tribes and members of the Horde and makes sure their voice is heard in the running of the fledgling empire. Although unavoidably

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Major Members

Other Factions

Orcs of Durotar

Knights of the Ebon Blade

The surviving orcs of Azeroth's First, Second and Third Wars, 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. Trolls of the Darkspear tribe

Originally from a small chain of islands in the Great Sea. Eventually joined Thrall’s journey to Kalimdor and moved to the Echo Isles, but were then rooted out by the Kul Tiras marines. They are forever indebted to the orcs for saving their tribe and giving them a home. Tauren of Mulgore

A race of noble creatures, native to Kalimdor, who befriended the orcs and offered them spiritual guidance and aid. Undead Forsaken of Lordaeron

A group of undead released from the control of the Lich King, who have set up a truce and an alliance of convenience with the other members of the Horde. The group also consists of other undead creatures, such as the val'kyr, that chose to join the Forsaken after the Lich King's death. Blood Elves of Quel'Thalas

A group of former high elves shunned for their magic addiction and abandoned by members of the Alliance, turned to the Horde to help them reach Outland and achieve their destiny. The Knights of the Ebon Blade (mirroring the Knights of the Silver Hand) are an organization of renegade death knights. Their base is at Acherus: The Ebon Hold in the Eastern Plaguelands. Its primary function is to guide new renegade death knights.

These elves have a strong alliance with the Forsaken with whom they share a similar fate and former denizens (high elven banshees and dark rangers). Goblins of the Bilgewater Cartel

With the Cataclysm consuming their home island of Kezan, the goblins of the Bilgewater Cartel are shipped across the sea, intended for slave labor in Azshara, when they were caught in a naval crossfire (between a fleet of the Alliance and a single vessel of the Horde) off the Lost Isles. While there, they were attacked by the Alliance and ally with the orcs to defeat their mutual foe, the hostile natives of the Lost Isles, and dissent from within their own ranks.

Freed from the grasp of the Lich King, his former death knights have regrouped against him under the banner of the new Deathlord against the Burning Legion. The Knights of the Ebon Blade were originally an army of Scourge death knights trained in the halls of Acherus. They were created (or so they were told) for the purposes of destroying both the Scarlet Crusade in their enclave east of Tyr's Hand, and the Argent Dawn at Light's Hope Chapel. In truth, the entire plan was conceived by the Lich King himself not to destroy the Argent Dawn, but rather to use the death knight legion as bait to lure out the Highlord of the resurgent Order of the Silver Hand, Tirion Fordring.

Huojin Pandaren of the Wandering Isle

After encountering the Horde's and the Alliance's soldiers on the Wandering Isle, the Huojin Pandaren joined the Horde while the Tushui Pandaren (led by Aysa Cloudsinger) joined the Alliance. Huojin is the philosophy espoused by Ji Firepaw, the leader of the Huojin Pandaren faction and the counterpart to Aysa Cloudsinger and the more meditative Tushui philosophy. Its adherents believe in immediate action without hesitation.

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Steamwheedle Cartel

Keepers of Time

The Steamwheedle Cartel is the largest and most successful of the Goblin Cartels in Undermine. It is a neutral organization that controls several cities and towns around the world, and has allied themselves with a number of other groups such as the Blackwater Raiders in Booty Bay. The Steamwheedle Cartel has made a great deal of profit from maintaining neutrality in the conflict between the Horde and the Alliance. Their services are always available to the highest bidder, and they employ anyone regardless of their affiliation if they can  produce results. results. During the Second War, a Horde ambassador met with a single trade prince and convinced him and his subordinates to  join the Horde (while the rest of the goblin race race stayed stayed neutral). This may have been Trade Prince Steamwheedle. Some Horde members have tried to improve relations with the Steamwheedle Cartel. Perhaps with enough persuasion, the goblins could be convinced to rejoin the Horde for the first time since the Second War. This is unlikely to happen however, as the trade prince realized his mistake and left the Horde, and the goblin race remembers the mistake and remains neutral to this day.

The Keepers of Time is a faction in the Caverns of Time. They are led by Andormu and Nozari, who are also acting leaders of the bronze dragonflight in Nozdormu's absence. The Keepers of Time are bronze dragons hand-picked by  Nozdormu  Nozdormu to watch over over the Caverns of Time. It is their sacred mission, one which was charged to them by the titans, to guard the caverns against the intrusion of mortals, whose interference would assuredly disrupt the flow of time. Located in the eastern part of Tanaris, the Caverns of Time contain various portals to different key historical  periods and events events in Warcraft Warcraft history. history. The caverns caverns act as a crossroads for the various timelines, and through them one can travel back and forth along the ebb and flow of time. Recently, a mysterious force called the infinite dragonflight has begun to meddle with time. The Bronze Dragonflight is recruiting adventurers to make sure that the events that took  place in the past past remain as as they were.

The Kirin Tor

Violet Eye

The Kirin Tor (aka Magus Senate or Magus Senate of Dalaran) is a lawful neutral collection of the most powerful mages on Azeroth. Following the establishment of the citystate of Dalaran, the magocrats formed the Kirin Tor as a specialized sect that was charged with cataloging and researching researching every spell, artifact, and magic item known to mankind at the time. The Kirin Tor became the city’s ruling power. The Kirin Tor’s headquarters was the Violet Citadel, an impressive  building so named named for its stone walls which which gave off a faint violet light. The ruling council, six members in all, met in the Chamber of the Air, a room with no visible walls —  walls  —  the  the gray stone floor with its central diamond symbol stood beneath an open sky that shifted and changed rapidly, as if the time sped  past within the chamber. chamber.

The Violet Eye is a secret sect founded by the Kirin Tor of Dalaran to spy on the Guardian of Tirisfal, Medivh, in his tower of Karazhan. Though Medivh is believed to be dead, the Violet Eye remains in Karazhan, defending against the evil that appears to have taken hold in the absence of its master. It is unknown whether Medivh's apprentice Khadgar was a member of the Violet Eye, or whether he knew of their activities at the time (though he does seem to be aware of them now).

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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

The Wyrmrest Accord is an alliance of the remaining four dragonflights  —   the red, bronze, green, and even black flights  —   against the blue dragonflight's crusade. The red dragonflight is the most active of the four, with a large number of red dragons guarding Wyrmrest Temple itself. The  blue dragonflight is also somewhat represented by the bipedal dragonkin guarding the ground level of the temple, though only one actual dragon of the blue flight  —   the ambassador, Kalecgos —   remains allied with the Accord. However, the recent defeat of Malygos might lead to the reacceptance of the  blue flight into the Accord, while the Black Dragon Flight appears to be ready to turn on the others in preparation for their leader's return.

The Guardians of Hyjal are a faction of druids and warriors, united in their desire to protect the sacred Mount Hyjal and its  protector spirits, the Ancients. Without a single leader, the Guardians tentatively follow the guidance of notable druids like Malfurion Stormrage and Archdruid Hamuul Runetotem, as well as the Skylord Omnuron (leader of the Druids of the Talon) and Captain Saynna Stormrunner (leader of the Shadow Wardens). After the events of Cataclysm, the primary goal of the Guardians is to secure the aid of the five Ancients - Aessina, Aviana, Goldrinn (also known as Lo'Gosh), Tortolla, and ultimately - Cenarius.

Argent Crusade

Shado-Pan

The Shado-Pan hold the eternal vigil, keeping watch over the dark sha energies that were sealed away into the earth long ago. Unfortunately, the sha have escaped their prisons and now the Shado-Pan must defeat them once again. The ShadoPan is an ancient order that accepts and trains only the most elite and worthy. The Shado-Pan also is the only defense line of the inhabitant's of Pandaria, and besides fighting against sha, they fight other threats such as the saurok in Kun-Lai and the mantid swarm breaking into Townlong Steppes.

The Argent Crusade is a faction created from the union of the Argent Dawn, a few survivors of the Scarlet Crusade who didn't follow Abbendis to Northrend, and the Reformed Order of the Silver Hand. It was formed shortly after the Battle for Light's Hope Chapel, in which Tirion Fordring —  leader of the reformed Silver Hand —   reclaimed (and evidently  purified) the Ashbringer during a confrontation with the Lich King. He assumed a leadership position over the Argent Dawn and united the two factions in order to take the fight

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Credits All lore information taken from the official website, the Wowhead website, the Gamepedia and from the Warcraft Wikia. Logos, maps, screenshots, and similar taken from the above sites, unless noted below. I do not own any of these images.

Artwork credits

Art (c) by g-l-o-w-e-i

http://g-l-o-w-e-i.deviantart.com/art/Draenei-Female494602157

Art (c) by Wei Wangm

https://www.behance.net/gallery/2971691/wei-wang-artgallery

Art (c) Storn Cook, Cheyenne Wright, and Steve Long. From Hellfrost Bestiary.

Art (c) by Konstantin Turovec https://kaasturovec.artstation.com/

Art (c) by Kostya Constantin http://kostanryuk.deviantart.com/art/Demon-hunter-567091982

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Art (c) by Nancy Cho (hikari-chan) http://hikari-chan.deviantart.com/art/2010-09-27-The-Dreamer-

Art (c) by Eepox

Awakes-185050760

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Art (c) by Onishi Gempachi http://onishigempachi.deviantart.com/art/King-Varian-Wrynn-

Art (c) by Kan Liu

156777960

http://6kart.deviantart.com/art/Vol-jin-483948310

Art (c) by Kósa Zsolt http://zsoltkosa.deviantart.com/art/World-of-Warcraft-fanartArt (c) by linxz http://www.deviantart.com/art/Pandaren-Mistweaver-264902043

200949404

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Art (c) by Wang Ling http://wlop.deviantart.com/art/Warrior-World-of-Warcraft628917372

Art (c) by Viktor Titov http://hamsterfly.deviantart.com/art/Northog-Tactician-108095316

Art (c) by Isangelous http://atraelegie.deviantart.com/art/WoW-Legion-Demon-HunterWallpaper-567493454 Art (c) by Robin Eyre http://nosfer.deviantart.com/art/Pandaren-Monk-353707931

Art (c) by Alex Garner http://alexgarner.deviantart.com/art/Shadowy-Apparition-309786548

Art (c) by Gonzalo Ordóñez Arias http://genzoman.deviantart.com/art/Warcraft-Fin-and-Valatra354093552

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Art (c) by Rina Cane http://rinacane.deviantart.com/art/Vol-jin-475962786

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