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Published by caernach63, 2020-08-22 12:41:27

5E_World of Warcraft 5e RPG

5E_World of Warcraft 5e RPG

Heightened: Wyvern Shot. You roll an additional 1d4 You create a soul-well, which links any creature who has a
points per every two levels above 3rd. soul stone to you. If a creature dies within a 5-mile radius of
the well, it is revived via soul stone spell, and are teleported
SLUMBER to the Soul Well, emerging from it without their gear (and
typically covered with a coat of ectoplasm). This is a
3rd-level enchantment teleportation effect, and it is blocked by normal spells that
prevent teleportation.
Casting Time: 1 action
Range: Touch Heightened. For each spell level above 5th, the range of
Components: V, S the soul well increases by 1 mile.
Duration: Up to 24 hours.
This spell sends a willing creature that can sleep into SOULSHATTER
magical sleep. The caster may designate up to three
conditions to cause the sleeper to wake up (such as after 24 4th-level enchantment
hours, when a horn is blown, etc.), but only conditions the
sleeping target would be able to perceive should they be Casting Time: 1 action
awake. If resting as part of this slumber, any hit dice the Range: 60 feet
sleeper spends to heal themselves can be rolled again, Components: V, S
taking the higher result. Duration: Concentration, up to 1 minute
You release a wave of regret and sorrow that washes over
While resting this way, the sleeper does not age, and all everyone in the area, imposing a heavy feeling of depression
poisons, curses, and diseases are suspended (they continue and sorrow. All targets within a 20-foot sphere must make a
acting once the sleeper awakens). Charisma saving throw or else lose its ability to feel
motivated or compelled to fight, causing them to stop
Heightened. When you cast this spell using a higher level fighting. This spell suppresses fear and charmed effects, as
spell, the maximum duration increases according in the well as all morale bonuses until the spell ends, causing the
following steps: 24 hours, 10 days, 30 days, 1 year and a day, targets to become indifferent to everyone else. If the targets
20 years, 200 years. witness their friends or allies being harmed by you or your
allies, they gain another saving throw versus this effect, but
Special. This spell can be cast while in a druid’s wild will otherwise remain as it was.
shape.
SPELL STEAL
SOUL STONE
5th-level abjuration
5th-level necromancy
Casting Time: 1 reaction, or 1 action (if reaction is not
Casting Time: 1 action triggered)
Range: Personal (Self)
Components: V, S Range: 30 feet
Duration: 1 hour Components: V, S
Once you cast this spell, you create a crystal-like green stone Duration: Special
that resembles a heart. You may grant other creatures a soul Reaction. When you see a creature within 60 feet casting a
stone with each casting.
spell.
A creature that possesses a soul stone can restore You attempt to steal the magic of a spell from a creature
themselves to life for up to 1 minute after they die, as if by as it is releasing it. If the creature is casting a spell of 4th
the revivify spell. This can be used instead to dispel an level or lower and fails a Spirit saving throw, you steal the
essence seal spell of equal spell level or lower. spell or an ongoing spell effect. To steal a 5th level spell, the
creature must fail on a Spirit saving throw, and you must
Heightened. You create an additional soul stone for each succeed on a dispel attempt (as the dispel magic spell).
spell level above 5th. If you successfully steal the spell, you can choose the
spell’s parameters or effect as if you cast it instead of the
Special. A creature who revives themselves using a soul target, or you can choose to store it. The spell’s remaining
stone takes -1 to all rolls until they take a long rest (stacks duration is unchanged.
up to -5, after which the soul stone does not function). You If you choose to store it, can cast this spell without
cannot cast this spell more than once in a single 24 hours spending mana so long as it is done before you spend a short
period. rest. You may only store one stolen spell at a time, with the
newer stolen spell replacing the older one.
SOUL WELL Heightened. You automatically succeed in stealing spells
lower 1 level than the spell steal spell. Increasing the spell’s
5th-level conjuration (ritual) level allows you to steal effects of higher level.

Casting Time: 1 action
Range: Self (5 mile radius sphere)
Components: V, S
Duration: 1 hour

PAGE | 251 CHAPTER 11: SPELLS

Special. You can only prepare this spell if you also have a You plant the totem in the ground anywhere within 30 feet.
dispel magic spell prepared two levels lower than the spell All willing allies are linked with the spirit link spell, up to a
steal. maximum of one creature per spell level. Whenever a
creature is damaged, you may use your reaction to share the
SPIRIT INFUSION damage taken among the rest. You may use an action to
change the targets of the spirit link.
3rd-level transmutation
This spell otherwise acts as a totemic version of spirit link.
Casting Time: 1 action Special. Unlike most totem spells, this is a concentration
Range: Personal (Self) effect.
Components: V, S
Duration: Concentration (partial), up to 1 minute SPIRIT STRIKE
You infuse yourself with a totemic spirit that affects only you.
Choose one of the three spirits below, and you gain the 1st-level evocation [strike]
chosen benefit for as long as the spell is active.
Range: Self
Bear. You gain climb speed of 10 feet per round, are able Components: V, S
to deal 1d6 damage with your melee unarmed attack Duration: 1 minute, or one use (whichever comes first)
(instead of your normal damage, at your choice), and gain You may apply this strike to any melee natural unarmed
2d6 temporary hit points. attack. You may choose one aspect to strike as.

Eagle. You double your normal movement speed and • Bear. You may initiate a grapple as part of the strike.
jumping distance, and constantly benefit from the feather • Eagle. Your movement after this strike does not provoke
fall spell.
attacks of opportunity.
Wolf. You gain +1 to melee damage rolls per ally adjacent • Wolf. You may knock the target prone if they fail an Agility
to the target (maximum equal to spell level), and your allies
gain +2 to attack rolls against one target you designate saving throw.
within 5 feet of you. This is an aura bonus.
SPIRITUAL REINCARNATION
Heightened. For each spell level above 3rd, the maximum
duration of the spell increases by 2 minutes. 5th-level conjuration

SPIRIT LINK Casting Time: 10 minutes
Range: Personal (Self)
3rd-level abjuration Components: V, S, M (rare oils and herbs or alchemical

Casting Time: 1 action reagents worth 500 gp, which the spell consumes).
Range: 30 feet Duration: Instantaneous, plus up to 1 minute
Components: V, S After you cast this spell, your soul is tethered to your body
Duration: Concentration, up to 1 hour beyond the limited scope of death.
You may target up to four creatures within 30 feet of one
another with this spell (yourself included), and all of which If you die within 1 week of casting this spell, you may
are deeply linked in a network of abjuration magics. spend mana equal to half the cost of this spell level to keep
Whenever one of the linked creatures is damaged, they your soul tethered around your corpse for up to 1 minute. So
share up to 5 hit points of damage taken by one of the long as your soul is tethered this way, you can return to your
creatures in the spirit link among the rest, distributing the body and revive it (as the revivify spell). If you are subjected
damage evenly amongst them all. This requires one reaction to the essence seal spell, this spell grants you advantage to
every round to activate, though the damage is totaled before your saving throw to avoid having your essence be captured.
distributed.
If you do not return to your body within the minute of
The damage, once shared, is considered untyped damage, tethering, the spell ends, and you die normally.
which bypasses immunities, vulnerabilities, and resistances.
If any ally is reduced to 0 hit points, the spell ends This spell may be detected as if a normal active spell (via
prematurely. detect magic or abilities that detect magical auras). If the
spell is dispelled, you die as if you didn’t return to your body.
Heightened. You can share an additional 5 hit points per
two spell levels above 3rd. Special. This spell does not cost mana to cast initially.
Heightened. If cast as a 7th level spell, your soul can
SPIRIT LINK TOTEM remain tethered for up to 10 minutes. If cast as a 9th level
spell instead, it can remain tethered up to 1 hour
5th-level conjuration [totem]
STARFALL
Casting Time: 1 action
Range: 30 feet 5th-level evocation [channel]
Components: V, S
Duration: Concentration, up to 1 hour Casting Time: 1 action
Range: Personal (Self)
PAGE | 252 Components: V, S
Duration: Concentration, up to 10 minutes

CHAPTER 11: SPELLS

You point to the open sky, calling down a cylinder of normal target, and they drop without taking falling damage. While
light centered on you, 60 feet wide, and 100 feet high. the creature is paralyzed this way, they are also choking.

At the beginning of every round where you channel the After the spell’s effects end, the target is affected by the
spell (the first round does not count), choose any two points mute spell for one round per round of complete
within the cylinder. Each creature in a 10-foot radius sphere strangulation.
at the point of impact must make an Agility saving throw as
a shooting star blazes down to smash into the area. On a SUNBEAM
failed saving throw, a creature or object struck by the star
takes 5d6 damage. The damage is half arcane, and half 3rd-level evocation
magical bludgeoning damage. On a successful saving throw,
the creature takes half damage. A creature who fails the Casting Time: 1 action
saving throw for half damage is also pushed 5 feet away Range: Self
from the center of the blast. Components: V, S, M (a lens)
Duration: Concentration, up to 1 minute
Special. This spell requires line of sight to the sky, A beam of brilliant light flashes out from a brilliant mote in
although it does not require a specific time. If the spell is your hand in a 5-feet-wide, 30-feet long line. Each creature in
cast at night, the shooting star deals additional holy damage the line must make a Stamina saving throw. On a failed
instead of arcane damage. save, a creature takes 3d8 holy damage and is blinded until
your next turn. On a successful save, it takes half as much
Heightened. When casting a this spell using a spell slot of damage and isn’t blinded by this spell. Undead and oozes
7th level or higher, you summon an additional meteor for have disadvantage on his saving throw. You can alter the
every 2 spell levels beyond 7th. line of radiance as an action on the beginning of any turn
until the spell ends. Your hand emits bright light in a 30-foot
STASIS TRAP radius and dim light for an additional 30 feet. The light is
treated as sunlight.
1st-level conjuration [totem]
Heightened. The spell’s reach increases by 10 feet per
Casting Time: 1 action spell level above 3rd, and increases in damage by 1d8 per
Range: 30 feet spell level.
Components: V, S
Duration 10 minutes SUNFIRE
You plant the totem in the ground anywhere within 30 feet.
It is visible for 1 round, before becoming invisible for the 3rd-level evocation [sigil]
rest of its duration (gaining advantage to Stealth, with a
Stealth bonus equal to yours). Once invisible, it is effectively Casting Time: 1 action
active. If a creature moves within 10 feet of the totem during Range: 120 feet
its activity, you are notified of the presence, and you are Components: V, S, M (Leaf of any plant)
aware of their creature type and direction of movement (but Duration: Instantaneous, plus one minute
nothing more). You call down a beam of brilliant sunlight that suffuses the
target’s being. Make a ranged spell attack against the target.
If you use your reaction to send the mental command, the On a hit, the target takes 3d4 arcane damage. At the
totem explodes into a shower of sparks easily seen from up beginning of every round, the caster must succeed on a sigil
to a mile, lighting up the totem and the area for one round. roll to affect the target again.
All creatures 10 feet away from the totem must make an
Agility saving throw or be stunned until the beginning of Also, so long as the spell is active, the target takes -4 to
their turn the next round. their saving throws against the moonfire spell, as well as any
fire spell. If the ranged spell attack misses, the spell deals
Heightened. The trap remains for ten more minutes more half the initial damage and has no other effect.
per every level, to a maximum of 100 minutes.
Heightened. The damage taken increases by 1d4 per spell
STRANGULATE level above 3rd.

4th-level necromancy SWIPE AND SHRED

Casting Time: 1 action 1st-level evocation [strike]
Range: 60 feet
Components: V, S Range: Self
Duration: Concentration, up to 1 minute Components: V, S
Choose a humanoid that you can see within range. The Duration: 1 minute, or one use
target must succeed on a Stamina saving throw or be You may apply this strike to any melee natural unarmed
paralyzed and lifted ten feet above the ground for the attack. This deals additional 1d6 damage, and the target
duration. On each of their turns, the target may make suffers disadvantage to attack rolls for one round.
another saving throw. On a success, the spell ends for the
The spell's damage increases by 1d6 when you reach 5th
PAGE | 253 level (2d6), 11th level (3d6), and 17th level (4d6).

CHAPTER 11: SPELLS

TELEKINESIS make an attack roll to trip the target. If the creature is
already prone by this ability, it provokes an attack of
3rd-level transmutation opportunity from you (and only you) when it stands up.

Casting Time: 1 action Heightened. You deal an additional 1d6 damage per level
Range: 30 feet above 2nd.
Components: V, S
Duration Concentration, up to 1 minute TOTEMIC RECALL
You can manipulate creatures or objects within range of the
spell. When you cast the spell or start your turn 2nd-level evocation
concentrating with it, you may choose a creature or object to
exert your will upon. If you switch targets, the prior target is Casting Time: 1 action
no longer affected by the spell. Range: Personal (Self)
If choosing a creature, make an ability check with your Components: V, S, M (splinter of wood)
spellcasting ability opposed by the creature's Strength Duration: Instantaneous
saving throw. If you win, you can move the creature up to 15 You may recall any of your totems within 60 feet. So long as
feet within the spell’s range, and the creature is restrained. the totem has at least one round remaining and cost at least
The creature has advantage to this saving throw if it is larger 1 mana point to place, you regain mana equal to 1 per totem
than you. The creature must end its movement in a space it recalled.
can occupy.
If choosing an object, you can move an unattended object up Special. This spell does not cost mana to cast. It does also
to 500 lb. up to 15 feet within the range of this spell in a does not count as a mana restorative effect.
space it can occupy. If targeting an attended object (such as
held or worn), you must succeed on an ability check with TRANQUILITY
your spellcasting ability opposed to the creature’s Strength
saving throw. The creature has advantage to this saving 5th-level evocation [channel]
throw if the item is held by two hands or worn by it. A
creature can also attempt to wrest control of the object using Casting Time: 1 action
the same roll. You can exert fine control over the object Range: Personal (Self)
(such as unlatching a door instead of simply pushing it, or Components: V, S, M (a live rose)
choosing a specific item to manipulate via telekinesis). Duration: Concentration or channeling, up to 1 minute
A soft magical rain-like light descends within the area
While concentrating on this spell, you can also use an around you in a cylinder 15 feet wide, and 60 feet high.
action to channel the spell. If channeling, you can hold the When you invoke this rain, you can choose for the power to
creature or object of the spell in mid-air instead of simply concentrate on up to six targets, or wash on every creature
moving them, or you can choose to damage them by and object in the area.
telekinetically constricting them. This deals 1d6 points of
bludgeoning damage per spell level every round. A character • Concentrated Rain. Up to six creatures of your choice that
can attempt another opposed check at the end of its turn you can see regain hit points equal to 3d8 + your
every round to escape the spell. spellcasting ability modifier. The rain-like light appears to
concentrate on the targets. The targets are healed at the
If your turn ends without a creature or object held by the beginning of your turn every round. This is a concentration
spell, the spell ends prematurely and its energies dissipate. effect.

Special. Death Knights usually call this spell Death Grip, • General Drizzle. You may treat this spell as if a channeled
and mages and warlocks often use this spell to restrain and spell. All living and natural creatures (including natural
bring down aerial creatures (calling it Aerial Shackles structures and plants) in the area are healed 2d4 + 2 point
instead). of damage per round of channeling.

Heightening. Per every 2 levels above 3rd level, you Any creature who benefits from this spell also seems to
increase the spell's range by 30 feet, maximum duration by become younger and healthier for their age (remaining until
5 minutes, speed of movement by 15 feet per round, and the the spell's duration ends). Plants briefly grow buds (or
maximum mass of moved objects by 500 lb. attempt to, if too old) and show a healthy lustrous sheen,
before returning to their previous state.
TIGER'S MAUL Undead and constructs gain no benefit from tranquility, and
are not harmed by it.
2nd-level transmutation [strike]
TRANSMUTE MATERIAL
Components: V, S
Duration: 1 minute, or two uses (whichever comes first) 3rd-level transmutation [ritual]
You may apply this strike to any melee natural unarmed
attack. This deals additional 2d6 damage, and allows you to Casting Time: 10 minutes
Components: V, S, M (original mineral, which is consumed,

the alchemical recipe, and a philosopher's stone)
Range: Touch

PAGE | 254 CHAPTER 11: SPELLS

Duration: Instantaneous Duration: Concentration (partial), up to 1 hour
You transmute one material into another by the power of A malicious, gnawing miasma of energy radiates from you in
alchemy. You must have mastered the knowledge of the an aura with a 15-foot radius. Until the spell ends, the aura
target material (counts as an uncommon alchemical recipe moves with you, centered on you. All allied creatures within
for the purpose of time required for research). The mineral the aura’s range increase their movement speed by 10 feet,
changes into the new one, with the appropriate properties, and regenerate 3 hit points every hour so long as they are on
but maintains the same cost (decreasing or increasing in the move. This does not stack with other regenerative
mass as appropriate); hence 1 pound of gold (50 gp) can be abilities, or healing from resting (such as if by spending a hit
transmuted to 500 pounds of iron (50 gp) so long as you dice in a moving caravan). This healing does not heal
have alchemical knowledge on how to make iron. If the new constructs.
material is an alloy, you require only the required
component materials, and you can transmute the new Furthermore, all hostile creatures within the aura that
material (such as Truesilver from Mithril and Thorium). have 0 hit points and are stable are no longer stable on a
failed Spirit saving throw.
If changing the material of a cohesive object (such as a
weapon), the surplus materials of the object’s mass are Aura Spike. Causing this aura to spike forces a single
treated as crafting points (in the form of crafting points and creature in the aura that has 0 hit points and is not stable to
raw materials). If the object’s mass would decrease, the fail a death saving throw.
object is instead destroyed unless you can provide the
remaining cost. Heightened. For each spell level above 3rd, allied
creatures in the aura’s area of effect heal 1 additional hit
As described with destroying infused materials, you point per hour (up to 5 hit points per hour at spell level 5).
cannot transmute an item that has been attuned to. For
instance, transmuting an adamantine breastplate into an Note. This spell suppresses and is suppressed by the
iron one grants surplus materials, but doing the reverse crusader aura spell.
turns the breastplate into a spec of adamantine, effectively
destroying the armor as an object. Once you cast this spell, UNHOLY FRENZY
you cannot transmute the same mineral until you complete a
long rest. You require proficiency in Alchemist’s Supplies to 2nd level necromancy
cast this spell.
Casting Time: 1 action
Special. If you studied a specific crafting material, you can Range: 30 feet
transmute other crafting materials from other types to the Components: V, S
one you have studied, such as turning harvested fire Duration: Concentration, up to 1 minute
elemental crystals to water elemental crystals. The caster imbues his target with the endurance and energy
of the undead. The transmuted creature moves and acts
TRUESHOT AURA quicker than normal. Choose a creature that you can see
within range. Until the spell ends, the target’s speed is
1st-level abjuration [aura] doubled, it adds 1d4 extra points of damage on weapon
attacks that are modified by Strength, adds 1d4 to its attack
Casting Time: 1 bonus action rolls, and gains an additional action on each of its turns.
Range: Self (15-foot radius) That action can be used only to take the Attack (one weapon
Components: V attack only), Dash, Disengage, Hide, or Use an Object action.
Duration: Concentration (partial), up to 1 hour
An aura of clarity radiates from you in an aura with a 15-foot For each round of acting under the spell, the target of this
radius. Until the spell ends, the aura moves with you, spell takes 5 (2d4) points of shadow damage, and reduce
centered on you. Each allied creature in the area deals 1 their maximum hit points by 2. The target may roll a
extra point of damage with their ranged weapon attacks. Stamina saving throw to end the spell. When the spell ends,
the target can’t move or take actions until after its next turn,
Heightened. For each spell level above 1st, allied as a wave of lethargy sweeps over it. The maximum hit
creatures deal 1 extra point of damage (up to 5 extra points points of the creature returns to normal at the end of a long
of damage at spell level 5). rest.

Note. This spell cannot affect creatures within the area of VAMPIRIC AURA
a devotion aura spell, or those under the effect of a
protection from good and evil spell (or similar abjurations). 5th-level abjuration [aura]

UNHOLY AURA Casting Time: 1 bonus action
Range: Self (15-foot radius)
3rd-level abjuration [aura] Components: V
Duration: Concentration (partial), up to 1 minute
Casting Time: 1 bonus action A hungering emptiness radiates from you in an aura with a
Range: Self (15-foot radius) 15-foot radius. Until the spell ends, the aura moves with you,
Components: V centered on you. The first time each turn an allied living

PAGE | 255 CHAPTER 11: SPELLS

creature deals melee weapon damage to a hostile creature ranged spell attack. On a hit, the target takes 3d8 slashing
that is not a construct or elemental, the regain 1 point of damage, and one of the following effects occur (your choice).
damage for each point of damage they deal (maximum 5
points). • If the target was casting a spell, they must succeed on a
concentration check with disadvantage or else lose their
Note: This spell is suppressed by the protection from good spell. If the spell's level is lower than the wind shear spell,
and evil spell (and similar abjurations). the DC is also increased by 5 points.

VOID ERUPTION • If the target was making a ranged attack roll, they make
the attack with disadvantage.
5th-level illusion
Heightened. For each spell level above 2nd, the initial
Casting Time: 1 action blast increases in damage by 1d8
Components: S, V
Range: 50 ft. WINDFURY TONGUE
By casting this spell, you choose a point within range. Every
creature within a 20-foot sphere of that point the area must 5th-level evocation [strike]
make a Spirit saving throw. A target takes 6d6 points of
damage on a failed saving throw or half as much damage on Range: Self
a successful saving throw. Half the damage is psychic, and Components: V, S
the other half is shadow. A creature who failed their saving Duration: 1 minute, or five uses (whichever comes first)
throw are also pulled 10 feet towards the center of the Over the next minute, whenever your turn starts (including
sphere (or the point you previously designated). This can this turn), you must roll a d20. On a 17 or higher, you may
pull creatures upwards or downwards. make another attack with the same action.

Heightened. For each spell level higher than 3rd level, the Heightened. The required dice result to trigger the extra
damage dealt by the spell increases by 1d6. attack is 1 point less on the d20 for every two spell levels
above 5th, to a minimum result of a 15 or higher on the d20.
VULNERABILITY AURA
WINDFURY TONGUE TOTEM
5th-level abjuration [aura]
7th-level evocation [totem]
Casting Time: 1 bonus action
Range: Self (15-foot radius) Casting Time: 1 action
Components: V Range: 30 feet
Duration: Concentration (partial), up to 1 hour Components: V, S
A forbidding, debilitating presence radiates from you in an Duration: 1 minute
aura with a 15-foot radius. Until the spell ends, the aura Once you place this totem, it emits an aura with a reaction.
moves with you, centered on you. Choose one of the This aura spreads in a 15-foot pulse, granting all allies the
following damage types: cold, fel, fire, or shadow. The target effect of a windfury tongue of 5th level.
must succeed on a Spirit saving throw or be affected by the
spell for its duration. The first time each turn the affected Heightened. If cast as a 9th level spell, the required dice
targets take damage of the chosen type, they suffer extra 10 result is a 16 instead.
(3d6) damage of that type. The extra damage cannot exceed
the total original damage. WRATH

Note. This spell suppresses and is suppressed by the Evocation cantrip
resistance aura spell.
Casting Time: 1 action
WIND SHEAR Range: 60 feet
Components: V, S
2nd-level evocation Duration: Instantaneous
You release a blast of nature magic towards any creature or
Casting Time: 1 reaction object within range. Make a ranged spell attack. On a hit, the
Range: 60 feet target takes 1d8 bludgeoning, slashing, or lightning damage
Components: S (choose one), and you can cast entangling roots for half
Duration: Instantaneous normal mana with a bonus action if targeting the same
Reaction. If a creature within range casts on or concentrates creature.
on a spell or uses a ranged attack.
You release shearing line of wind towards any creature that The spell's damage increases by 1d8 when you reach 5th
is the process of casting or concentrating on a spell. Make a level (2d8), 11th level (3d8), and 17th level (4d8).

PAGE | 256 CHAPTER 11: SPELLS

APPENDIX A: Conditions for one hour. Normally, a creature can hold their breath for
number of rounds equal to their Stamina score.
There are several new conditions that are mechanically
useful. To choke a creature already grappled, the grappler must
spend all their movement to tighten their grip, thereby
BLEEDING forcing the Stamina saving throw. This can be done multiple
times so long as the target is still grappled.
This condition causes a creature to lose the number of hit
points specified at the beginning of its turn each round due DISTRACTED
to blood loss. Unless the character takes precautions, they
leave a trail of blood behind them. When a creature cannot concentrate on spellcasting (such
as by being damaged, affected by specific spells, or abilities),
The creature can attempt another Stamina saving throw they must succeed on a Stamina saving throw or lose the
at the beginning of every round to end this effect. This effect spell they are about to cast, channel, or concentrate on.
is also ended if the target regains a number of hit points Effectively, this condition is inflicted whenever a spellcaster
equal to or greater than the bleed damage they take every is subject to one of the above conditions, and may negate it
round. The wounded creature, or a creature within 5 feet of with a successful saving throw.
it, can also use an action to make a DC 15 Spirit (Medicine)
check, ending the effect of such wounds on it on a success. The DC of the saving throw is equal to 10 or one-half
Creatures that do have blood (or similar functions) cannot be damage dealt. If the condition was brought on by an ability,
harmed by bleeding, subject to the DM’s option. it is instead the ability DC (or 8 + proficiency + the relevant
attribute modifier), and if inflicted by a spell, it is the spell
BURNING DC.

This condition causes a creature to take ongoing fire so long MALFUNCTIONED
as they are still alight. The target takes 1d6 points of fire
damage per round (or higher, as specified by the ability). This condition can apply to engineered devices when it
malfunctions (rolls a result on the d20 to activate from 1 to
If the target or a creature within 5 feet of it uses an action its number of Engineering Points invested). The item can
to put out the flames, or if some other effect douses the still be used again, but its malfunction rate doubles (round
flames (such as the target being submerged in water), the up). If a malfunctioned device malfunctions again, it suffers a
target is no longer burning. This condition can also be mishap.
removed by the chilled condition or from suffering from at
least 3 points of cold damage. The malfunctioned condition can be removed with one
hour of work or at the end of a short rest by a character who
CHILLED is familiar with the device’s operation (such as one who has
a schematic or blueprint) or is proficient with engineering
Usually inflicted by cold spells, the chilled condition reduces and the weapon.
the target’s primary movement speed by 10 feet until the
start of the caster’s turn in the next round. This condition For instance, a tinker shoots with a rare quality rifle (EP
can stack if applied from different spells or abilities. If the 3), dealing 3d8 damage. If his attack roll is between 1 and 3,
target’s speed is reduced to 0, they are restrained until their the device malfunctions, gaining the condition, which
speed is no longer 0, as ice coats their body. This condition increases the malfunction rate to 1-6. If the tinker uses the
can be removed by suffering from at least 3 points of fire device again (either out of desperation or confidence of a
damage. If multiple conditions are stacked, each 3 points good roll) and results in a 1-6 on a d20, it mishaps,
remove one case of the condition. depending on the device type (see below).

CHOKING MISHAPS

When a creature that needs to breathe barred from doing so Roll for a random mishap among the below possible ones
by an attack (such as a grapple check to choke or the (as appropriate for the device type), or the DM can choose
strangulate spell), a creature is choking. While choking, the one. If the mishap is inappropriate for the device, roll again.
creature is silenced, and must succeed on a Stamina saving
throw against the choker’s DC (8 + proficiency bonus + Roll Mishap
Strength modifier) or instantly lose their remaining rounds 1 Backfire (firearm).
of breath. When a creature runs out of breath, it can survive 2 Careening roll (bomb or rocket explosives).
for an additional number of rounds equal to its Stamina 3 Crippled (construct).
modifier (minimum 1 round). At the start of its next turn, it 4 Delayed explosion (explosive)
drops to 0 hit points and is dying or knocked unconscious 5 Drained (explosive, gadget, or construct)
6 Inefficient burning (construct or gadget)

PAGE | 257 APPENDIX A: CONDITIONS

7 Haywire control (contstruct) being reduced to below 0 charges, the device does not
8 Jam (explosive or firearm) function until fully charged.
9 Overheatred (gadget, firearm, or construct)
10 Deus Ex Machina (any) Inefficient Burning (construct or gadget). The device
consumes fuel at double the normal rate until restarted
Backfire (firearm). On a mishap, the firearm’s internal (construct) or left to cool down (gadget).
engine goes haywire, explodes, etc.
Haywire Control (construct). The construct activates
The firearm deals its normal damage in a 10-foot-sphere normally, but is hostile to anything in sight until it is
centered on the firearm itself. The user and any affected restarted. If a mecha, it cannot target any creature until
creature may perform an Agility check against the device DC restarted.
for half damage. The damage dealt concussive, and the
firearm takes the same damage, and does not apply Jam (explosive or firearm). On a mishap, the device
resistance of any type, automatically bypassing its damage doesn’t function. It takes a minute to clean out or to fix with
threshold (if possible). engineer’s tools.

Careening roll (bomb or rocket explosives). The Overheated (gadget, firearm, or construct). The device
explosive slips into an unintended direction. Roll a 1d8. cannot be used again until one hour passes or until treated
Clockwise, each number represents a direction (1 for 1 minute by engineer’s tools. If a construct, it stops
represents forward, 5, backwards, 3 on the right, 7 on the moving and acts as if paralyzed.
left). The explosive flies off to that direction instead of its
original direction, to the same range it was originally Deus Ex Machina (any). The device loses the
thrown. malfunctioned condition or benefits form a superfunction (as
the tinker ability of the same name).
Crippled (construct). The construct act as if slowed (as
the slow spell) until restarted. SCORCHED

Delayed explosion (explosive). On a mishap, the Usually inflicted by fire spells, the scorched condition
explosive explodes after a short period (1d4 rounds). reduces the target’s weapon damage by a number of points
equal to 2 (or if brought on by a hostile creature, a number of
Drained (explosive, gadget, or construct). The device damage points equal to their proficiency bonus).
loses 1d4 charges. If a device or construct and

PAGE | 258 APPENDIX A: CONDITIONS

APPENDIX B: Gods of the Warcraft Universe

Dozens of entities are revered in the Warcraft universe, some races personify their faiths in the form of a god, but
often forming cults, churches, and organizations around understand that their “god” is really just a symbol of their
central tenants. philosophical beliefs, not an actual being. Others, such as
Most races possess some sort of cultural faith that reflects Firelord Ragnaros, are seen by some to have achieved a god-
their values, fears, and hopes. Some worship gods or like status. The Warcraft universe does has powerful,
demigods as actual beings (either as a God, gods, or immortal beings, such as Elune, the Old Gods and the
demigods is debatable among the races themselves), while Titans, and their influence greatly affects the world.

Entity Alignment Class Symbol
Ancestor Worship Neutral Shaman A totem or a mask
Burning Legion Chaotic Evil Warlock Stylized green wings
Dragon Worshop Varies — Shadow of a dragon
Druidism and Elune Neutral Good Druid, moon priestesses Upwards crescent
Forgotten Shadow Chaotic Neutral Shadow priests A reverse holy mark
Holy Light Lawful Good Holy priests, paladins The holy mark
Lich King Lawful Evil Death priests, death knights Skull and runeblade
Titans Lawful Neutral — A Stylized blue rune
Void Lords, Old Gods Neutral Evil Mad shadow priests A black-violet sphere
Voode and Load — See description —

ANCESTOR WORSHIP Sargeras created it with the purpose of destroying all world-
souls in the universe in order to prevent the void lords from
TENANTS corrupting them, which would lead to the birth of a dark
titan, a being of unspeakable evil that would utterly
Ancestor worship has no set tenants save for that of dominate the universe.
individual ancestors, as just as some shamans negotiate
with the spirits and channel their ancestral echoes to utilize The Legion is responsible for the annihilation of countless
shamanistic abilities, so exist dark shamans who bind and species and some entire planets across the Great Dark
force the elements to do their bidding. Beyond, and it transcends all universes destroying their
possible worlds in the grand Burning Crusade. Thrice it has
REPRESENTATIVES invaded Azeroth, and was only beaten back at a terrible cost
every time. Much of Azeroth's history — including the First,
Elementals and spirit animals are often considered Second, and Third War — was due to the Legion's influence.
representatives of shamanism. It can be said that the Legion is Azeroth's nemesis, since it
caused the Sundering of Kalimdor, corrupted the orcs and
Shamanism intersects with ancestor worship on many sent them to invade Azeroth, created the Lich King, and was
levels, as the dance of the elements include the spirits of the source of most of Azeroth's scars. Finally, it should be
earth, fire, air, water, and life. noted that Azeroth is the only known planet that the Legion
has ever failed to conquer.
BURNING LEGION
DRUIDISM AND ELUNE PRIESTHOOD
TENANTS
TENANTS
The Burning Legion believes that to purge the cosmos of all
life is better than to leave it ripped apart by the Void, for they Respect for the wilds, reverence of Wild Gods, with Elune as
believe no other force can stop the Void but they, and a prime among them.
despise all others.
REPRESENTATIVES
REPRESENTATIVES
Fey and beings from the Emerald Dream
The demons of the Burning Legion and other races so Druidism and the Priesthood of Elune is a spiritual path:
suffused with fel magic that they are no different from
demons. firstly acknowledging and honoring each spirit as an
individual life; secondly honoring the Wild Gods, which is
The Burning Legion (simply the Legion or the Burning headed by the Moon Goddess Elune (known to the Tauren
Shadow) is a vast, innumerable army of demons and
corrupted races who seek to destroy all life. The fallen Titan APPENDIX B: GODS OF THE WARCRAFT UNIVERSE

PAGE | 259

as Mu'sha), the only true deity on Azeroth. Druidism is positively influences the universe in a positive cycle), and
historically tied to worshipping Elune and the rest of the ascension (where the follower of the forgotten shadow gains
Wild Gods, and both faiths are close enough to be the power to transcend death, becoming invulnerable,
considered one. invincible and eternal. In essence, he becomes a god.)

The druids and priestesses seek guidance — or REPRESENTATIVES.
interference — from the spirits, asking the small spirits for
small tasks and entreating Elune or one of the other wise The cult is acknowledged only in the lands of the Forsaken.
and powerful spirits of the forests for more significant tasks. The Cult of Forgotten Shadows (or Cult of the Forgotten
They see their forests as havens for living spirits, and as
such are bound to defend them. It has become the highest Shadow) is a group considered heretical by most, who
priority for the Cenarion Circle to heal the corruption of believe that dark energy practitioners are just as vital to the
their precious forests caused by the demonic and undead survival of life and reality (which they call "the Shadow") as
invasion of the Third War. As the spirits have served them wielders of the Light. The cult preaches balance, mandating
for thousands of years, the druids seek to give back to the that shadow priests must never forget the dangers of falling
spirits by healing the very living woods. too deep into the dark energies they manipulate, for it is
often too hard to find one's way back to the Shadow from
FORGOTTEN SHADOW the deep reaches of the darkness. Those who upset the
balance end up mad, or worse, serving the Void Lords.
TENANTS
The Cult of Forgotten Shadow teaches that the Forsaken
The three virtues of the Forgotten Shadow are death (where of Azeroth were too weak to ascend. Their undead state is a
death is the gateway to ascension, but must be balanced curse brought on by that weakness. Once the Forsaken learn
with life), compassion (though often reserved for other to master themselves and control the world around them,
cultists, the forgotten shadow believes that bettering the self they shake off that curse and become what they always
should have been.

PAGE | 260 APPENDIX B: GODS OF THE WARCRAFT UNIVERSE

HOLY LIGHT Created initially as the precursor to an invasion by the
Burning Legion after their previous failures, the Scourge
TENANTS broke free from their demonic masters and aided in the
Legion’s defeat at Mount Hyjal in the Third War. Under the
The three virtues of the Holy Light are respect (where one iron rule of the dread Lich King, a being formed of Ner’zhul
must respect all that is, and the connections things share (the former orc shaman and warchief of the Shadowmoon
with one another in the universe), compassion (as a follower clan) and Arthas Menethil (the former human paladin and
of the holy light believes that bettering the universe benefits crown prince of Lordaeron), the Scourge built up their
himself in return as a positive cycle), and tenacity (training power base on the Arctic continent of Northrend. Their
under the Holy Light that weeds out the unfaithful, for true influence spreads throughout Northrend, as well as the
dedication takes years, and positivity prevents time eroding Plaguelands in northern Lordaeron and southern
an adherent’s will). In some respects, it can be described as Quel’Thalas, and even Kalimdor to a small degree. A
divine humanism. terrifying and insidious enemy, the Scourge remains
perhaps the most dangerous threat to the world of Azeroth.
REPRESENTATIVES
TITANS
Naaru, providing healing and protection
The holy light whispers and grants power to those who TENANTS

follow their ideals, regardless if they show the same The virtues of titans are order (banishing chaos and
alignment as the entity itself. In a dark world with few good ordering the Great Dark Beyond), compassion (imbuing
forces, the holy light is one of the few shining sources of their power and protecting lesser races until they reach their
goodness in the world, with its representatives. full potential), and preservation (destroying corruptive
influences such as Old Gods, Void Lords, and demons of all
The Holy Mark is an upright line middling two half-circles kinds).
one pointing up, and one pointing down (or as the Celtic
Cross without the middle line). REPRESENTATIVES

LICH KING The creations of the Titans are usually considered their
representatives. Although most are missing in Azeroth, there
TENANTS are yet relics left from the primordial days where Titans
visited the planet.
The Lich King has no real tenants, but idolizing him as a
paragon of mastery over death led to the development of the The titans are a race of colossal, planet-sized cosmic
priesthood of the Forgotten Shadow. The Lich King himself beings, composed of arcane magic and the primordial
desires complete dominion over Azeroth and banishing the matter from which the universe was born. They roamed
Burning Legion from it. Whether the army he builds is to across the cosmos like walking worlds, imbued with the raw
stand against the Void Lords’ attempts to take over the power of creation itself. The titans used this incredible force
planet and conquer the world-spirit Azeroth for himself is to find and awaken others of their kind. Hailing from the far
known only to him. reaches of the cosmos, they shaped and brought life and
order to countless worlds across the Great Dark Beyond.
REPRESENTATIVES They were described as perfect and majestic beings who are
akin to gods. Knowledge of them is very scarce, and there
The Scourge and the Cult of the Damned are more legends and theories of them than facts, with the
only ones who have an inkling of their powers (or even their
existence) are beings the Titans directly interacted with eons
ago, such as the leaders of the Dragonflights, the Old Gods,
and the Titans’ creations (such as the Earthen).

Unknown to most in Azeroth, the Titans are heavily tied to
the cosmic force known as the arcane. In fact, it is their very
lifeblood, for the original Well of Eternity, an enormous lake
of volatile arcane energies, was literally the literal blood of
Azeroth's world-soul. They are also uniquely susceptible to
fel magic. A world-soul is the name given to the spirit of a
titan. The first and most vulnerable stage of a titan's life,
world-souls are powerful, nascent titan souls who originate
as masses of energy spun out into the cosmos at the
moment of its creation, eventually finding comfort in the

PAGE | 261 APPENDIX B: GODS OF THE WARCRAFT UNIVERSE

warmth of a sun. In time, a planet coalesces around the VOODOO AND THE LOA
newly-formed world-soul, protecting it as it grows. These
nascent titan souls exist within the fiery cores of a small TENANTS
number of worlds scattered throughout the Great Dark
Beyond; there they slumber for ages, suffusing the planets Voodoo is a type of nature worship, where sacrifices and
they inhabit with Spirit energy as generations of life live and cannibalism intertwine. It is a type of dark magic that keeps
die upon them, before eventually awakening as living worlds, high reverence for nature and its wilds such as animals.
and emerging as titans. Azeroth is one such world, and the While the practice can be dangerous, it is known to greatly
titan within it is feared to possibly be the greatest titan of all, benefit its practitioners. Trolls specifically, have always been
should he awaken. followers of this ancient craft. Those trolls who practice the
voodoo magics hold it to high regard and are a very
VOID LORDS important part of troll society. While it is a form of magic, it
is only an extension of its masters, the Loa spirit
TENANTS
REPRESENTATIVES.
Polar opposite of the Holy Light
Shadow Hunters, Troll High Priests (discipline priests), and
REPRESENTATIVES Witch Doctors

The Old Gods and their servants Voodoo and Loa worship is a syncretic faith, mixing
The void lords are monstrous entities composed of pure elements of Druidism (following the Wild Gods, except
Elune) and Ancestor Worship (venerating ancestors who are
shadow energy who dwell within the Void, a terrifying and now immortal in the Shadowlands, such as Bwonsamdi and
nightmarish outer realm. Merciless and cruel beyond Lukou).
imagination, they seek only to twist reality into a realm of
eternal torment, and ultimately to devour all matter and Followers of the Loa and users of voodoo worship the
energy and the universe itself. Wild Gods directly, except Elune, instead admiring the
savagery and viciousness of the ancient beings. All Wild
However, only the most powerful of the void lords can gods are Loa, but not all Loa are Wild gods, however, as the
actually manifest in the physical universe, and only for Loa spirits such as Bwonsamdi and other various Loa
limited amounts of time for their energies quickly seep into resembling spirits of trolls have no connection to the Wild
nothingness. They thus must consume untold amounts of gods or the Emerald Dream.
matter and energy to maintain their presence.
They are in fact, ancient and powerful troll ancestors that
In their struggle to impose dominion over reality, they now live in the Shadow Lands. Not all trolls that die become
conflicted with the Titans, and, lacking the power to subdue Loa. What makes a troll spirit a loa is a mystery, though it is
or dominate them, have targeted them in their infancy, speculated that it has something to do with the amount and
corrupting still-sleeping World-souls. Void Lords send seeds type of magics they acquired during life.
of corruption and create servitor beings in other realms,
creating the Old Gods, monstrous beings of ancient power There are several known Loa, including but not limited to
that spread across a World-soul’s surface, eventually the following
corrupting the Titan sleeping within into rising as a Dark
Titan who serves the Void Lords. • Hakkar the Blood God
• Shirvallah, the Tiger.
The Void Lords are a font of shadow power, being what • Rhunok, the Arctic Bear.
could be considered the true embodiment of the Forgotten • Lukou, Loa of Healing and Respite.
Shadow’s ideals. However, that is not the only • Ogoun, Loa of War
interpretation. Followers of the Forgotten Shadow may wish • Dambala, Loa of serpents and treachery.
to struggle against the wills of the Void Lords and the Old • Bwonsamdi, Loa of the cemeteries and the restful sleep of
Gods, just as the practitioners of fel magic may struggle
against the influence of the Burning Legion. Perhaps, when the dead.
all is said and done, the Forgotten Shadow is able to • Shango, Controller of the Realm of Storms.
distance itself as a philosophy from its origin as an • Zanza, worshiped by the Zandalar Tribe.
expression of the Void Lords’ will. • Gonk the Great Hunter, is an ancient spirit Zandalarian

tales.

Each Loa has a favored and hated animal

PAGE | 262 APPENDIX B: GODS OF THE WARCRAFT UNIVERSE

APPENDIX C: Planes of Existence

THE COSMIC FORCES REALMS OF EXISTENCE

LIGHT AND SHADOW THE GREAT DARK BEYOND

Light and Shadow are the most fundamental forces in The Great Dark Beyond represents the physical universe. It
existence. Although contradictory by their very nature, they is an infinite living realm composed of innumerable stars,
are bound together on a cosmic scale. One cannot exist worlds, and mortal civilizations.
without the other.
Azeroth – the world of Warcraft – is merely one of the
Pure Light and Shadow dwell in the realm outside the countless worlds drifting through the vast reaches of the
border of reality, but shades of their presence are found in Great Dark Beyond.
the physical universe. Light manifests as holy magic, while
Shadow (also referred to as “The Void”) manifests as Few beings have the ability to survive in the airless frozen
shadow magic. sky that is the Great Dark Beyond, but some have explored
these regions, namely the Draenei and the Titans.
LIFE AND DEATH
It is possible to contact another world or civilization
The forces of Life and Death hold sway over every living across the Great Dark Beyond, usually with aid of the gate
thing in the physical universe. The energies of Life, spell as if the world is on another plane of existence.
commonly known as nature magic, promote growth and
renewal in all things. Death, in the form of necromantic The gate spell can also be made permanent to link two
magic, acts as a counterbalance to Life. It is an unavoidable worlds and planets (such as was done between Azeroth and
force that breeds despair in mortal hearts and pushes Draenor through the Black Gate), but this requires casting
everything toward a state of entropic decay and eventual the spell every day for one year. The DM may require
oblivion. additional prerequisites, such as construction of a physical
gate or a quest.
ORDER AND DISORDER
THE TWISTING NETHER
The forces of Order and Disorder govern the cosmic
systems of the physical universe. Order is most commonly An astral dimension that lies in parallel with the Great Dark
perceived in reality as arcane magic. This type of energy is Beyond, the Twisting Nether is a place where the forces of
innately volatile, and wielding it requires intense precision Light and Void bleed together, engulfing this realm in
and concentration. Conversely, Disorder is manifested as perpetual strife. At times, the volatile magics that pervade
highly destructive fel magic. This brutal and extremely the Twisting Nether intrude upon the physical universe,
addictive energy is fueled by drawing life from living beings. warping reality beyond measure.

Despite being addictive when exposed to it over long Fiends and Celestials originate from the Twisting Nether,
periods and volatile in nature, arcane magic is also highly which is known to Humans and other adherents to the Holy
structured and more inclined to transmutation more than Light as Heaven or Hell (depending on the region in the
evocation, making it a force of building, as opposed to fel, unexplored realm).
which is a force of pure destruction.
THE EMERALD DREAM
THE ELEMENTS
The Emerald Dream is an ethereal realm of spirits and
The elements of fire, air, earth, and water serve as the basic untamed nature that exists alongside the world of Azeroth.
building blocks of all matter in the physical universe. Incredible beings known as the keepers forged the Emerald
Shamanic cultures have long sought to live in harmony with, Dream to act as a map for the evolutionary path of Azeroth’s
or assert dominion over, the elements. To do so, they call flora and fauna. The two realms are bound as one: as life
upon the primordial forces of Spirit and Decay. Those who ebbs and flows across the physical world, the spiritual
seek to bring balance to the elements rely on Spirits energies that saturate the Emerald Dream keep pace with it.
(sometimes referred to as the “fifth element” by shaman, or
“chi” by monks). This life-giving force interconnects and Although tied to the physical world, the Emerald Dream is
binds all things in existence as one. Decay is the tool of a place that most mortal minds will find alien and surreal.
shamans or witch doctors seeking to subjugate and But some of those minds, by channeling druidic magic, can
weaponized the elements or Loa themselves. enter a state of dreaming and consciously navigate the
Emerald Dream. Their thoughts can also shape and
PAGE | 263 influence portions of this verdant spirit realm, but the
imprint that these dreamers leave behind is never
permanent, and can be contested by other dreamwalkers.

In the dreamways, time and distance are mutable. Spirits
flow like the living winds though lush tracks of constantly
shifting primordial woodlands. What appears tangible one

APPENDIX C: PLANES OF EXISTENCE

moment becomes intangible the next; seemingly physical universe. Many believe that mortal souls are drawn
impermeable landmarks transform in the blink of an eye. into this dark place at the point of death, where they remain
forever after. Still others hope that their souls will go to a
THE SHADOWLANDS brighter place, rather than language for eternity within the
cold confines of the Shadowlands.
Like the Emerald Dream, the Shadowlands are tangentially
linked to the world of Azeroth. Yet whereas the Emerald Undead spellcasters (especially necromancers and liches)
Dream represents life, the Shadowlands represent death. are familiar with the Shadowlands, and the Lich King is
They are nightmarish realms of decay, labyrinthine spiritual suspected to have explored the realm multiple times,
planes teeming with the souls of the dead who have passed drawing strange creatures from it to serve him, and binding
from the world of the living. them to his service.

The origins of the Shadowlands remain uncertain, but
they have existed ever since mortal life first arose in the

PAGE | 264 APPENDIX C: PLANES OF EXISTENCE

APPENDIX D: INSPIRATIONAL CONTENT

Arthas: Rise of the Lich King [Book] / auth. Golden Warcraft III: Reign of Chaos [Video Game]. - [s.l.] : Blizzard
Christie. - 2009. Entertainment Inc., 2003.

Beyond the Dark Portal [Book] / auth. Rosenberg Aaron Warcraft III: The Frozen Throne [VIdeo Game]. - [s.l.] :
and Golden Christie. - 2008. Blizzard Entertainment Inc., 2004.

Cycle of Hatred [Book] / auth. DeCandido Keith R.A.. - Warcraft: Orcs & Humans [VIdeo Game]. - [s.l.] : Blizzard
2006. Entertainment Inc., 1994.

Dawn of the Aspects [Book] / auth. Knaak Richard A.. - World of Warcraft [Video Game]. - [s.l.] : Blizzard
2013. Entertainment Inc., 2004.

Day of the Dragon [Book] / auth. Knaak Richard A.. - 2001. World of Warcraft Chronicle [Book] / auth. Blizzard
Jaina Proudmoore: Tides of War [Book] / auth. Golden Entertainment. - 2016. - Vol. 1 : 3.

Christie. - 2012. World of Warcraft Chronicle [Book] / auth. Blizzard
Lord of the Clans [Book] / auth. Golden Christie. - 2001. Entertainment. - 2017. - Vol. 2 : 3.
Night of the Dragon [Book] / auth. Knaak Richard A.. -
World of Warcraft Chronicle [Book] / auth. Blizzard
2008. Entertainment. - 2018. - Vol. 3 : 3.
Of Blood and Honor [Book] / auth. Metzen Chris. - 2001.
Rise of the Horde [Book] / auth. Golden Christie. - 2006. World of Warcraft: Battle for Azeroth [Video Game]. -
Stormrage [Book] / auth. Knaak Richard A.. - 2010. [s.l.] : Blizzard Entertainment Inc., 2018.
The Demon Soul [Journal] / auth. Knaak Richard A. // War
World of Warcraft: Cataclysm [Video Game]. - [s.l.] :
of the Ancients Trilogy. - 2004. Blizzard Entertainment Inc., 2010.
The Last Guardian [Book] / auth. Grubb Jeff. - 2002.
The Sundering [Journal] / auth. Knaak Richard A. // War of World of Warcraft: Legion [Video Game]. - [s.l.] : Blizzard
Entertainment Inc., 2016.
the Ancients Trilogy. - 2005.
The Well of Eternity [Journal] / auth. Knaak Richard A. // World of Warcraft: Mists of Pandaria [Video Game]. -
[s.l.] : Blizzard Entertainment Inc., 2012.
War of the Ancients Trilogy. - 2004.
Thrall: Twilight of the Aspects [Book] / auth. Golden World of Warcraft: The Burning Crusade [Video Game]. -
[s.l.] : Blizzard Entertainment Inc., 2007.
Christie. - 2011.
Tides of Darkness [Book] / auth. Rosenberg Aaron. - 2007. World of Warcraft: Warlords of Draenor [Video Game]. -
Vol'jin: Shadows of the Horde [Book] / auth. Stackpole [s.l.] : Blizzard Entertainment Inc., 2014.

Michael. - 2013. World of Warcraft: Wolfheart [Book] / auth. Knaak Richard
War Crimes [Book] / auth. Golden Christie. - 2014. A.. - 2011.
Warcraft II: Beyond the Dark Portal [Video Game]. - [s.l.] :
World of Warcraft: Wrath of the Lich King [Video Game]. -
Blizzard Entertainment Inc., 1996. [s.l.] : Blizzard Entertainment Inc., 2008.
Warcraft II: Tides of Darkness [Video Game]. - [s.l.] :
World of Warcraft; Illidan [Book] / auth. King William. -
Blizzard Entertainment Inc., 1995. 2016.

PAGE | 265 APPENDIX C: PLANES OF EXISTENCE

CHANGE LOG August 22 (1.9): Cleaned up races, added cobble to 1st level tinker,
cleaned up mountain king and spellbreaker, added more spells
Oct 11, 2015: Version 1.0 Beta completed. (low-level Sunbeam, Detonate Mana, Moonfire, Sunfire, added
Oct 12: Added Death Knight and Druid spells. spell list for all new spells, added arcane engines (or
Oct 18: Added mage and paladin spells. Next is priest (shaman Spelljammers!) to Engineering, Unholy Frenzy to DKN, Evocative
Consecration can’t move but slows enemies, Ethereal
included) Banishment added to SHM, Fade to DRD and MGE, Tranquility to
Oct 20: Added all initial spells. SHM, and added Relics (only Librams and Sigils now).
Oct 30: Finished equipment chapter
Nov 1-11: Updated monsters and polished abilities. October 13 (1.9.5): Moved all monsters to separate document.
Nov 13: Released 1.3 update: Added Druidic archetypes and some November 1 (1.9.55): Added several spells, update to 2.0 ongoing.
November 28 (2.0): added spell interruption mechanic (expanded
machines.
Dec 6: Shaman and archetypes released. 5e rule to all casting), standardized aura/shout effects, switched
Dec 13: Added Tinker base class and removed it from Rogue class, arms warrior abilities (bladestorm and bloodthirst strike
exchanged places), added emergency mana-restoration effects
updated the engineering system, did organizational cleanup. for mages, priests, warlocks, and shamans. Added Lightslayer
Jan 16, 2016: Version 1.5 Released. Added monk class and revised archetype, and added or modified 16 spells.
December 20 (2.0.2): Fixed general formatting, Arcane Shot,
several spells Blessing of Kings, Death Grip, Death Pact, Denounce, Drain Life,
Jan 22: Patch 1.5.5 released. Clarified engineering system and Earthbind, Earth Shield, Lightning Shield, allowed Lightning Bolt
to also replicate Chain Lightning, and made elemental Shock cost
cleaned up equipment chapter. less mana. Improved Tauren’s Plainswalker, Warlock’s Soul
Jan 24: Patch 1.5.8 released. Cleaned up weapon infusions, and Shard, Warrior’s Howl, added Kalimag to shamans (elemental
tongue), and removed outdated references to Paladins’ Crusader
added several magical items. Aura.
Jan 28: Patch 1.5.9 released. Cleaned up mana system, and several December 25 (2.0.5): Overhauled formatting, minor tweaks in
preparation for content patch.
spells. Added new debilitate spell (Mind Blast), and high elves February 4 (2.1): Change in format, consolidated several spells into
gain +2 additional mana. Also added magical vampirism, and arrays, cleaned up several abilities, added alchemical engine
arcane addiction optional rule. March 21 (2.2): Added 10+ alchemical items, 3+ gadgets, flashbang
Jan 30: Patch 1.5.9.5 released. Tied Paladin auras to proficiency grenades, +6 relics, mana shield no longer requires
bonus, and added tinker passive ability to lower malfunction rate concentration, updated auras (all), new magical items,
of devices. introduction of armor sets, infused ammunition, added Warlock
Feb 2: Version 1.6 released. Added full writeup for all classes (most and Shaman spell lists
focus was on the Death Knight/Paladin, Warlock, and Warrior). April 27 (2.3): Added more technological objects (default mines,
Some abilities shifted places. Shaman reworded + new minor firework explosives), rules for planting explosives on targets, the
ability. Paladin/Death Knight auras shifted to level 3, Divine bayonet and bayonet shot (allowing Strength to contribute to
immunity/cursed carrier moved to level 6. Paladins and death firearm fighting in melee), clarified reloading times for firearms
knights prepare spells in books (for paladins). Death knight gains June 5 (2.4): Clarified auras, overhauled the Death Knight’s Army
runeblades which scale with level. of the Dead ability (tied to Animate Undead) clarified
Added skill prerequisites, and the infusion skill. spellcasting and mana costs (reduced cantrips’ cost to become
Feb 6: Cleaned up format. free at 5th level+), caster levels, and other mechanics (all casters
Feb 8: Version 1.6.4 released: quick fixes for Shaman abilities, have spellbooks or equivalents; spellcasters can also gain spells
added Conjure Creature and Animate Undead/Construct spell for by leveling up, taking others’ spellbooks, being tutored by
unification of spell lists and to provide additional options. another caster or creature such as demons or fey, or researching
Feb 18: Quick fix removing reference to caster level and obsolete unique spells). Added new and fixed old spells (Psychic Terror,
terms. Thanks, Omega9999! Slumber, Bind Creature, which replaces Create Undead, Planar
Feb 21: Added orc grunt and peon, fixed warrior’s shouts to act Binding, and Planar Ally; Conjure Creature more uniform,
somewhat similarly to paladin auras. evocative consecration renamed to consecration), potions can
Feb 28: Overhaul mana, returned the concept of caster level and now act in area of effect instead of being solely based on their
‘set’ spells. Fix soon for currently prepared spells for units. original spell parameters, added new magical items (Truesilver
Altered paladin/death knight lay on hands/corrupting touch to Champion, Hand of Ragnaros, and armor sets among others).
function on 50% mana increments.
March 15: Added Altar rules. MAY 22 (2.5):
March 21: Leveled up Keeper of the grove to 7, Dryad to 2, and
performed various adjustments. Cure and Inflict are repurposed Intro
to act as Holy Light/Death Coil and Flash of Light, Shamans gain
Healing Waters (Riptide as of 1.8) and Healing Totem, while Clarified resurrection in lore, added conditions to simplify cold
Druids get Rejuvenation and Healing Rain. magic’s speed reductions, added scorched and chilled
April 19 (1.6.9): Added the Demon Hunter, renovated several conditions, and clarified an ambiguity in 5e regarding choking
spells, added several monsters. (making garrotes and choking someone to unconsciousness
June 3 (1.7): Added Shadow Hunter, revised the warlock, hunter, possible mechanically).
and demon hunter, revised several spells, and added several
monsters. Fixed several incorrect terms. Thanks, George Hess! CHANGE LOG
July 29 (1.8): Added apothecary, mountain king, 10+ spells, 10+
monsters, and alterations

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Races Conjure/Charm/Hold/Dominate/Bind only, and cut extraneous
verbiage)
Rebalanced (mostly by nerfing) racial talents and reconsolidating Overhauled Invigorate/Debilitate (HoT/DoT) into Sigil spells
others (Stoneform split into permanent natural armor and a (Ancestral Guardian, Banshee's Curse, Carrion Swarm, Curse of
1/long rest ability, arcane legacy, rage/berzerking, and war Agony, Demonic Doom, Earth Shield, Holy Fire, Immolate,
stomp) into others. Inferno Blast, Lava Blast, Living Bomb, Mind Blast, Mind Flay,
Moonfire, Parasite, Rejuvenation, Renewing Light, Riptide, and
Rebalanced all races using the Detect Balance homebrew tool, Shadow Strike).
boosting most (gnome, draenei, goblins, orcs, pandaren) and Removed Lightning Shield (rolled into elemental armor),
nerfing a few (night elves can no longer hide as a bonus action, Swiftmend (rolled side powers to Rejuvenation), Nature's Seed
worgen form lost some powers) (no clear role in overhaul), and Water Shield (allowed Shamans
to cast Blessing of Wisdom), cleaned up death pact and lightning
Classes bolt (made chain lightning a shaman name), Mind Blast/Flay are
Cha saves instead of Spi, changed Soul Fire to be a Warlock
Added the Alchemist Class (repurposed Apothecary subclass, rolled version of Pyroblast (due to closeness). Also nerfed Death and
the Apothecary subclass and made two others: mutant and Decay, and unified spell format.
transmutor) Added magic weapons (Mana Blade, Aetish,
Frostmourne/Shadowmourne), and based items on rarity rather
Added class talents (warriors can now rage, turned shout into a than price
talent, including many others (hunter, rogue, and warrior,
simplified fan of knives and other rogue talents), most are OCTOBER 4 (3.0)
interchangeable, allowing a hunter to take the warrior’s heroic
throw, a rogue to take the hunter’s umbral sight, and the warrior Major overhaul to organization, added appendixes for conditions,
to take the rogue’s misdirection to simulate troll headhunters, religions, classes in lore, and inspirational reading. Further changes
forsaken deathstalkers/lightslayers, and high elven (besides organizational ones) are detailed below.
blademasters, respectively, as well as to provide for most racial
archetypes without making them actual archetypes, but chosen Chapter 1: Focus/foibles and other ways of determining ability
abilities. scores, as well as summaries with each race

Added Two Weapon Fighting style for Death Knights, modified Chapter 2: Minor clarifications on sources of abilities based on
Hunter’s/Warlock’s bonded companion, incorporated several talents
conceptual changes from Unearthed Arcana’s Ranger class into
the Hunter, modified Frost Mages for more parallel with Fire Chapter 3: Added guidelines for building original PHB classes.
Mages, clarified Paladin Seals and Crusader Strike, and Moon Cantrips known is always equal to proficiency bonus (though
Priesthood powers, added Tinker Notebook some abilities grant additional cantrips).

Removed Lightslayers and folded powers into hunter and rogue Modified the tinker’s archetypes and wording to be updated to the
talents. changes to engineering to clarify use of certain gadgets
(harnesses). Moved Reliability’s bonuses to Tech Know-How to
Cleaned up all spell lists and unified their format. make more reliable machinery (buff to tinkers).
Monk lost Brewer ability.
Paladins’ lay on hands and death knights’ corrupting touch were
Skills and Tools simplified and strengthened. Revised invocation and similar
abilities (ancient power, desperate prayer, mana surge, demonic
Added CP and alternate crafting (via crafting points) rules, added invocation) to take 1 action and bonus action, and restore mana
malfunctioned condition for devices, fixed existing skills to as if resting for 1 hour, usable more frequently. This results in
accommodate slightly higher mana (enough for two highest-level spells),
quicker use, and synergy with the change with mana potions
Clarified Touch-Blast Strike and explosive fuses (work off similar mechanics, higher rarity gives more effective
Clarified and simplified gathering materials from creatures hours of rest), along with the increase in total mana pool (and
clarified spell costs).
(harvesting) and objects (scavenging).
Clarified the cost of consumables under the Item Creation Table Talent wording updated (fan of knives finally satisfactory, dire
strike, etc.), changed Bladestorm to a talent and cleaned it up,
Feats and added two more talents (execute and stunning slam), gave
Arms warriors Charge to compensate. Added synchronized uses
Brew Mastery feat introduced, which is the Monk Brewer ability, of abilities (sweeping strikes adds to area damage, tremor +
now turned into a feat instead to simplify the monk and heroic leap deals double damage). Changed saving throws for
augment their versatility should they choose to take it. It still alchemist, death knight, druid, paladin, shaman, and warlock to
requires Ki, and is one of the more class-oriented feats. make distribution more even. Added caster level to class sheets,
and rounding of caster levels. Rogue flash bomber talent
Magic and Spells replenishes on short rest. Beast Master hunter has abilities
updated to reflect the animal companions’ ability to attack
Cantrip number now tied to 1st level spells prepared. without being commanded with an action (under Bonded
Added new spells for Alchemist (Bomb, Mutation, Shift Skill), Companions). Also received a boost in terms of the Frenzy
ability.
altered existing spells (frost/fire armor rolled into Elemental
Armor and granted for Shamans, Entangling Roots added to Alchemist. Alchemist spellcasting-like ability has a caster level of 1
Alchemist, brilliance aura lowered to level 4, Aerial Shackles, per alchemist level, up from 0.75. Cancelled artifact-level
Telekinesis, and Death Grip rolled into a low level Telekinesis 3,
DKN, MGE, and WRK, unshackled Charm and Dominate spells CHANGE LOG
from being Person-Monster, and made them specific to
creatures the class can bind, renamed
Conjure/Charm/Hold/Dominate/Bind Creature to

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potions, and added a new capstone feature for alchemists: MARCH 3 (3.1)
synthesized potions. Clarified spontaneous potions. Reorganized
feature list, added text for mettle and multiple potions, and Chapter 1: Added guidelines for wealth to apply to tinkers,
switched their access rates. Clarified flash bomber. Clarified alchemists, and classes that can craft or want to benefit from
actions to make potions. guidelines for wealth expectations.
Changes made alchemists a variable spellcaster who has slower
‘casting’ but can call on more resources, without employing Chapter 2: Added the Nightborne and Void Elf races from Legion,
mana, and with possibly better support though limited to a as well as Broken from the Monster Guide. Other races
specific spell list. (Lightforged Draenei, Highmountain Tauren, Mag’har Orcs,
Chapter 4: Added character details, inspiration, and all new Zandalari Trolls, and Kul Tiran Humans are not mechanically
backgrounds based on orders and organizations in the different from those in the core rules, and hence require no
games/media (kirin tor, sentinels, etc.) that complement existing conversion). Fel orcs, of course, can be represented by the
5e backgrounds (using Knight for Stormwind knight, etc.) appropriate template in the Monster Guide. High elf/blood elf’s
Chapter 5: Overhauled organization for equipment, made cleaner Arcane Legacy bonus reduced from +4 to +2, and troll
and grouped skill products, removed lingering references to regeneration altered to serve as ‘advantage’ on healing rolls.
activation checks for engineered devices. Added Ashbringer Forsaken’s Cannibalize simplified and clarified, as well as
Clarified armor set crafting integrated to mana vampirism (now called mana siphon to be
Chapter 6: Clarified multi-classing, and added attribute change. more neutral-sounding and lore-friendly).
Chapter 7: Modified the engineering kit and unified wording to
engineer’s tools Chapter 3: Altered relevant classes and archetypes to
Chapter 8: New chapter, including between adventures, accommodate aura changes. All spellcasting classes have their
location/settlement sheets, vehicles, adventuring scales, and conjuring and binding choices updated with monstrosities or
lore. Gives framework for overland adventuring. aberrations and oozes (were previously excluded)
Chapter 9: New chapter, including actions, damage/healing. This
(and chapter 8) will synergize with kingdoms, strongholds, and Alchemist: Alchemist had revisions to ability names to simplify the
war, and references to it was removed. sheet, and unified some mechanics. Cantrips were clarified.
Chapter 10: Clarified mana rules, and added a mana cost chart to Several abilities were fixed, including the base Alchemy ability.
make the system more easily referenced, simpler, and Clarified the difference between Alchemist’s Supplies (a
accessible. Mana cost is reduced by 1 with minor and repeat proficiency anyone can take) and the Alchemy ability (which
spells, as well as spells lower than 3 levels than max, not halved. adds greater abilities when using the tools). Clarified some
Total spells prepared are caster level + ability score modifier, miscibility issues. Apothecary gains repair flesh (can heal undead
down from 2 + double modifier for each spell level. Heightening and constructs with abilities that heal the living), and did minor
is the main purpose, and makes specific conjure spells more clarifications on difference between knowing a spell and
valuable (since each is considered a spell). Furthermore, the memorizing it with alchemist
total mana pool increases by the highest-level spell accessed,
making the mana pools for mages and priests higher on average Death Knight: Altered auras and improved auras, and did rework to
than paladins and hunters. the Army of the Dead, Ward of Blood, and Grave March abilities.
Chapter 11: Gave shamans access to brilliance aura, alchemists Clarified Unholy Champion path capstone.
inner fire (renamed to invigorating vapors), with class-specific
name (Mana Tide), and lowered totem’s level, clarified Druid: Alterations to wild shape scaling, form suites, how much hit
immolation. Bind is a ritual spell. Expanded alchemist spell list points remain after transforming, and archetype rebalancing and
with 8 8th level spells and 4 9th level spells. Removed finger of alterations (restoration and feral abilities). Added clarification
death, forcecage, and symbol from 7th level alchemist spell list. regarding the druidic language. Returned wild shape to
Sigil spells require a spell attack roll vs a DC of 10 + spell level to replenishing on short rest.
make scaling stay around a roll of 7 on a d20 (roughly, assuming Balance: eclipse points updated with variable uses, World at
normal ability score rolls and level). Unified drain life, drain balance is limited on once/long rest
mana spells, and nerfed Conjure and Bind (but added special
circumstances to bypass normal restrictions). Feral: Added a new option for Blessed Beast that can help pre-
Sigil roll, balance damage on chart, solved several typos, removed battle buffing druid wild shapers.
Holy Wrath (folded under Holy Nova, added to paladins),
simplified spells (Bind, Cyclone, Divine Shield, Drain Life, Drain Restoration: extended growth doubles duration of healing sigil
Mana, Holy Shock, Ice Block, Mind Vision), some spells boosted spells, and doesn't quintuple it
(Blizzard, Combustion, Death and Decay, Demonic Doom, Divine
Shield, Elemental Shock, Sunfire) Hunter: Hunter’s starting Favored Enemy no longer scales, since it
Modified spells (Rain of Fire 3rd level (parallel to Blizzard), Divine can now be changed afterwards, and a talent can be spent on
Shield and Ice Block work similarly) gaining more favored enemy slots. Changing favored enemy and
Appendixes: New chapters, including new conditions, gods/divine favored terrain takes more time (7 days) to justify re-taking the
powers, planes of existence, and classes in lore (how each race- talent for horizon walkers. Added ability to turn beast
class combination is likely to act) companion attacks to magical under Spirit Bond (benefits more if
Monster Manual 3.0 released. the item is also attuned). Sharpshooters no longer retain shot
spells, but gain their choices of two talents: suffused arrows
PAGE | 268 (special bullets) or flash bomber (faster explosives). Hide in plain
sight can re-camouflage. Minor buff to primeval awareness (can
sense general health) to bring it up to other talents.
Shadow Hunter: Big Bad Voodoo ability was altered to
accommodate the addition of the spell.

Marksman: hawk eye clarified, multi-shot strike clarified as well.
Chimera shot also reworked for sharpshooter use.

Survival: trap expert expanded. Mettle turned to grit to avoid
confusion with similar abilites, and powered up the ability.

CHANGE LOG

Mage: Clarified and revised Ice and Fire mages to be clearer. clarified, and superfunction is simplified and better-worded.
Arcane: Arcane spheres are now consumed more quickly. Superfunction simplified and unified. Reliability tied to coolness
Transmutation mastery clarified to function with certain under fire.
transmutation spells, and spell flare scales with arcane blast. Warlock: Clarified soul shards and fixed quick build. Altered Soul
rune of power cannot stack with one another, and require a Vault to be more consistent, and fixed several issues with
bonus action to attune to. archetypes. Warlock studies renamed to demonic studies.
Warrior: Heroic Throw turned into an at-will Strike effect. Stunning
Fire: Clarified and revised, fixed controlled destruction, added Slam changed from strike effect to passive based on critical hits,
burning condition and updated content. scorch no longer making it friendly to fury warriors as well as arms warriors. All
imposes disadvantage on saves versus the burning condition, but protection warrior’s abilities are rebalanced or clarified
disadvantage to ability checks while burning added (expanded Block and Tackle). Clarified which talents to take to
Frost: Reworked, and ice statues's incapacitation tied to the recreate original barbarian or fighter.
chilled condition, so it can be extended. General: Various re-balancing and tweaks to the special and racial
specializations. Clarified several issues in classes. Reorganized
Monk: Quickened Soothing Mists to be a bonus action if you several class sheets to match description order with display
already attacked that round to make action economy smoother. order.
Removed Spirited Crane stance due to its wonky mechanics and Chapter 4: Added and overhauled nearly a dozen backgrounds, and
added Life Cocoon instead (temporary hit points and boosted added variant features, with some being class-specific. Added
healing so long as the temporary hit points remain) new language (Shath’Yar), and variant inspiration (ever wanted
to spend inspiration to craft a special magic item?)
Paladin: Corrected issue giving paladins 4 skill proficiencies at level Chapter 5: More details on potions, moved all potion rules to
1. Protection Paladin’s Rook’s Move clarified the effect Chapter 7 for unification. Added Hearthstone and Jihui sets
depending on whether it was used before or after the attack and under Tools and mini-game rules.
general tweaking. Ardent defender has special effect when Weapons: Reorganized chart. Removed heavy from chain, added
having 0 uses. Switched Emancipate and Divine Storm’s level variant for hook, and connected it with the tethering rules from
with Retribution paladin. Holy paladin’s Holy Vision aligned to Chapter 9 (can replicate abomination hit and pull). Unified rules
Light’s Insight, and Holy Auras altered to parallel unholy death for origin weapons (training in one weapon confers proficiency
knight’s Grave March ability. Divine Storm reworked slightly. to another). Made warglaives based off scimitars (for slashing)
over shortswords (for piercing).
Priest: Holy priesthood clarified. Light’s Insight has exploding dice Treasures: Altered Mana Blade and Warglaives of Azzinoth to scale
instead of 10% double healing. Moon priesthood’s spells were better with mana. Slight buff as well. Warglaives are essentially a
changed; losing speak with animals and gaining trueshot aura buffed up mana blade. Added chains of the undying mage to
and shot array (all except black arrow). They also gain find allow lich-like monster creation, and to synchronize with any
familiar and have a stronger bond with it under moonlight to upcoming rules for becoming a lich. Added shamalyne by adding
represent priestesses of the moon in Warcraft and Tyrande’s Prismatic Blade merging rules (as well as clarifying some in
latest exploits in WoW. Witch Doctor’s level 17 ability (Big Bad reforging).
Voodoo) was changed. Added 3 epic boons that are Warcraft or mechanically-appropriate.
Holy: gains the celestial for free at level 8 Chapter 6: Altered the Improved Regeneration troll feat to include
the concept of exploding dice. Clarified Ki Guard brew’s bonus is
Shadow's focused psyche buffed to refresh and re-apply to recover an aura bonus. Arcane was added to mystic blast choices.
lost sigil, and vampiric embrace buffed. Gains void tongue Chapter 7: Organizational overhaul for all production tools. Unified
(shath'yar) for free. and simplified terminology to clarify the difference between
proficiency with alchemist’s supplies and the alchemy ability, the
Rogue: Cloak of Shadows and Tricks of the Trade rogue talents limits of engineer’s tools, and greater attunement weapons
clarified and slightly buffed (Cloak of Shadows can rely on under infusion.
Charisma instead of Intelligence). Swift Slash possibly in a good Clarified rules for creating custom gadgets with Engineering,
place. 5th level Uncanny Dodge turned into a rogue-only talent uses of explosives and ranges (thrown bombs nerfed from 30/90
that requires +3 proficiency bonus to even out distribution of to 30/60 to parallel with daggers to conform to thrown weapon
talents. Assassination also got a scavenge-like ability to help with parameters). Added Avatar Raiment and Destroyer Armor sets.
poison-making (also tied to harvesting creatures to bring Chapter 8: Updated vehicles with goblin balloons (zeppelins)
mechanics closer together). Chapter 10: Clarified how every spellcaster in Warcraft has a form
Demon hunter: metamorphosis vastly simplified, general of spellbook (to reflect Classic’s pay-to-learn model and lore
overhaul with Legion. Fel might turned into dark mastery. Added reasons why objects like librams and runeblades can be used for
provision if the demon hunter can access higher level spells than spells, as well as how shamans losing totems translates to a big
6th level (can use once per long rest instead) to avoid loss of power). Altered the alchemist’s spell list to reflect more
multiclassing shenanigans. object-based spellcasting and things that worked into the class
fantasy.
Shaman: Altered Enhancement Shamans to better work with two- Added the Call mechanic to learn names of new creatures to
weapon fighting by tweaking the Channel Elements use. Added conjure. May add true name mechanics (true to Warcraft)
6th level Art features for the Shaman class, tinkering with the eventually.
remaining abilities appropriately (17th level). Chapter 11: Several fixes with spells (clarifying shot and strikes),
Elemental's acclimation tied to Calling, bonded elemental unifying format.
clarified (bond spell to bind spell)
CHANGE LOG
Witch Doctors have vicious mockery, proficiency with alchemy and
alchemist's supplies and a new mojo (strange mojo, can reroll
miscibility)

Tinker: Gunner Tinker has Greater Touch-Blast Strike renamed,
since the ability is not related to the Touch-Blast Strike effect.
Tinker’s abilities across the class and all archetypes have been

PAGE | 269

Spell Lists: Clarified which spells are new and which are modified lines between troll shamans (witch doctors) and shadow
for the benefit of spellcaster players. Added source for all spells. hunters). Forsaken have new racial traits (elf, human, and orcish
Altered spell lists to compensate aura change (adding aura spells blood). Added sand trolls as an alternative Ice Troll subrace.
to paladin and dk, druid also gains 2 auras (abandonment as Fixed text on nightfallen and void magic traits, forsaken fixed
primal roar, retribution as thorns aura), and hunters gain 1 features, goblin reorganized features alphabetically (extra
(trueshot), which moon priesthood also gains as a priesthood language last), best deal anywhere has period instead of colon,
spell. Added spells from Elemental Evil and Xanthar’s Guide to troll description adds Zandalari, ancient culture feature detailed,
Everything to spell lists. Added vicious mockery to priest clarified sand and ice trolls, worgen scaling on damage fixed.
(warcraft priests have a lot of psychic, especially shadow priests draenei's heroic presence buffed to be more actionable (on
critical hit as well as 10 minutes), can spend inspiration to make
Added: Added a new spell (Flash of Shadow) to reflect Flash of creatures benefit multiple times
Light. Added serpent ward (fire bolt cantrips). Added Big Bad Chapter 3: Added class intros, updated quick build
Voodoo to shamans, added divine shield to shamans as well as recommendations for casters (since all casters have spellbook-
spirit shield used by Zak'rajan the Undying, and to provide equivalents), also special features under class features
parallel and mechanical basis for Big Bad Voodoo (mass divine (corruption and turning undead for death knights, how to
shield). Added Primal Attunement (reflects XGtE’s special area recreate PHB 5e classes for talent-using classes)
spells such as Temple of the Gods and Druid Grove). All crafting classes (alchemists and tinkers) start with free
materials (instead of two devices for tinker)
Removed: Removed Mark of the Wild, as its function is better Alchemist: quick alchemy turned to efficient alchemy (cost
served by Inner Fire. Removed Earthbind (EE’s version is official, reduction from 1/2 to 1/4 instead of 1/4 to 1/8, improvement
and takes precedence), Curse of Elements (Elemental Bane does from old crafting system) mutant alchemist no longer loses
the job at higher level). action after haste (super mutant level 6). Alchemist can no
longer conjure or bind monstrosities (since they are a catch-all
Changed: Chaos Bolt mana cost full, halved with soul shard (to type and not themed for alchemy) nor humanoids, but can
allow rotation). Healing Stream totem and moved it (and original modify creatures they capture to become homunculi (as some
Healing Stream/chain heal) down 1 spell level to level 3 forces in the Warcraft universe are aware of, such as the Burning
(lowering hit points healed as well). Shadow Strike renamed Legion as loyal servitors). Alchemist: Apothecary rebalanced to
Shadow word: Pain. Resistance and vulnerability auras (paladin require study before Repair Flesh can be applied. alchemist now
and death knight, respectively) cover cold, fel, fire, or shadow correctly describes the explosion spell, not explode spell
damage instead of acid, cold, electricity, or fire damage to be Death Knight: clarified how frost presence works. Death knight’s
closer to the class fantasies and to cover more uncommon unholy companion clarified to be an undead in every description,
resistances (instead of intruding on shaman’s theme of and removed references to beasts. The aura feature allows one
elementals). Tranquility, Death and Decay, Elemental Tongue, free casting for each spell per rest. frozen soul (frost dkn) fixed
and Unholy Frenzy changed (rebalancing, spell level changes or a references to unholy strike. death knight's blood path changed
lot of clarifications). Mana Burn scaling changed to be quicker. level 3 archetype spell from animate undead to vampiric touch.
Removed Channeling tag from Pyroblast and reflected the frost's channel divinity: freeze allows a saving throw per round
change on abilities and items. Blizzard, Death and Decay, and to help vs. constant frost mage shinanigans. frost presence's
Rain of Fire have additional effects on a failed save. Mana and extra damage limited to death knight spells (improves with
Life Drain spells altered slightly for better progression. Rune and archetype spell list). Might of the wastes removes the
Seal array updated for clarity and rebalanced. unnecessary 'slows' provision. Frozen soul interaction with Frost
Presence clarified. Pillar of frost clarified. Bolster undead doesn't
Clarified: Simplified Wind Shear. Clarified and simplified the add proficiency to damage anymore, and has its duration
Conjure spell to be more streamlined. Turned all aura abilities reduced to 10 minutes from 1 hour, and undead companion's
into spells. Clarified Arcane Barrage cannot hit main target twice. bolster undead benefit is limited. Grave march and army of the
Retribution aura’s attack is a ranged spell attack (limited to the dead clarified further.
aura) instead of a save-based effect. Druid's slumber spell Druid’s wild form clarified when shifting back. Restoration’s Seed
specifies emerald dream shenanigans of Life and Improved Seed of Life ability clarified. resto druid's
healing lore limited to druid spells, also ironbark has bonus
Appendix A: Moved Malfunctioned condition to the appendix, and effect if you don't want resistance.
added a Bleeding condition to work with the Death Knight’s Hunter’s focused shot and multishot strike features clarified, as
Blood Runes. well as some parts of favored enemy. Added dark ranger talent
as gateway for undead shinanigans.
Appendix B: Clarified Wild Gods’ relationship with Elune and Holy Mage: Arcane buffed up to stand toe-to-toe with other mage
Light’s philosophy. traditions.
Monk: Added timeless and empty body feature (was missing), and
Appendix D: Updated Classes in Lore with Nightborne/Void Elves corrected diamond soul. minor clarifications on brewmaster,
and changes to spells. added Runeweaver archetype. Ki costs for abilities overhauled to
1 ki per spell level, overall buff.
APRIL 11 (3.1.1) Paladin. Retribution Arm of the Law clarified for judgments (seal
releases), allows healing from crusader strike, capstone ability
Was incorporated into 3.2 allows spending hit dice to crusader strike, protection nearly has
all features rewritten (including improving opportune prayer and
JUNE 23 (3.2: WHISPERS OF THE OLD ONES)
CHANGE LOG
First themed patch (old gods)
Began covering turning all mentions of spells from capitalized to

italicized
Chapter 2: Added Vicious Mockery as a possible troll choice for

Ancient Culture (used to be warrior culture) to represent
natural-born hexer trolls (and to intentionally blur class fantasy

PAGE | 270

capstone), protection cannot lose concentration on auras from (gadgets), with prices kept similar for wondrous items and
taking damage, and retribution sword of light applies only to constructs. Added a bit more clarifications for grenade-form
melee weapon attacks. The aura feature allows one free casting explosive uses.
for each spell per rest. Discovering formulae rules scales with level. Improved
Priest: Shadow priesthood’s abilities empowered and clarified for scavenging, node-gathering, etc.
new patch. moon priesthood altered light of the moon (requires Standardized descriptions for the item creation complexity and
concentration, but auto-casts for no action or mana cost). cost table. Larger devices cost 50% more for size beyond their
moon's luck rewritten. Other spell lists corrected to be the normal (for medium or medium constructs). Malfunction of a
appropriate spell level. Moon priesthood overhauled to show consumable is special (instant mishap). Clarification that crafting
two phases of Elune (full and new moons; or ranged and melee an item costs 1/3 (round up) the market value of an item of the
phases) same rarity. Added device add-ons, and clarified some fuse and
Rogue: Insightful fighting requires a bonus action every round to explosive issues. Added ammunition explosives. Added
maintain. phlogiston under alchemy (price and how common it is sold and
Spell breaker: Capstone changed to greater spell steal, and is the cost of the recipe). Thunderfury buffed and fixed.
linked to the spell of the same name. Monster nodes' time determined jointly by dm-player
Shaman: Elementalist treats one weapon they’re wielding as a Chapter 8: Reorganization and added alternate madness rule (for
spellcasting focus (to help with two-weapon fighting or for flavor old gods’ insanity), altering the puzzle box appropriately (high
with two-handed fighting), and their elemental command ability risk high reward treatment with increasingly insane uses of the
scales in damage with spell levels accessed. restoration elusive box). Moved Locations sheet (Elwynn) to upcoming document
totems minor clarification release: Azeroth World Guide to better integrate with the world
Tinker: tech know-how turned to efficient engineering (cost and the Kingdoms Settlements and War rules. Removed
reduction from 1/2 to 1/4 instead of 1/4 to 1/8, improvement resurrection altars to AWG.
from old crafting system). Gadgeteer's efficient engineering Chapter 9: Moved most optional rules to chapter 9 (withdrawal)
renamed to solid engineering. corrected class table cobble from and added absorb knockdown.
times/day to times/rest. Gadgeteer gains a martial buff (adds Chapter 10: Cantrips can be changed as well at the end of a long
proficiency to construct attack rolls), and free phlogiston recipe rest.
at 11th level to help with large mechs and constructs. Chapter 11: Covered spells that weren’t included in 3.1 in sourcing.
Warlock quick build fixed (extra lines excised). Added soul shard Added Spell Steal to Mage’s spell list. Also standardized spell
improvement per archetype to help gain soul shards faster. reductions to be 1 less point (stacks with others, to the same
Warrior: Hellscream clarified to be added at 15th level (typo prescribed limit) instead of half mana in some instances, and ‘1
corrected). Warriors gain an option to give up heavy armor less mana to erbase cost’ in others). Reorganized arrays to be
proficiency for Unarmored Defense. It can be gained back by a sorted by level first then alphabetically. Cantrip calculation
feat. Not gained by dipping (multiclassing). clarified to be consistent with the table. Clarified how cantrips
Archetype: Demon Hunter gains fel blast (improves at level 17 to can be changed along with spells, can be stored in spellbooks
scale with warlocks). Spectral Sight on Demon Hunter revision and re-learned. Otherwise they’re free.
Archetype: Added Runeweaver (dwarf and tauren). Added Barrier Ward for dkn, mge, pld, and prs, added conjure
Archetype: Shadowhunter: Shadow Hunter adds darkness to spell strike to cover versatility niche, as well as cover the ‘conjure
list, and moves the Big Bad Voodoo to 11th level along with skeletal arms from the ground’ death knight ability, druids’
Advanced Mask Magic. For 15th level, they instead gain Pit of ability to conjure up bear arms can be reflavored to fit the spell,
Shadows (inspired by Vol’jin and shadow ascendants from 3.5 (as etc. Added void eruption as a solid damaging spell for priests to
well as dark Loa abilities) on 1/long rest, or 1 use can consume a as another option instead of flame strike (similar spell level, less
mask use. Also, for simplicity, shadow hunter’s shaman spells range and damage but has a pull effect and rarer damage types
don’t cost extra mp. of shadow and psychic for synergy with shadow orbs)
Archetype: Witch Doctor gained a new feature for 6th level, and Added shadow word: death
spiritual intervention clarified and rebalanced (one spell level Changed: unholy frenzy changed; no longer gives adv. to agility
lower than the one you sacrifice). throws or bonus to AC, instead gives 1d4 to attack and damage
Chapter 5: Avatar’s Raiment fixed text. Fixed divinity relic’s rolls modified by strength, damage reduced to 2d4 from 2d6.
reference. Fixed mana stone wording (to 50%, 3 hours of resting Clarified and rebalanced several seals and runes array sub-spells.
upon crushing). Added inscribed staves for custom staves, with 4 Capture essence interactions clarified, renamed to essence seal.
iconic staves as examples. Added holy water change for References to firebolt (without space) have been corrected to
Warcraft. fire bolt (with space). Several Array spells clarified or rebalanced.
Changed sage blade from shortsword to any sword, so to replicate The two terrain aspects (desolate and mountain) have their
most mage swords in WoW (most would be named sageblades), durations changed to 4 hours instead, but cannot share another
as well as to aid Blood Mage stats in Monster Guide. aspect. Earthquake lowered to 5th level with rebalancing
Chapter 6: Spell Stance clarified for spell max durations and (shorter range, area of effect, and side effects) to act the same
concentration spells, and spell strike similarly clarified. Stances at 8th level when heightened, mostly to be accessible for
are generally clarified. Turned Alchemical Aptitude into a feat Shamans earlier. Searing shot buffed slightly to remain
from a talent, added Multiclass Synergy feat to bring some competitive. Arcane shot turned to extra 1d4 arcane damage
multiclass concepts closer to reality and to improve build from 1d3, but only the extra damage is arcane (not the entire
versatility. shot). Frost and Searing shots scale. Hex array updated with
Chapter 7: Completely overhauled crafting and crafting point duration for death hex. Polymorph reverted to its old incarnation
mechanics to be much cheaper with consumables and use-items to keep in stride with the power expectations of the bind and

PAGE | 271 CHANGE LOG

conjure spell. Blessing of Wisdom rebalanced to stack with seal Hunter
of insight for mana-efficient paladin spells. Immolation aura Magic-User's Nemesis useable at-will, vanish talent renamed to
rewritten to clarify strike option, devotion aura clarification (for
range), totems occupy spaces clarified (as if object one size camouflage to avoid confusion with rogue subtlety ability.
category smaller than caster), orb of annihilation rebalancing
(less aoe damage, cap on max. hp increased up to half hit points, Mage
clarified when maximum is restored). Counter shot removed Pyromaniac can gain more than one pyroblast charge per round
from shot array and made into an independent spell to keep
away from moon priestesses and to be mechanically consistent Monk
(1 shot per use, not 2/level). Removed frost bite, frost bolt, frost The class receives the talent treatment, gaining two original
nova, arcane explosion, mana shield, arcane orb, cone of cold,
and arcane sword from warlock list. Mind spike correctly talents and access to talents previously-restricted to hunters,
displayed as 2nd level spell. rogues, or warriors.
Clarified mutate ability score penalty increases with heightening,
and clarified what energy resistance (resistant skin) does in 5e Paladin
terms. Spell steal also clarified, stored spell remains up until a Avatar form (PLD) integrated and augments various abilities
short rest. Clarified corpse explosion’s AOE. Mute clarified to
scale 1 target/2 spell levels. Frost nova clarified to be targeted Priest
while fire nova is point-blank aoe. Fire nova given a mini Priest’s spellcasting requiring a prayer book and training is
controlled-destruction feature (exclude some targets from AOE).
Telekinesis clarified. Added better description to Conjure clarified.
Elemental Totem (was curiously lost). Shot Array now includes Discipline level 6 ability clarified
Frost Shot as well as Searing Shot. Reworked essence seal to be Holy, Moon, and Shadow priesthoods gain special abilities when
clearer and integrate with other mechanics. Elemental Shock
turned into spell attack. Minor spells now include auras. under avatar form (PRS)
Corrected description for Hold to include holding your own
creature type. Corrected references of Lay lines to ley lines. Shaman
Appendix A: Cleaned up the malfunctioned condition—added one rewrote release elemental shaman ability, corrected archetype
last mishap (Deus Ex Machina). Added details to burning and
chilled conditions to work off one another (fire removes chilled, reference to channel divinity to channel elements
cold and chilled remove burning).
Appendix D: Removed Classes in Lore to be in the World Guide Warlock:
Monster Guide has most old-god themed monsters All archetypes gain special abilities when under avatar form

NOVEMBER 3 (3.3: CALL OF THE LEGION) (WRK)

Covered more italicization of spells, and fixed references to Scry Warrior: Worked to be closer to barbarian; adding 1 more talent
spell to Scrying spell. (to cover danger sense), and made Second Wind and Berserker
Rage non-exclusive (must be taken at 1st level).
Chapter 2: Sweeping Strikes cannot be used with bladestorm anymore
Minor reorganization on draenei (moved description from age to Added burning blades warrior talent
Bloodthirst strike's temporary hit points can stack (max 1/2
size).
correction on nature resistance night elves level) for 1 hour
Weapon specialization no longer has a limit of 1 per 24 hours on
Chapter 3:
Talent format overhauled to follow a column for ease of finding. a target, as arms warriors don't get bonuses to crits

Alchemist Demon Hunter
Boosted cantrips use on quick potions for more viability, Altered Spectral Sight to hopefully the last iteration, changed

Alchemist can make cantrips for no cost with quick potions, and dark metamorphosis to accommodate new avatar form (WRK) for
can maintain 2 (with advantage on miscibility) themed patch

Mutant alchemist clarified, gained strength saves, which was Witch Doctor:
taken from transmutor Witch Doctor personal mojo's abilities can apply to any potion

Transmutor overhauled to accommodate advanced alchemy and they handle or make, and they were changed to account for
got more supporting power in the form of various augmentations miscibility
to potions
Chapter 5:
Death Knight book of the dead buffed (100 pages, each summoning of 4
corrected various archetype spells, and added new functions
undead costs 10 pages) and covered various corrections and
when under avatar form (DKN) clarifications

Druid added philosopher’s stone
Allowed druids to sleep in wild shape (clarifying a weird issue Added non-spell potions to round up possible potions and
uniform various other objects (rogue's flash powder from wow,
when a druid cannot slumber themselves). gunpowder and phlogiston, acid neutralizer, antitoxin (antiplague),
antidote, crackle powder, crystallized air, darkvision powder, and
others for additional adventuring tools for alchemist to provide
their party)
Clarified several issues with engineering and improved scaling of
firearms and explosives; tied base damage dice (before mods) with
the item creation costs and complexity table.

Chapter 6: added feats

PAGE | 272 CHANGE LOG

attuned spell, can be changed according to regular downtime Change harvesting mechanic from being based on target’s
retraining (250 days and 250 gp, can be shortened in return for proficiency to being based on their XP reward (for simplicity).
quest or event), New Spells

Added racial feats: shroud of the ancients, titan-born, and wolf- Bound Form [level 2]
born, and fel suffusion and fiendish fury feats Planar Tear [level 3]
Gate [level 9]
Altered spell stance
Allowed Mystic Blast to scale better in terms of range (range 20 CHANGE LOG
+ 10 ft. per spell level).
Spell strike interaction with critical hits clarified

Chapter 7:
more on finding names for formula discovery (renamed to

discovery instead)
added rules for true names (as the book of fel names discovered

by Medivh)
added modified ammunition in preparation for special

modifications.
Covered details on firearm and explosive proficiency (1 week of

training turns firearms and explosives to martial weapon,
proficiency in engineer’s tools confers proficiency automatically in
both.

Added new & revised alchemy miscibility table
Fixed references to engineering stuff (all families save
constructs, which are reflected in the monster guide)
Added first iteration of custom infused items

Chapter 10: more details on tutelage and creature names for
conjuring

Chapter 11:
Spell lists: Death pact removed from alchemist.
Added: transmute material for mages and alchemists
Changed: ice block channel added and heighten effect added,

and made it also castable as an action for pre-emptive defense,
earthquake has special effects for volcanic, geyser-active, and
underground water regions (replicating the firelord hero unit).
Bind spell duration changed to 20 minutes to account for minimum
alchemical creature duration. Tranquility clarified on
concentration. Hide changed to cover more camouflage than
quasi-invisibility.

nerfed scaling of inner fire (1 + ¼ spell level for +3 at spell level
9)

Developments
Added mineral properties for materials (mithril swords and

adamantine axes), which increase base rarity before factoring in
bonuses or infusions. Also added alchemist’s stone and the
transmute material spell to access materials and turn lead (or iron)
into gold.

Alchemy
Added additional Materials

Artifacts
With Legion out, there is enough backstory and mechanics to

support porting artifacts. This will require removing existing ones
and adding them as Artifact-level items.

Fire Mage: Felo’Melorn (Phoenix Blade of the Highborne)
Retribution Paladin: Ashbringer (Blade of the Highlord)
Balance Druid: Scythe of Elune
Demon Hunter: Twinblades of the Deceiver
Subtlety Rogue: Fangs of the Devourer
Marksmanship Hunter: Thas’Dorah, Legacy of the Windrunners

Arcane Mage: Aluneth, Greatstaff of the Guardian (Arcane Mage)
Harvesting Change

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