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D&D 5E - World of Warcraft Heroes Handbook 2.1

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Published by marcelo_reiz, 2023-07-14 08:38:46

D&D 5E - World of Warcraft Heroes Handbook 2.1

D&D 5E - World of Warcraft Heroes Handbook 2.1

26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 1/153 Heroes Handbook


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 2/153 Legal Stuff DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue EmileBoéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Credits Lead Designer: Jih Writing & Editing: Jih, Tangerine Reddit Names: Jihia, TangerineThunder Additional Contributors: Prometheus, Reiga, Wyken, ClockWorkTank, 123jrf, ApolloLumina Cover Illusrator: Robert Maldonado Interior Illustrators: Anastasiya Gafron, Unidcolor, Jerry Mascho, Rogier van de Beek, Tim Gou, Shanton Feng, Peter Lee, Shamanguli, Juhani Jokinen, Nagli, Jimmy Lo, Glenn Rane, Liuhao, Robin Olausson, Nosfer, Jorge Jacinto, Brian Huang, Richard Suwono, PersonalAmi, Bren Rodri, Krysdecker, James Ryman, Alex Garner, Nina Ikävalko, Shuzong, Howard Pak, Dan Scott, Jojo So, Matthew McKeown, Astri Lohne, Jason Wang, Peet Cooper, Wei Wang, Ryan Metcalf, Ina Wong, Tyson Murphy, Jerry Mascho, Aaron Lovett, Phillip Zhang, Kristina Toxicpanda, Dariia Kasimova, Artlon, Dmitry Vernygor, Syncmax, Adel Khanov, Anthony Avon, Lowly Owly, Anna Pazyniuk Based on the original D&D game created by E. Gary Gygax and Dave Arneson, as well as Brian Blume, Rob Kuntz, James Ward and Don Kaye. Based on the Warcraft franchise by © Blizzard Entertainment Playtesting provided by Roll Need, they run a weekly stream on Twitch using this handbook for their races and classes. Check them out! Special thanks to This entire book was made using GmBinder, it is an amazing tool for creating authentic looking homebrew material for 5th Edition Dungeons and Dragons, and without it this project would've never been considered. www.GmBinder.com Foreword We've made this book in an attempt to bring the beloved Warcraft franchise into the 5th edition of Dungeons & Dragons. It is a task that has taken us months to do, and many more to come as we continue to work on this in our spare time, in the hopes of bringing a genuine recreation of Warcraft into a tabletop game. This book is made to compliment Dungeons & Dragons 5th edition Player's Handbook, Dungeon Master's Guide, and Monster Manuals. Using the rules presented in those books, and balanced around being playable in a standard D&D setting without requiring balancing. This books is made in our spare time with the intention of always being a free resource for everyone to use. Never to be bought or paid for. We've made this because we want others to enjoy the Warcraft universe in a Dungeons & Dragons format. Not for any monetary gain. With each coming update, all changes will be noted in the Changelog--Link is provided below. Likewise we've provided a link to our racial balance shreadsheet, using the rules of Detect Balance by Eleazzaar. ChangeLog Race Balance Want to help grow a community? We're a relatively small group working together on this, and as such our ability to playtest all of this is limited in scope. If you want to help better this book, improve and balance what's inside it, suggest changes, or talk with others using this to create a Warcraft campaign. Then head over to the r/wc5e, a subreddit dedicated to this handbook and project! We also have a discord that you can join if you want to come talk with us and others using this handbook for their campaigns! Discord 2


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 3/153 Table of Contents 4 5 5 6 9 11 13 15 17 19 21 7 25 27 29 31 33 35 37 23 41 39 44 45 52 58 64 69 75 80 84 90 96 102 108 101 114 114 117 122 122 122 123 123 124 125 125 127 127 130 131 131 134 142 143 144 146 148 148 150 152 Part I: Heroes Chapter 1: Races ......................................................... Choosing a Side .................................................................... Choosing a Race .................................................................... Races of the Alliance ............................................................ Human ................................................................................. Dwarf ................................................................................. Night Elf ............................................................................ Gnome ............................................................................... Draenei .............................................................................. Worgen .............................................................................. Void Elf .............................................................................. Races of the Horde ............................................................. Orc ...................................................................................... Forsaken ............................................................................ Tauren ................................................................................ Troll .................................................................................... Blood Elf ........................................................................... Goblin ................................................................................ Nightborne ........................................................................ Independent Races ............................................................. Pandaren ........................................................................... Chapter 2: Classes .................................................. Druid ..................................................................................... Hunter ................................................................................... Mage ...................................................................................... Monk ...................................................................................... Paladin .................................................................................. Priest ..................................................................................... Rogue .................................................................................... Shaman ................................................................................. Warlock ................................................................................. Warrior .................................................................................. Prestige Classes ............................................................... Death Knight .................................................................. Demon Hunter ............................................................... Chapter 3: Personality & Backgroun Character Details ............................................................. New Backgrounds ............................................................ Chapter 4: New Equipment .......................... Starting Equipment ......................................................... Wealth ................................................................................. Shields ................................................................................ Racial Weapons ................................................................ Firearms ............................................................................. Chapter 5: Customization Options .... Multiclassing ..................................................................... New Feats .......................................................................... Racial Feats ....................................................................... Part II: Magic Chapter 6: Spells ................................................... Spell Lists .......................................................................... Spell Descriptions ............................................................ Part III: Variant Rules Hero Points ............................................................................... Mana .......................................................................................... Appendix A: Shapeshifts Appendix B: Shaman Spirits Appendix C: Demon Companions Appendix D: Special Tasks Appendix E: World Map 3


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 4/153 Part I Creating a Hero


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 5/153 Chapter 1: Races A rmies and factions have always defined the Warcraft world, and two of the most powerful factions on Azeroth today are the Alliance and Horde. Most players belong to one or the other faction, although anomalies do exist. Choosing a Side At character creation, every player must choose their character’s faction. It is as much a part of the hero as their class or background. All characters in a party are usually of the same faction. Although every race has an affiliation, there are exceptions. Creating a character outside their normal affiliation is challenging, but offers a great role play opportunities for the player. Some suggestions are listed below. The character was born into the faction. The character was saved or befriended by members of the faction. The character fled from their faction. The character witnessed members of their faction doing something they found reprehensible. The Alliance The Alliance have proven themselves to be fierce combatants, often giving their lives when called for. The faction is not a uniform governmental body, but is a coalition of mutual military and economic aid. Diplomacy is key with in the Alliance and decisions are traditionally made by being voted on by the Alliance's most influential members. Stormwind is described as the most powerful force in the now multiracial Alliance. With it becoming the de facto leader of the remaining human kingdoms and entering a powerful alliance with the strongest dwarven kingdom, Ironforge, Stormwind has thus been shown to be the most influential kingdom and therefore the de facto driving force of Alliance politics. Therefore, Stormwind is undisputedly looked to for maintaining the Alliance and its policies. Stormwind is where the main superpowers of the Alliance conference to discuss world issues and mutual defense. The majority of Alliance citizens also recognizes Stormwind City as the heart of the Alliance. The High King coordinates the workings of the Alliance's armies in order to safeguard the Alliance's interests and defense. Even now, as always, humans are the glue that hold the Alliance together, being the most numerous and diplomatic of the member races. The armies of Stormwind are primarily stationed in the southern Eastern Kingdoms, securing regions such as Elwynn Forest, Duskwood, Westfall, and the Redridge mountains. As well as having outposts and bases stationed at key points in Lordaeron, Northrend, and Kalimdor. The armies of Ironforge are mainly stationed in Khaz Modan along with their gnome allies, and the night elven armies are mainly defending northern Kalimdor from the Horde's deforestation of the Ashenvale. The remaining draenei forces are still trying to secure their new home on Azuremyst Isle, and are also stationed in Outland. The recently brought in Gilnean armies are defending themselves from the endless Forsaken. The Horde The Horde makes no compromises when it comes to excellence, and the power and ferocity of their warriors is legendary. Misunderstood by many as evil, the Horde possesses a strong code of honor and strict laws for disobedience. All members of the Horde have to swear a blood oath to join the faction and are thus obligated to follow the warchief's commands and support the warchief in war if the warchief calls upon them for aid. The position of warchief can be attained by having the previous warchief choose a successor or challenging the current warchief to a Mak'gora: a prearranged duel with deadly weapons between two people following a formal procedure in the presence of witnesses and traditionally fought until one party yields or is killed, usually to settle a quarrel involving a point of honor. Above all else, the title warchief is granted to those who display strength and decisive action. The warchief may accept ambassadors and advisors from all the different tribes and members of the Horde to makes sure their voice is heard in the running of the fledgling hegemony but ultimately, only the warchief may have the final say in matters concerning the entire Horde. Each race within the Horde choose a single leader to govern their people and their people's kingdoms and also to represent their people in the high Horde echelon. Despite their somewhat monstrous appearance, the majority of the Horde is not evil, much like the Alliance, it is comprised of diverse factions and individuals who possess a wide range of values and virtues. Even so, there is one expectation that must be met when joining the Horde: regardless of gender or station, all are expected to pull their own weight and give their talents for the betterment of the Horde. When weakness is a liability to the of the Horde, it is the duty of the strong to usurp control from the incompetent and redeem the Horde. Lok'tar ogar! Victory or death - These words bind one to the Horde. For they are the most sacred and fundamental of truths to any warrior of the Horde, for the Horde, failure is not an option. Culturally, orcs and tauren believe in redemption more than most other races on Azeroth and are willing to give almost anyone a chance, regardless of reputation. The trolls seem to have even accepted, (if not at least tolerate) their ancient enemy the blood elves. Largely because of these beliefs, a number of mortal races and many diverse factions can be found in bservice to the Horde. PART 1 | RACES 5


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 6/153 Choosing a Race A visit to one of the great cities in the world of Azeroth Stormwind City, the Capital City of Stormwind, the City of Doors overwhelms the senses. Voices chatter in countless dialects of different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants. And the people themselves represent many different races, from gnomes and stout dwarves to majestically beautiful elves, mingling among a variety of humans. Scattered among the common races: a draenei here, pushing his way through the crowd, and a sly worgen there, lurking in the shadows. Night elves and dwarves live and work alongside humans. And there, a lone pandaren — a wanderer from the shifting isles of the ever expanding great sea, trying to make his way in a world unknown. — A poetic gnome Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. The ones presented in this book are the races most well known to become adventurers and heroes, spread throughout every corner of Azeroth's continents. Your choice of race affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character's adventuring career. When making this decision, keep in mind the kind of character you want to play. For example, a gnome could be a good choice for a sneaky rogue, a dwarf makes a tough warrior, and an elf can be a master of arcane magic. Your character race not only affects your ability scores and traits but also provides the cues for building your character's story. Each race's description in this chapter includes information to help you roleplay a character of that race, including personality, physical appearance, features of society, and racial alignment tendencies. These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their race. It's worthwhile to consider why your character is different, as a helpful way to think about your character's background and personality. Racial Traits The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. Ability Score Increase Every race increases one or more of a character's ability scores. Age The age entry notes the age when a member of the race is considered an adult, as well as the race's expected lifespan. This information can help you decide how old your character is at the start of the game. Alignment Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. Size Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons. Speed Your speed determines how far you can move when traveling and fighting. Languages By virtue of your race, your character can speak, read, and write certain languages. Each race has their own language, with multiple dialects. as well as a 'common' language, that the majority of their faction speaks and understands. Chapter 4 lists languages commonly spoken on Azeroth. Subraces Many races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among the subraces vary significantly from race to race. PART 1 | RACES 6


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 7/153 Races of the Alliance


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 8/153 Alliance Class Suggestions Pre-Cataclysm Races Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior Death Knight Human ✦ ✦ ✦ ✦ ✦ ✦ ✦ Dwarf, ironforge ✦ ✦ ✦ ✦ ✦ ✦ Dwarf, wildhammer ✦ ✦ ✦ Night Elf ✦ ✦ ✦ ✦ ✦ ✦ Gnome ✦ ✦ ✦ ✦ ✦ Draenei, exodar ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Draenei, broken ✦ ✦ ✦ ✦ ✦ ✦ Post-Cataclysm Races Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Death Knight Demon Hunter Human ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Dwarf, dark iron ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Dwarf, ironforge ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Dwarf, wildhammer ✦ ✦ ✦ ✦ ✦ Night Elf ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Gnome ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Draenei, exodar ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Draenei, broken ✦ ✦ ✦ ✦ ✦ ✦ Draenei, lightforged ✦ ✦ ✦ ✦ ✦ Worgen ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Void Elf ✦ ✦ ✦ ✦ ✦ ✦ ✦ The following are a set of class suggestions, pulled from World of Wacraft, as the classes the Alliance races will more than likely be. It is suggested that you pick from among your race's suggested classes to keep with the thematic elements of the setting. That said, heroes are meant to break molds and be the exception to rules, so feel free to pick a class that is not typically used by your race. If you do pick outside your racial classes though, work with your Dungeon Master to create a backstory for why you are a member of this class. You will likely notice that there are two class suggestion charts. One for Pre-Cataclysm, and one for Post-Cataclysm. This was done because the Cataclysm is a major turning point in the history of Azeroth, and the races of the Alliance began learning new abilities and sources of power, in order to fight back against the threats that assail their world. Prior to the Cataclysm, the Alliance races were less open to sharing knowledge of and learning about new classes and tended to stay within the traditional classes of their race. PART 1 | RACES 8


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 9/153 Human No one feels he deserves it. Because no one does. It's grace, pure and simple, we are inherently unworthy, simply because we're human. Aye the elves, dwarves, and all the other races are flawed. But the Light loves us anyway. It loves us for what we sometimes can rise to in rare moments. It loves us for what we can do to help others. — Uther the Lightbringer Human kingdoms have existed for thousand of years, and humans themselves for thousands more. Their short lives in comparison to dwarves and elves pushes them to achieve as much as they can in the years they are given. Their valor, optimism, and stubbornness have led them to build some of the greatest kingdoms on Azeroth, some of which still stand a millennium later. Whatever have pushed them down, it has only strengthened the bond between those that still stand. A Broad Spectrum With their penchant for migration and conquest, humans are more physically diverse than any other race. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. Humans reach adulthood in their late teens and rarely live even a single century. Variety in All Things Humans are the most adaptable and ambitious people among Azeroth's races. They have widely varying tastes, morals, and customs in the many different kingdoms where they have settled. When they settle though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present but also plan for the future, striving to leave a lasting legacy. Proudly Standing Despite what atrocities have happened to them, humans remain hardy and brave, thoroughly committed to building strong societies, reinforcing their kingdoms, and reclaiming lost nations. Years of war have tempered their resolve, and they are more determined than ever before. Their value of virtue, honor and courage shine their ranks. Faithful Among all human nations, the holy light is a central part of civilized society. By most it is considered the only religion and a staple of worship, respect, and honor. The religion is widely worshiped throughout Azeroth, yet humans were the first to utilize its powers in an offensive manner with the creation of paladins. Throughout their kingdoms, churches of the holy light can be found, an organization dedicated to creating a world of honor, and justice. PART 1 | RACES 9


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 10/153 Affiliation Humans began the Alliance and it could not exist without them. Humans and orcs joined forces to face the Burning Legion years ago, but old habits returned once they dispatched the demon threat. Although the Alliance and Horde leaders bear a healthy respect for each another, old racial hatreds still stir within the hearts of their troops. They respect the races of their alliance, and carries no ill wish against any of them. They know they are the center stone of the alliance, and that a good relationship is key. Human Names and Ethnicities Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarven or Darnassian, but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors. The material culture and physical characteristics of humans can change wildly from region to region. For example, the clothing, architecture, cuisine, music, and literature are different in the peninsula of Gilneas than in the southern kingdom of Stormwind. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Eastern Kingdoms have every possible variation of coloration and features. Seven human kingdoms and ethnic groups are widely recognized. These groups, and the typical names of their members, can be used as inspiration no matter which kingdom your human is in. Alterac Found in the Alterac mountains, Alteracis are of moderate height and muscular built, with skin hues of pale and fair skin. Their hair is usually silver or blonde, and their eye color varies widely, though light colorations are common. Alteraci Names: Alteracis generally use names taken from the humans of Stromgarde or Lordaeron, and have no names specific to them. Dalaran Dalaranians are slender, fair-skinned folk with brown hair that ranges from blond to almost black. Most are of moderate height and have blue or green eyes. But these traits are hardly universal. Humans of Dalaran come from far and wide across the Eastern Kingdoms to study or seek refuge within the floating city. Dalaranian Names: Dalaranians have no names specific to them, the ethnicity of their people vary beyond mere humans and names are used from a variety of races. Gilneas Gilneans are tall, fair to amber-skinned folk with blue or steely gray eyes. Most have hair ranging from wine-red or light brown to raven-black. Gilnean Names: (Male) Blake, Chris, Fenegan, Gerard, James, Sean, Sebastian, Vincent; (female) Amelia, Ashley, Celestine, Loren, Mary, Melinda, Mia, Tess; (surnames) Broderick, Cleese, Crowly, Godfrey, Walden Kul Tiras Native to the Kul Tiran isles, tirasians are generally tall and muscular, with fair to amber skin similar to that of gilneans, brown to black hair, and light colored eyes. Tirasian Names: (Male) Cyrus, Denzel, Elijah, Herold, Patrick, Ron, Wesley, Will; (female) Fray, Helena, Jess, Joan, Kate, Leila, Louisa, Taylor; (surnames) Clark, Ledger, Mueller, Page, Wellard Lordaeron Widespread along the Eastern Kingdoms northern realm, Lordaeronians are of medium height and slender built, with pale skin. Their hair and eye color varies widely, but silver or light colored hair and blue eyes are common. Lordaeronian Names: (Male) Alexi, Aurius, Gannon, Menard, Norwyn, Othmar, Urias, Wallace; (female) Arenya, Diahann, Ellaine, Illucia, Jandice, Lydie, Malina, Merla; (surnames) Barton, Camden, Godwin, Hayden Stormwind Found within the southern region of the Eastern Kingdoms, Stormwindians are of moderate height and build, with skin hues ranging from tawny to fair. Their hair varies widely from blonde to brown, as does their eyes, though brown is most common. Stormwindian Names: (Male) Ander, Dungar, Harlan, Jesper, Jocryn, Maginor, Osric, Renato; (female) Dalga, Einris, Ilsa, Jalane, Karrina, Laurena, Maris, Sarisse; (surnames) Ayrole, Bolero, Cordell, Leifeld, Stanford Stromgarde Shorter in build than most other humans, Stromics have generally pale skin contrasted by brown or black hair, and dark colored eyes. Stromic Names: (Male) Adrien, Emmir, Galen, Ganar, Thoras, Tyrreth, Urnor, Wyenas; (female) Amina, Céline, Clarisse, Ella, Emeline, Iris, Mara, Marine; (surnames) Brewston, Farthing, Gilbreath, Swale, Tubal Human Traits It's hard to make generalizations about humans, no matter where you were born your character has these traits. Ability Score Increase. One ability score of your choice increases by 2, and another ability score of your choice increases by 1. Age. Humans reach adulthood in their late teens and live less than a century. Alignment. Humans tend toward no particular alignment. The best and the worst are found among them. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall, averaging at 170 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Versatility. You gain proficiency in one skill or tool of your choice. Human Resolve. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Dwarven curses, Darnassian musical expressions, Gnomish tongue twisters, and so on. PART 1 | RACES 10


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 11/153 Dwarf And here are the why and the how, to again become one with the mountain. For behold, we are the earthen, of the land, and its soul is ours, its pain is ours, its heartbeat is ours. We sing its song and weep for its beauty. For who would not wish to return home? That is the why, O children of the earth. — Earthen tablet, as read by King Magni Their kingdom rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and roaring forges, a commitment to clan and tradition, these common threads unite all dwarves. Within the mountains of Khaz Modan, they continue their ancient ways, extending the depth of their halls, and constructing marvels of architecture, A Reclaimed Legacy The undiscovered fragments of their past have led the dwarves on an unprecedented exodus of of exploration to seek out their origins. Seeking out their origins, the dwarves have dispatched prospectors across all of Lordaeron in order to seek out signs of the Titans, the supposed creators of the dwarves. The dwarves have embraced the idea that it is their purpose to search the world for more signs of proof of their heritage. Dwarven outposts exist in the most desolate of places on Azeroth. Here, the dwarves spend their time seeking out the secrets of ancient times, or simply use their outposts as staging grounds for expeditions to clear out their enemies so that they may continue their quest. Short and Stout Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarves skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. With their dark iron kin having notably darker skin of gray to coalblack. Their hair, worn long but in simple styles, is usually black, gray, or brown, though wildhammer dwarves often have red hair. Male dwarves value their beards highly and groom them carefully. Innovative Dwarves are a proud, stern and determined people with streaks of kindness hidden under the gruff exteriors of their sturdy frames. Their love for battle, invention and exploration impels them ever forward to discover and unearth the mysteries of their heritage, educating them further about those who first created the dwarven race. Only recently have the dwarves discovered the legacy of their ancient progenitors, the Titans. As the dwarves begin to delve deeper into the mysteries of their past, they also begin to uncover deeper enigmas. Still, they keep to the forges and workshops, ever innovating and creating new and more effective ways of warfare. Steam powered technology and firearms originate from dwarven inventiveness and creativity. The stout race is renowned for its skills at battle and also as cunning engineers and crafters. PART 1 | RACES 11


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 12/153 Affiliation Dwarves are part of the alliance. While the dwarves of Khaz Modan appreciate the fighting skill of the Horde, it is with grim eyes that they look upon the orcs and their allies, the trolls and the Forsaken. Although the dwarves have held dealings of commerce and diplomacy with the blood elves, they keep the people of Quel’Thalas at an arm’s distance. While the darnassian elves may share the same allegiances, the dwarves look upon them with suspicion and some trepidation. Humans, however, are the staunch and constant allies of the dwarven people and find welcome, favor and kindness when in dwarven lands. Names Dwarves typically have names reflecting the sturdy nature of their past. Many also have surnames that were earned by a member of the family in service during a quest or in a particular moment of notoriety or infamy that has now become part of a family legacy. Male Names: Barab, Aradun, Thorin, Magni, Garrim, Wendel, Thurimar, Irmirn, Bhaduk, Gengur Female Names: Chise, Helge, Ferya, Furga, Krona, Imli, Gwamde, Illia, Somdunn, Thanmu, Eniss, Nanla Clan Names: Thunderforge, Bronzebeard, Thornsteel, Hammergrim, Chunderstout, Broadmail, Madpride Dwarf Traits Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. Ability Score Increase. Your Constitution score increases by 2. Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 40. On average, they live about 320 years. Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that all deserve to share in the benefits of a just order. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages. You can speak, read, and write Common and Dwarven. Dwarven is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Subrace. Ancient divides among dwarves have resulted in three main subraces: dark iron, ironforge, and wildhammer dwarves. Choose one of these subraces. Dark Iron Dwarf Dark iron dwarves are cunning and nimble in comparison to the rest of their kin, preferring a less straight on approach to combat, and the use of darker magics. They commonly have dark grey to coal black skin, with red glowing eyes, and fiery red or black hair. Ability Score Increase. Your Intelligence increases by 1. Fireblood. You can cast the lesser restoration spell on yourself once with this trait, and you regain the ability to cast it this way when you finish a long rest. Forged in Flames. You have resistance to fire damage. Superior Darkvision. Your darkvision has a radius of 120 feet Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Ironforge Dwarf Ironforge dwarves are hardy and strong, the most military organized of the dwarven kin, being keen combatants, both in close quarters or from a distance, living in the snowy mountains of Dun Morogh, They tend to have lighter colorations than the rest of their kin. Ability Score Increase. Your Strength increases by 1. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Ironforge Training. You have proficiency with light armor, and the battleaxe, heavy crossbow, and firearm. Stoneform. You can use your reaction upon being hit by a melee weapon attack to give yourself resistance towards bludgeoning, piercing, and slashing damage until the start of your next turn. You must then finish a long rest to use this feature again. Wildhammer Dwarf Wildhammer dwarves are untamed in comparison, they live further north in the Eastern Kingdoms, minding their own business and shamanistic ways. They are taller and slenderer than other dwarves, with tanned skin, and often wearing tribal tattoos. Ability Score Increase. Your Wisdom increases by 1. Brave Beyond Reason. You have advantage on saving throws against being frightened. Gryphon Rider. You gain proficiency with the Animal Handling skill, and have advantage on Wisdom (animal handling) checks made towards gryphons. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. PART 1 | RACES 12


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 13/153 Night Elf Darkness covered us in the beginning, and we could not see. We cried for guidance and the moon shone down bright upon us. Her soft light not only illuminated the night for us but also gave comfort. Her light touched us from within, enabling us to see even when the moon was not visible... — Tyrande Whisperwind Proud and ancient, the kaldorei once ruled Azeroth as one powerful nation. They were the first to study magic and let it loose throughout the world during the First war. Since then most night elves have abandoned arcane, remembering the chaos it brought, turning their attention to raw strength, or the powers of nature. Graceful Nature Imposing in stature, night elves stand as one of the highest race of elves and on Azeroth, with their muscular bodies and slender builds, and long narrow ears. Their skin range in hues of blue, from a light blue sky to the deep blue of the water. With hair varying from a lush green, to blue, to dark purple. It is customary among night elves to paint tattoos across their faces, generally depicting an animal or leaf like design, often done as a rite of passage to adulthood. Their eyes shine with a dim golden or silver glow, since the Sundering the golden glow has become ever more common amongst the night elves, a sign of their connection to nature and druidsm. Night elves who's eyes shine silver have left their kins ways for the arcane, and is seen as an outcast by most night elves. Belief in the Ancients Night elves have made close ties to the ancients beings of Azeroth. They have a strong connection to the goddess Elune and have built temples and organizations in her name to carry on her message. The sisters of Elune have long since been the leaders of the night elven military, and official head of their civilization as a whole. Although Elune stands above all else, the night elves also carry a deep respect and gratitude to the ancient guardians of Azeroth, also know as wild gods, many of whom have not been seen since the blessing of nordrassil. Was it not for their aid during the War of the Ancients, the night elves would have perished from the surface of Azeroth. A Timeless Perspective Night Elves can live to become thousands of years of age, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are often more amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, strategy, and the foces of nature. PART 1 | RACES 13


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 14/153 Affiliation Night elves joined the alliance after the Third War. The war had cost the elves many of their former allies, who had fallen into madness and abandoned the alliance they had with the night elves. the night elves have a disgust and suspicion of the high elves. They remember the atrocities their forefathers the highborne did, and have not forgiven them for it. Despite the grudge, they have worked together in the past when it was deemed a necessity for survival. Even though much of the kaldorei nation has joined the Alliance, many among them have chosen to stay neutral. Night elves of the Cenarion Circle, for example, choose to stay out of the faction conflict, and turned their attention towards the protection of Azeroth's nature. Night Elf Names Kaldorei names commonly have a hidden meaning or a meaning in Darnassian, and their surnames aren family names, derived from personal feats of the night elves ancestors, yet some amongst night elves take new family names showing their own achievements. Male Names: Alegorn, Daros, Eiron, Mathrengyl, Mardant, Gasul, Lanoth, Khardona, Andissiel, Sillarn Female Names: Astaia, Saelienne, Jeen'ra, Lelanai, Keina, Alathea, Lotherias, Cordessa, Aquinne Family Names: Moonlance, Shadewhisper, Nightrunner, Bearwalker, Briarbow, Moonblade, Proudstrider Night Elf Traits Your night elf character has a variety of natural abilities, the result of thousands of years of elven refinement. Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Age. Night elves reach physical maturity at the pace of humans, but the night elven understanding of adulthood goes beyond physical growth. Night elves typically claim adulthood and an adult name around the age of 100, and can live to become thousands of years old. Alignment. Night elves live in close ties with the natural world, they have an unprecedented connection to nature and protect it fiercely, pulling many night elves towards good. They love freedom and variety, making most lean toward the gentler aspects of chaos as well. Size. Night elves are between 7 and 8 feet tall and weigh between 210 and 250 pounds. Your size is medium. Speed. Your base walking speed is 35 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses. You are proficient in the Perception skill. Nature Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage. Shadowmeld. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Kaldorei Weapon Training. You are proficient in longbows, kaldorei moonglaives, kaldorei moon swords, and warglaives. Languages. You can speak, read, and write Common and Darnassian. Darnassian is fluid, with subtle intonations and intricate grammar. Its literature is rich and varied, and their songs and poems are famous among other races. PART 1 | RACES 14


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 15/153 Gnome You never really understood, did you? It is our loyalty to our friends that provides our truest, greatest strength... My friends. It is a power that numbers cannot match. — Gelbin Mekkatorque Gnomes are a diminutive, wiry race of tinkers who live underground. In the Second War, they built vehicles and gadgets for the Alliance, submarines and flying machines, to combat the Horde. They are great mechanics and inventors, and are renowned for their knowledge and eccentric natures. The gnomes had a city, Gnomeregan, built into Ironforge Mountain. But invading troggs destroyed it and slaughtered its citizens. Many survivors moved into Khaz Modan and now live with the Dun Morogh dwarves, and a few traveled with their dwarven friends to Kalimdor. The gnomes are still reeling from the destruction of their home city and are loath to leave the safety of the dwarven tunnels. Most gnomes on Kalimdor remain secluded in Bael Modan. Cheerful Expression Even after the decimation of their race and the destruction of their city, gnomes are an amiable and kind hearted lot. They make and keep friends easily; others find disliking a gnome to be difficult. A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around. A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels. Exceptional Tinkers Gnomes tend to design complicated devices that are relatively safe. Gnomes are in many ways commensurate organizers: a gnome can spend as much time organizing and planning a project as they do actually working on it. If the design fails, they try to learn why, and fix it if they can. If they meet with success, they will continue to tinker with it and improve the design, often for years afterward. Thus, many gnomish designs feature a high degree of complexity and a low chance of failure, the exceptions being those that dabble with chaos energy — but even then, they take steps to ensure the worst that could happen is a brief, non-fatal failure. While a goblin would scream and flee at the mere thought of a cost overrun, a gnome simply shrugs and presses on. If a project fails to work correctly the first time, a gnome will continue to tinker with it, while a goblin would usually give up and move to something else. Thus, gnomish items have very low failure rates compared to goblin items. PART 1 | RACES 15


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 16/153 Affiliation Gnomes are members of the alliance, they are great friends of the dwarves and have fought and died alongside human soldiers. They are wary of the blood elves, but so is everyone else, so they don’t feel too bad about that. They battled the Horde in the Second War and have a bit of a grudge against orcs, but gnomes are a kindly and forgiving lot and are willing to give the orcs a second chance. Gnomes and goblins have always been rivals — though whether this rivalry is friendly or brutal depends on the individuals involved. Gnomes have not been on Kalimdor long enough to form proper opinions about its denizens. Tauren and night elves both seem rather rustic for gnome sensibilities — but they can make friends with anyone. Names Gnome parents name their children at birth. Gnomes have family names that represent an honored ancestor’s achievements, but they only keep these names until some time in their 30s. Gnome society expects them to have made their own achievements by then, and thus the gnome invents a new name that represents their own accomplishments. This name then takes the place of his family name. Male Names: Grobnick, Kazbo, Hagin, Snoonose, Mikosh, Kebos, Otlak, Ciklin, Therlick, Finlis, Iklirn Female Names: Beggra, Nefti, Sorassa, Gamash, Biskil, Munkull, Inku, Fixi, Mekin, Mitkla, Dapeek Family Names: Spinpistol, Airslicer, Bombtosser, Greatgear, Togglefield, Luyckbreak, Stormhammer Gnome Traits Your gnome character has certain abilities, learned through generations of gnomes. Ability Score Increase. Your Intelligence increases by 2, and your Charisma by 1. Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Alignment. Gnomes are good-hearted, and even the tricksters amongst them are more playful than vicious. Those of evil alignment are often the result of madness. An innovative idea that consumed them. Size. Gnomes are between 3 and 4 feet and generally compactly built. Your size is Small. Speed. Your base walking speed is 25 feet. Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Escape Artist. You can move through the space of any creature that is of a size larger than yours. Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Gnomish Engineering. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. Music Box. When opened. this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. Languages. You can speak, read, and write Common and Gnomish. Gnomish in many ways look like dwarven, it uses the same script, and is renowned for its technical treatises and its catalogs of knowledge about the natural world. PART 1 | RACES 16


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 17/153 Draenei In moments of great strife, I gaze into the heavens and see just how far we have already come. — Prophet Velen Thousands of years ago, the titan Sargeras shattered the tranquility of Argus by offering the eredar immeasurable knowledge and power. The eredar were a knowledgeseeking race and accepted his offer. He bathed them in his fel might, turning them into demonic beings of the burning legion called Man'ari. The prophet Velen got a troubling vision of what his race would become, and fled Argus with his followers by the help of the divine Naaru, who renamed them draenei, or "Exiled Ones" in the common tongue. The draenei refer to their corrupted brethren as man'ari, meaning "Unnatural Being". Although both originate from the eredar race, neither the draenei or man'ari consider themselves eredars anymore. Alien Appearance While they stand tall and proud, they resemble no other race on Azeroth. Their skin ranges from rose white, to dark violet colors. They stand slightly taller than humans on average, ranging from well over 6 feet tall to just over 8 feet. They are generally more muscular than other races, with double jointed legs ending in hooves, weighing 250 pounds or more. Males and females are about the same height, and male are only marginally heavier than females. Both genders have tendrils in their head as part of their hair or beard, and both have horns, it is common though for females to have drastically larger horns than males. They also have slender tails, males being considerably longer and thicker than females. Broken draenei, although having many of their pure kins features have noticeable differences, their faces are less structured, and appear more flat than their kins beautiful features. They stand shorter than exodar draenei, their skin hard and cracked like stone, appearing more human than exodar draenei with single jointed legs. The Divine Naaru During the draenei's journey, the enigmatic naaru race taught them the ways of the light, though they already had a certain experience with it through Velen and T'uure. The naaru explained that there were other forces in the cosmos that would stand against the Burning Legion. The naaru bestowed a blessing, the Gift of the Naaru, upon the draenei to signify their new connection the light. Deeply affected by the naaru's words, the draenei vowed to honor the it and uphold the naaru's ideals. Affiliation Due to the draenei's friendly and honorable attitude, they tend to get along well with other races, especially those who belong to the Alliance who welcomed them into their allegiance, even though not all races return their kindness. Draenei have very strong ties with the night elves, who were the first of the Alliance to greet the draenei and welcome them. Draenei hate orcs for the kins actions on Draenor, leading to a large distrust from the draenei side of the horde and its allied races. Names Draenei, unlike most races, do not have last names. Their parents give them a name at their birth. Upon a draenei reaching adulthood they choose a name for themselves that they keep for the rest of their life. Male Names: Meolphi, Bimerd, Hiktin, Ocdam, Nosmas, Ondut, Broruk, Oter, Lacasik, Midirgerd, Drocran Female Names: Eshaatt, Ize, Ruka, Nalre, Hahse, Efae, Nerii, Asara, Velbus, Fuma, Oren, Suhe, Vumo PART 1 | RACES 17


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 18/153 Draenei Traits Draenei share certain racial traits given to them upon their renewal by the naaru. Ability Score Increase. Your Wisdom increases by 2. Age. Draenei mature slightly slower than humans, reaching adulthood in their early 20's, and can live to extraordinary age, become thousands of years old, often exceeding the ancient ages of night elves. Alignment. Draenei are mostly good. Those who strive towards law are sages, priests, paladins, vindicators, or scholars. Those who tend toward chaos are warriors, rangers, or in other ways people more fond of pure fighting. Size. Draenei are between 7 and 8 feet tall and somewhat muscular. Your size is Medium. Speed. Your base walking speed is 30 feet. Shadow Resistance. You have resistance against necrotic damage. Languages. You can speak, read, and write Common and Draenei. The Draenei language, is a strange and complicated language for other races to learn. Seemingly having no resemblance with any Azerothian languages. Subrace. Three subraces of draenei exist: broken draenei, exodar draenei, and lightforged draenei. Choose one of them for your character. Broken Draenei As a broken draenei, you were left on Draenor as the legion invaded, your connection to the Naaru have been severed, leaving you an empty shell of your kin. The severance has disfigured your form, leaving you an outcast amongst the Exodar Draenei. Ability Score Increase. Your Constitution score increases by 1. Darkvision. Accustomed to the unlit sky of Outland, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Elemental Bond. You know the frostbite cantrip. When you reach 3rd level, you can cast the earth tremor spell once per long rest. When you reach 5th level, you can also cast the gust of wind spell once per long rest. Wisdom is your spellcasting ability for these spells. Exodar Draenei As an exodar draenei, you have a natural connection with the Naaru, strengthening your bond to the light. You've fled your planet of Argus from the Burning Legions crusade, forced into exile, for centuries you fled its legions before crash landing on the planet of Azeroth in the Exodar. Ability Score Increase. Your Strength increases by 1. Gemcutting. You are proficient with the jeweler's tools. Gift of the Naaru. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest. Heroic Presence. You can cast heroism and divine favor with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast it again with this trait until you finish a short or long rest. Lightforged Draenei As a lightforged draenei, you've commited yourself to a crusade against the burning legion, infusing your body with the holy light. After the legions defeat on Outland, you've traveled to the planet of Azeroth to lend your aid to its residents against the eternal Burning Legion. Ability Score Increase. Your Charisma increases by 1. Forged of Light. The holy light's warmth envelopes you. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use natural armor. Holy Resistance You have resistance to radiant damage. Light's Judgement: You know the light cantrip. When you reach 3rd level, you can cast the guiding bolt spell once per long rest. When you reach 5th level, you can cast the branding smite spell once per long rest. Wisdom is your spellcasting ability for these spells. PART 1 | RACES 18


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 19/153 Worgen When I told you that I wanted to retake Gilneas City from these Forsaken. There were those who said that it was impossible. I say that we no longer let our fears control us! For too long it has controlled me, fear that if all of you knew the whole truth, you would reject me. I give in no longer. Look at me... Now that you know the truth, I ask of you, who will stand with me, who will fight by my side? — Genn Greymane Worgens are vicious humanoid wolves, a curse thrown upon them by careless druids mingling in powers that were beyond them. The druids turned into the first worgen, feral and uncontrollable, they were sealed away for countless years when night elves realized that their bite was able to transfer the curse to others. When the forsaken sieged the kingdom of Gilneas, the worgens were released from their imprisonment to fight the undead. The feral worgens were effective, but did not differentiate undead from human. The feral worgens never entered Gilneas, but the humans did. Spreading the curse through the kingdom like wildfire. Realizing their mistake, the night elves came to gilneas rescue to offer their aid, they evacuated as many people as they could, and sailed them to their homeland in Teldrassil. There, night elven druids taught the gilnean people how to control the feral curse that lingered in their veins. Some gilneas were so fascinated by the elves magic and connection to druidism, that they were taught their ways. Fierce and Vicious With their massive shapes of a cross between a human and wolf, and the razor sharp claws, worgens appear like evil of a children's tale to those unaware of their existence. They loom over the heads of humans, ranging well over 6 feet to just under 8 feet. Their furry bodies often make them seem much larger than they are, yet with their massive bodies they weigh between 220 to 310 pounds. Males and females are about the same height and build, with the only distinct difference being a males mane. Worgen fur varies widely in coloration, with shades of black, gray, and brown being the most common amongst the worgen kin, even if the worgen had light colorations in skin or hair as a human. Worgen eyes vary like humans, from a light blue to a deep brown. More than just Ferocious With their wild appearance it is easy to think of a worgen as a vicious beast. Yet most still carries the properties they had in their human life. The curse will always linger in their blood, giving many worgen's a shorter temper than they might've had before. Yet they carry the same compassion and determination as humans do, pushing themselves forward to achieve ever greater things for themselves, their newfound kin and that of the human. Affiliation Worgens are still humans at their cores, they began the Alliance and it could not exist without them. Besides the respect given to all affiliated races, the gilnean humans carry a great gratitude for night elves. Their curse may be the result of rogue night elven druids, but without their aid the worgens would still be feral and hostile to all. Although no one trusts or likes the forsaken, the gilnean hatred of the undead goes deeper than most. The forsaken are the cause of their kingdoms demise, a fact the worgens have and will not forget. PART 1 | RACES 19


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 20/153 Names Worgen names follow that of humans, as the worgens were once humans of Gilneas. Through the ages some worgen have forgotten their last names, replacing it with a name of their own, based on their achievements in their cursed life. Male Names: Blake, Chris, Fenegan, Gerard, James, Sean, Sebastian, Vincent, Slain, Tobias, Vitus Female Names: Amelia, Ashley, Celestine, Loren, Mary, Melinda, Mia, Tess, Almyra Gilnean Surnames: Broderick, Cleese, Crowly, Godfrey, Walden, Whitewall, Hammond, Hayward Worgen Surnames: Greymane, Moonfang, Mistmantle, Bloodfang, Darkwalker Worgen Traits The worgen curse has transformed your body into that of a worgen, giving you the following traits. Ability Score Increase. Your Strength increases by 2, and your Dexterity increases by 1. Age. Worgen age like humans, but even though their bodies continue to age, they never feel the strain of old age, and continue to fight as if they were a young human. Alignment. Worgen tend to become chaotic, while originating from humans, the infection of their blood with the wolves has made them more unpredictable. Size. Like humans, they vary widely in height and build, most standing well over 6 feet tall, and weigh around 250 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet Darkvision. Accustomed to the black nights, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Hunter's Lore. You gain proficiency with one of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, or Survival. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. Two Forms. Using 1 minute, you can transform yourself into a human. While human, you appear as you did before getting affected by the worgen curse. You always appear as the same human when you transform. You can transform back into a worgen as a free action on your turn. As a human, you loose all worgen form traits. If you make an attack, cast a spell that affects an enemy creature, or try to use an ability only available in worgen form, you imme-diately revert into your worgen form. Worgen Form Traits Speed. You base walking speed is 35 feet, and you have a climbing speed of 20 feet. Bite . Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier. Viciousness . You can throw yourself into a vicious frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest. PART 1 | RACES 20


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 21/153 Void Elf Some will tell you that the Light is the only path. The one weapon that can stop the enemies of Azeroth. But we see alternatives. Many roads -- many possibilities -- that are open to us. There will be those who doubt you. Who question your resolve, your ability to harness powers that have caused the downfall of weaker wills. — Alleria Windrunner Infused by the void itself, the Ren'dorei -- children of the void -- are a group of blood elves exiled from their homeland of Quel'Thalas. Cast out for their teachings at the hand of the elven magister Umbric, the elves have embraced their newfound powers, though the inner turmoil it has caused may well follow them through their lives as they fight to maintain control over it. Shaped by the Void While they are of the same blood as their elven siblings, void elves are best recognized for their pale or vibrant, blue-tinged skin and eyes. As well as the deep shades of blue and purple in their shadow-infused hair. For some void elves, their dark powers can be seen manifesting in their hair, leaving the tips shimmering with void energy. Most who have tried to harness the corruptive powers of the void have fallen into madness. Among mortals, former ranger-general Alleria Windrunner stands as the first to properly wield it -- the elf now using her powers to guide her elven kin alongside the magister Umbric. The void elves aim, above all, to use their dangerous powers to defend both the Alliance and Azeroth itself. In doing so, they seek to prove wrong any who would doubt or judge their abilities. Exiled From Home Originally, the void elves were the pupils and followers of Umbric -- a magister at the court of Silvermoon, who thought the void to be the key to the survival of Quel'Thalas after its destruction at the hands of the undead Scourge. However, the other magisters did not agree. Least of all the Grand Magister, who ultimately banished the elves from the land under fear that the void would pose great dangers to the kingdom and to the Sunwell. Now, emboldened by their newfound powers, the void elves have sworn to make their claim on the world, under the joint leadership of magister Umbric and Alleria Windrunner. Emergence of the Void Elves The Ren'dorei are specific group of void elves, following the teachings of magister Umbric, though he is not the first elf to have dabbled with the void. If your group aims to run an adventure set before the Burning Legion's defeat at Argus, you should work with your DM to determine the source of your transformative powers. PART 1 | RACES 21


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 22/153 Affiliation Following their exile from Quel'Thalas by their elven kin, the Ren'dorei have decided to swear themselves to the service of the Alliance, under the guidance of former ranger-general Alleria Windrunner. The elves, with little love or care now for their blood elven kin, choose to embrace or try to forget their status as outcasts -- for they will forever be unwelcome within the land they've left behind. Names As the void elves are a small, exiled group of blood elves transformed by the void, their names flow similar to their blood elven kin -- with some choosing to change theirs to further embrace their new powers. Male Names: Mariel, Athaniar, Anador, Tharama, Viridiel, Malanior, Eraeth, Ulorath, Yehru, Kithadre Female Names: Anarial, Freja, Driana, Coria, Alanassori, Melanion, Azshara, Curlih, Setori, Amorly, Zama Surnames: Coldtrail, Nightfeast, Voidworn, Morncloud, Duskblood, Darkvein, Gloomwalker, Voidheart Void Elf Traits Your elf character has few natural abilities that are shared amongst all of the elven kin. Ability Score Increase. Your Dexterity score increases by 1, your Constitution score increases by 1, and your Intelligence score increases by 1. Age. Void elves reach adulthood at the rate of humans, but are not considered to have entered adulthood until they reach 60, and can live to become many hundreds of years old with ease. That said, many of the void elves have lived for thousands of years due to the power of the Sunwell extending their lifespan. Alignment. Most void elves tend to be lawful, much like their blood elven kin. Those who do become chaotic are those who lose control of their void powers and become consumed by them. Size. Void elves in many ways resemble humans, but with slender builds, and much more refined features. Usually just over 6 feet tall, with very little difference between male and females. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses. You are proficient in the Perception skill. Chill of Night. You have resistance to Necrotic damage. Spatial Rift. As a bonus action, you can open a rift in space and time to an unoccupied space you can see, within 30 feet of your current position. Once you use this trait, you can’t do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you go through the the spatial rift. The resistance lasts until the start of your next turn. During that time, you are enveloped in void energy. Languages. You can speak, read, and write Common and Thalassian. Thalassian is a derivative of the Darnassian language, and in many ways sound the same to an inexperienced ear. PART 1 | RACES 22


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 23/153 Races of the Horde


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 24/153 Horde Class Suggestions Pre-Cataclysm Races Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior Death Knight Orc ✦ ✦ ✦ ✦ ✦ ✦ Forsaken ✦ ✦ ✦ ✦ ✦ ✦ Tauren, mulgore ✦ ✦ ✦ ✦ ✦ Tauren, taunka ✦ ✦ ✦ ✦ Troll, forest ✦ ✦ ✦ ✦ ✦ ✦ ✦ Troll, ice ✦ ✦ ✦ Troll, jungle ✦ ✦ ✦ ✦ ✦ ✦ ✦ Blood Elf ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Post-Cataclysm Races Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Death Knight Demon Hunter Orc ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Forsaken ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Tauren, mulgore ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Tauren, taunka ✦ ✦ ✦ ✦ Tauren, highmountain ✦ ✦ ✦ ✦ ✦ Troll, forest ✦ ✦ ✦ ✦ ✦ ✦ ✦ Troll, ice ✦ ✦ ✦ Troll, jungle ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Troll, zandalari ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Blood Elf ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Goblin ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ Nightborne ✦ ✦ ✦ ✦ ✦ ✦ ✦ The following are a set of class suggestions, pulled from World of Wacraft, as the classes the Horde races will more than likely be. It is suggested that you pick from among your race's suggested classes to keep with the thematic elements of the setting. That said, heroes are meant to break molds and be the exception to rules, so feel free to pick a class that is not typically used by your race. If you do pick outside your racial classes though, work with your Dungeon Master to create a backstory for why you are a member of this class. You will likely notice that there are two class suggestion charts. One for Pre-Cataclysm, and one for Post-Cataclysm. This was done because the Cataclysm is a major turning point in the history of Azeroth, and the races of the Horde began learning new abilities and sources of power, in order to fight back against the threats that assail their world. Prior to the Cataclysm, the Horde races were less open to sharing knowledge of and learning about new classes and tended to stay within the traditional classes of their race. PART 1 | RACES 24


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 25/153 Orc To pretend the demonic corruption did not exist is to forget how dreadful the impact was. To make ourselves into victims, rather than claiming our participation in our own destruction. We chose this path, we orcs. We chose it right up until it was too late to turn back. And having made that choice, we can, with the knowledge that we have of the end of that dark and shameful road, choose not to take it. Introduction When the orcs were freed from the Burning Legion, they experienced a spiritual revolution as the unnatural bloodlust left their bodies, connecting them with states of heart and mind that were common to their ancestors. This new generation of orcs for the most part followed Thrall as he forged to reform the Horde through shamanism and tribal tradition. Though prone to fits of rage in warfare, orcs tend to display a curious feral grace that can rival even the finest fencing of an elven noble. The orcs of today continue to stand in drastic contrast to those that were enslaved by the Burning Legion, who embodied a bestial and diabolical force which was barely being controlled by warlock magic. Mindful Race To orcs, prowess in battle bestows great personal honor on an individual. This notion of honor pervades every echelon of orcish culture, and the loss or gain of honor has equal consequence to all orcs regardless of their stature in society. Even the naming of orcs is temporary until they have performed rites of passage; only when orcs bring honor to themselves and thus to their clan do elders grant them adult names based upon their deeds. Orcs may appear quick to anger but they are tempered by the wisdom of the shamans, who are revered across Horde society. While many in the Alliance still perceive the orcs as brutish or even mindless, they have forged a complex culture embracing many occupations and many different races. No doubt Thrall's leadership aided in bringing this about, yet it is apparent that the Alliance has underestimated the orcs' ability to construct a society that is highly influential in world affairs. Spiritual As far back as orcish history has been recorded, shaman have been mentioned, and learning to speak with the elemental spirits of Draenor was a pivotal achievement in destiny for the orc clans. The first orcs to learn the ways of shamanism hailed from the Shadowmoon clan, but many clans claim the mythical "First Shaman" arose from their ranks, even though the truth is that no one is sure of his or her allegiance. Several orc shaman worship or at least acknowledge the Earth Mother, the benevolent creator deity primarily worshipped by the tauren. Frightful Appearance Orc males are massive and brutish looking creatures. Weighing in at 250 to 300 pounds and standing from 6 to 7 feet in height, they are not a small race. Even orc women tend to be only a half-foot or so shorter than most males, having broad shoulders and muscular, powerful bodies. Orcs tend to have bristly hair and beards, often black or brown in color. Their skin ranges from a light green to a dark drab olive. Eyes range in color from a fierce red to a pale blue. Orcs have broad, flat noses, tusk-like teeth jutting from their lower and sometimes upper jaws, and large, pointed ears. They favor clothes of hide, and armor and arm themselves with a variety of gear. Affiliation Thrall formed the Horde with determination and sheer will, and created an alliance of races that has shaken the foundations of the world to its core. Having destroyed the legacy of Grom Hellscream by bringing the orcs out of the depths of demon worship and servitude to unseen powers. PART 1 | RACES 25


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 26/153 Names Most orcish names derive from words in their language that have some complex meaning or hidden significance to their families. Typically, this is the name of a favorite thing or relative. Family names don’t exist; most orcs have last names related to some great deed of heroism or honor. Male Names: Grom, Thrum, Drog, Gorrum, Harg, Thurg, Karg, Regg, Kavenk, Uketel, Thrarturg, Crurn Female Names: Groma, Hargu, Igrim, Agra, Dragga, Grima, Fehmo, Mohma, Sherge, Zuri, Orgis Deed Names: Cravensmile, Steelflame, Twinthunder, Gravepride, Aridfire, Coldbrass, Foebinder, Elfkiller Orc Traits Your orc character share certain traits no matter what clan you deriving from. Ability Score Increase. Your Strength increases by 1, and your Constitution increases by 1. Age. Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. Alignment. Orcs might not have an innate tendency toward evil, but many end up there. Evil or not, many orcs lean toward a chaotic alignment. Size. Orcs are muscularly built, only just towering above humans, with a height of 6 to 7 feet. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Relentless Endurance. When you are reduced to 0 hit points but not killed, you can drop to 1 hit point instead. You must then finish a long rest to use this feature again. Languages. You can speak, read, and write Common and Orcish. Orcish is a harsh, grating language with hard consonants. It has no script of its own but is written in a mix of dwarven runes and common. Orc Clan. Orcs come from many clans, these clans have been put into three categories: Hunter, Mystic, and Warrior clans. Choose one of these clans. Hunter Clans Some orc clans, prefer a more stealth approach to things, hiding and waiting for the perfect time to ambush, such clans include The Shattered Hand, and Bleeding Hollow. Two large orc clans, that go in for a much more stealthy approach to things. Ability Score Increase. Your Dexterity increases by 1. Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. Ambusher. You gain proficiency in the Stealth skill. Mystic Clans Not many orc clans go in for the use of magic, and those that do are usually more secretive than the rest. Generally less keen on working with other clans are spend their time as a nomadic folk rather than settling in a certain area. Such clans include The Shadowmoon, and Stormreaver. Ability Score Increase. Increase your Wisdom by 1. Ancestral Call. You can cast the augury spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell. Mystic Lore. You gain proficiency in the Arcana skill. Warrior Clans Most known orc clans go for the brute forced approach, entering combat gladly with raised weapons, hammering down everything in their way. Some of the larger clans include Warsong, Burning Blade, and the Frostwolves. Ability Score Increase. Your Strength increases by 1. Powerful Build. You count as one size larger when determining your carrying capacity and weight you can push, drag, or lift. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. PART 1 | RACES 26


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 27/153 Forsaken Death offered no escape for the scores of humans killed during the Lich King’s campaign to scour the living from Lordaeron. Instead, the kingdom’s fallen were risen into undeath as Scourge minions and forced to wage an unholy war against everything. . . and everyone. . . that they once held dear. Introduction Undead humans and elves freed from the Lich King’s control, the Forsaken are a strange and dark force. Hailing from the twisted, skittering darkness of Undercity, the Forsaken are nominally allied with the Horde but serve only themselves. Under the Lich Kings crusade, the elven Ranger General Sylvanas Windrunner fell in combat. Prince Arthas raised her as a banshee and compelled her to follow his command. When the Lich King’s power waned in the incidents surrounding the Frozen Throne, Sylvanas harnessed her fury and tore herself free from his skeletal grasp. She freed many other undead as well, and recruited powerful allies from the Burning Legion and the surrounding ogre clans. Sylvanas dubbed her new force the Forsaken, and the undead established their capital in the labyrinthine crypts beneath Lordaeron’s capital city. Their sprawling, subterranean realm now called Undercity. Necessary Alliance The Forsaken originally became allies of the Horde out of necessity and convenience. They have no love for orcs, tauren or any other living creature, but they need time to strike against the Scourge and allies to help them do it. The Forsaken claim that they joined the Horde to prove their desire to leave their evil ways behind, but no one really believes this. The Horde accepts the forsaken’s help, as they do indeed have a common enemy: the Scourge. The Horde is leery of the forsaken’s tactics, however, and keeps watchful eyes on them. Though initially the Forsaken alliance with the Horde was one of pure convenience, in recent times it appears that their position in the faction has begun to solidify and many, though not all, of the Forsaken appear to be more or less loyal to the Horde now. Strange Behaviors Forsaken culture is strange, a perverse combination of the lives they once knew as mortals and the mindless slavery they experienced in the Scourge, colored by white-hot rage toward the Lich King and an almost equally intense devotion to their queen. Some Forsaken attempt to reclaim their humanity by acting in kind and helpful ways. Others allow hatred to fester into cruelty and rage. Extreme Alchemists Never sleeping, eating or falling ill, abandoned by those they once loved, the Forsaken have a brutal set of priorities. A great portion of their efforts focus on dark alchemy, and the Royal Apothecary Society commands great power in Undercity’s oily tunnels. The apothecaries constantly send Forsaken on missions to gather odd materials for their twisted experiments. Rumors tell that the undead creatures are working to create a plague that will exterminate the Scourge and every living being on Azeroth. Dreadful Looks Forsaken, unsurprisingly, look like dead people. Their skin is gray and rotting, showing bone and flesh in places. Their pupil-less eyes glow with dim, white ghostlight. Their muscles are withered, making them scrawny. Their movements are slow but jagged. Necromantic magic keeps them preserved, but natural decay still proceeds, just at an extremely slow rate compared to normal. 27


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 28/153 Affiliation Though the Forsaken do not trust anyone and no one trusts them, they are members of the Horde and, for now, do their best to help their allies and placate their ambassadors. Forsaken have even less love for the Alliance, particularly because they clash constantly with the human organization called the Scarlet Crusade. The only other Horde faction they have a semblance of trust with is Silvermoon City and the blood elves. This is because their ruler Sylvanas Windrunner, and a small portion of forsaken were once blood elves. Names Most forsaken keep the human or blood elven name they had when they were alive. If a forsaken cannot remember their name, or simply wishes to change it, they make up a suitable name or read one from a headstone. Some invent surnames that imply their desire to eradicate the Scourge or about their undead nature. Forsaken Traits Your forsaken character has certain traits deriving from humans, as well as forsaken traits. Ability Score Increase. Your Constitution score increases by 1. Age. Forsakens do not age, they are undead. The age they were when brought back as forsaken is the age they will be until destroyed. Alignment. Forsakens alignment varies, as their race origin, most tend to become more chaotic, and very few keep to good after decades of being an undead. Size. Forsaken size reflects that of their living counterparts. Many getting more hunched over with the decades. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Forsakens can see normal in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Cannibalism. Using 1 minute, you can cannibalize the corpse of a humanoid that has been dead for less than 1 hour. When done, you regain a number of hit point sequal to your level + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short rest. Touch of the Grave. Forsaken don't need to sleep. Instead, they enter a semiconscious state of the afterlife for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Undead. You have two creature types: humanoid and undead. You can be affected by a game effect if it works on either of your creature types. In addition, you gain the following benefits: You don't require food, or water. You have resistance to poison damage, and advantage on saving throws against being poisoned. Will of the Forsaken. You have advantage on saving throws against being charmed, effects that turn undead, and magic can't put you to sleep. Languages. You can speak, read, and write Common and Gutterspeak. Gutterspeak is a simple form of common that mixes in Dwarven and Thalassian slurs. Subrace. Two kinds of forsaken exist on Azeroth, elves and humans. Choose one of these subraces. Forsaken Elf As a forsaken elf, you were once a high elf off Quel'thalas, overtaken by the scourge. Now usually serving as high and powerful members within Sylvanas' rule. Ability Score Increase. Your Intelligence increases by 1. Quel'dorei Legacy. You can cast magic missiles and shield with this trait, using Intelligence as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. Languages. You can speak, read, and write Thalassian. Forsaken Human As a forsaken human, you were once a proud human of Lordaeron. A human society at the top of the Eastern Kingdoms, that the scourge all but leveled with the ground in its passing. Now, broken from the scourges will, you serve under Queen Sylvanas' rule. Ability Score Increase. One other ability scores of your choice increases by 1. Human Resolve. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest. PART 1 | RACES 28


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 29/153 Tauren Our people have walked this land for many, many years, and in that time have learned much about the world. Our allies will need to look to us for wisdom and guidance. My father once made a promise to the Horde, to repay a debt we owed them for their service to our race. I, for one, intend to deliver on that promise. — High Chieftain Baine Bloodhoof Introduction The plains of Kalimdor have long been a home to these gargantuan nomads. The tauren are a race of spiritual shamans, hunters, and fighters, who long ago developed a complex culture and system of living without the aid of stonework, steel or conquest. This is not to say that the tauren are a race of pacifists, when they are angered they are capable of retaliating with swift and decisive brutality. The tauren are a noble race that embrace the natural world. They have shed their nomadic roots and united in their ancestral lands. Their race may be one of spirituality, reverence for nature, and respect for elders, but it also possesses powerful warriors that willingly fight when the situation demands it. Although strong and capable warriors when roused in battle, most tauren reserve combat for when all other options are exhausted. They prefer course of wise discussion and careful rumination before embarking on any great endeavor, and they have great respect for the wise, spiritual and elderly among their people. The tauren are not wrathful by nature, but sometimes a thirst for justice causes them to take up arms in anger. Peaceful Race Tauren have no love for bloodshed, as their deep spiritual beliefs do not have a place for warfare. The elders of a tribe solve most issues, or two tauren might resolve a conflict with a ritual challenge resembling a duel. Having become members of the Horde, the introspective race has been involved in more and more conflict, creating a demand for tauren warriors and healers. Many must spend time putting great thought into the actions they perform on the field of battle. Taking another life, whether it is man or beast, is an act filled with great significance and responsibility to the tauren. Majestic Appearance Tauren are large, and muscular with bull-like heads. Males average 7 1/2 feet tall and 400 pounds, while females are usually a bit shorter and lighter. Tauren are mostly muscle, having incredibly developed physiques and brawny frames most suitable for combat. Soft, downy fur covers the tauren body, with manes growing along head and neck, the lengths of the arms, and the shins. Coloration can range from solid black to blond and even to white, or mottled pelts with a range of spots and different colors. Horns are most prominent on males, although all tauren have horns. Affiliation Tauren are members of the horde. When they first encountered the orcs, the tauren recognized them as spiritual brethrens. No other race shared such a similar outlook on the world, and the shamans of both races met frequently to discuss the matters of the spirit world. The tauren allied with the orcs out of a shared vision, one of a collective of allies keeping each other well guarded. While the tauren see the orcs and trolls as friends to welcome, they rarely trust the forsaken with more than a nod and a place to set their withered feet, and give blood elves the same treatment, the taint of magic still lingering on the blood elven spirit is a poisonous air to the tauren, a stench of the soul that they cannot tolerate for long. PART 1 | RACES 29


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 30/153 Tauren bear no personal ill will to members of the Alliance unless directly threatened by them. They view night elves with awe and fear. Tauren and night elves have coexisted on Kalimdor for centuries, and tauren have long seen the Kaldorei as a mythical race of demigods, wielders of great magic and steeped in natural powers. Names The language of the tauren is often harsh and low sounding, which is reflected in the names of their children. The last name of a tauren is usually a family name, handed down through the generations. If the tauren has performed some act that has made an impression on the elders of his tribe, however, he may choose to take on his own last name to commemorate that act. Male Names: Azok, Bron, Turok, Garaddon, Hruon, Etu, Jeddek, Mechi, Cochu, Huslu, Idra, Naalnish Female Names: Argo, Serga, Grenda, Beruna, Halfa, Atepa, Chepi, Mabu, Foston, Pakuna, Halona Family Names: Darkthorn, Thunderhoof, Stormhorn, Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker Tauren Traits Tauren share certain characteristics no matter what tribe they come from. Ability Score Increase. Your Strength increases by 2. Age. Tauren reaches adulthood in their mid teens, and most grow to be 80 years old, few live beyond a century. Alignment. Most tauren are lawful, keeping to their tribal code. Those who are evil are shunned upon, most either outlaws or corrupted in some form. Size. Tauren stand between 7-9 feet tall, most heavily built with broad shoulders. Your size is Medium. Speed. Your base walking speed is 30 feet. Horns. Your horns are natural weapons, which you can use to make an unarmed strike. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Tauren Weapon Training. You are proficient with the halbard, tauren totem, shortbow, and longbow. Languages. You can speak, read, and write Common and Taur-ahe. Taur-ahe is a harsh, and low sounding language, without a proper alphabet, their written language is made of elaborate pictograms and pictoforms. Subrace. Three subraces of tauren exist: highmountain tauren, mulgore tauren, and winter tauren. Choose one of them for your character. Highmountain Tauren Highmountains are among the more secluded tauren, residing atop highmountain on the broken isles, they are a peaceful, and generally kind hearted tauren kin. These tauren has massive thick antler instead of horns. Ability Score Increase. Your Wisdom increases by 1. Mountaineer. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Rugged Tenacity You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. Mulgore Tauren The tauren of Mulgore are a peaceful and honorable people, that nonetheless are fierce fighters when roused. Hunting and shamanism are held in high regard in their culture, as is their worship of the Earth Mother and respect for the land and nature. Ability Score Increase. Your Wisdom increases by 1. Endurance. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. War Stomp. You can cast the earth tremor once with this trait, by stomping your hoof into the ground, and regain the ability to do so when you finish a long rest. Strength is your spellcasting ability for this spell. Winter Tauren (Taunka) The taunka are an ancient offshoot of the yaungol and relatives to the tauren who have adapted to the harsh environment in Northrend. Unlike their more peaceful tauren relatives, the taunka forcibly bend nature and the elements to their will in order to survive. Ability Score Increase. Your Constitution score increases by 1. Cold Resistance. You have resistance to cold damage. Natural Athlete. You are proficient in the Athletics skill. Tundra Walker. You can move across difficult terrain made of ice or snow without expending extra movement. PART 1 | RACES 30


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 31/153 Troll Your ancestry dates back to the dawn of the world. Great were the ancient empires of the trolls. I see a spark in your eyes, a powerful will - you wish to be great again, yes? — Lorewalker Cho Introduction The jungle trolls are sometimes referred to as Gurubashi trolls, after the ancient empire of the same name. Their capital, Zul'Gurub, is located in Stranglethorn Vale, along with many smaller towns, cities, and villages, many of which are in a state of ruin or disrepair. The largest jungle troll settlement outside Stranglethorn is Sen'jin Village founded by the Darkspear tribe, who had been displaced from their exile on the Broken Isles and Echo Isles. Forest trolls hold all other races in contempt — especially blood elves, whom they consider the despoilers of their ancient homeland. They will only work with others if it means the elimination of an even more hated enemy. Forest troll culture is tribal and primitive. Though not as violent as their ice troll cousins, forest trolls nonetheless have a fearsome reputation in battle. Ice trolls are a subspecies of troll that lives in cold climates. They have angular features, bright blue eyes, and mottled blue-white skin covered in hides and pelts. This troll has blue-white skin under grayish leather armor, and he sports a red mohawk. Ice trolls are generally evil and like most trolls, they are fierce protectors of their homes and may attack travelers to gain weapons, materials, clothing and food. They practice cannibalism and sometimes eat their slain enemies raw. Cannibalists and Voodooism Cannibalism was a relatively common practice amongst trolls, although through the decades, and with their integration into the horde, their cannibalism had been frowned upon by most, and has since been made a forbidding practice by the horde, some still practice it, but non do so openly. Not all trolls practice voodoo, but it is widespread. It was given to the trolls by their worshiped gods the Loa, and the exact emergence of voodoo among the trolls is unknown, for most tribes that possess such knowledge are unwilling to share it with outsiders. Tall and Muscular Trolls are often tall, lanky, and muscular. They have both elven and orcish characteristics with their fierce fangs and long ears. Their long arms, strong legs and quick reflexes make them adept hunters. Trolls have only two fingers and a thumb on their hands, and they have only two toes on each foot. Some trolls have a toenail on their heels, and they do not wear standard shoes or boots due to their unusual foot shape and comfort in wading barefooted within different terrains. Affiliation Trolls are steadfast members of the horde. Though they practice voodoo and many retain their savage natures, they are respected within the horde by the orcs. They feel a great debt to them, and their time fighting alongside the tauren has made them friends of these creatures as well. They are suspicious of the forsaken, but so is everyone else. The troll tribes doesn’t really hate the Alliance races, but their loyalty to the Horde and their bloodthirstiness makes the Alliance a great target. However, their respect for the Warchief prevents them from waging a private war against Theramore. PART 1 | RACES 31


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 32/153 Names Troll names look simple but are surprisingly complex. Their language is largely syllabic, and various syllables can be added to the beginning or end of a troll’s name to denote status and ability. Trolls don't have family names, although some use their clan name as their surname. Male Names: Vol, Ros, Mig, Gal, Traxe, Maaho, Tuben, Ju, Goz, Akash, Vithek, Tian, Vazkono, Rhas, Vog Female Names: Shi, Mith, Hai, So, Ozdun, Imo, Aju, Zhokre, Xullah, Joz, Fahze, Zil, Ruso, Mooh Troll Traits Your troll character has certain characteristics in common with all other trolls. Ability Score Increase. Your Dexterity increases by 1. Age. A troll reaches adulthood in their late teens and generally dies within a century, although they can live to become well over a century old. Alignment. Trolls are a neutral race, their alignment varying drastically between them. Most trolls tend to be lawful, their tribes often having particular customs and rules for them to abide by. Size. Even though most trolls stand bend forward with their slender builds and broad shoulders, they still tower above other races with an average height of 7 feet. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Trolls retain their vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Regeneration. For each Hit Die spent at the end of a short rest, you add twice your Constitution modifier to it. Languages. You can speak, read, and write Common and Zandali. Zandali is the tongue of all trolls. It is a largely syllabic language, and taught down through generations as it has no physical script. Subrace Four main subraces of troll populate the surface of Azeroth: forest trolls, ice trolls, jungle trolls, and zandalari trolls. Choose one of these subraces. Forest Troll As a forest troll, you have a keen sense of the natural world, a cunning for warfare, and a hatred of men and elves. Their skin is often a lush green, with a moss like substance growing on its surface. The forest trolls of Azeroth once ruled an empire that has been brought to its knees by an alliance of human and high elves, liberating the region of Lordaeron. Ability Score Increase. Your Constitution score increases by 2. Mask of the Wild. You have advantage on Stealth checks when lightly obscured by plants, or other types of foliage. Wilderness Knowledge. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. Af iliation. Independent or Horde. Forest trolls are very secluded, remaining in the ashes of their old empire. They openly practice cannibalism, making them disliked by members of the Horde. These trolls few other races as beneath them, but will not hesitate to ally them-selves with them if it means their survival. Ice Troll As an ice troll, you're strong and hardy, accustomed to cold climates. You rise above other troll subspecies, and tend toward lighter coloration. The ice trolls hail from the frigid regions of Dun Morogh and Northrend. Ability Score Increase. Your Strength increases by 2. Frostworn Skin. You have resistance to cold damage. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Tundra Walker. You can move across difficult terrain made of ice or snow without expending extra movement. Af iliation. Independent. Ice trolls are steadfastly loyal to themselves above all others, their harsh society and brutal way of life makes them notorious amongst the Horde. They disobey their demand of ending their ways of cannibalism, making them uncommon members of the horde. Jungle Troll As a jungle troll, you have a knowledge of voodoo, a ferocity unmatched by your kin, and a uniformed tribal society. You stand shorter than any other troll specie, and tend to have skin of purple or gray colorations. The jungle trolls of Stranglethorn are by many considered the most brutal of all troll races, yet the ones that have joined the Horde have been forced to leave much of their brutality behind. Ability Score Increase. Your Constitution score increases by 1, and your Wisdom score increases by 1. Berserking. Whenever you score a critical hit with a weapon attack, you can reroll one of the weapon's damage die and use either roll for the damage. Gurubashi Weapon Training. You have proficiency with the hand axe, javelin, and spear. Voodoo Shuf le. You ignore non-magical difficult terrain, and your base walking speed increases to 35 feet. Zandalari Troll As a zandalari troll, you have a unparalleled connection to the loas, a strong intuition, and ancient traditions to uphold. Unlike most trolls, you stand upright, and tend toward a gray stone like complexion. The zandalari trolls are the pinnacle of all troll society, their temple city on Zandalar sits as a union for all trolls to converge to for meetings. Ability Score Increase. Your Wisdom score increases by 1, and your Charisma score increases by 1. Ancient lore. You gain proficiency in the History skill. Loa's Embrace. You know the guidance cantrip. When you reach 3rd level, you can cast the guiding hand spell once per long rest. When you reach 5th level, you can also cast the enhance ability spell once per long rest. Wisdom is your spellcasting ability for these spells. When you cast this version of guiding hand, the hand appears as a tiny animal, representing a specific loa. PART 1 | RACES 32


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 33/153 Blood Elf We must put this misery behind us. We must enter a new chapter! And so I say to you that, as of this day, we are no longer high elves! In honor of the sacrifices of our brothers and sisters, our parents, and our children, as of this day we will take the name of our royal lineage! As of this day, we are sin'dorei! For Quel'Thalas! — Kael'thas Sunstrider Nourished and strengthened by the Sunwell’s potent energies, the high elves’ enchanted kingdom of Quel'Thalas prospered within the verdant forests north of Lordaeron. During the Third War, the high elves were nearly scoured from Azeroth. Led by the death knight Arthas, the scourge army slaughtered almost all of the kingdom’s population. In the slaughter, Arthas tainted the sunwell, reanimating a lost necromancer. Prince Kael'thas rushed to his homeland's aid, and the survivors of the onslaught were renamed 'blood elves' in honor of their fallen kin. The blood elves grew addicted to the sunwells tainted energies. Kael'thas desperately searching for a cure for his kin, traveling the world to avenge his people and find a way to sate their hunger for magic. Kael'thas assured his people he would return to Quel'Thalas and lead them to paradise, yet on Outland, the prince became twisted with the corrupting essence wielded by the demonic Burning Legion. Getting under the sway of the Legion's commander. The prince was later killed on his return to Quel'Thalas for his treachery, and with the aid of the draenei prophet, Velen, the magic taint lingering on the sunwell was vanquished, restore it as a fount of both arcane and holy energy. Inspired by the Sunwell's rebirth, the blood elves have since entered into a shining new era in their ancient race's history. Although some elves remain hesitant to abandon their dependence on arcane magic, others have embraced change for the betterment of Quel'Thalas. Crimson As a culture, the sin'dorei have retained the look and feel of their fallen high elven kingdom, though have developed a greater penchant for the colour of crimson: the colour of their namesake. Crimson-red robes, decor and armour have become far more commonplace within blood elven society prior to the fall of the high elven people, a reference to the blood of their many brethren who had perished in the Third War. The iconic and traditional blood elven colours are red, gold, and to a lesser extent, blue – all of which can be seen on their racial crest, the Icon of Blood. Proud Society In general, the blood elves are a proud, pragmatic, and somewhat jingoistic people; they place great emphasis on their love for their homeland, and are ruthless to their enemies. Their reputation for isolationism is well-earned, and they prefer to keep to their own kind, although exceptions to this stereotype exist. Blood elves are a resilient race of survivors, and their most prominent figures stand as beacons of courage, tenacity, and the strength to fight on, regardless of what foes stand in their way. Beautiful and Graceful Blood elves are, biologically and physiologically high elves. With the largest difference being their emerald glowing eyes compared to the high elves blue. They are slenderly built, standing at 5 feet tall to just over 6 feet, and averaging at 150 pounds. They have long pointy ears, high cheekbones, and are generally considered highly attractive by the standards of most mortal races. Both males and females commonly have long hair in light colorations, and males ability to grow facial hair is limited, resulting in very few having beards beyond an inch, and large facial hairs being completely absent. PART 1 | RACES 33


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 34/153 Affiliation The Sin'dorei have joined the Horde. After the third war, the atrocities dealt to their kin by the xenophobic humans lead them to distrust the Alliance. Convinced by the former ranger General Sylvanas Windrunner, and with her speaking on their behalf to the leaders of the Horde. Even though high elves and blood elves are physically the same, the elves do not get along well. What remains of the high elves see their other kin as traitors, and tainted. And blood elves are split between wishing to reunite their empire, and seeing their high elven kin as dishonored for their actions against them. Blood Elf Names Blood elves for the most part use high elven names, as they originate from their high elven predecessors, many have either kept their past name, and given high elven names to their children. Unlike high elves, blood elven surnames are generally more aggressive, blood elves don't keep family names, with the exception of nobels wanting to carry on a certain name. Male Names: Mariel, Athaniar, Anador, Tharama, Viridiel, Malanior, Eraeth, Ulorath, Yehru, Kithadre Female Names: Anarial, Freja, Driana, Coria, Alanassori, Melanion, Azshara, Curlih, Setori, Amorly, Zama Surnames: Coldtrail, Nightfeast, Darkgift, Glowvein, Warmblood, Dawntrick, Solarmind, Phoenixdreamer Blood Elf Traits Your blood elf character has a variety of natural abilities, the result of magical influence and their highborne blood. Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1. Age. High elves reach adulthood at the rate of humans, but are not considered to have entered adulthood until they reach 60, and can live to become many hundreds of years old with ease. That said, many of the high elves have lived for thousands of years due to the power of the Sunwell extending their lifespan. Alignment. High elves lies in a very militant society, strict rules have been made for people to uphold, pushing most towards a lawful alignment. Size. High elves are just under 6 feet tall and weigh between 100 and 175 pounds. Your size is medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses. You are proficient in the Perception skill. Arcane Af inity. You can cast detect magic and magic weapon with this trait, Intelligence is your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. Cantrip. You know one cantrip of your choice from the mage spell list. Intelligence is your spellcasting ability for it. Quel'dorei Weapon Training. You are proficiency in longbows, sin'dorei warblades, and warglaives. Languages. You can speak, read, and write Common, Thalassian, and one extra language of your choice. Thalassian is a derivative of the Darnassian language, and in many ways sound the same to an inexperienced ear. PART 1 | RACES 34


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 35/153 Goblin I never cover up the things I'm proud of. If the world was gonna split in half tomorrow, I’d buy the Dark Portal, slap a toll booth on it, and charge refugees the last of their pocket change, the rings off their fingers, a bite of their meal, and a contractual obligation to build me a rocket palace in the skies of Nagrand. It’s the goblin way! Supply and demand! Deal with it! — Trade Prince Jastor Gallywix Introduction Slaves of the jungle trolls on their home isle, forced to mine kaja'mite ore out of the volcanic bowels of Mount Kajaro. The ore had an unexpected effect on the goblins, granting them cunning intelligence. They began to rebel in secret, engineering artifacts, and brewing alchemical substances to successfully overthrow their oppressors and claim Kezan their homeland. Their prior prison become an expanding empire in the mines they had dugged. To their dismay, the effects of the kaja'mite ore wore off, and their increased intelligence waned, as the ore itself became scarce and dwindled. Their brilliant engineering dwindled in ingenuity, looking haphazardly put together. Their remaining craftiness and greed soon took its place, lifting the race to preeminence as masters of mercantilism. Great fortunes were amassed, and the isle became a hub for goblin traders. Technology Goblins love of mechanics often places them into direct competition with gnomes who enjoy similar devices. The competition between goblins and gnomes seems to be friendly. Whether clockwork shredders that allow a single goblin to do as much harvesting as 10 field hands or zeppelin-like airships that can ferry troops over otherwise impassable terrain, the goblins' inventions have become legendary. Such technological ingenuity is as central to the goblins' rise among the races as any trading prowess. Even with the malfunctions and explosions that occur, goblin technology is proving to be of a quality that rivals the dwarves and their firearms. While other races often try to build reliable machines that would stay for grandchildren, goblin aims for device of the marginally bearable reliability that should only last enough to make its construction reasonable. Weird as it is, this approach allows to build more machines, or to build a more complex and powerful machine using the same time and resources. Born Traders Goblins have taken to the role of merchants, and it's hard to travel for more than a week or two without stumbling across a goblin shop of some size. Goblin shops can be found nearly anywhere on Azeroth, seemingly regardless of whether or not there are towns nearby and heedless of dangers such as the Scourge. The goblins will sell anything to anyone, at only slightly inflated prices. Though many shops remain independent, a growing number of them have signs declaring that they are owned and operated by the Venture Company, which the proprietors claim is headquartered in a faraway city ruled by goblins where the streets are paved with gold. The goblins are also legendary for the sheer variety of trade in which they are willing to indulge and for their tenacity in bargaining. Small But Standing Tall Goblins are slight and wiry, averaging 3 feet in height and weighing between 30 and 50 pounds. They have long, sharp noses, chins and ears, and green skin. Their arms are long and slender and their fingers deft. Female goblins are on average taller than most male goblins, even though the difference is miniscule, and close to nothing compared to other races. PART 1 | RACES 35


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 36/153 Affiliation Goblins have found a recent enemy in the Alliance. Unprofitable encounters with the secretive SI:7 forces have driven them away from comfortable neutrality with both sides. Forcing them to reforge old pacts with their business partners and now allies the horde. Although the Alliance is not fond of goblins, they still for the most part do trade with them when stumbled upon outside Stormwinds borders. Only member of the Alliance they tend to stay from are night elves, who carry a deep dislike towards the goblins because of their disrespect for the nature they continuously harvest for resources. Names Every goblin has a given name and a family name. The family names portray some ancestor’s achievement, though a goblin may take a new family name if he feels he has made an accomplishment that outstrips that of his forebear. Male Names: Nees, Ford, Joxdeld, Zatval, Fivinkle, Bova, Geevegbix, Rolaz, Ixa, Saz, Menzen, Gilmaxle Female Names: Trutte, Meez, Kleqe, Suva, Tweedo, Cynmee, Twinkle, Klasi, Teexma, Ninzi Family Names: Brokenblast, Shifttale, Saltsnipe, Deadknob, Nifttweak, Cogbeast, Slyfire, Manbelt Goblin Traits Your gnome character has certain abilities, learned through generations of gnomes. Ability Score Increase. Your Intelligence increases by 1, and your Charisma score increases by 2. Age. Goblins mature slightly slower than humans, reaching adulthood in their early 20, and die within a century. Alignment. Most goblins tend to be chaotic to a certain degree, even when lawful, they have a spark of chaoticness in them that they cannot get rid off. Size. Goblins are between 3 and 4 feet and somewhat slender. Your size is Small. Speed. Your base walking speed is 30 feet. Darkvision. Goblins naturally have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Best Deals Anywhere. You have advantage on any ability check made to appraise the price of an item. Goblin Engineering. You are proficient with the artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct an explosive device. The device ceases to function after 24 hours, when a creature uses their action to activate it or when you dismantle it; if you dismantle a device, you can reclaim the materials used to create it. You can only have one explosive device constructed at a time. When you create a device, choose one of the following: Rocket Jump. This explosive container can be strapped to a person's belt or boot. As an action, that person can fire the rocket, launching them 30 feet in a direction of their choice. For example, a creature can choose to launch 25 feet into the air, 5 feet forward, and so on. Rocket Blast. A crude rocket fixed with flash powder. As an action you, you can choose a point within 30 feet. Each creature within 10-ft of the point must succeed a DC 11 Dexterity saving throw, or be blinded until the start of their next turn. Living Through Chemistry. You gain proficiency with the artisan's tool (alchemist's supplies). Mechanical Familiarity. You are proficient in firearms. Time is Money. As a bonus action you can shout at an ally and command them to move. That creature can use it's reaction to move up to its speed without provoking opportunity attacks. You can't use this feature again until you finish a short or long rest. Languages. You can speak, read, and write Common, Goblin and one language of your choice. Goblins are traders, and trade with every race willing to buy from them, picking up languages as they go. PART 1 | RACES 36


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 37/153 Nightborne It had to be done this way, there was no other alternative. We no longer need the Nightwell, nor do we need its power. We must forge our own destiny from now on. — First Arcanist Thalyssra An impenetrable barrier was placed around their capital city Suramar, shielding the highborne from the Sundering. This shield would keep the highborne isolated from the rest of Azeroth's new continents for thousands of years. Forcing the highbornes to rely on their Nightwell for their magical powers. The highbornes evolved over the ages, and they called themselves the shal'dorei or nightborne. When Suramar run out of food, the shal'dorei began to utilize the substance of their Nightwell as nourishment and was thus spared an untimely death, however, this soon caused them to be unable to survive without drawing magic from the Nightwell. Crime was punished by exile. Cutting them off from the Nightwell, the exiled would diminish into husks of their former selves, and eventually irreversible into mindless withered, waiting for death. Ten thousand years later the nightborne lowered their shield and surrender to the Burning Legion by orders from their leader, Grand Magistrix Elisande. Many nightborne did not agree with her decision, but none dared speak against her newfound forces of demons. Through the aid of a nightborne resistance, and the forces of the Alliance and Horde. The Grand Magistrix and her demon allies were pushed back into the Twisting Nether. Born in the Darkness Sealed off within their capital of Suramar, the nightborne physique in many ways resemble that of their night elven kin, with tall slender bodies and muscular builds. The ever darkened sky of their city have changed their skin to be a dark blue or purple, rather than the more vibrant colors of the night elves. The Shal'dorei still practice arcane magic, giving their eyes a dim blue or purple glow, instead of the golden glow of the night elves. The nightborne are fiercely proud of the arcane ways, and proudly shows off shimmering tattoos of arcane energy that has been placed upon their body. The tattoos have no known impact on the nightborne capabilities, yet it stands as a show of a nightbornes comprehension of the arcane. Highborne Civilization The Shal'dorei have an air of superiority that often comes across as pompous. They revel in their unequalled magical civilization but having no exposure to the current races of Azeroth until the rebellion led an invading force to free Suramar, many still regard outside races and the world as it was back then, full of the unworthy, the uncultured, and low born far beneath the standards and levels of the nightborne civilization. These were the less admirable qualities of night elven civilization back then, and the shal'dorei continue in them as if nothing has changed and as if they still remain the center of the world. PART 1 | RACES 37


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 38/153 Affiliation The Shal'dorei have been severed from the world for thousands of years, originally hailing from the night elven Highborne, many Nightbornes wished to return to their ancient kin. The night elves saw the careless use of arcane in the shal'dorei, knowing what it did to their civilization so many years ago and shunned them from their society. A few amongst the Nightborne have sympathized with the blood elves and their past craving for their Sunwell and joined the Horde in their honor. Nightborne Names Nightborne names resemble that of night elves, and would appear Darnassian in script to an inexperienced eye. Yet the nightbornes language have changed from their ancient tongue, as has their names. The nightbornes still follow the Kaldorei naming traditions. Male Names: Absolon, Astoril, Oculeth, Lespin, Silgryn, Almon, Ailen, Vanthir, Sylverin, Rosaine, Thorendis Female Names: Valtrois, Iadreth, Anastae, Ly'leth, Theryn, Ambrena, Anaryys, Naran, Ke'lorin, Arluelle, Noressa Surnames Names: Luneastre, Astravar, Swiftmeadow, Moonblade, Silverleaf Nightborne Traits Your nightborne character has a variety of natural abilities, harnessed by old traditions and the power of the Nightwell. Ability Score Increase. Your Dexterity score increases by 1, and your Intelligence score increases by 2. Age. Although nightborne elves reach physical maturity at about the same age as humans, their understanding of adulthood goes beyond physical growth to encompass worldly experience. Nightborne typically claims adulthood and an adult name around the age of 100 and can live to become several thousand years old. Sustained by the Nightwell, many have lived since the War of the Ancient. Alignment. Order and structure are key to nightborne. Their society believes that reputation and status are of the utmost concern, and that mortality and principles of right and wrong are viewed too often in that light. Giving most nightborne a lawful alignment. Size. Nightborne are around 7 feet tall and weigh between 180 and 240 pounds. Your size is medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses. You are proficient in the Perception skill. Lorekeeper. You gain proficiency with the Arcana and the artisan's tool (calligrapher's supplies). Mental Warding. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Superior Darkvision. Your darkvision has a radius of 120 feet. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Languages. You can speak, read, and write Common and Shalassian. Shalassian, like Thalassian, originates from the Darnassian language. Its dialect has been scrutinized through the ages, making it nearly impossible for members outside of the Nightborne to read or write. PART 1 | RACES 38


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26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 40/153 Independent Class Suggestions Post-Cataclysm Races Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Death Knight Demon Hunter Pandaren ✦ ✦ ✦ ✦ ✦ ✦ ✦ The following are a set of class suggestions, pulled from World of Wacraft, as the classes the independent races will more than likely be. It is suggested that you pick from among your race's suggested classes to keep with the thematic elements of the setting. That said, heroes are meant to break molds and be the exception to rules, so feel free to pick a class that is not typically used by your race. If you do pick outside your racial classes though, work with your Dungeon Master to create a backstory for why you are a member of this class. PART 1 | RACES 40


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 41/153 Pandaren To ask why we fight... is to ask why the leaves fall. It is in their nature. Perhaps, there is a better question. Why do we fight? To protect home, and family... To preserve balance, and bring harmony. For my kind, the true question is, what is worth fighting for? — Chen Stormstout The pandaren have long been a mystery to other races of Azeroth, their history stretching back thousands of years, to before the raise of the kaldorei. Denizens of a wondrous and fertile land, the pandaren were slaves to the ancient titan-forged mogu. Through tenacity, diplomacy, and a unique form of unarmed combat, they staged a successful revolution that deposed the mogu, and established the foundation of the pandaren empire that would prosper for thousands of years. As the sundering took place, Pandaria was shrouded in a magical mist that would last for thousand of years. As the years came to an end, the mist around Pandaria unveiled. Drawing the attention of both factions, wishing to claim this 'unexplored' land, and learn of what lied on its surface. Harmony in All Things Pandarens are slow to anger, they prefer a measured solution to problems. It takes a great deal to wound up a pandaren. On their homeland Pandaria, negative emotions are harnessed, and take physical form to wreak havoc on the isle. Pandarens emphasize and cultivate a quiet life of inner harmony and focus. Conflicts, no matter how bitter, are quickly forgotten over cold drinks once the matter is resolved. A Spiritual Race Pandaren have a fierce and deep belief in the connection of the material and spiritual world. In many ways their faith mirrors the ancient beliefs of night elves, and beliefs of the tribal races of Kalimdor. Like the races of Kalimdor, the pandaren follow a shamanistic faith, they worship the Earth Mother and give passage to their dead. They are a society that reacts, rather than being the ones to act first. Many pandarens claim to be the water that flows around a rock -- it never pushes the rocks out of its way, but merely goes around it. This stands as the core of their society, a simple means of everyday life. If they set their mind to a task and fail, then they believe they went about it the wrong way, and try again. Covered in Fur Covered in colorful fur from head to toe, pandaren appear like massive humanoid bears towering above the heads of most of Azeroth's inhabitants. They stand far over the head of humans, ranging from just under 7 feet to a few inches short of 8 feet. Pandarens are naturally curvy, only made larger in size by their thick fur, weighing between 310 to 440 pounds. Males stand slightly taller than females, and males are often much heavier than females. Pandaren colorations varies widely, from a dark brown to a golden yellow, one thing that is consistent throughout all pandarens are their white markings, all pandarens have these upon their face, and many also have patches of white on their paws of torso. Pandarens don't have hair, but many stylize their fur on top of their head, letting it grow longer to resemble hair. PART 1 | RACES 41


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 42/153 Affiliation Most pandaren are independent, preferring to avoid the con-flict of Alliance and Horde, but few amongst them have decided to join the ranks of either factions, believing that their philosophy aligns with that of the faction. The Tushui pandaren have joined the alliance, believing that one should live a life through meditation, rigorous training, and moral convictions. The Huojin pandaren have joined the horde. believing that inaction is the greatest injustice, and that there is no shame in defending one's home and loved ones, regardless of the cost. Pandaria have been hidden from the world for many thousand years, the inhabitants of Azeroth are new to the pandarens. Because of this they have no hatred or distrust for any of the new races they've met. Names Pandaren naming practices are similar to those of humans, each pandaren are given a name at birth, and carries on the family name of their parents. Some pandaren are known to take a new family name reflecting their own achievements in life, yet such practices are uncommon. Male Names: Fan Su, Tan Delan, Tian Fu, Fan-Su, Zi Ling, Gao, Bai, Wei He, Xun Ming, Dong-Gun Female Names: Sujin, Zemin, Seul-Gi, Heng Lei, Sun-Mi, Zheng, Yan, Wei Zhelan, Xuefeng, Li, Liuxian Family Names: Caskriver, Drumfriends, Wisespear, Keenwalker, Calmbrow, Mellowcoil, Ironshadow, Wildfur Pandaren Traits Your pandaren character has certain traits deriving from their ancient heritage. Ability Score Increase. Your Wisdom score increases by 1, and your Charisma score increases by 2. Age. Pandaren age much like humans, reaching adulthood in their late teens, and generally die before they reach their first century. Alignment. Pandaren are a peaceful race, and for most parts tend to their own, making many pandarens neutral or good aligned. Finding an evil aligned pandaren is unusual. Size. Most pandaren stands just short of 7 feet tall and average about 260 pounds, you will never find a pandaren who is 'slim'. Your size is medium. Speed. Your base walking speed is 30 feet. Gourmand. You gain proficiency with the artisan's tool (cook's utensils) and (brewer's supplies). Iron Palms. Your unarmed strikes deal 1d4 + Strength modifier bludgeoning damage on a hit. Pandaren Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Pandaren Weapon Training. You have proficiency with the club, quarterstaff, and spear. Quaking Palm. When you hit another creature with an unarmed strike, you may use your innate powers to attempt to disable the target. The target must succeed on a Constitution saving throw, or be stunned until the end of your next turn. Wisdom is your saving throw ability for this feature. You can't use this feature again until you finish a long rest. Languages. You can speak, read, and write, Common and Mogu. Mogu is the language of Pandaria, forced upon the inhabitants of Pandaria by the mogu empire. It is a strange and unfamiliar language to the rest of Azeroth, with a multitude of words meaning one common thing. PART 1 | RACES 42


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26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 44/153 Chapter 2: Classes Classes Class Description Hit Die Primary Ability Saving Throws Armor and Weapons Druid A watcher of nature, wielding powers of elune, and able to transform into animals. d8 Wisdom Intelligence & Wisdom Light and medium armor, simple weapons Hunter A prowess ranger, with keen skills and knowledge of the wild and its animals. d10 Dexterity Strength & Dexterity Light and medium armor, simple and martial weapons, firearms Mage A scholar of magic, capable of evoking arcane, shaping it to their needs. d6 Intelligence Intelligence & Wisdom Simple weapons Monk A martial artist, harnessing the power of the body in pursuit of spiritual perfection. d8 Dexterity Strength & Dexterity Light armor, simple weapons and shortswords Paladin A holy warrior, wielding the light to aid their allies and defeat their enemies. d10 Strength or Charisma Wisdom & Charisma All armor, shields, simple and martial weapons Priest A divine healer, who wields the powers of the light and the void. d6 Wisdom Wisdom & Charisma Simple weapons Rogue A master assassin who uses stealth and trickery to overcome obstacles. d8 Dexterity Dexterity & Intelligence Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords Shaman A wielder of elements, calling them to his aid, and bending them to his will. d8 Wisdom Strength & Wisdom Light and medium armor, shields, simple and martial weapons Warlock A wielder of void and fel magic, gaining power through a secret grimoire. d8 Intelligence Intelligence & Wisdom Simple weapons, longswords, rapiers, scimitars, shortswords Warrior An exceptional fighter, skilled with a variety of weapons and armor. d10 Strength Strength & Constitution All armor, shields, simple and martial weapons, firearms Death Knight A knight of undeath, resurrected by dark powers, wielding sword and magic alike. d8 Strength or Charisma Strength All armor, simple and martial weapons Demon Hunter A fighter infused with fel, made for the sole purpose of destryong demons. d6 Dexterity Dexterity Simple and martial weapons, warglaives H eroes are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They arc heroes, compelled to explore the dark places of Azeroth and take on the challenges that lesser women and men can't stand against. Class is the primary definition of what your character can do. It's more than a profession; it's your character's calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A warrior, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A priest, by contrast, might see himself as a willing servant in a god's unfolding plan or a conflict brewing among various deities. While the warrior has contacts in a mercenary company or army, the priest might know a number of healers, paladins, and devotees who share his faith. Your class gives you a variety of special features, such as a warrior's mastery of weapons and armor, and a mage's spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one. Heroes sometimes advance in more than one class. A rogue might switch direction in life and swear the oath of a paladin. A barbaric warrior might discover latent magical ability and dabble in the arcanic classes while continuing to advance as a warrior. Elves are known to combine martial mastery with magical training and advance as warriors and mages simultaneously. Optional rules for combining classes in this way, called multiclassing, appear in chapter 5. Ten classes — listed in the Classes table — define the average spectrum of heroes on Azeroth, these are made as standable classes, but are intended to be playable alongside classes from the Player's Handbook. PART 1 | CLASSES 44


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 45/153 Druid Standing in the way of nature is heresy. Even when nature's force is a destructive one. — Malfurion Stormrage Clutching an engraved staff stitched with leaves, a night elf summons the powers of elune, calling down raw blue energy of the moon upon a terrible foe, smashing upon its body and encasing it hole for a brief moment. Crouching out of sight on a low hanging tree branch, in the form of a large feral tiger, a worgen scouts out from his hiding stop towards the constructions of Zul'Gurub. Watching every move of the jungle trolls patrolling. Holding near her sickle and staff, a young tauren druid is making beautiful ritual, making tiny seeds sprinkle into a perfect circle of faintly glowing green lights, healing an endured ally to the best of her capabilities. Rushing forward towards his companions aid, rumbling the ground as his body transforms into a giant bear creature with tusks, an experienced troll runs to his allies aid, blocking a fatal blow with its fur. Nature's Power Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones. Druids can also direct this power to heal wounds and restore life to fallen allies. They are deeply in tune with the animal spirits of Azeroth. As master shapeshifters, druids can take on the forms of a variety of beasts, morphing into a bear, cat, creatures of water, and creatures of air with ease. This flexibility allows them to fill different roles during their adventures, tearing enemies to shreds one minute and surveying the battlefield from the sky the next. These keepers of the natural order are among the most versatile heroes in Azeroth, and they must be prepared to adjust to new challenges on a moment’s notice. PART 1 | CLASSES 45


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 46/153 The Druid Level Proficiency Bonus Affinity Points Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 — Druidic, Spellcasting 2 2 — — — — — — — — 2nd +2 1 Shapeshifting, Druid Path, Affinity 2 3 — — — — — — — — 3rd +2 1 — 2 4 2 — — — — — — — 4th +2 1 Ability Score Improvement, Shapeshifting Improvement 3 4 3 — — — — — — — 5th +3 2 — 3 4 3 2 — — — — — — 6th +3 2 Druid Path feature, Shapeshifting Improvement 3 4 3 3 — — — — — — 7th +3 2 — 3 4 3 3 1 — — — — — 8th +3 3 Ability Score Improvement, Shapeshifting Improvement 3 4 3 3 2 — — — — — 9th +4 3 — 3 4 3 3 3 1 — — — — 10th +4 3 Druid Path feature 4 4 3 3 3 2 — — — — 11th +4 4 — 4 4 3 3 3 2 1 — — — 12th +4 4 Ability Score Improvement 4 4 3 3 3 2 1 — — — 13th +5 4 — 4 4 3 3 3 2 1 1 — — 14th +5 4 Druid Path feature 4 4 3 3 3 2 1 1 — — 15th +5 4 — 4 4 3 3 3 2 1 1 1 — 16th +5 5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 — 17th +6 5 — 4 4 3 3 3 2 1 1 1 1 18th +6 5 Timeless Body 4 4 3 3 3 3 1 1 1 1 19th +6 5 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1 20th +6 5 Soul of the Forest 4 4 3 3 3 3 2 2 1 1 Protectors of Balance Guardians of nature who seek to preserve balance and protect life, Druids have unmatched versatility on the field of battle. This is in part because druidism is much more than a fighting discipline. It’s a way of life steeped in traditions so ancient that even the origin of their kind is preserved largely in mythology passed on through millennia. Druids harness nature’s raw energy for an incredible breadth of offensive and defensive abilities, as well as to restore life to the wounded. Through communion with nature and the demigod Cenarius, Lord of the Forest, Druids are supernaturally endowed with the gift of shapeshifting, allowing them to take the form of all manner of nature’s creature and access powers as distinct as they are diverse. Creating a Druid When making a druid, consider why your character has such a close bond with nature. Perhaps your character was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Quick Build You can make a druid quickly by following these suggestions. Wisdom should be your highest ability score, followed by Constitution. (Some druids focus more on their physical traits than their mental ones, preferring Dexterity for Feral, and Strength for Guardian over Wisdom.) Class Features As a druid, you gain the following class features. Hit Points Hit Dice: 1d8 per druid level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 + your Constitution modifier per druid level after 1st Proficiencies Armor: Light armor, medium armor Weapons: Simple weapons Tools: Herbalism kit Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Animal Handling. lnsight, Medicine, Nature, Perception, Religion, and Survival PART 1 | CLASSES 46


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 47/153 Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) any simple weapon (a) a dagger or (b) any simple weapon Leather armor, explorer's pack, and a druidic focus Druidic You know Druidic, the secret language of druids. You can speak, read and write Druidic, a language sacred to druids that is not taught to outsides without severe consequences for the teacher and teached. Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 6 of this book for the druid spell list. Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast a druid spell, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2ndlevel slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a druidic focus as a spellcasting focus for your druid spells. Shapeshifting Starting at 2nd level, you can use your bonus action to magically assume the shape of specific animals. There is no limitation to how often you are able to shapeshift into a shape that you know. Your druid level determines the shapes you can transform into, as shown in the Shapeshifts table. At 2nd level, for example, you can assume the shape of a large feral cat, or a thick furred bear. Each shapeshift and its benefits are described in Appendix A at the end of this book. Shapeshifts Level Shapeshift Forms 2nd Cat and Bear 4th Travel 6th Aquatic 8th Flight You can stay shapeshifted for as long as you wish. You can revert to your normal form by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your retain your game statistics, alignment, and personality. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the shape. Shapeshifting does not change your hit points, and any damage taken whilst in a shapeshift carries over to your humanoid form upon reverting back. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your shapeshift. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the shapeshift is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, or merges into your new form. Merged equipment has no effect until you leave the shape. Druidic Forms Shapeshifts are an extension of the druid. Both as a person, but also as a race, a taurens shapeshift might grow horns similar to his own. An orc or troll might want their forms to have tusks, and a night elf might decorate theirs with signs of elune. Likewise, their beast might be different, one may choose a slim panther, and another a strong lion, or another feline beast. A list of the most common beasts druids have taken for that shape. Choose one of them as your shape, and modify its appearance as you wish to fit your race, or talk to your DM about becoming something not on the list. PART 1 | CLASSES 47


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 48/153 Druid Paths At 2nd level, you choose to identify with a druidic path: Balance, Feral, Guardian, or Restoration, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Path Spells Some paths has a list of spells that you gain at the druid levels noted in the path description. Once you gain a path spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a path spell that doesn't appear on the druid spell list, the spell is nontheless a druid spell for you. Path Affinities Some paths have additional affinity features, that can be learned as you gain levels in this class. Affinity Also at 2nd level, you are to transfer part of your druidic magic into your shapeshifts, harnessing their true potential. Your access to this magic is represented by a number of affinity points. Your druid level determines the number of points you have, as shown in the Affinity Points column of the druid table. You can spend these points to fuel various affinity features. You know three such features: Displacer Beast, Renewal, and Stampeding Roar. When you spend an affinity point, it is unavailable until you finish a short or long rest, at the end of which your strained link to the beasts affinity is restored. Some of your affinity features require your target to make a saving throw to resist the feature's effect. The saving throw DC equals your druid Spell Save DC. Displacer Beast You can spend 1 affinity point and use your action to teleport up to 30 feet to an unoccupied space that you can see. As part of the same action, you shift into a known shapeshift of your choice. Renewal While shapeshifted, you can spend 1 affinity point and use your bonus action to regain hit points equal to 1d6 + your Wisdom modifier. The healing increases by 1d6 for each additional affinity point you spend. Stampeding Roar While shapeshifted, you can spend 1 affinity point and use your action to let out an enchanted roar. Each ally within 60 feet of you that can hear you have their movement speed increased by 10 feet until the end of their next turn, including you. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Timeless Body Starting at 18th level, the primal magic that you wield has caused you to age more slowly. For every 10 years that pass, your body ages only 1 year. Soul of the Forest At 20th level, your connection with nature has grown to an incredible level, deepening beasts respect for you, and making you able to conjure a gateway to the Emerald Dream. Using 10 minutes in an area of unspoiled nature, you can conjure a gateway to the Emerald Dream, the entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when conjuring the gateway can enter into the Emerald Dream for as long as the gateway remains open. You can open and close the gateway if you are within 30 feet of it. While closed, the gateway on Azeroth crumbles and is effectively invisible. The gateway remains conjured for 24 hours, at which point it crumbles entire and cannot be conjured again for 7 days. Additionally, beasts and plants of the wilds can sense your connection to nature, giving you advantage on all skill and ability checks made to communicate with them. Druid Paths Although all druids have a deep love for nature and wilderness, some druids have a deeper love for their animal shapeshifts, preferring that form over their humanoid one. Some have a deep love for the goddess Elune, others wish to preserving life. Druids fall into four categories: Balance, Feral, Guardian, or Restoration druids. Path of Balance Druids on the path of balance leverage the sacred powers of the moon, the sun, and the stars, accessing a mixture of arcane and nature powers to aid in the fight against the imbalance that threatens the natural order of all things. Path of Balance Spells Druid Level Spells 3rd enhance ability, moonbeam 5th plant growth, starsurge 7th confusion, grasping vine 9th commune with nature, wrath of nature Innervate Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with the nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. Moonkin Shapeshift Upon reaching 6th level, you can shapeshift into a moonkin. While shapeshifted in this way, you are unarmored and add your Wisdom modifier to your AC. Additionally, you are still able to cast spells whilst shapeshifted in this way. When a creature succeeds on a saving throw against a cantrip cast while shapeshifted, the creature takes half the cantrip's damage (if any) but suffers no additional effects from the cantrip. PART 1 | CLASSES 48


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 49/153 Astral Influence Upon reaching 10th level, the powers of elune flows within you, giving you resistance to radiant damage. Additionally, when you cast a spell that deals damage while shapeshifted as a moonkin, you can spend 1 affinity point to reroll a number of damage dice equal to your Wisdom modifier and use either roll. Fury of Elune At 14th level, when you are hit by a melee attack, you can use your reaction to deal radiant damage to the attacker. The damage equals your druid level. The attacker must also make a Strength saving throw against your druid spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. Path of Feral Druids that wander the feral path seek an understanding, and visceral connection to the wild. These druids take the form of a feline predator, becoming fero-cious and agile stalkers. After a while, many feral druids come to prefer the appearance of their feline form over their humanoid shape. Feral Affinity When you choose this path at 2nd level, you have begun spending more time as a cat, familiarizing yourself with it. Your proficiency in Intelligence saving throws permanently changes to Dexterity saving throws. You refer to the Spellcasting table later in the class description to determine your affinity points, cantrips, and spell slots when you gain a level in this class, and you count as a half-caster for determining available spell slots when multiclassing with another class. You also learn a new affinity feature of your choice. You learn an additional affinity feature when you reach certain levels in this class: 3rd, 7th, 11th, and 15th level. The available options are detailed below. Feline Swiftness. You can spend 1 affinity point to take the Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Ferocious Bite. When you hit another creature with a bite attack, you can spend 2 affinity points to deal an extra 1d8 + your Dexterity modifier piercing damage. Primal Fury. Immediately after you take the Attack action on your turn, you can spend 1 affinity point to make a claw attack as a bonus action. Rake. When a creature misses you with a melee weapon attack, you can spend 1 affinity point to make an opportunity attack against the target. Dealing additional damage equal to your druid level to the target. Survival Instincts. Spend 2 affinity points upon taking damage to reduce the damage taken by an amount equal to your druid level. Apex Predator Starting at 2nd level, you excel at ambushes and acting quickly. You gain advantage on Dexterity (Stealth) checks made in dim light or darkness. Additionally, you have advantage on initiative rolls. Razor Claws Beginning at 6th level, you can make one additional bite or claws attack of your choice as part of your attack Action, and you can add your proficiency bonus to one damage roll of a cat forms attack. Additionally, your attacks in cat form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. PART 1 | CLASSES 49


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 50/153 Prowl Upon reaching 10th level, you have learned to blend into your surroundings whilst in the shadow. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or enter an area of bright light. King of the Jungle At 14th level, you can spend 3 affinity points to take on the form of an unparalleled hunter. Boasting your defenses by manifesting armor of bark, and improving your combat prowess. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: You gain the benefits of the barkskin spell. Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Whenever a creature within 5 feet of you is hit by an attack made by another creature, you can use your reaction to make a melee attack against that creature. Path of Guardian Druids that go down the guardian path takes the form of massive bears, becoming walls of fur, claw, and tooth, that are able to deliver devastating blows. Aided by the forces of nature, they stand between allies and any opposing threat. They stand between allies and any opposing threat, taking the frontal blow of harmful attacks. Guardian Affinity When you choose this path at 2nd level, you have begun spending more time as a bear, familiarizing yourself with it. Your proficiency in Intelligence saving throws permanently changes to Constitution saving throws. You refer to the Spellcasting table later in the class description to determine your affinity points, cantrips, and spell slots when you gain a level in this class, and you count as a half-caster for determining available spell slots when multiclassing with another class. You also learn a new affinity feature of your choice. You learn an additional affinity feature when you reach certain levels in this class: 3rd, 7th, 11th, and 15th level. The available options are detailed below. Bramblefur. As a reaction upon taking damage, you can spend 1 affinity point to reduce the damage by an amount equal to your druid level, and deal the reduced damage back to the attacker as bludgeoning damage. Demoralizing Roar. You can spend 2 affinity points and let out an echoing roar as an action. Each enemy within 30 feet of you must succeed on a Wisdom saving throw, or be frightened for 1 minute. A creature frightened in this way makes a new saving throw at the end of their turn, ending the effect on a success. On a successful save, a creature becomes immune to this feature for 24 hours. Mangle. When you hit with a claw attack, you can spend 1 affinity point to force the target to make a Strength saving throw. Knocking it prone on a failed saving throw. Mighty Bash. When you hit another creature with a claw attack, you can spend 1 affinity point to attempt a mighty bash. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Pack Defender. You can use your reaction upon an ally being targeted by a melee weapon attack, and spend 2 affinity points to move 20 feet towards the ally and give the attack against them disadvantage. Opportunity attacks against you are made with disadvantage. Feral / Guardian Spellcasting Druid Level Affinity Points Cantrips Known 1st 2nd 3rd 4th 5th 2nd 2 2 3 — — — — 3rd 3 2 3 — — — — 4th 4 2 3 — — — — 5th 5 2 4 2 — — — 6th 6 2 4 2 — — — 7th 7 2 4 3 — — — 8th 8 2 4 3 — — — 9th 9 2 4 3 2 — — 10th 10 3 4 3 2 — — 11th 11 3 4 3 3 — — 12th 12 3 4 3 3 — — 13th 13 3 4 3 3 1 — 14th 14 3 4 3 3 1 — 15th 15 3 4 3 3 2 — 16th 16 3 4 3 3 2 — 17th 17 3 4 3 3 3 1 18th 18 3 4 3 3 3 1 19th 19 3 4 3 3 3 2 20th 20 3 4 3 3 3 2 Blood Frenzy Starting at 2nd level, you can enter a bloody frenzy as a bonus action, shapeshifting you into a bear if you aren't already. While frenzying you have resistance to bludgeoning, piercing, and slashing damage. Your blood frenzy lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end the frenzy on your turn as a bonus action. You can use this feature twice. Beginning at 7th level, you can use blood frenzy three times between rests, and at 15th level, you can enter a frenzy four times between rests. When you finish a long rest, you regain expended uses. Mark of Ursol At 6th level, you can spend 2 affinity points and use your action whilst shapeshifted into a bear to cast enlarge from the enlarge/reduce spell on yourself without providing any spell components. Pulverize Beginning at 10th level, the damage of your melee weapon attacks improve. Your bears bite increases to 2d8 piercing damage, and your claws increases to 3d6 slashing damage. Additionally, you can add your proficiency bonus to one damage roll of a bear forms attack each round. PART 1 | CLASSES 50


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