26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 101/153 Prestige Classes Prestige Classes Class Description Hit Die Primary Ability Saving Throws Armor and Weapons Death Knight A unholy warrior, wielding necrotic powers to aid themselves and defeat their enemies. d10 Strength Strength All armor, simple and martial weapons Demon Hunter An agile combatant made through personal sacrifices, imbued with the powers of fel. d6 Dexterity Dexterity Simple and martial weapons, warglaives P restige classes offer players a way to delve into uniqie class options, classes that are not so easily taught or learnt. The Death Knight requires the aid of the powerful Val'kyr, and a personal sacrifice to be made, a sacrifice of blood, and the Demon Hunter, Illidan's elite soldiers, requires more than a simple blood sacrifice, it requires cunning actions to be taken, personal scars to be made that will last the characters life. Both classes are powerful in their own ways, and both will grant the individual features unique to them. They each require the player to complete special tasks, a brief description of the tasks are presented in the class Prerequisites. For a more indepth look of what must be done, see Appendix D at the end of this book. Joining a Prestige Class In order to join a prestige class, you must first check with your Dungeon Master. A DM can opt to include or disallow prestige classes in their game. Prestige classes require you to undertake specific actions in the game so that your character can begin pursuing that class. If those actions aren't alreaady possible in your campaign, talk to your DM about integrating the prestige class that interests you. A prestige class uses the normal rules for multiclassing (See chapter 5, "Customization Options," later in this book). When your character is ready to advance a level, you can choose to gain a level in a prestige class. Your levels in all your classes, including prestige classes, are added together to determine your character level. Prerequisites Taking up a prestige class through multiclassing involves meeting certain prerequisites, just as with multiclassing into a standard class. You must meet the ability score prerequisites for your current class and for the prestige class in order to qualify for it. A prestige class requires a minimum character level and a minimum score in at least one ability, as well as requiring that you complete a specific deed before being able to take up that class. Experience Points Just as with the standard rules for multiclassing, the experience point cost to gain a level is always based on your total character level, not your level in a particular class. Hit Points and Hit Dice Each prestige class specifies the hit points you gain from it. You add together the Hit Dice granted by all your classes and prestige classes to determine your pool of Hit Dice. If the Hit Dice are the same die type, you pool them together. Proficiency Bonus and Proficiencies Your proficiency bonus is always based on your total character level, not your level in a particular class. A prestige class specifies whether it grants proficiencies when you enter it. Prestige Class Features You gain prestige class features just like normal class features. Sometimes, a prestige class can improve features you have gained from other classes. If a prestige class grants Channel Divinity, Extra Attack, or Unarmored Defense, that feature is treated the same way as if you had gained it from multiple standard classes. Spellcasting The Death Knight prestige class grants spellcasting. It provides details on how to determine your overall spellcasting ability, using the rules for spellcasting and multiclass character. PART 1 | CLASSES 101
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 102/153 Death Knight A hero... that's what you once were. You stood against the shadow, and purchased another dawn for this world at the cost of your life. But the evil you fought is not so easily banished, the victory you claimed not so easily held. The specter of death looms over this world again, it has found new champions to bring about its final reign. Knights of darkness, this is the hour of your dark rebirth . . . — A knight of the Ebon Blade A human clad in heavy armor, wielding a greatsword with both hands, as he clutches it close, runes flash along its edge, leaving a stream of black smoke behind his swings. An orc surrounded by kobolds, forces his axe into the ground as the earth around him wither and die, frightening the kobolds as they run for their life. Biting cold rushes through the battle, as a lone blood elf walks forward, her armor clad in a layer of frost, she walks with firm steps, freezing the earth beneath her feet. No matter their past calling, death knights serve the powers of death, wielding weapons infused with runes of power. They are ruthless and practical warriors resurrected by the powerful val'kyrs and granted the powers of the revered death knights of the Ebon Hold. Although these warriors seem dead at a glance, they are very much alive. Outcast for Life Although these death knights are not undead as the generations before them, they carry much of the essence of the knights that came before them, and from a distance have the look of a dead person, their blank white stares peering at the world around them. Even though they are alive and not emotionless, it means little to most they meet who shun them because of what they have become. Death knights are bringers of death and destroy, a fact not easily forgotten. This has lead most death knights down a solitary path, many keep to the outskirts of towns and cities, or hide their appearance well before entering. Grim Revival Being resurrected as a death knight is not a simple task, only complicated further by the scar it leaves on the newly resurrected, gaining the powers of the death knights weakens the soul for a tremendous time, a price that has to be paid. But not only does it drain the death knight, some scars are visible for all to see, their resurrection has filled their body with necrotic energy that will forever linger within them, a trait always shown through their eyes, which will forever sit as two white lights in their sockets. Steadfast Warriors Death knights are exceptional warriors, and in many ways similar to paladins, being keen with various weapons and able to fight in any armor, aiding their combat with the use of magic. They wield their empowered runic weapons and shadow magic which enables them to overpower most foes that would dare to stand against them, making them fearful fighters able to stand in any situation. PART 1 | CLASSES 102
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 103/153 The Death Knight Level Proficiency Bonus Features Spells Known Spell Slots Slot Level Runes Known 1st +3 Lingering Death, Rune Weapon, Shadow Magic 2 1 1st — 2nd +3 Presence, Runic Empowerments 3 2 1st 2 3rd +3 Ability Score Improvement 4 2 2nd 2 4th +4 — 5 2 2nd 2 5th +4 Presence feature 6 3 3rd 3 6th +4 Death Strikes 7 3 3rd 3 7th +4 Ability Score Improvement 8 3 4th 3 8th +5 Undeath 9 3 4th 4 9th +5 Presence feature 10 3 5th 4 10th +5 Antimagic Shell 10 3 5th 4 11th +5 Ability Score Improvement 11 3 5th 5 12th +6 — 11 4 5th 5 13th +6 Presence feature 12 4 5th 5 14th +6 Ability Score Improvement 12 4 5th 6 15th +6 Master of Death 13 4 5th 6 Becoming a Death Knight For most, becoming a death knight was not a choice, the vast majority of death knights was raised by the Lich King and enslaved under his control, very few remain of the death knights that was freed from his control. Because of this very few new death knights are made, as death knights does not wish to give other their fates, living a live without feelings, in constant battle against the Lich King's ever present control. Necromancers cared little for what death knights wanted, and in secret studied incantations and rituals that would make them able to gain the powers of the revered death knights. Eventually they succeed and crafted a dark simulacrum, detailing complex spells that would allow them to gain the powers of a death knight, without the sacrifice of death, and outside the Lich King's control. To this day their efforts has been eliminated and their simulacrum lost to time. As you choose to use the simulacrum to become a death knight, consider why you decided to undergo the transformation. Did you seek greater power that what was offered in the living world? Were you seeking a means to end the scourge? Perhaps you were simply curious as to the tomes spells and did not know what you were entering? Perhaps you were sick of your previous life, and wished for a new beginning? Think about what effect the transformation has done to you, becoming a death knight comes at a cost, it splits a fragment of your soul, forever changing part of you, while these death knights are still alive, the resurrection often changes how one acts, if not for the memory of having sacrificed yourself, then the necrotic energy now rushing through your body. Prerequisites In order to undergo the transformation required to advance as a death knight, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class): Strength 13. Death Knights need to be able to wield weapons and strike hard upon their enemies. Charisma 13. Imbued with magic they need to be able to wield the magic within them into spells. Proficiency in Heavy Armor or Martial Weapons. Death knights learn much through their training, but some skills has to be known beforehand. Character Level 5th. Death knights are made out of the corpses of adventurers, imbued with magic, a simple process but straining for the imbuer, as such you must be a 5th-level character before you can gain levels in the death knight prestige class. Complete a Special Task. To become a death knight you must find the dark simulacrum and perform the ritual presented in it. At which point you will be reawaken as a weak death knight. See Appendix D for an indepth of the special task and the dark simulacrum. Class Features As a death knight, you gain the following class features. Hit Points Hit Dice: 1d10 per death knight level Hit Points at Higher Levels: 1d10 + your Constitution modifier per death knight level PART 1 | CLASSES 103
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 104/153 Proficiencies Armor: All armors Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength Skills: None Equipment The death knight prestige class does not grant any special equipment. Lingering Death You have been resurrected by a val'kyr in an unholy ritual, twisting your body and giving you the following benefits. Dead Gaze You gain darkvision to a range of 120 feet, if you already have darkvision it increases by to that range and you are able to see normally in magical darkness. Lost Radiance Any traces of the holy light have left your body, replaced by unholy energies. Your divine spells becomes twisted if cast, changing the damage of any spell that deals radiant to necrotic damage. Talk with your DM about adjusting the spell visually to better implement this change. Rune Weapon You carve magical runic sockets onto a weapon, binding it to you and preparing it for your runic empowerments. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. Your rune weapons power fades when not held by you, and its benefits can't be used by anyone other than yourself. You can transform one two-handed weapon or two onehanded weapons into your rune weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon ceases to be your rune weapon if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond. Shadow Magic Your dark resurrection has filled you with necrotic energies that make you able to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 6 of this book for for the death knight spell list. Spell Slots The Death knight table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your death knight spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example. when you are 5th level, you have three 3rdlevel spell slots. To cast the 1st-level spell cause fear, you must spend one of those slots, casting it as a 3rd-level spell. Spell Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the death knight spell list. The Spells Known column of the Death Knight table shows when you learn more death knight spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. For example, when you reach 5th level, you learn a new death knight spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the death knight spells you know and replace it with another spell from the death knight spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your death knight spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cast death knight spell and when making an attack roll with one Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Presence At 2nd level, you have gained powers in a presence of afterlife, choosing between: the presence of Blood, Frost, or Unholy, each of which is detailed at the end of the class description. Your choice grants you features at 2nd level and again at 5th, 9th, and 13th level. Channel Necromancy Your presence allows you to channel necrotic energy to fuel dark magics. Each Channel Necromancy option provided by your presence explains how to use it. When you use your Channel Necromancy, you choose which option to use. You must then finish a short or long rest to use your Channel Necromancy again. Some Channel Necromancy effects require saving throws. When you use such an effect from this class, the DC equals your Death Knight spell save DC. Runic Empowerments You have unearthed fragments of magic and learned how to shape them onto your blade in the form of runes to fill its empty sockets with power. At 2nd level, you gain two runic empowerments of your choice. Your rune options are detailed at the end of the class description. When you gain certain levels in this class, you imbue additional runes of your choice, as shown in the Runes Known column of the Death Knight table. Additionally, when you gain a level in this class, you can choose one of the runes you know and replace it with another rune that you could learn at that level. PART 1 | CLASSES 104
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 105/153 Ability Score Improvement When you reach 3rd level, and again at 7th, 11th, and 15th 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. Death Strikes By 6th level, you are so suffused with negative energy that all your melee weapon strikes carry necrotic power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage. Undeath Starting at 8th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. Antimagic Shell Beginning at 10th level, you can use your bonus action to end one spell on yourself. You can use this feature a number of times equal to your Charisma modifier (a minimum of 1). You regain expended uses when you finish a long rest. Master of Death At 15th level, you bond with your runic weapons, parting with a fraction of your soul to imbue with in them. If you die, you return to life 24 hours after death, as the weapon resurrects you. IF your body is destroyed, you reform within 1 mile of the place of your death. If your equipment was destroyed you do not regain it. If your rune weapon is broken or on another place of existence, you are not resurrected after 24 hours. If your weapon returns to your plane of existence after 24 hours has passed, you do not return to life as the magic of your weapon fades and vanishes. Presence No matter why one decided to become a death knight, they all feel the drawing to greater powers, most of which are shunned or directly forbidden in most of Azeroth. A death knight feels the presence of these powers and chooses to delve deeper into one of them, expanding his view whilst learning arts which most would see as dark magic. Blood Presence Death knights of the blood presence enter delve into the shunned arts of blood magic, bolstering their own defenses by the use of blood from themselves and draining their enemies lifeforce for their own gain. Channel Necromancy When you take this presence at 2nd level, you gain the following two Channel Necromancy options. Dancing Rune Weapon. As a bonus action, you present your rune weapon and manifest an animated copy of your rune weapon. The weapon has the statistics of a flying sword, but deals damage equal to your rune weapon, and has hit points equal to twice your death knight level. It acts on your initiative, its actions determined by you. The sword lasts for 1 minute, and you can end the effect early as a bonus action, making the the weapon fly back to you and fall to the ground in your space, if you have an empty hand you can instead make the weapon return to it rather than falling to the ground. Death and Decay. As an action, you can pierce your rune weapon into the ground and use your channel necromancy to desecrate the earth. Each creature of your choice within 20 feet of you must succeed on a Wisdom saving throw, or be frightened of you for 1 minute. A frightened creature must spend its turn trying to move as far away from you as it can, and can't willingly move to a space within 20 feet of you. For its action, it can use only the Dash action or try to escape from effects that prevent it from moving. IF the creature ends its turn out of sight of you and the desecrated area, it may make another Wisdom saving throw, ending the frightened on a successful save. Rune Tap Upon reaching 5th level, you can tap your rune weapon's energy to bolster your own defense. As an action you tap your rune weapons power, briefly removing all benefits from your empowerments from it. For 1 minute, you gain resistance towards bludgeoning, piercing, and slashing damage. Once the duration ends, you regain the abilities granted by your runic empowerments. Once you use this feature, you can't use it again until you finish a short or long rest. Purgatory Beginning at 9th level, you don't fall unconscious when you are reduced to 0 hit points and not outright killed, but continue to fight on as normal, making death saving throws at the beginning of your turn. Blood Shield Starting at 13th level, whenever you deal necrotic damage to a creature through death strikes, you gain temporary hit points equal to the necrotic damage dealt. PART 1 | CLASSES 105
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 106/153 Frost Presence Death knights of the frost presence walk in the footsteps of those that came before them, using cold and ice in a way only matched by mages to do their bidding. They are exceptional combatants able to deliver devastating blows. Channel Necromancy When you take this presence at 2nd level, you gain the following two Channel Necromancy options. Obliterate. When you hit a creature with your rune weapon, you can use Channel Necromancy to deal extra necrotic damage equal to 5 + twice your death knight level. Howling Blast. As an action, you present your rune weapon, and cause a frigid wind to howl past you. Each creature within a 60 feet long and 15 feet wide line from you in a direction you choose must make a Constitution saving throw, on a fail, the target gains one level of exhaustion and has disadvantage on attack rolls for 1 minute. Remorseless Winter Starting at 5th level, you can use your bonus action to cast armor of agathys at 1st-level on yourself, the spell is cast on you again at the beginning of your turn as a free action until you use your bonus action to end its effect. Additionally, you gain temporary hit points equal to your death knight level when you finish a short or long rest. Icebound Beginning at 9th level, you gain resistance to cold damage. In addition, you can use your reaction and expend your armor of agathys spell to give yourself resistance to all damage until the end of your next turn. You regain your armor of agathys spell once you finish a short or long rest. Frozen Tomb Starting at 13th level, you are able to momentarily encase a creature in solid ice. As an action, choose a creature within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 8d10 cold damage and becomes petrified until the beginning of your next turn as ice envelopes it, or half as much damage and it is not petrified on a successful save. You must then finish a long rest to use this feature again. Unholy Presence Death knights of the unholy presence are shunned by most for their deeds, especially by the Holy Light, they wield necrotic energy in a way matched only by warlocks, removing any shred of Holy Light around them as they drain their surroundings of joy and hope. Channel Necromancy When you take this presence at 2nd level, you gain the following two Channel Necromancy options. Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Necromancy option again. An undead whose challenge rating is equal to or greater than your death knight level is immune to this effect. Turn the Holy. As an action, you present your rune weapon and speak vile words censuring celestials and feys. Each celestial and fey that can see or hear you within 30 feet of you must succeed a Wisdom saving throw, or be turned for 1 minute or until it takes damage. A turned creature spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only take the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Raise Ghoul Starting at 5th level, you can cast the animate dead spell at will. When you cast animate dead, you raise a ghoul rather than a zombie or skeleton. If you cast animate dead while you have an undead under your control, you destroy your current ghoul as you cast the spell. Whenever you create a ghoul using this spell, it has additional benefits: The ghoul's hit point maximum is increased by an amount equal to your death knight level. The ghoul adds your proficiency bonus to its weapon damage rolls. Unholy Protection Beginning at 9th level, you regain hit points equal to 1d6 + half your death knight level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated. Dark Transformation At 13th level, as an action you can surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light, and dim light to darkness. You and any creature of your choice in the aura are draped in necrotic shadows. Creatures that rely on sight have disadvantage on attack rolls against any creature draped in this shadow. While active, you can use a bonus action to cause the shadows in the aura to attack a creature. Making a melee spell attack against the target. If the attack hits, the target takes 3d10 + your Charisma modifier necrotic damage. After activating this aura, you can't do so again until you finish a long rest. Runic Empowerments If a runic empowerment has prerequisites, you must meet them to learn it. You can learn a rune at the same time that you meet its prerequisites. A level prerequisite in a rune refers to your death knight level, not your character level. Rune of Asphyxiate Prerequisite: 9th level You can cast hold monster at will, without expending a spell slot or material components. You must finish a long rest before you can use this empowerment on the same creature again. Rune of Dread Prerequisite: 7th level You can cast confusion once using a death knight spell slot. You can't do so again until you finish a long rest. Rune of Festering You become immune to diseases and the poisoned condition. Rune of Five Fates You can cast bane once using a death knight spell slot. You can't do so again until you finish a long rest. PART 1 | CLASSES 106
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 107/153 Rune of Influence You gain proficiency in the Intimidation and Persuasion skills. Rune of Necromancy You learn two cantrips of your choice from the warlock spell list, charisma is your spellcasting ability for these spells. Rune of Misfortune Prerequisite: 5th level You can cast bestow curse once using a death knight spell slot. You can't do so again until you finish a long rest. Rune of Razorice Your rune weapon gains a +1 bonus to attacks and damage rolls made with it. Rune of Shadow Armor You can cast mage armor on yourself at will, without expending a spell slot or material components. Rune of the Blade Caller As long as your rune weapons are on the same plane of existence as you, you can summon them as a bonus action, causing them to teleport to your hands. Rune of the Caller Prerequisite: 5th level You can cast animate dead once using a death knight spell slot. You can't do so again until you finish a long rest. Rune of the Fallen Crusader Your weapon attacks score a critical hit on a roll of 19 or 20 Rune of the Grave Prerequisite: 9th level You can cast speak with dead at will, without expending a spell slot. Rune of the Lich You have advantage on saving throws against being charmed, and magic can't put you to sleep. Rune of the Scourge You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. Rune of the Shadows You can cast darkness at will once, without expending a spell slot or material components. You can't do so again until you finish a long rest. Rune of the Stoneskin Gargoyle You gain a +1 bonus to your Armor class whilst wielding your rune weapon. Rune of the Thirsting Blade You can attack with your rune weapon twice, instead of once, when you take the Attack action on your turn. Rune of the Val'kyr You can cast detect magic at will, without expending a spell slot. PART 1 | CLASSES 107
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 108/153 Demon Hunter The enemy came into our world, desiring to extinguish all life. They slaughtered our loved ones, razed our homes.. our cities. You could not stop them. So you came to me, nothing but rage and determination left, I taught you that what once tormented you could give you power. Now you know, no sacrifice is too great if it brings an end to the Burning Legion — Illidan Stormrage A lone night elf clutching a pair of curved blades, peers to the ground as enemies surround him on all sides, before leaping backwards over the heads of his enemies, swinging his swords at one of them in the process. A blood elf sprints to the distant aid of her allies, a pair of heavy warglaives in her hands, she releases the fel within, leaving a trail of fel in her path as she rushes in inhumane speed to their aid to jump on the nearest enemy. A heavily built human standing afar as his allies engage a massive demon, in two swift motions he effortlessly slings his warglaives through the air at the demon, making deep gauges in its hide before returning to his firm grasp. These hunters have sworn their life to a sacred cause, although their motivation may vary, demon hunters are one of Azeroths protectors, these agile hunters carry exceptional skill against the foe they face. They wield both mortal strength and the devastating effects of fel magic, carrying out both with extreme precision Feared and Revered Society often shun demon hunters. Most don't understand the sacrifice that they make, therefore, many choose to become outcasts from their societies. Eyes are commonly turned at them when they wade through towns, most distrust and fear them for what they have become. Even though the world are untrusting of demon hunters, it matters not the the hunter themselves, cause they are protectors of the common folk against threats wishing the destruction of Azeroth, and most importantly demon. They are not righteous like paladins that fight for the Holy Light, or selfless like some rogues and warriors. They are the force who battles evil and although shunned by common folk, their aid is appreciated by experienced fighters. Power Granted for a Price Demon hunters are not trained like warriors are, they are created. It is a harsh and incurable process, leaving scars on the individual that will never heal. Most who attempt to undergo the rites to become a demon hunter end up dying from the horrors of what now possess them, or kills themselves because of what they have seen. At its very core of becoming a demon hunter is the consumption of a demon's soul in a ceremony, forever binding it to the demon hunter and suppressing it from taking control through magical inscriptions on the hunters skin, infused with fel. Finishing the binding of soul to the demon hunter by burning out their eyes with a magically imbued blade, forever binding the chaotic soul of the demon to the hunter. Other processes are done to create a demon hunter, slowly creating a fully fleshed demon hunter by removing much of who they were in their past lives. PART 1 | CLASSES 108
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 109/153 The Demon Hunter Level Proficiency Bonus Felblade Attack Chaos Points Features 1st +3 1d6 — Demonic Mark, Illidari Initiation, Unarmored Defense 2nd +3 1d6 3 Chaos, Evasion 3rd +3 1d6 4 Ability Score Improvement 4th +4 2d6 4 Chaos-Empowered Strikes, Demon Wings 5th +4 2d6 5 Demonic Mark feature 6th +4 2d6 5 Eternal Hunter 7th +4 3d6 6 Ability Score Improvement 8th +5 3d6 6 Demonic Mark feature 9th +5 3d6 7 Demon Wings Improvement 10th +5 4d6 7 Eternal Hunter Improvement 11th +5 4d6 8 Ability Score Improvement 12th +6 4d6 8 Spectral Sight 13th +6 5d6 9 Demonic Mark feature 14th +6 5d6 9 Ability Score Improvement 15th +6 5d6 10 Metamorphosis Becoming a Demon Hunter As you choose to become a demon hunter, consider why you decided to undergo their deadly rituals. Were your family slaughtered by demons of the Burning Legion and you seek to avenge them? Did you strive for greater power through fel, and wished to control it? Were you full of rage and anger and wished to put it to use beyond raw strength? perhaps you went through their rituals unwillingly, and by a miracle survived the demons attempts to take control? Think of the demon hunters that put you through the rituals and did the rites on you, your relationship to them, are you angry at them for what they have done? pleased with their accomplishment? Think about what affect the transformation has done on you, physically as well as mentally. All demon hunters who survive the transformation grows horns, varying for tiny studs to massive horns stretching the length of their head. Some demon hunters grow scales on parts of their body, claws on their hands, or have entire limbs misshapen into a crude limb of a demon being. No demon hunter goes through the rites unchanges, and no two hunters come out with the same mutations, the mutations vary as much as the demon soul which now lives within them. Consider what it has done to your personality. Many demon hunters gains a temper cause of the ferocity of the demon within them, or change personality entirely for better or worse. Think about how the demon bond to you is affected you, if it takes control of your judgement at times, or if you keep it in check at all times. Prerequisites In order to undergo the transformation required to advance as a demon hunter, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class): Dexterity 13. Demon Hunters need to be swift and acrobatic to out maneuver their foes. Intelligence 13. Bonding with a demon requires a strong mind to overcome the mental strain. Character Level 5th. Demon hunters are exposed to deadly amounts of fel energy when created, killing most who attempt the transformation, as such you must be a 5th-level character before you can gain levels in the demon hunter prestige class. Complete a Special Task. You must find one or more demon hunters willing to lead you through the array of complex rituals required to become a demon hunter. See Appendix D for an indepth of the special task. Class Features As a demon hunter, you gain the following class features. Hit Points Hit Dice: 1d6 per demon hunter level Hit Points at Higher Levels: 1d6 + your Constitution modifier per demon hunter level PART 1 | CLASSES 109
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 110/153 Proficiencies Armor: None Weapons: Simple weapons, martial weapons, warglaives Tools: None Saving Throws: Dexterity Skills: Choose one from Acrobatics, Insight, Investigation, Perception, Stealth, and Survival Equipment You gain the following equipment when you choose this prestige class. A pair of warglaives Demonic Mark Choose a demonic mark, which describes the demons soul that you have bonded with: Mark of Havoc, Vengeance or Wrath, each detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 5th, 8th, and 13th level. Illidari Initiation Becoming a Demon Hunter is a difficult task, requiring hard training and sacrifices to be made. As a result of this you gain the following benefits: Blind Sight Your eyes have been torn out, their sockets burnt to see the world in its true form. You lose any darkvision and sun-light sensitivity from your race, and gain the following sight: You are able to see normally to a range of 120 feet. You are able to see in normal and magical darkness, and can discern colors in darkness. You perceive the world beyond your vision, but it appears blurred, and details can't be discerned. Illidari Fighting Demon hunters are trained to wield a weapon in each hand, giving you the following benefits: You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can wield warglaives using either Dexterity or Strength as if they had the finesse property. Felblade Attack You know how to channel small portions of fel through your strikes. Once per turn, you can deal an extra 1d6 fire damage to one creature you hit with an attack if you have advantage on the attack roll. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Felblade Attack column of the Demon Hunter table. Unarmored Defense While you are not wearing any armor and wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. Chaos Starting at 2nd level, you are able to harness the chaotic energies built up within. Your access to this energy is represented by a number of chaos points. Your demon hunter level determines the number of points you have, as shown in the Chaos Points column of the Demon Hunter table. You can spend these points to fuel various chaotic features. You start by knowing two such features: Demon's Bite, and Fel Rush. You learn additional chaotic features as you gain levels in this class. When you spend a chaos point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chaotic energy back into yourself. Some of your chaotic features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Chaos save DC = 8 + your proficiency bonus + your Intelligence modifier Demon's Bite Immediately after you take the Attack action on your turn, you can spend 1 chaos point to make a weapon attack with each weapon you're wielding as a bonus action. Fel Rush You can spend 1 chaos point and use your bonus action to vanish in a cloud of fel and teleport from your current position to an empty space within 30 feet that you can see. Evasion At 2nd level, your agility lets you dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Ability Score Improvement When you reach 3rd level, and again at 7th, 11th, and 15th 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. Chaos-Empowered Strikes Starting at 4th level, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Demon Wings Also at 4th level, you can use your reaction when you fall to sprout a pair of leathery wings from your back, making you decent at 60 feet per round. Landing on your feet and taking no damage from the fall. At 9th level, you can spend 2 chaos points to make the wings capable of carrying you, giving you a flying speed equal to your current speed. While active you can sprout and dismiss the wings as a bonus action on your turn. They last for 1 hour before being unable to carry you any further. You can't sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. PART 1 | CLASSES 110
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 111/153 Eternal Hunter Upon reaching 6th level, your knowledge of demons and their fiendish nature is growing larger, giving you advantage on any ability checks made to recall knowledge of a specific demon, and to track said demon. At 10th level, your hatred of demons, and knowledge of their capabilities have made you a keen combatant to fight, giving you advantage on all saving throws made to avoid abilities and spells cast by fiends. Spectral Sight Starting at 12th level, you can channel the chaos within into your charred eye sockets to show you the world in its true colors. As an action, you can spend 2 chaos points to cast detect magic, while detect magic is active, your vision also changes to truesight within your blind sights range. Metamorphosis At 15th level, you can let the lingering soul of your demon mark loose, changing you to a demonic visage of yourself. As an action, you take on the shape of your inner demon for 10 minute and gain the powers of your Demonic Mark. Once you use this feature, you can't use it again until you finish a long rest. Havoc Your Demonic Mark of Havoc twists your body, granting you the following features. As part of the action you used to release your Demonic Mark. You can jump to an unoccupied space within 60 feet of you, releasing a burst of fel on impact. Each creature within 5 feet of you must make on a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much on a successful one. When you take the Attack action on your turn, you can make one additional attack as part of that action. Whenever a creature hits you with an attack, it takes fire damage equal to half the damage taken from the attack. Vengeance Your Demonic Mark of Vengeance twists your body, granting you the following features. As part of the action you used to release your Demonic Mark. The ground around you twists with fel, each creature of your choice within 5 feet of you must succeed on Constitution saving throw or be stunned until the start of your next turn. You have resistance to all damage. You are enlarged, as by the enlarge/reduce spell. Wrath Your Demonic Mark of Wrath twists your body, granting you the following features. As part of the action you used to release your Demonic Mark. You release a 4th-level magic missiles, each dart deals fire damage instead of force damage. The darts damage can't be reduced or prevented in any way. Your demon wings sprout from your back and grant you a flying speed of 60 feet. Your ranged weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Demonic Marks Different souls are absorbed in the process of becoming a demon hunter and planted into the demon hunter skin. Although many variations exist, most of these souls fall into three categories: a mark of havoc, vengeance or wrath. Mark of Havoc Havoc demon hunters unleashes the potent energy stored up within them, they are the pinnacle of close quarter fighting. They harness destructive powers in its most raw form to unravel it upon their enemies. Demon hunters marked with havoc are known for their ability to funnel fel into their abilities, and fight on harder and longer than most. Shattered Souls Starting at 1st level, whenever you roll a 20 on a d20 on an attack roll against a creature, you regain hit points equal to your demon hunter level. Additionally, you also regain 1d4 chaos points. You can never have more chaos points than shown on the table for your level. Blade Dance At 5th level, you gain the ability to pass through the great dark beyond in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. Demon's Flurry Starting at 8th level, once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. Eye Beam At 13th level, you can channel chaotic energy through your charred eyes into a volatile beam. As an action, you can spend 3 chaos points to blast energy in a 50 feet long and 5 feet wide line out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creaeture takes 5d10 fire damage and 5d10 force damage on a failed save, or half as much on a successful one. Mark of Vengeance Vengeance demon hunters empowers themselves through the energies within, they are hunters that continue to be able to stand and fight when all else fails. By empowering themselves they are to take an enormous amount of hits and still come out victorious by the fights end. Demon Spikes Starting at 1st level, when you are hit by a melee attack you can use your reaction to gain resistance against the attack, as the fiendish nature of your inner demon comes forth, manifesting rugged spikes across your body. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all spent uses after finishing a short or long rest PART 1 | CLASSES 111
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 112/153 Last Resort Beginning at 5th level, the demon soul that lives within you keeps you fighting against all odds. When you are reduced to 0 hit points, you can choose to have 1 hit point instead. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you gain two levels of exhaustion. Sigil Upon reaching 8th level, you gain one of the following sigils of your choice. Once you use this feature, you can't use it again until you finish a short or long rest. Sigil of Chains. As an action, choose a creature within 60 feet of you, the creature must succeed on a Strength saving throw, or be restrained for 1 minute. At the end of each of its turns the creature can make another Strength saving throw, ending the restrain on a successful one. Sigil of Misery. As an action, choose a point within 30 feet of you, creating a sigil that extend in a 10 feet radius around it. Each creature within range succeed on a Constitution saving throw, or be incapacitated for 1 minute. At the end of each of its turns, and each time it takes damage, a creature can make another Constitution saving throw, ending the effect on a successful save. Sigil of Silence. As an action, you force each creature of your choice within 10 feet of you to make a Wisdom saving throw. On a failed save, the creature becomes unable to speak and can't cast any spells with a vocal component for 1 minute. At the end of each of its turns, the creature can make another Wisdom saving throw, ending the effect on a successful save. Demonic Wards At 13th level, the fel that surges through your body have fortified you against magical effect. Whenever you finish a long rest, you gain resistance to one of the following damage types of your choice: cold, fire, lightning, necrotic, or thunder damage. The resistance lasts until you finish your next long rest, at which point you may choose a new damage type from the list to gain resistance too. Mark of Wrath Wrath demon hunters use range to their advantage, striking enemies from afar by channeling fel energy into spells and slinging their glaives with precision at targets from great ranges, before swiftly returning to their grasp. Bonus Cantrips Starting at 1st level, you learn the fel flame and green-flame blade cantrips, using Intelligence as your spellcasting ability for them. Thrown Weapons At 1st level, you are able to throw certain weapons with extreme precision. When you wield warglaives or weapons with the finesse property, the weapon gains a normal range of 20 feet, and a maximum range of 60 feet. A thrown weapon returns to your grasp immediately after the attack roll is made. War Magic Beginning at 5th level, when you use your action to cast a cantrip, you can make a weapon attack, or spend 1 chaos point to use Demon's Bite as a bonus action. Fel Barrage Also at 5th level, you are able to hurl shards of fel against targets. As an action, you can spend 2 chaos point, creating 5 fel shards. Each shard hits a creature within 120 feet of you that you can see. A shard deals 2d4 fire damage. The shards all strike simultaneously and you can direct them to hit one creature or several. Reflective Instincts Starting at 8th level, whenever a creature within 20 feet of you is hit by an attack made by an allied creature, you can use your reaction to make a ranged weapon attack against that creature. Fiery Brand At 13th level, a new brand appears upon your body, forged of fel flames and continuously flickering as if burning. You can use this brand to channel energy into specific spells. As an action, you can cast your choice of: banishment, fire shield, or wall of fire. You must then finish a long rest to use this feature again. PART 1 | CLASSES 112
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26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 114/153 Chapter 3: Personality & Background C haracters are defined by much more than their race and class. They're individuals with their own stories, interests, connections, and capabilities beyond those that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and finer points of personality and alignment. Character Details Your character's name and physical description might be the first things that the other players at the table learn about you It's worth thinking about how these characteristics reflect the character you have in mind. Name Your character's race description includes sample names for members of that race. Put some thought into your name even if you're just picking one from a list, it may be something you will have to keep for a long time. Sex You can play a male or female character without gaining any special benefits or hindrances. Think about how your character does or does not conform to the broader culture's expectations of sex, gender, and sexual behavior. As an example, a male night elf priest defies the traditional gender divisions of blood elf society, which could be a reason for your character to leave that society and venture on Azeroth. You don't need to be confined to binary notions of sex and gender. You could play a female presenting herself as a man, a man feeling trapped in a female body, or a bearded female dwarf who hates being mistaken for a male. Your character's sexual orientation is for you to decide. Contrasting Characters The details in this chapter make a big difference in setting your character apart from every other character. Consider the following two human fighters. Hailing from Strahnbrad. Cayla Davenport was a brash teenager who had a rough childhood. The daughter of a thief, she ran away from home and practiced her father's trade on the streets of Southshore. When she tried to rob the proprietor of the Inn, the Early Oak, he caught her and took her under his wing, giving her a job as a barmaid. After the scourge destroyed the inn, necessity forced Cayla into adventure alongside the friends she'd known from her childhood. Endrik Goodwin grew up on the streets of Stormwind. He used his wits, strength, and agility to carve out his own territory in the city's shanty town. After several years, he attracted the notice of one of the most powerful thieves' guilds in the city, and he ascended the ranks of the guild quickly despite his youth. Cayla and Endrik are both human and both warriors, possessing similarly high Strength and Dexterity scores, but there the similarity ends. Height and Weight You can decide your character's height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your character's ability scores might say about his or her height and weight. A strong and tough character might be tall or just heavy. A weak but agile character might be thin. If you want to, you can roll randomly for your character's height and weight using the Random Height and Weight table. The dice roll given in the Height Modifier column determines the character's extra height beyond the base height. The same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character's extra weight beyond the base weight. Random Height and Weight Race Base Height Height Modifier Base Weight Weight Modifier Draenei, broken 5'6" +2d8 155 lb. x (2d6) lb. Draenei, exodar 5'9" +2d8 175 lb. x (2d6) lb. Draenei, light 6" +2d8 185 lb. x (2d6) lb. Dwarf, bronze 3'8" +2d4 115 lb. x (2d6) lb. Dwarf, dark 3'7" +2d4 125 lb. x (2d6) lb. Dwarf, wild 4' +2d4 130 lb. x (2d6) lb. Elf, high 4'9" +2d10 100 lb. x (1d4) lb. Elf, night 6'1" +2d8 145 lb. x (1d6) lb. Elf, nightborne 6" +2d10 125 lb. x (1d6) lb. Elf, void 4'7" +2d10 95 lb. x (1d4) lb. Forsaken, elf 4'7" +2d10 90 lb. x (1d4) lb. Forsaken, human 4'6" +2d10 100 lb. x (1d4) lb. Gnome 2'7" +2d4 40 lb. x 1 lb. Goblin 3' +2d4 35 lb. x 1 lb. Human 4'8" +2d10 110 lb. x (2d4) lb. Orc 5'4" +2d10 160 lb. x (2d6) lb. Pandaren 5'8" +2d4 150 lb. x (2d6) lb. Tauren, high 6'4" +2d10 195 lb. x (2d6) lb. Tauren, mulgore 6'3" +2d10 200 lb. x (2d6) lb. Tauren, taunka 6'1" +2d10 240 lb. x (2d6) lb. Troll, forest 5'8" +2d10 150 lb. x (2d6) lb. Troll, ice 5'4" +2d8 175 lb. x (2d6) lb. Troll, jungle 5'3" +2d8 160 lb. x (2d4) lb. Troll, zandalari 5'5" +2d10 165 lb. x (2d6) lb. Worgen 6'2" +2d10 155 lb. x (2d6) lb. For example, as a human, Cayla has a height of 4 feet 8 inches plus 2d10 inches. Her player rolls 2d10 and gets a total of 12, so Cayla stands at 5 feet 8 inches tall. Then the player uses the same roll of 12 and multiplies it by 2d4 pounds. Her 2d4 roll is 3, an extra 36 pounds (12 x 3) on top of her base 110 pounds for a total of 146 pounds. PART 1 | PERSONALITY & BACKGROUND 114
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 115/153 Character Details Consider how the names Cayla Davenport and Endrik Goodwin set these characters apart from each other and reflect their personalities. Cayla is a young woman determined to prove that she's not just a kid any more, and her name makes her sound young and ordinary. Endrik Goodwin comes from a the Stormwind province and carries a name of riches. Cayla is nineteen years old at the start of her adventuring career and has auburn hair, green eyes, fair skin with freckles, and a mole on her right hip. Endrik is a small man, compact and all wiry muscle. He has angular features and high cheekbones, and he always seems in need of a shave. His raven-black hair is thick and full, but his eyes are gray and lifeless, betraying the emptiness of his life and soul. Other Physical Characteristics You choose your character's age and the color of his and her hair, eyes, skin, and other racial traits. To add a touch of distinctiveness, you might want to give your character an unusual or memorable physical characteristic, such as a scar, a limp, or a tattoo. Alignment A typical creature in the world of Warcraft has an alignment, broadly describing its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitude towards society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment. Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Most paladins, and dwarves are lawful good. Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, and most gnomes are neutral good. Chaotic good (CC) creatures act as their conscience directs, with little regard for what others expect. Many elves, and unicorns are chaotic good. Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks, and some mages are lawful neutral. Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Many humans are neutral. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many warriors, and rogues are chaotic neutral. Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. The black dragonflight are lawful evil. Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many goblins, and warlocks are neutral evil. Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, and gnolls are chaotic evil. Alignment in the Multiverse For many thinking creatures, alignment is a moral choice. Humans, orcs, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, these races were giving free will to choose their moral paths, knowing that good without free will is slavery. The evil who created other races, though, made those races to serve them. Those races have strong inborn tendencies. Centaurs share a violent temperament, running deep in their blood, and are thus inclined toward evil. Even if an centaur chooses a good alignment, it struggles against its innate tendencies for its entire life. Alignment is an essential part of the nature of celestials and fiends. A eredar does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a eredar. Most creatures that lack the capacity for rational thought do not have alignments, they are unaligned. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, but they are not evil; they have no alignment. Cayla and Endrik: Alignment Cayla Davenport is neutral good, fundamentally good-hearted and striving to help others where she can. Endrik is lawful evil, unconcerned with the value of sentient life but at least professional in his approach to murder. As an evil character, Endrik is not an ideal adventurer. He began his career as a villain, and only cooperates with heroes when he must and when it's in his own best interests. In most games, evil adventurers cause problems in groups alongside others who don't share their interests and objectives. Generally, evil alignments are for villains and monsters. PART 1 | PERSONALITY & BACKGROUND 115
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 116/153 Languages Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Choose your languages from the Standard Languages table, or choose one that fits in your campaign. With your DM's permission, you can instead choose a language from the opposite factions Language table, an Exotic Languages table, or the language of druids and rogues. Some languages are actually families of languages with many dialects. For example, the Kalimag language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elementals. Standard Languages Language Typical Speakers Script Alliance Races Common Humans Common Dwarven Dwarves Runic Gnomeish Gnomes Common Draenei Draeneis Eredic Horde Races Orcish Orcs Common Gutterspeak Forsaken Common Taur-ahe Taurens Pictoform Zandali Trolls — Goblin Goblins Common Neutral Races Darnassian Night Elves Darnassian Mogu Pandarens Logogram Shalassian Nightborne Darnassian Thalassian High Elves Darnassian Exotic Languages Language Typical Speakers Script Celestial Celestials Celestial Draconic Dragons Runic Eredun Demons Eredic Giant Ogres — Kalimag Elementals Runic Low Common Lesser Races Common Pandaren — Syllabary Personal Characteristics Fleshing out your character's personality —the array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity— will help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your character's favorite words or phrases, tics and habitual gestures, vices and pet peeves, and whatever else you can imagine. New backgrounds are presented later in this chapter, see also the Player's Handbook and other sources for the full array of available backgrounds for you to choose from. Personality Traits Give your character two personality traits. Personality traits are small, simple ways to help you set your character apart from every other character. Your personality traits should tell you something interesting and fun about your character. They should be self-descriptions that are specific about what makes your character stand out. "I'm smart" is not a good trait, because it describes a lot of characters. "I've read every book in Dalaran" tells you something specific about your character's interests and disposition. Personality traits might describe the things your character likes, his or her past accomplishments, things your character dislikes or fears, your character's self-attitude or mannerisms, or the influence of his or her ability scores. A useful place to start thinking about personality traits is to look at your highest and lowest ability scores and define one trait related to each. Either one could be positive or negative: you might work hard to overcome a low score, for example, or be cocky about your high score. Ideals Describe one ideal that drives your character. Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to your core belief system. Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for? You can choose any ideals you like, but your character's alignment is a good place to start defining them. The background in this chapter includes six suggested ideals. Five of them are linked to aspects of alignment: law, chaos, good, evil, and neutrality. The last one has more to do with the background than with moral or ethical perspectives. See also the Player's Handbook and other sources for a full list of available backgrounds to choose from. Bonds Create one bond for your character. Bonds represent a character's connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character's motivations and goals. Bonds might answer any of these questions: Whom do you care most about? To what place do you feel a special connection? What is your most treasured possession? Your bonds might be tied to your class, your background, your race, or some other aspect of your character's history or personality. You might also gain new bonds over the course of your adventures. Flaws Finally, choose a flaw for your character. Your character's flaw represents some vice, compulsion, fear, or weakness in particular, anything that someone else could exploit to bring you to ruin or cause you to act against your best interests. More significant than negative personality traits, a flaw might answer any of these questions: What enrages you? What's the one person, concept, or event that you are terrified of? What are your vices? PART 1 | PERSONALITY & BACKGROUND 116
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 117/153 New Backgrounds Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your warrior might have been a courageous knight or a grizzled soldier. Your mage could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? The backgrounds in this chapter are meant as additions to the factions presented in the Player's Handbook, not as replacements for them. Proficiencies Each background gives a character proficiency in two skills. Skills are described in chapter 6 of the Player's Handbook. In addition, most backgrounds give a character proficiency with one or more tools. Tools and tool proficiencies are detailed in chapter 5 of the Player's Handbook. If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead. Languages Some backgrounds also allow characters to learn additional languages beyond those given by race. See "Languages" earlier in this chapter. Equipment Each background provides a package of starting equipment. if you use the optional rule from chapter 4 to spend coin on gear, you do not receive the starting equipment from your background. Suggested Characteristics A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation. Customizing a Background You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in chapter 4. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your DM to create one. PART 1 | PERSONALITY & BACKGROUND 117
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 118/153 Double Agent You are an informant for an opposing faction or organization, secretly providing them with false information on behalf of another organization in which your loyalty lies. You may be an informant for the Scarlet Crusade, providing them with false intel on behalf of the forsakens. Perhaps you are a member of the Bilgewater Cartel, providing the goblin trade partners with false information to give the cartel the richest scores whilst staying out of their reach. Discuss with your DM the factions/organizations you are working with and against. Skill Proficiencies: Deception, Insight Tool Proficiencies: Forgery kit Languages: One of your choice from the opposite faction Equipment: Forgery kit, dagger, two pieces of chalk, 4 sheets of parchment, one bottle of ink, one quill, a set of traveler's clothes, and a belt pouch containing 15 gp Feature: Two Sides of One Coin You have contacts within both organizations that you provide information to and/or for. Official organizations will often allow you to commit minor crimes without fear of punishment, or run a business without paying all the taxes or fees typically required. Additionally, you can gain an audience with functionaries from both organizations. Suggested Characteristics Having to work for two sides, hearing each sides story and delivering crucial information false or not. This is not a life for all, often shaping carries to leave personal connections behind, distance themselves from 'close' allies. d8 Personality Trait 1 People are only as valuable as the information they have. 2 I act sophisticated and proper. 3 Being simple keeps me unnoticed and underestimated. 4 I always share with those in need. 5 I am paranoid and a nervous wreck. 6 I try to gather as much information as I can before I act. 7 I hide behind a facade, only showing my true self to trusted friends. 8 I am always calm, no matter what the situation. I never raise my voice or let emotions control me. d6 Ideal 1 Selfless I use my position to help good people avoid prosecution or victimization. (Good) 2 Manipulative I use secrets to manipulate and blackmail others. (Evil) 3 Just Means I get my hands dirt for the greater good. (Lawful) 4 Freedom I support mine and others right to do as we wish. (Chaotic) 5 Everyone has something to hide, so I trust no one. (Neutral) 6 Secretive Everyone has secrets, no one will ever know mine. (Any) d6 Bond 1 I got involved in a web of lies to protect the ones I love 2 I work to undermine an oppressive organization that harms my home. 3 I was forced into providing information because I was framed, so I found a way to get back a little of my freedom. 4 My family relies on my support. 5 I am stuck in dangerous games because of a loved one's poor decisions. 6 I need to advance in my position within my organization. d6 Flaw 1 I always think i'm one step ahead. 2 I see double agents everywhere. 3 I indulge in illegal behaviors whenever possible. 4 I am pessimistic about everything. 5 I am vindictive and impulsive. 6 I am reckless and seek dangerous thrills. Faction Fostered You were abandoned at birth and found by members of the opposing faction, taken in by a family and raised as a member of their faction. Having had a harsh childhood of being shunned upon by members of the faction, never fully being accepted but merely tolerated in their presence. You might be a tauren born in the eastern kingdoms, and abandoned by your parents, to be found by human farmers that took you in, nurtured you and raised you as their own, or you may be a human of Theramore, who ran away from your home, to be taken in by orcs and raised as a member of the horde within Orgrimmar, taught how to fight and learn the language of orcs. Discuss with your DM the details of the faction and race who raised you, as not all races of Azeroth have an equal relationship towards other races. Skill Proficiencies: History, Perception Languages: Two of your choice from the faction you were raised ins faction languages. Equipment: A set of common clothes, hooded cloak, a trinket of your faction, book, one bottle of ink, one quill, and a belt pouch containing 10 gp Feature: A False Allegiance Your race and appearance makes you able to enter and go undisturbed through villages and cities of both factions, eye may wander upon you as you walk, but none will stop and ask questions, or raise arms against you. Suggested Characteristics Having lived a life amongst races of the opposite faction, getting to know and love their customs often make faction fostered social skills within their born faction limited. They are nonetheless social individuals, many of which greatly appreciate the races they now have grown up with, and stand by their side against their own kin. PART 1 | PERSONALITY & BACKGROUND 118
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 119/153 d8 Personality Trait 1 I am optimistic and appreciate simple gestures given to me. 2 I am genial and make an honest effort to get along with my new faction. 3 I smile often, but I am distrustful of people outside my family. 4 I am quiet and study the people around me intently. 5 I am always looking over my shoulder. 6 I am uncomfortable in urban settings and only truly feel safe on the open road. 7 I am friendly and extremely curious. 8 I love to talk to people and hear their stories. d6 Ideal 1 Loyalty I never betray a friend, no matter their allegiance. (Lawful) 2 People I help those who help me. (Any) 3 Aspiration I will prove im worthy of this faction. (Good) 4 Family Blood is thicker than water. (Lawful) 5 Anger I was abandoned and am angry at my kin for being left behind. (Evil) 6 Peace All races deserve peace. (Neutral) d6 Bond 1 My family means everything to me. 2 I owe everything to the people that took me in, and would do anything for them. 3 My foster parents were better than my birth parents and I love them dearly. 4 I strive to one day find the parents that left me. 5 I must prove myself worthy of the love of a prominent family member. 6 I must complete a great quest to prove my worth. d6 Flaw 1 I am very slow to trust others. 2 I have no sympathy for anyone of my born faction. 3 I throw myself into danger recklessly 4 I try to talk my way out of every situation. 5 I always believe those of my foster race. 6 I am painfully shy and have difficulties speaking to people I don't know. Kirin Tor Apprentice You have been accepted into the Kirin Tor, Dalaran's elite cadre of the most powerful wizards on Azeroth. You have spent time within their school, earning yourself a magi mentor to oversee your studies and guide your learning. You've learnt the basics of the schools of magic, and the ley lines of arcane magic that runs beneath the surface of Azeroth. You've spent enough time within Kirin Tors libraries, learning what knowledge interested you, and have been sent out onto Azeroth by your mentor to seek knowledge elsewhere, and to gain experience. Skill Proficiencies: Arcana, History Tool Proficiencies: One type of artisan's tools Languages: One of your choice Equipment: A bottle of high quality ink, a quill, chalk, a scroll case with 5 pieces of parchment, robes, a candle, tinder box, and a belt pouch containing 15 gp Feature: A Prominent Mentor You know at least one prominent mage within the Kirin Tor that you can call upon for answers and information. You've learnt a simple but limited spell that makes you able to contact them as long as you are on the same plane of existence. The spell is limited to a 100 word message, and a 100 word reply from the mentor. Once you've contacted your mentor, you cannot contact him again for a week, unless you expend a spell slot of 2nd level or higher. At the DMs discretion, the mentors information may be false, missing vital details, or they may not respond within a timely fashion. Discuss the details of the mages you know within the Kirin Tor with your DM. Suggested Characteristics An apprentice of the Kirin Tor is often eager to learn what lies around Azeroth, wishing to learn any knowledge given to them. These apprentices vary drastically in personality, but they all have one thing in common, a deep lying wish for knowledge and understanding of the magic of the world. d8 Personality Trait 1 I am quiet and observant. 2 I compare any magical effect i see to one I have learned about. 3 I bring up my mentors' teachings often 4 I enjoy experiencing the world and avoid being 'cooped up' in a quiet or stuffy location. 5 I treat others as though they are unintelligent. 6 I am wide eyed and easily excited. 7 I like to use big words to showcase my intelligence. 8 I enjoy an intellectual challenge. PART 1 | PERSONALITY & BACKGROUND 119
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 120/153 d6 Ideal 1 Protection Magic can protect us from all the evils in the world. (Good) 2 Power Knowledge can be leveraged into power in the world, and I want more. (Evil) 3 Respect Magic deserves our humble efforts to understand and master. (Lawful) 4 Experimentation New and exciting magics await discovery. (Chaotic) 5 Knowledge Understanding the world around us is the only thing that matters. (Neutral) 6 Self-Improvement I will achieve magical power through self-mastery and understanding. (Any) d6 Bond 1 I will be known for my power, knowledge, and discoveries. 2 I will prove myself superior to my mentors. 3 I will bring honor and renown my family. 4 I will discover new magics that my mentor has never heard of. 5 A former mentor was a monster, I will avenge his victims. 6 I have heard of a scroll that contains knowledge I seek that I must find. d6 Flaw 1 I point out others mistakes to make them look smaller so I feel bigger. 2 I can't resist the opportunity to learn a new spell or gain a new magical item. 3 I never learned proper social skills or interactions. 4 I use spells and magic to do things I can do by hand. 5 I have disdain for authority and act rebelliously. 6 I'm compelled to prove my superior intelligence. Tribal Member you were born and raised in the lands of your tribe. Your tribe has a territory on which they reside. You may come from of the many smaller tauren tribes that populate Kalimdor, or from one of the vast expanding tribes of the trolls. Perhaps you are a member of one of the prominent orc clans. You may come from a tribe who have isolated themselves, and have little contact with the outside world, or a tribe that actively trade with civilized societies. Skill Proficiencies: Nature, Survival Tool Proficiencies: One type of artisan's tools, one type of musical instrument Equipment: A set of common traveler's clothes, a set of artisan's tools (one of your choice), a musical instrument (one of your choice), tribal trinket, and a belt pouch containing 10 gp. Feature: At One with Nature You are intimately familiar with the geography of your home region. You know where water, shelter, and food can be found anywhere within several miles of your home. You are good at finding these areas when outside your home region as well when in a climate like that of your home. Suggested Characteristics As a member of a tribe, the community is what matters most, all have to work together and fill their shoes to make the tribe work. Leaving no one behind to pick up the slack. d8 Personality Trait 1 I am loyal and will do anything to protect my tribe. 2 I speak plainly and often don't understand subtlety. 3 I am contemptuous of larger civilizations. 4 I do not trust arcane magic and its casters. 5 I am naive and friendly to everyone. 6 I am baffled by cities and grand architecture. 7 I am unshakable and never back down. 8 I feel empathy for all that suffer. d6 Ideal 1 Humility I am no better or worse than anyone else on this world. (Good) 2 Xenophobia I do not understand the ways of others, but know they are wrong. (Evil) 3 Order Every place has rules which must be followed for everyone's good. (Lawful) 4 Freedom There is no rule in the wild, do what you can to live. (Chaotic) 5 Balance All things and ways of being are natural and necessary. (Neutral) 6 Unity A tribe that works together is strong. (Any) d6 Bond 1 My family and my tribe are everything to me. 2 I left my tribe to prove my right to a prominent place in the tribe hierarchy. 3 I love a prominent tribe member and must prove I am worthy of their love. 4 My tribe is threatened and I must protect them. 5 My tribe was destroyed and I must have vengeance. 6 I was dishonored and thrown out of my tribe, I must prove my worth. d6 Flaw 1 I don't understand social nuances. 2 I drink to excess. 3 I don't trust anyone not of my tribe. 4 I trust everyone to say what they mean. 5 I believe might proves right and will not listen to those who are 'weak'. 6 I am insecure since my tribe appears weak compared to larger, more modern societies. PART 1 | PERSONALITY & BACKGROUND 120
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26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 122/153 Chapter 4: New Equipment T he marketplace of a large city teems with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers, troll charms, goblin relics, and gnome jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets, practical swords, and beautiful elven bows. For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that Azeroth presents. Starting Equipment When you create your character, you receive equipment based on a combination of your class and your chosen background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend. You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon. armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps. Starting Wealth by Class Class Funds Druid 2d4 x 10 gp Hunter 5d4 x 10 gp Mage 4d4 x 10 gp Monk 5d4 gp Paladin 5d4 x 10 gp Priest 4d4 x 10 gp Rogue 4d4 x 10 gp Shaman 5d4 x 10 gp Warlock 4d4 x 10 gp Warrior 5d4 x 10 gp Wealth Wealth varies drastically on Azeroth according to region. Coins, gems, trade goods, art object, animals, and property can reflect your character's financial well-being. Members of the peasantry trade in good, bartering for what they need to scrape what gold necessary to pay of their taxes. Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins. Coinage Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. One gold piece is worth ten silver pieces, the most prevalent coin among commoners. One silver piece is worth ten copper pieces, which are common among laborers and beggars. In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. Standard Exchange Rates Coin cp sp ep gp pp Copper (cp) 1 1/10 1/50 1/100 1/1000 Silver (sp) 10 1 1/5 1/10 1/100 Silver (sp) 50 5 1 1/2 1/20 Gold (gp) 100 10 2 1 1/10 Platinum (pp) 1000 100 20 10 1 PART 1 | NEW EQUIPMENT 122
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 123/153 Shields Name Cost Armor Class (AC) Strength Stealth Weight Shield, Buckler 5 gp +1, Special — — 2 lb. Shield, Standard 10 gp +2 — — 6 lb. Shield, Tower 25 gp +2, Special Str 15 Disadvantage 24 lb. Racial Weapons Name Cost Damage Weight Properties Melee Weapons Kaldorei Moon sword 15 gp 1d8 slashing 4 lb. Versatile (2d6) Kaldorei Moonglaive 20 gp 1d6 slashing 3 lb. Finesse, light, thrown (range 20/60) Sin'dorei Warblade 25 gp 1d8 slashing 5 lb. Special Totem, tauren 20 gp 2d8 bludgeoning 45 lb. Heavy, two-handed Warglaive 30 gp 1d8 slashing 3 lb. Light Shields The Shield table shows the cost, weight, and other properties of the common types of shields worn on Azeroth. Shield Proficiency. Anyone can strap a shield to their arm. Only those proficient in the shield's use know how to wield it effectively, however. If you wield a shield that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells. Special Shields Shields with special rules are described here. Buckler. A buckler is strapped to your forearm, allowing you to hold an item in its hand. If you use the shielded hand as part of an action or bonus action, you loose its increase to your Armor Class until the start of your next turn. Tower Shield. You use your Strength modifier, instead of your Dexterity for determining your Armor Class while you have this shield donned. Racial Weapons Your race may grant proficiency in special weapons that are crafted and used by your race exclusively. The night elves with their circular moon swords and glaives, taurens with their heavy blunt totems, capable of crushing most men, and the blood elves with their double ended warblades. Racial Weapon Proficiency Your race, and feats can grant you proficiency with certain racial weapons. These weapons are exotic, and can't be wielded proficiently with simple and martial proficiency. Proficiency with a racial weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. Special Weapons Weapons with special rules are described here. Sin'dorei Warblade. Immediately after attacking an enemy with this blade, you may make an additional attack with its second blade using your bonus action. PART 1 | NEW EQUIPMENT 123
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 124/153 Firearms Name Cost Damage Weight Properties Flintlock Firearms Blunderbuss 300 gp 2d8 piercing 10 lb. Ammunition (range 15/60), reload 1, misfire 2 Musket 300 gp 1d12 piercing 10 lb. Ammunition (range 120/480), two-handed, reload 1, misfire 2 Pistol 150 gp 1d10 piercing 3 lb. Ammunition (range 60/240), reload 2, misfire 1 Caplock Firearms Pepperbox 350 gp 2d4 piercing 5 lb. Ammunition (range 80/320), reload 4, misfire 2 Revolver 525 gp 1d10 piercing 6 lb. Ammunition (range 120/380), reload 6, misfire 1 Rifle 600 gp 2d6 piercing 10 lb. Ammunition (range 300/600), two-handed, reload 8, misfire 2 Scattergun 400 gp 2d10 piercing 12 lb. Ammunition (range 30/90), reload 1, misfire 3 Ammunition Flintlock, bullets (10) 3 gp — 2 lb. — Blunderbuss, bullets (5) 5 gp — 2 lb. — Caplock, rifle (10) 5 gp — 3 lb. — Scattergun, bullets (5) 8 gp — 3 lb. — Firearms For tinkers the invention of the crossbow was not enough. They strived to further improve the ability to shoot from a distance without the aid of magic. With the invention of black powder, the dwarves of Ironforge were quick to act in experimenting with its uses, crafting the first firearms from which the weapon has evolved around. Firearm Proficiency Your race, class, and feats can grant you proficiency with firearms. The two categories are flintlock and caplock. If you make an attack roll with a firearm without being proficient, you do not add your proficiency bonus to the attack roll, and you increase the firearms misfire score by 1. Flintlock. A common trigger, requiring black powder to be poured into the barrel following a bullet in order to be fired. Flintlock weapons are unable to be shot in heavy rain, or while submerged in water. Caplock. A rare trigger, requiring special bullets with a black powder compartment built into them to be operated. Caplock weapons can be shot even in heavy rain, or whilst submerged in water. Firearm Properties Firearms have special properties related to their use that are unique to them, as shown in the Weapons table. Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Intelligence or Tinker's Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Reload. A limited number of shots can be made with a firearm. You must then reload it using an action or bonus action (Your choice). Ammunition Firearms require ammunition to make an attack. Flint and caplock firearms use the same ammunition. Both ammunitions are generally sold in batches at the prices list below. Blunderbuss and Scatterguns use special ammunition that has its own price. Crafting If materials are gathered, you can craft ammunition yourself using Tinker's Tools at half the cost in the table below. Requiring a successful DC 12 Tinker's Tools check to be done over the course of a short rest, crafting 1 batch of ammunition for the chosen weapon type. PART 1 | NEW EQUIPMENT 124
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 125/153 Chapter 5: Customization Options T he combination of ability scores, race, class, and background defines your character's capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and race, you have options to fine-tune what your character can do. But this chapter is for players who want to go a step further. This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability scores as you gain levels. Multiclassing Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in mage and two in warrior, you're a 5th-level character. As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely. never looking back at the class you left behind. You might even start progressing in a third or fourth class. Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a warrior who decides to multiclass into the druid class must have both Strength or Dexterity and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class. having a natural aptitude that is reflected by higher-than-average ability scores. Multiclassing Prerequisites Class Ability Score Minimum Druid Wisdom 13 Hunter Dexterity or Strength 13 Mage Intelligence 13 Monk Dexterity 13 and Wisdom 13 Paladin Strength 13 and Charisma 13 Priest Wisdom 13 Rogue Dexterity 13 Shaman Wisdom 13 Warlock Intelligence 13 Warrior Strength or Dexterity 13 Death Knight Strength 13 and Charisma 13 Demon Hunter Dexterity 13 and Intelligence 13 Experience Points The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter 1 of the Player's Handbook, not your level in a particular class. So, if you are a priest 6/warrior 1, you must gain enough XP to reach 8th level before you can take your second level as a warrior or your seventh level as a priest. Hit Points and Hit Dice You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. if the Hit Dice are the same die type, you can simply pool them together. For example, both the warrior and the paladin have a d10. so if you area paladin 5/warrior 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/priest 5, for example, you have five d10 Hit Dice and five d6 Hit Dice. Proficiency Bonus Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1 of the Player's Handbook, not your level in a particular class. For example, if you are a warrior 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3. Proficiencies When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table. Multiclassing Proficiencies Class Proficiencies Gained Druid Light armor, nature skill Hunter Light armor, medium armor, simple weapons, martial weapons, one skill from the class's skill list. Mage — Monk Light armor, simple weapons, shortswords Paladin Light armor, medium armor, shields, simple weapons, martial weapons Priest One skill from the class's skill list Rogue Light armor, one skill from the class's skill list, thieves' tools Shaman Light armor, medium armor, shields Warlock Simple weapons Warrior Light armor, medium armor, shields, simple weapons, martial weapons Death Knight All armors, simple and martial weapons Demon Hunter Simple and martial weapons, warglaive PART 1 | CUSTOMIZATION OPTIONS 125
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 126/153 Class Features When you gain a new level in a class, you get its features for that level. A few features, however, have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting, Channel Divinity / Necromancy If you already have the Channel Divinity or Necromancy feature and gain a level in a class that also grants the feature, you gain the Channel effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a priest 6 / paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the priest class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes. Extra Attack If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the warrior's version of Extra Attack or a shaman's wind shield does). Unarmored Defense If you already have the Unarmored Defense feature, you can't gain it again from another class. Spellcasting Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a shaman 3 / pries 4, for example, you know four shaman cantrips, and four 1st-level shaman spells based on your levels in the shaman class. As 4th-level priest, you know four priest cantrips. If your wisdom is 16, you can prepare six priest spells of 1st and 2nd-level. Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. Spell Slots. You determine your available spell slots by adding together all your levels in the death knight, druid, mage, priest, and warlock classes, half your levels (rounded down) in the paladin and shaman classes. Use this total to determine your spell slots by consulting the Spellcaster table found later in this chapter. If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your Lower-level spells. If a lower level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level. For example, if you are the aforementioned shaman 3 / priest 4, you count as a 7th-level character when— determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2ndlevel shaman spells. You can use the spell slots of those levels to cast the spells you do know. Shadow Magic. If you have both the Spellcasting class feature and the Shadow Magic class feature, you can use the spell slots you gain from the Shadow Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and spell slots you gain from the Spellcasting class feature to cast spells you know from classes with the Shadow Magic class feature. Shadow Magic You determine your available spell slots and the level of those spell slots by adding together all your levels in the death knight, and warlock class. Use this total to determine your spell slots and spell level by consulting the Shadow Magic table found later in this chapter. Multiclassing Shadow Magic: Lvl. Spell Slots Spell Level 1st 1 1st 2nd 2 1st 3rd 2 2nd 5th 2 3rd 7th 3 4th 9th 3 5th 12th 4 5th 17th 5 5th Multiclassing Spellcaster: Spell Slots per Spell Level Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2 — — — — — — — — 2nd 3 — — — — — — — — 3rd 4 2 — — — — — — — 4th 4 3 — — — — — — — 5th 4 3 2 — — — — — — 6th 4 3 3 — — — — — — 7th 4 3 3 1 — — — — — 8th 4 3 3 2 — — — — — 9th 4 3 3 3 1 — — — — 10th 4 3 3 3 2 — — — — 11th 4 3 3 3 2 1 — — — 12th 4 3 3 3 2 1 — — — 13th 4 3 3 3 2 1 1 — — 14th 4 3 3 3 2 1 1 — — 15th 4 3 3 3 2 1 1 1 — 16th 4 3 3 3 2 1 1 1 — 17th 4 3 3 3 2 1 1 1 1 18th 4 3 3 3 3 1 1 1 1 19th 4 3 3 3 3 2 1 1 1 20th 4 3 3 3 3 2 2 1 1 PART 1 | CUSTOMIZATION OPTIONS 126
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 127/153 New Feats A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Battlemage feat requires you to be able to cast a spell. If you lose your ability to cast spells somehow you can't benefit from the Battlemage spell until that ability is restored. The feats presented in this book are meant as additions to those presented in the 5th edition Player's Handbook. Battlemage Prerequisite: The ability to cast at least one spell You have improved you technique with spells in the heat of battle, you gain the following benefits: You learn two cantrips of your choice from the mage spell list. When you make a ranged spell attack, you do not suffer disadvantage on the attack roll if you are within 5 feet of the hostile creature. Before you cast an instantaneous spell that requires a spell attack and are unable of hitting more than a single target, you can choose to take a -5 penalty to the spell attack roll. If the spell hits, you add +10 to the spell's damage. Firearm Expert You have become excellent at the usages of firearms, gaining the following benefits: You ignore the reload quality of firearms with which you are proficient. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack with a loaded one-handed firearm you are holding. Firearm Adept Your have become interested in the mechanical firearms and their uses, gaining the following benefits: Increase your Dexterity or Intelligence score by 1, to a maximum of 20. You gain proficiency in the Tinker's tools. You gain proficiency with firearms. Racial Weapon Master You have practiced extensively with the exotic weapons used by certain races, gaining the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. You gain proficiency with racial weapons. Racial Feats Leveling up in a class is the main way a character evolves during a campaign. Some DMs also allow the use of feats to customize a character. Feats are an optional rule in chapter 6, of the Player's Handbook. The DM decides whether they're used and may also decide that some feats are available in a campaign and others aren't. This section introduces a collection of special feats that allow you to explore your character's race further. These feats are each associated with a race from chapter 1, as summarized in the Racial Feats table. A racial feat represents either a deepening connection to your race's culture or a physical transformation that brings you closer to an aspect of your race's lineage. The cause of a particular transformation is up to you and your DM. A transformational feat can symbolize a latent quality that has emerged as you age, or a transformation might be the result of an event in the campaign, such as exposure to powerful magic or visiting a place of ancient significance to your race. Figuring out why your character has changed can be a rich addition to your campaign's story. Racial Feats Race Feat Any Race Faction Grudge Dwarf Dwarven Fortitude Dwarf Squat Nimbleness Dwarf (wildhammer) Spiritual Guidance Elf Elven Accuracy Elf (kaldorei) Critter Friend Elf (kaldorei) Darnassian Heritage Elf (quel'dorei) Arcane Teleportation Elf (ren'dorei) Embrace of the Void Forsaken (elf) Arcane Teleportation Forsaken (elf) Elven Accuracy Forsaken (human) Prodigy Gnome Squat Nimbleness Gnome Mechanical Tinker Goblin Better Chemistry Goblin Squat Nimbleness Human Prodigy Orc Orcish Fury Orc Spiritual Guidance Tauren Tauren Endurance Tauren Spiritual Guidance Troll Spiritual Guidance Worgen Hardened Predator PART 1 | CUSTOMIZATION OPTIONS 127
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 128/153 Arcane Teleportation Prerequisite: Elf (quel'dorei) or forsaken (elf) Your study of high elven lore has unlocked arcane power that few other elves possess. Drawing on the ley lines, you can momentarily stride through space to shorten your path from one place to another. You gain the following benefits: Increase your Intelligence or Charisma score by 1, to a maximum of 20. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. Better Chemistry Prerequisite: Goblin You've improved your living through chemistry, and have become an expert in its practices. You gain the following benefits: Increase your Intelligence sscore by 1, to a max of 20. You gain proficiency with alchemist's supplies. If you are already proficient with them, you double your proficiency bonus to checks you make with them. As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work. Over the course of a short rest, you can temporarily improve the potency of one potion of healing of any rarity. You must have alchemist's supplies with you to improve the potions potency, and the potion must be within reach. For 1 hour after the short rest ends, a creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore. Critter Friend Prerequisite: Elf (kaldorei) Your friendship with animals mystically deepens. You gain the following benefits: You gain proficiency in the Animal Handling skill. If you're already proficient in it, your proficiency bonus is doubled for any check you make with it. You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells. Darnassian Heritage Prerequisite: Elf (kaldorei) Your connection to your kin deepens, unlocking unique gifts. You gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. You have advantage on Dexterity (Stealth) checks made in dim or unlit areas. When you fail a death saving throw, you may call upon a wisp to change the dice to a success. The essence of the wisp continues to linger in your body for your next two long rests, making you unable to call for anothers aid. Dwarven Fortitude Prerequisite: Dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: Increase your Constitution score by 1, to a max of 20. Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). Elven Accuracy Prerequisite: Elf or forsaken (elf) The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have an uncanny aim with attackss that rely on precision rather than brute force. You gain the following benefits: Increase your Dexterity, intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. Embrace of the Void Prerequisite: Elf (ren'dorei) You learn to embrace the call of the void lords. You gain the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. When you roll necrotic damage for a spell you cast, you can reroll any roll of 1 on the necrotic damage dice, but you must use the new roll, even if it is another 1. When you cast a spell that deals necrotic damage, you can cause void to wreathe you until the end of your next turn. The void doesn't harm, and reduces all light within 30 feet to darkness, and light within an additional 30 feet to dim light. While the void is present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 damage. Faction Grudge Prerequisite: Any race You have a deep hatred for a particular member of the opposite faction. Choose two races of the opposite faction to bear the burden of your wrath (each race includes all of it's sub races). You gain the following benefits: Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20. During the first round of combat against your chosen foes, your attack rolls against them have advantage. When any of your chosen foes make an opportunity attack against you, it makes the attack roll with disadvantage. When you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient in the skill. PART 1 | CUSTOMIZATION OPTIONS 128
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 129/153 Hardened Predator Prerequisite: Worgen You have grown accustom to your worgen form, realizing the benefits that come with it. You gain the following benefits while in your worgen form: You have advantage on Wisdom (Perception) checks that rely on smell. While both your hands are empty, you can take the Dash action as a bonus action, running on all four. Your claws grow large, and become natural weapons, which you can use to make unarmared strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of normal bludgeoning damage for an unarmed strike. If you make a bite attack as an action, you can use your bonus action to make an attack with your claws. Mechanical Tinker Prerequisite: Gnome You master the tinker techniques of your kin. You gain the following benefits: Increase your Dexterity or Intelligence score by 1, to a maximum of 20. When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check. When you make a device with your Engineering trait, you can make the following devices along side the ones you can normally make: Alarm: This device senses when a creature moves within 15 feet of it without speaking aloud a password chosen by you when making the device. One round after the creature moves within range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away. Calculator: This device makes sums easy. Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift. Timekeeper: This pocket watch keeps accurate time. Orcish Fury Prerequisite: Orc Your fury burns tirelessly. You gain the following benefits: Increase your Strength or Constitution score by 1, to a maximum of 20. When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest. Immediately after you use your Relentless Endurance trait, you can make one weapon attack as a reaction. Prodigy Prerequisite: Forsaken (human) or human You have a knack for learning new things. You gain the following benefits: You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Choose one skill in which you have proficiency. You gain expertise with that skill. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Spiritual Guidance Prerequisite: Dwarf (wildhamnmer), orc, tauren, or troll You have seen the balance and harmony the spirits bring. You gain the following benefits: Increase your Wisdom or Charisma score by 1, to a maximum of 20. You have advantage on saving throws against being frightened. You learn the healing spirit spell, and can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Wisdom is your spellcasting ability for this spell. Squat Nimbleness Prerequisite: Dwarf or a Small race You are uncommonly nimble for your race. You gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. Increase your walking speed by 5 feet. You gain proficiency in the Acrobatics or Athletics skill (your choice). You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. Tauren Endurance Prerequisite: Tauren Your hide toughens, improving your ability to shrug off attacks. You gain the following benefits: Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20. Your hide thickens. While you aren't wearing armor, you can calculate your AC as 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point. PART 1 | CUSTOMIZATION OPTIONS 129
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26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 131/153 Chapter 6: Spells T his chapter describes the most common spells on Azeroth. The chapter begins with the spell lists of the spellcasting classes. The remainder contains spell descriptions, presented in alphabetical order by the name of the spell. Spells marked with a star in front of the spells name are spells found later in this chapter in the Spell Descriptions. Death Kt. Spells 1st Level Armor of Agathys Cause Fear Command Compelled Duel Detect Evil and Good False Life Heroism Ice Knife ✦ Icy Touch Prot. from Evil and Good Puppet Ray of Sickness Thunderous Smite Wrathful Smite 2nd Level Branding Smite ✦ Chains of Ice Crown of Madness ✦ Death Grip Find Steed ✦ Frost Strike Gentle Repose Hold Person Magic Weapon Ray of Enfeeblement Sniloc's Snowball Swarm Suggestion 3rd Level Animate Dead ✦ Asphyxiate Bestow Curse Dispel Magic Enemies Abound ✦ Mind Freeze Phantom Steed Protection from Energy Sleet Storm Speak with Dead Vampiric Touch Water Walk 4th Level Banishment Death Ward Find Greater Steed Ice Storm Shadow of Moil Sickening Radiance Staggering Smite 5th Level Antilife Shell Banishing Smite Danse Macabre ✦ Death Chain Destructive Wave Dominate Person Geas Hold Monster Holy Weapon Insect Plague Negative Energy Flood Scrying Druid Spells Cantrips (0 Level) Dancing Lights Druidcraft Guidance Primal Savagery Resistance Shape Water Shillelagh ✦ Solar Wrath Thorn Whip 1st Level Animal Friendship Beast Bond Cure Wounds Detect Magic Detect Poison and Disease Earth Tremor Entangle Expeditious Retreat Faerie Fire Fog Cloud Goodberry Guiding Hand Healing Word Jump Longstrider Purify Food and Drink Sleep Snare Speak with Animals ✦ Starfire Wild Cunning 2nd Level Animal Messenger Barkskin Beast Sense ✦ Cyclone Darkvision Dust Devil Enhance Ability Gust of Wind Hold Person Lesser Restoration Locate Animals or Plants Moonbeam Pass without Trace Protection from Poison Skywrite Spike Growth Warding Wind 3rd Level Catnap Conjure Animals Daylight Dispel Magic Feign Death Mass Healing Word Plant Growth Protection from Energy Revivify Speak with Plants ✦ Starsurge Water Breathing Wind Wall 4th Level Blight Charm Monster Confusion Conjure Woodland Beings Dominate Beast Freedom of Movement Grasping Vine Guardian of Nature Hallucinatory Terrain Locate Creature Watery Sphere 5th Level Awaken Commune with Nature Control Winds Dawn Dream Geas Greater Restoration Mass Cure Wounds Reincarnate Scrying Tree Stride Wrath of Nature 6th Level Conjure Fey Druid Grove Find the Path Heal Investiture of Wind ✦ Starfall Sunbeam Transport via Plants Wall of Thorns Wind walk 7th Level Crown of Stars Mirage Arcane Regenerate Reverse Gravity Whirlwind 8th Level Animal Shapes Control Weather Feeblemind Sunburst 9th Level Foresight Mass Heal Shapechange True Resurrection Mage Spells Cantrips (0 Level) Blade Ward Control Flames Create Bonfire Dancing Lights Fire Bolt ✦ Flurry Frostbite Mage Hand Mending Message Minor Illusion Prestidigitation Produce Flame Ray of Frost 1st Level Alarm Armor of Agathys Burning Hands Comprehend Languages Create or Destroy Water Detect Magic Disguise Self Feather Fall Find Familiar ✦ Frostfire Bolt Hellish Rebuke Ice Knife Identify Illusory Script Jump Longstrider Mage Armor Magic Missile Shield Silent Image PART 2 | SPELLS 131
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 132/153 Snare Sudden Awakening Tenser's Floating Disk Unseen Servant 2nd Level Aganazzar's Scorcher Alter Self Arcane Lock Blindness/Deafness Blur Cloud of Daggers Continual Flame Darkness Darkvision Detect Thoughts Enlarge/Reduce Flame Blade Flaming Sphere Heat Metal Hold Person Invisibility Knock Levitate Magic Mouth Mirror Image Misty Step Phantasmal Force Scorching Ray See Invisibility Shatter Spider Climb Suggestion 3rd Level Bestow Curse Blink ✦ Blizzard Counterspell Create food and Water ✦ Dampen Magic Dispel Magic Feign Death Fireball Fly Glyph of Warding Haste Hypnotic Pattern Major Image Nondetection Protection from Energy Remove Curse Sending Sleet Storm Slow ✦ Spellsteal Tiny Servant Tongues 4th Level ✦ Arcane Barrage ✦ Arcane Explosion Banishment Charm Monster Confusion Dimension Door Fire Shield ✦ Freezing Touch Greater Invisibility Hallucinatory Terrain ✦ Ice Block Ice Storm Locate Creature Mordenkainen's Private Sanctum Polymorph Wall of Fire 5th Level Animate Objects Bigby's Hand Cone of Cold Creation Dominate Person Enervation Immolation Passwall Scrying Seeming Skill Empowerment Synaptic Static Teleportation Circle Wall of Force 6th Level Arcane Gate Contingency Disintegrate Globe of Invulnerability Guards and Wards Heroes' Feast Investiture of Flame Investiture of Ice Magic Jar Mass Suggestion Mental Prison Otiluke's Freezing Sphere Programmed Illusion Scatter True Seeing Wall of Ice 7th Level Delayed Blast Fireball Etherealness Fire Storm Forcecage ✦ Glacial Spike Mordenkainen's Magnificent Mansion Project Image ✦ Pyreblast Sequester Teleport 8th Level Antimagic Field ✦ Blast Wave Clone Demiplane Feeblemind ✦ Ice Nova Incendiary Cloud Mighty Fortress Mind Blank 9th Level Imprisonment Invulnerability ✦ Jaina's Flying Ship Mass Polymorph Meteor Swarm Time Stop True Polymorph Paladin Spells 1st Level Bane Bless Ceremony Command Compelled Duel Cure Wounds Detect Evil and Good Divine Favor Healing Word Heroism Prot. from Evil and Good ✦ Repentance Searing Smite Shield of Faith Thunderous Smite Wrathful Smite 2nd Level Aid ✦ Blinding Light Branding Smite Find Steed Flame Blade Lesser Restoration Magic Weapon Prayer of Healing Protection from Poison Zone of Truth 3rd Level Aura of Vitality Beacon of Hope Blinding Smite Crusader's Mantle Daylight Dispel Magic ✦ Guardian of the Forgotten Queen ✦ Holy Wrath Mass Healing Word Phantom Steed Protection from Energy Remove Curse Revivify 4th Level Aura of Life Aura of Purity Death Ward ✦ Divine Shield Find Greater Steed Guardian of Faith Locate Creature Staggering Smite 5th Level Banishing Smite Circle of Power Destructive Wave Dispel Evil and Good Hallow Holy Weapon Mass Cure Wounds Raise Dead Scrying Wall of Light Priest Spells Cantrips (0 Level) Guidance Light Mending Resistance Sacred Flame Spare the Dying Thaumaturgy Toll the Dead Virtue Word of Radiance 1st Level ✦ Angelic Feather Arms of Hadar Bless Cause Fear Ceremony Cure Wounds ✦ Dark Void Detect Evil and Good Detect Magic Guiding Bolt Healing Word Inflict Wounds Prot. from Evil and Good Purify Food and Drink Sanctuary Shield of Faith 2nd Level Aid Blindness/Deafness Calm Emotions Crown of Madness ✦ Divine Star Gentle Repose Healing Spirit Hold Person Lesser Restoration ✦ Mind Blast ✦ Mind Flay Mind Spike Prayer of Healing Protection from Poison Shadow Blade ✦ Shining Force Silence Suggestion ✦ Void Strike PART 2 | SPELLS 132
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 133/153 3rd Level Animate Dead Beacon of Hope Bestow Curse Daylight Dispel Magic Fear Feign Death Glyph of Warding Hunger of Hadar Life Transference Mass Healing Word Protection from Energy Remove Curse Revivify ✦ Shadow Crash Speak with Dead Spirit Guardians Tongues Vampiric Touch 4th Level Banishment Death Ward Divination Evard's Black Tentacles Freedom of Movement Guardian of Faith Locate Creature ✦ Void Shift 5th Level Dawn Dispel Evil and Good Geas Greater Restoration Hallow Mass Cure Wounds Negative Energy Flood Raise Dead Wall of Light 6th Level Eyebite Find the Path Forbiddance Harm Heal Mass Suggestion True Seeing Word of Recall 7th Level Divine Word Etherealness Regenerate Resurrection Temple of the Gods 8th Level Abi-Dalzim's Horrid Wilting Antimagic Field Holy Aura Maddening Darkness Mind Blank 9th Level Foresight Mass Heal Psychic Scream True Resurrection Shaman Spells Cantrips (0 Level) Control Flames Create Bonfire Frostbite Gust ✦ Invoke Elements ✦ Lightning Blast Lightning Lure Mending Mold Earth Produce Flame Shape Water Shocking Grasp Thunderclap 1st Level Absorb Elements Chromatic Orb Create or Destroy Water Cure Wounds Detect Magic Detect Poison and Disease Earth Tremor ✦ Elemental Shock Fog Cloud Guiding Hand Searing Smite Thunderous Smite Thunderwave 2nd Level Augury ✦ Chain Heal Continual Flame Dust Devil Gust of Wind Healing Spirit Heat Metal ✦ Lava Burst Lesser Restoration Maximilian's Earthen Grasp Protection from Poison Shatter Skywrite Warding Wind 3rd Level Call Lightning Counterspell Dispel Magic ✦ Earthen Spike Erupting Earth ✦ Lesser Chain Lightning Lightning Bolt Meld Into Stone Protection from Energy Revivify Spirit Guardians Thunderstep Tidal Wave Wall of Water Water Breathing Water Walk Wind Wall 4th Level Conjure Minor Elementals Control Water Elemental Bane Freedom of Movement Locate Creature Polymorph Stone Shape Stoneskin Storm Sphere Watery Sphere 5th Level Commune with Nature Conjure Elemental Control Winds Greater Restoration ✦ Healing Rain Legend Lore Maelstrom Mass Cure Wounds Reincarnate Scrying Steel Wind Strike Wall of Stone 6th Level Bones of the Earth Chain Lightning Flesh to Stone Investiture of Stone Investiture of Wind Move Earth Primordial Ward Tenser's Transformation Wind Walk 7th Level Etherealness Prismatic Spray Regenerate Whirlwind 8th Level Antimagic Field Control Weather Earthquake Tsunami 9th Level Foresight Imprisonment Storm of Vengeance True Resurrection PART 2 | SPELLS 133
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 134/153 Spell Descriptions The new spells are presented in alphabetical order. Angelic Feather 1st-level conjuration Casting Time: 1 minute Range: Self Components: V, S, M (a feather worth at least 1 gp) Duration: 1 hour You create 3 divine feathers in your palm that can be given to other creatures. A creature can crush a feather as a bonus action, and gain the benefit of the Dash, Disengage, or Dodge action until the end of their current turn. The feathers last for 1 hour before dissipating. Arcane Barrage 4th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You conjure two swirling intertwined balls of raw force, hurling them at a point you choose within range and then pushing beings away as they make an explosion of force. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d8 force damage on a failed save, or half as much damage on a successful one, and are pushed 5 feet away from the point of impact. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8, and the push back by 5 feet for each slot level above 4th. Arcane Explosion 4th-level evocation Casting Time: 1 action Range: Self (10-foot-radius sphere) Components: V, S Duration: Instantaneous Arcane forces blast out from you in a 10-foot-radius sphere. Each creature within range must make a Constitution saving throw, taking 12d4 force damage on a failed saving throw, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d4 for each slot level above 4th. Asphyxiate 3rd-level necromancy Casting Time: 1 action Range: 30 feet Components: S Duration: Concentration, up to 1 minute Shadowy tendrils extends from you and swirls around the throat of a creature within range. The target must make a successful Dexterity saving throw or be restrained for the spells duration. While restrained in this way, the target is also suffocating. At the end of each of its turns, the target must make a Constitution saving throw. On a failed save, the target loses 1 minute of air until the target is knocked unconscious. On a successful save, the target is freed from the tendrils and the spell ends. Warlock Spells Cantrips (0 Level) Blade Ward Chill Touch Create Bonfire Eldritch Blast ✦ Fel Flame Fire Bolt Green-Flame Blade Mage Hand ✦ Shadow Bolt Toll the Dead 1st Level Arms of Hadar Cause Fear Comprehend Languages Expeditious Retreat False Life Hellish Rebuke Hex Illusory Script Puppt Ray of Sickness Tasha's Hideous Laughter Unseen Servant Witch Bolt 2nd Level Cloud of Daggers Crown of Madness Darkness ✦ Demon Skin Enthrall Find Steed Hold Person Invisibility Mind Spike Misty Step Phantasmal Force Ray of Enfeeblement Scorching Ray Shadow Blade ✦ Soulwell 3rd Level Bestow Curse Dispel Magic Enemies Abound Fear Fly Hunger of Hadar Hypnotic Pattern Major Image Melf's Minute Meteors Phantom Steed Remove Curse Tiny Servant Tongues Vampiric Touch 4th Level Arcane Eye Banishment Charm Monster ✦ Demonfire Evard's Black Tentacles Hallucinatory Terrain Shadow of Moil Sickening Radiance 5th Level Danse Macabre Dominate Person Enervation Far Step Hold Monster Immolation Negative Energy Flood ✦ Ritual of Summoning Scrying Synaptic Static 6th Level Arcane Gate Circle of Death Contingency Create Undead Eyebite Mental Prison Otto's Irresistible Dance Scatter ✦ Shadowfury Soul Cage True Seeing 7th Level Etherealness Finger of Death Fire Storm Power Word Pain Sequester 8th Level Abi-Dalzim's Horrid Wilting ✦ Cataclysm Demiplane Dominate Monster Feeblemind Glibness Maddening Darkness 9th Level Imprisonment Meteor Swarm Power Word Kill Psychic Scream Weird PART 2 | SPELLS 134
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 135/153 Blast Wave 8th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Orange light flashes as a 15-foot tall wall of fire expands outward from your position. Each creature hit by the wall must make a Constitution saving throw. On a failed save, a creature takes takes 12d6 fire damage and is knocked prone. Taking half damage on a successful save. This spell dispels any darkness in its area that was created by a spell, and makes the area brightly lit until the start of your next turn. Blizzard 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (shards of glass) Duration: Concentration, up to 1 minute A cold light flashes from your hand into the sky, as blue shards hurl down at a point you choose within range, slashing through flesh with a biting cold. Each creature in a 20- foot-radius, 60-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A target takes 3d6 cold damage on a failed save, or half as much damage on a successful one. As an action on each of your turns before the spell ends, you can call down another blizzard in the same location. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Cataclysm 8th-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (a piece of charcoal) Duration: Concentration, up to 10 minutes The ground cracks as small fissures reveal molten magma beneath its surface in a 20-foot radius centered on a point within range. The fissures are harmless and too small to deal damage to any creature that moves over them. While you are concentrating on the spell, you can use your action to rip open the fissured earth, bursting a torrent of flame 10-feet tall through the fissures. Once done, you can do so again and the spell lasts for its duration. When you rip open the ground, each creature in the area must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. You can use a bonus action on your turn to end the spell, making the spells area natural difficult terrain. Chain Heal 2nd-level evocation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Your primary target regains hit points equal to 1d8 + your spellcasting modifier. The spell then jumps to a second creature within 15 feet of the primary target, who regains 1d6 + your spellcasting modifier hit points. Lastly, the spell jumps to a third creature within 15 feet of the second one, and replenishing 1d4 + your spellcasting modifier hit points to it. The spell has no effect on constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing each target receives increase by one hit dice size for each slot level above 2nd. To a maximum of 1d12 for each creature affected. Chains of Ice 2nd-level transmutation Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute Frost ridden chains spew from the ground beneath a target within range. The target must make a successful Dexterity saving throw, or have every foot of movement require two feet for the spell's duration. At the end of each of its turns, the target can make another Dexterity saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd. Cyclone 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A whirl of wind 5-foot wide and 15-foot high rushes up around a target within range. The target must make a successful Dexterity saving throw, or be grappled for the spells duration. A grappled target can use its action to make a Dexterity saving throw. On a successful save, the target forces itself out of the cyclone in an empty space within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you conjure one additional cyclone beneath a target within range for every two slot levels above 2nd. Dampen Magic 3rd-level abjuration Casting Time: 1 bonus action Range: Touch Components: S Duration: Concentration, up to 1 minute You place your hand on a creature within range, and manifest an invisible barrier around their body. The target gains resistance to damage dealt by spells for the spells duration. PART 2 | SPELLS 135
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 136/153 Dark Void 1st-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a holy symbol) Duration: Instantaneous You grasp the fabric around a target within range, pulling necrotic energy from it and creatures within a 5-foot radius of your choice. The creatures must make a Constitution saving throw. On a failed saving throw, the creature takes 1d8 necrotic damage and gains the effect of your Word of Power: Pain. On a successful save, the creature takes half damage, but suffers no effect from the word of power. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Death Chain 5th-level necromancy Casting Time: 1 action Range: Self (20-foot radius) Components: V, S Duration: Concentration, up to 1 minute Ghastly chains erupt from you towards three different creatures within range. Make a ranged spell attack against each target. On a hit, a target takes 4d8 necrotic damage and becomes chained together with you and any other target hit for the spell's duration. Chained creatures must succeed on a Strength saving throw to move more than 20 feet away from you. On a successful save, the target breaks the chain, ending the spells effect on them. Whenever you or another chained creature takes damage from a weapon attack or spell, each other creature chained together (including you) takes psychic damage equal to half the damage taken. Damage you take through this spell does not disrupt your concentration or require a check to maintain it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can attempt to chain one additional creature for each slot level above 5th. Death Grip 2nd-level transmutation Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: Instantaneous Necrotic energy grasps around a Huge or smaller creature within range. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet towards you in a straight line. Demon Skin 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (dried skin of a demon or fiend) Duration: 1 hour You touch a willing creature who are unarmored, making their skin ragged and hard. Until the spell ends, the creature adds your spellcasting ability modifier to their armor class. The spell ends if the target dons armor, or if you dismiss the spell as a bonus action. Demonfire 4th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You manifest five bolts of fel above your head, and direct to towards a creature you can see within range. The creature must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage, or half as much on a successful one. The bolts all strike simultaneously, and you can direct them to hit one creature or several. A creature makes only one saving throw for all bolts striking it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates one more bolt for each spell level above 4th. Divine Shield 4th-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a small silver mirror) Duration: 1 minute You ward yourself against attacks. Until the spell ends, you gain immunity to all damage dealt by weapon attacks and spells. The spell doesn't protect you against natural sources of damage, such as molten lava. If you make an attack or cast a spell that affects an enemy creature, this spell ends. Divine Star 2nd-level evocation Casting Time: 1 action Range: self (30-foot line) Components: V, S Duration: Instantaneous A star of divine energy streaks forward in a 30 feet long and 5 feet wide line from you in a direction you choose, and returns to you at the end of your turn in a similar fashion. Each allied creature in the stars path regains 1d6 hit points, and each enemy creature must make a Dexterity saving throw. Taking 1d6 radiant damage on a failed save, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spells healing and damage increases by 1d6 for each slot level above 2nd. Earthen Spike 3rd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a granite pebble) Duration: Concentration, up to 1 hour A place your hand to the ground, and erupt a large stalagmite beneath a creature within range. The creature must make a Dexterity saving throw. On a failed save, the target takes 6d8 bludgeoning damage and is knocked 20 feet into the air as a 15-foot in diameter and 20 feet high spike rises beneath it. On a successful saving throw, the target takes half damage. Each creature within 5 feet of the chosen target must also make a Dexterity saving throw. On a failed save, the target takes half damage, and no damage on a success. PART 2 | SPELLS 136
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 137/153 The creature is then pushed back 5 feet. The stalag-mite remains until your concentration is broken, at which point it crumbles, making its area difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Elemental Shock 1st-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of brimstone, granite, glass, and a feather) Duration: Instantaneous You manifest a swift burst of elemental force, and launch it at creature of within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 bludgeoning, cold, fire, or lightning damage (your choice). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Fel Flame Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A green flame skitters across the ground towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage. Fel flame ignores fire resistant, and creatures immune to fire damage are considered to be resistant. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Flurry Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A shard of ice streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold damage. The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard. Freezing Touch 4th-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (a shard of glass or ice) Duration: 1 minute Ice forms on your finger tips. Make a melee spell attack against a creature within range. On a hit, the creature is encapsulated as ice rapidly forms around it. The creature is stunned for the duration of the spell. On the end of each of the creatures turns, it must make a Strength saving throw. On a successful save it breaks itself out of the ice, ending the spell. Frost Strike 2nd-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack during the spell's duration, your weapon gleams with frigid ice, and the attack deals an extra 2d6 cold damage to the target. The target must make a Dexterity saving throw or have its speed halved until the beginning of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Frostfire Bolt 1st-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of glass and sulfur) Duration: Instantaneous You hurl a blue flamed firebolt at a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 fire damage and 2d6 frost damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire and cold damage increases by 1d6 for each slot level above 1st. Glacial Spike 7th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You form a large spike of ice above your head, and launch it at a creature that you can see within range, causing it to shatter across their body. The target must make a Constitution saving throw. It takes 7d8 cold damage plus 30 bludgeoning damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it and everything it is wearing and carrying, except magic items, are transformed into shards of ice that shatters in its space. The creature can be restored to life only by means of a true resurrection or a wish spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the cold damage increases by 2d8 for each slot level above 7th. Guardian of the Forgotten Queen 3rd-level abjuration Casting Time: 1 reaction, which you take when a creature is hit by an attack or spell Range: 30 feet Components: V, S Duration: 1 round A divine barrier of the holy light appears and protects a creature within range. Until the start of your next turn, the creature gain immunity to all damage dealt by weapon attack and spells, including against the triggering attack. PART 2 | SPELLS 137
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 138/153 Healing Rain 5th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a vial of rain water) Duration: Concentration, up to 1 minute You summon a cloud at a point within range, blanketing a 15-foot radius area around it in rain. Each friendly creature enters the rain for the first time on their turn, or starts their turn within the rain regains 2d6 hit points. The healing rain extinguishes nonmagical fires within its area of effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the healing increases by 1d6 for every two slot levels above 5th. Holy Wrath 3rd-level evocation Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous You release a burst of radiant energy in a blast centered around you. Each enemy creature in a 15-foot-radius centered on you must make a Wisdom saving throw. A target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. The blast spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Ice Block 4th-level abjuration Casting Time: 1 reaction, which you take when you are targeted by an attack or spell Range: Self Components: V, S Duration: Concentration, up to 10 minutes Solid ice rapidly encases your body, protecting you from harm. You immediately gain 40 temporary hit points, and resistance against all damage except fire and psychic, and immunity to cold damage. Ice block continues until your concentration is broken, your temporary hit points vanish, or you end it prematurely. While encased, you are under the effects of being incapacitated, with the exception of your concentration being broken. Ice Nova 8th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (glass dust and water) Duration: Instantaneous Frigid cold rapid expands in a 15-foot-radius centered on a point you choose within range. Each creature in the cold must succeed on a Dexterity saving throw. On a failed save, a creature takes 10d6 cold damage and is grappled for 1 hour as ice encases the lower part of their legs. On a successful save, it takes half as much damage and isn't grappled by this spell. A creature can break the grapple by using their action to make a Strength saving throw, or deal a total of 40 hit points worth of damage to the ice. Icy Touch 1st-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: 1 round You touch a creature, transferring part of the necrotic energy within you. Make a melee spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 2d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the targets skin grows pale as ice. If you hit a celestial target, it also has disadvantage on attack rolls against you until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Invoke Elements Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Up to 1 minute You invoke a minor portion of the elements, within range. You create one of the following magical effects within range: You create a harmless sensory effect that predicts what the weather will be for the next 24 hours. This effect persists for 1 round. You light or put out a small flame. You cause flames to flicker, brighten, drim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You cool or heat up a small amount of liquid. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Jaina's Flying Ship 9th-level transmutation Casting Time: 1 minute Range: Touch Components: V, S Duration: 24 hours You channel your powers into a nonmagical ship within range, the ship can be no larger than 100 feet long, and 30 feet wide. For the spells duration, the ship gains a flying speed of 60 feet, the ship changes direction and altitude at your command, continuing its course until a new command is given or the spells duration ends. The flying ship has an Armor Class of 15, and 300 hit points; immunity to poison and psychic damage, and immunity to all conditions. It has a maximum carrying capacity of 50 tons (limited by the size of the ship itself). It is not slowed by any weight until its maximum capacity is reached, at which point the ship loses its flying property and falls at a rate of 60 feet per round until it hits the ground. Taking no falling damage from the fall, and leaving its passengers unharmed. PART 2 | SPELLS 138
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 139/153 Lava Burst 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You manifest molten stone and magma into a ferocious ball, and hurl it at a target within range. The target must make a Dexterity saving throw. On a failed save, it takes 3d6 fire damage and 3d6 bludgeoning damage, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 fire and bludgeoning damage for each slot above 2nd. Lesser Chain Lightning 3rd-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of fur; a piece of amber or glass; and three silver pins) Duration: Instantaneous You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Forming a chain from that target and through three other targets, each of which must be within 30 feet of the previous target. A target can be a creature or an object. A target must make a Dexterity saving throw. The target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning can form a chain through one additional target for each slot level above 3rd. Lightning Blast Evocation cantrip Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous An arc of lightning blasts from your palms towards a creature within range. Make a ranged spell attack. On a hit, the target takes 1d8 lightning damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Mind Blast 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You pierce through the mental defenses of a creature within range. It must succeed on a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and is frightened of you for a minute, or half of the damage on a successful one and isn't frightened of you. The creature makes a new saving throw at the end of its turns to end the frightened condition. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 1st. Mind Flay 2nd-level enchantment Casting Time: 1 action Range: 120 feet Components: V Duration: Concentration, up to 1 minute You attempt to pierce the mind of a creature within range. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d6 psychic damage and has disadvantage on all attack rolls and ability checks for the spells duration. On a successful save, the creature takes half damage, but suffers no other effect. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Mind Freeze 3rd-level evocation Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell. Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability, if you counter the spell, the creature takes 2d8 cold damage. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. Pyroblast 7th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a piece of brimstone) Duration: Instantaneous You clasp your hands together, conjuring a ball of dripping magma, launching it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 10d10 fire damage, and an additional 1d10 fire damage at the start of each of its turn, until someone takes an action to make a Dexterity check again your spell DC to douse the fire. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d10 for each slot level above 7th. Repentance 1st-level enchantment Casting Time: 1 reaction, which you take when you are targeted by a weapon or spell attack Range: 30 feet Components: V Duration: 1 round A sense of remorse rushes over a creature within range. The creature must make a Wisdom saving throw. On a failed save, the creature becomes incapacitated until the start of your next turn, losing it's weapon or spell attack it made against you. PART 2 | SPELLS 139
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 140/153 Ritual of Summoning 5th-level conjuration (ritual) Casting Time: 10 minutes Range: 10 feet Components: V, S, M (a blood sapphire worth 100 gp) Duration: 1 hour You call forth a summoning portal in an empty space within range. Appearing as a shadowy statue of a cloaked figure, holding open the cloak to reveal a gapping swirl into the twisting nether. Using 1 minute, you can channel energy into the statue, and call forth the true name of a creature. If the creature is on your plane of existence, a shimmering mirror appears in front of it that only it can see, through the mirror the creature is able to perceive you and your surroundings, but you can not see it. A creature can choose to ignore the mirror, in which case it vanishes after 1 minute and a new mirror can't appear in front of that creature again for another 24 hours, or pass through it, in which case it is teleported to the space in front of the summoning stone. The ritual of summoning is only able to call creatures too it, a creature can't use the summoning stone to traverse back to their previous location. Shadow Bolt Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A shoot a blast of necrotic energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Shadow Crash 3rd-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous A bolt of shadow energy forms from your palm to a point you choose within range and blankets the area as inescapable darkness covers all. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. The darkness spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Shadowfury 6th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You extend your arm and draw crush energy down upon creatures within a 10-foot radius of a point within range. Each creature must succeed on a Wisdom saving throw, or be stunned for the duration of the spell. A stunned creature must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. Shining Force 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Bright light bursts out from a target of your choice within range, attempting to disrupt nearby enemies. Each creature you choose within a 10-foot radius of the target must make a Dexterity saving throw. On a failed save, a creature is pushed 10 feet away from the target and is knocked prone. On each of your turns for the duration, you can use your action to burst light from the same target again. Solar Wrath Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You release a blast of suns wrath against a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 1d10 radiant damage. This spell's damage increases by 1d10 when you reach 5th level (2d10, 11th level 3d10, and 17th level (4d10). Soulwell 2nd-level transmutation (ritual) Casting Time: 1 minute Range: 10 feet Components: S, M (a piece of fur from a demon) Duration: 10 minutes You manifest a pedestal of stone with a bowl on top, filled with a sickly green liquid. As an action, a creature can reach into the liquid and pull out a healthstone. The healthstone keeps it's potency for 24 hours before turning to glass. As an action, a creature can crush a healthstone, and regain 2d4 + 2 hit points. Once a creature have reached into the liquid, doing so again yields no additional healthstones until a new soulwell is summoned using a spell slot. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each healthstone regains an additional 1d4 + 1 hit points for each slot level above 2nd. Spellsteal 3rd-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to steal the effect of a spell from a creature for a brief time. If the spell affecting the creature was cast at 3rd level or lower, the spell effect transfers to you for this spells duration. Once this spell ends, the stolen spells effect returns to the original caster. The time you had the spell counts against the spells original duration. If the spell is of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spells effect transfers to you. PART 2 | SPELLS 140
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 141/153 At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a spell can be stolen without a saving throw if its level is less than or equal to the level of the spell slot you used. Starfall 6th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of powdered glass) Duration: 1 round Countless flashes of pure moonlight fall to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. A creature who failed the saving throw is also blinded until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Starfire 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous A flash of light streaks down upon a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 radiant damage, and is blinded until the end of your next turn. The blindness ends early if the target takes damage from a weapon attack or spell, as the stardust blocking its eyes are swept away. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for every two slot levels above 1st. Starsurge 3rd-level evocation Casting Time: 1 action Range: Self (100-foot line) Components: V, S, M (a rod of glass and a vial of water from a moonwell) Duration: Instantaneous A blast of moonlight bursts forward in a line 100 feet long and 5 feet wide out from you in a direction you choose. Each creature in the bursts path must make a Dexterity saving throw. A creature takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Void Shift 4th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You call upon the void to shift the health of you and another creature. Choose a willing creature within range, you and the chosen creature exchange your current hit points, to a maximum of 40 hit points from each creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum hit points you can exchange increases by 10 for each slot level above 4th. Void Strike 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You open a crack into the void, as a shimmering black knife strikes out from the void at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 6d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. PART 2 | SPELLS 141
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26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 143/153 Variant Rule: Hero Points A paladin who stands alone against a horde of undead while his companions heal a dying comrade, a rogue who leaps after a precious artifact dropped from a lofty tower balcony, a warrior who throws himself against a vastly superior opponent. . . These are the heroes whose actions inspire stories and legends. The actions of a hero often include acts of such a daring nature and chance that it is almost impossible to guarantee a sure outcome. Even though every hero confronts perils, fate is on the side of those who face adversity head on and challenge evil and darkness without fear of death. Instead of earning inspiration as you venture through the world of Warcraft, you can choose to give your players Hero Points for their daring acts against powerful foes. Hero points are rewards for that type of valiant action, these points allow a player to bend the fates in his character's favor, and such power requires more hands-on judgement from a DM than most other rules. Hero points blur the lines of action and allow characters to perform the exceptional and even the impossible. Gaining Hero Points The power given by hero points can be immense, your DM can choose to grant you a hero point for your heroic actions. Some adventurers might never earn a hero point, and even when characters does, there is no guarantee that the player will use it when the right time comes. Your DM will tell you how you can earn a hero point in the game. You either have a hero point or you don't, you can't stockpile multiple "hero points" for later use. Likewise, you cannot earn a hero point through an action that you spend a hero point on performing. Using Hero Points If you have a hero point, you can expend it when you make an attack roll, cast a spell, saving throw, or when being attacked. Spending your hero point makes the check you were an immediate success. Action Surger You can expend your hero point to make the next turn yours, out of initiative order. Once you've finished the turn, the initiative goes back to normal, and you return to your place in the initiative count. Physical Fighter You can expend your hero point when rolling for a weapon attack, treating your attack roll as a successful hit. When done, the player chooses one of the following effects: Powerful Blow. Your weapon attack acts as a Massive Critical Hit, roll the attack's damage dice twice and add them together. Then add any relevant modifiers as normal, and add your character level to the damage. Mutilate. Your weapon attack mutilates the target, dealing normal weapon damage, and attempts to cut off a limb (if any) of your choice. The creature must succeed on a Constitution saving throw against a DC of 12, or half the damage done. On a failed save, the creature gains one of the following mutilations. Arm / Hand. You cut off the creatures arm, making it unable to hold two items at once, or cast spells while their remaining arm is carrying an object. Leg / Foot. You cut off the creatures leg, reducing its movement speed by half, and giving opportunity attacks against it advantage. In addition, the creature can't dash. Eye. You pierce out the creatures eye, giving it disadvantage on Perception checks, and reducing its passive Perception by 5. If both eyes are removed, or if the creature only has one, it is considered Blinded. This mutilation has no effect if the damage dealt is bludgeoning. Spell Fighter You can expend your hero point when you cast a spell, treating your spell attack as a successful hit. When done, the player chooses one of the following effects: Power Surge. Your spell attack acts as a Massive Critical Hit, roll the attack's damage dice twice and add them together. Then add any relevant modifiers as normal, and add your character level to the damage. Precision Spell. You can choose a number of creatures equal to your spellcasting ability modifier to automatically succeed and fail on a saving throw to resist or negate your spells effect. Defensive You can expend your hero point when you're being targeted by a spell or attack. When done, the player chooses one of the following effects: Dodger. One attack roll made against you that you can see automatically misses, no matter what was rolled. Hardy. You succeed on your saving throw, and gain the effects of rogues evasion until the end of the current turn. Survivor You can expend your hero point after failing a death saving throw, or when suffering from massive damage. Changing your health to 0 and making you stable. At the DM's discretion you may suffer some signature injury (A scar, lost eye, a limp, and so on) befitting the circumstances, as a reminder that hero points will not always be there to save you. Born Expert You can expend a hero point before or after rolling a skill check, changing the roll to a natural 20. Hero points can't be used to alter the result of skill checks using Intelligence, Wisdom, or Charisma. Hero points are meant as a burst of energy or force, they do not suddenly make someone more charismatic, or grant them knowledge of Dalarans vast library. PART 1 | PERSONALITY & BACKGROUND 143
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 144/153 Variant Rule: Mana W ith this variant rule, a character who has the Spellcasting feature uses mana instead of spell slots to fuel spells. Mana gives a caster more flexibility, at the cost of complexity. In this variant, each spell has a mana cost based on its level. The Mana Cost table summarizes the cost in mana of slots from 1st to 9th level. Cantrips don't require spell slots and therefor don't require mana. Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of mana instead. You can expend a number of your mana to create a spell slot of a given level, and then use that slot to cast a spell. Your mana can't be reduce to less than 0, and you regain all spent mana when you finish a long rest. Spells of 6th level and higher are particularly straining to cast. You can use your mana to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest. The number of mana you have to spend is based on your level as a spellcaster, as shown in the Mana by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough mana to create a slot above this maximum, you can't do so. The Mana by Level table applies to druids, mages, paladins, priests and shaman. A druid (Feral or Guardian), and a paladin refer to the half-caster column of the table, whilst the remaining classes refer to the full caster column. This system can be applied to monsters that cast spells using spell slots, but it isn't recommended that you do so. Tracking mana expenditures for a monster can be a hassle. Mana Cost Mana by Level Class Level Full Caster Half-Caster Max Spell Level 1st 3 0 1st 2nd 6 2 1st 3rd 9 3 2nd 4th 12 4 2nd 5th 16 5 3rd 6th 20 7 3rd 7th 24 9 4th 8th 28 11 4th 9th 33 13 5th 10th 38 15 5th 11th 43 18 6th 12th 48 21 6th 13th 54 24 7th 14th 60 27 7th 15th 66 30 8th 16th 72 34 8th 17th 79 38 9th 18th 86 42 9th 19th 93 46 9th 20th 100 50 9th Spell Level Mana Cost 1st 1 2nd 3 3rd 5 4th 7 Spell Level Mana Cost 5th 9 6th 11 7th 13 8th 15 9th 17 PART 2 | SPELLS 144
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26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 146/153 Appendix A: Shapeshifts APPENDIX A | SHAPESHIFTS 146 Cat Form Medium beast Armor Class 13 + Dexterity modifier Speed 40 ft., climb 40 ft. Darkvision. You gain darkvision 60 ft. Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell, as long as you are shapeshifted. Pounce. If you move at least 20 feet straight toward a creature right before hitting it with a claw attack, the target must succeed on a DC (8 + Dex + prof bonus) Strength saving throw or be knocked prone. If the target is knocked prone by the pounce, your bite deals an extra 1d6 piercing damage. Actions Claws. Melee Weapon Attack: (Dex + Prof bonus) to hit, reach 5 ft., one target. Hit: (2d4 + Dex) slashing damage. Bonus Action Bite. Melee Weapon Attack: (Dex + Prof bonus) to hit, reach 5 ft., one target. Hit: (1d6 + Dex) piercing damage. Common shapes taken are as followed: (Snow) Leopard, Lion, Lynx, Panther, Tiger. Bear Form Large beast Armor Class 10 + Dexterity & Constitution modifier Speed 40 ft., climb 30 ft. Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. Charge. If you move at least 20 feet straight toward a target and then hits with a claw attack on the same turn, the target takes an extra (2d6) slashing damage. If the target is a creature, it must succeed on a DC (8 + Str + prof bonus) Strength saving throw or be knocked prone. Actions Claws. Melee Weapon Attack: (Str + Prof bonus) to hit, reach 5 ft., one target. Hit: (2d6 + Str) slashing damage. Bonus Action Bite. Melee Weapon Attack: (Str + Prof bonus) to hit, reach 5 ft., one target. Hit: (1d8 + Str) piercing damage. Common shapes taken are as followed: Brown Bear, Black Bear, Grey Bear, Grizzly Bear. Flight Form Large beast Armor Class 10 + Dexterity modifier Speed 10 ft., 70 ft. Flyby. You don't provoke opportunity attacks when you fly out of an enemy's reach. Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight. Actions Beak. Melee Weapon Attack: (Str/Dex + Prof bonus) to hit, reach 5 ft., one target. Hit: (2d4 + Str/Dex) piercing damage. Talons. Melee Weapon Attack: (Str/Dex + Prof bonus) to hit, reach 5 ft., one target. Hit: (2d6 + Str/Dex) slashing damage. Common shapes taken are as followed: Dire Bat, Dire Hawk, Dire Owl, Eagle, Storm Crow. Aquatic Form Medium beast Armor Class 11 + Dexterity modifier Speed 5 ft., swim 50 ft. Amphibious. You can breathe air and water. Blindsight. You gain blindsight 60 ft. Actions Bite. Melee Weapon Attack: (Str + Prof bonus) to hit, reach 5 ft., one target. Hit: (1d8 + Str) piercing damage. Common shapes taken are as followed: Sea Lion (Amphibious), Shark, Dolphin, Orca. Travel Form Large beast Armor Class 12 + Dexterity modifier Speed 50 ft. Mountable. As long as a creature is on your back, you both take turns on your initiative. Upon dis-mount, the riders initiative returns to normal. Actions Hooves. Melee Weapon Attack: (Str + Prof bonus) to hit, reach 5 ft., one target. Hit: (2d4 + Str) bludgeoning damage. Common shapes taken are as followed: Elk, Horse, Stag, Reindeer.
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 147/153 Appendix B: Shaman Spirits S hamans bond with spirit animals and are granted their favor, making them able to assume the form of their spirit animal at will through the aid of the spirits of the wild. Whilst druids are able to take the complete shape of certain animals, shifting into various beasts, the strain upon a shamans ghost form lies much deeper within. As a result the shape they take appears as an incorporeal transparent shape in the material world. Most shamans choose one spirit animal, and sticks with that spirit animal throughout their life. Orcs and trolls commonly go for a dire wolf, a shape well known to both, known for its ferocity and speed. Whilst a dwarf might choose a bear, a steadfast companion by many of the dwarven kin. Think about your spirit animal, why and if it fits your character, a shamans spirit animal is in many ways an extension of who they are, reflecting their personality. The only limitation given upon a spirit animal is that it cannot have a swim, or fly speed. Shamans ghost form is limited, as so it has a specific set of statistics no matter which animal you choose, as shown in the Ghost Form class feature. APPENDIX B | SHAMAN SPIRITS 147 Greater Feral Spirit Large undead, unaligned Armor Class 16 (natural armor) Hit Points 57 (7d10 + 21) Speed 50 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 15 (+2) 10 (+0) 12 (+1) 7 (-2) Skills Perception +3, Stealth +4 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, and restrained Senses passive Perception 13 Languages — Challenge 4 (1,100 XP) Keen Hearing and Smell. The feral spirit has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The feral spirit has advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack: The spirit makes two bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Lesser Feral Spirit Medium undead, unaligned Armor Class 14 (natural armor) Hit Points 32 (5d8 + 10) Speed 50 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 15 (+2) 10 (+0) 12 (+1) 7 (-2) Skills Perception +3, Stealth +4 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, and restrained Senses passive Perception 13 Languages — Challenge 2 (450 XP) Keen Hearing and Smell. The feral spirit has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The feral spirit has advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 148/153 Appendix C: Demon Companions 148 Imp Small fiend (demon), chaotic evil Armor Class 11 Hit Points 14 (3d6 + 3) Speed 25 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 14 (+2) Damage Immunities fire Senses darkvision 60 ft., passive Perception 11 Languages understands the languages of its summoner but can't speak Challenge 1 (200 XP) Demon's Sight. Magical darkness doesn't impede the imp's vision. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Fire Blast. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 4 (1d6) fire damage. Fire blasts damage increases by 1d6 when you reach 5th (2d6), 11th level (3d6), and 17th level (4d6). 7th Level The imp can cast the fireball spell at 3rd level once a day Voidwalker Medium fiend (demon), neutral evil Armor Class 13 (natural armor) Hit Points 24 (4d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 15 (+2) 10 (+0) 8 (-1) 14 (+2) Damage Vulnerabilities radiant Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities frightened, poisoned Senses blindsight 60 ft., passive Perception 10 Languages understands the languages of its summoner but can't speak, telepathy 60 ft Challenge 1 (200 XP) Innate Spellcasting. The voidwalker's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material componenets: 1/day each: compelled duel, darkness Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage 5th Level The voidwalker can make two slam attacks as an Action 7th Level The voidwalker can use its innate spellcasting three times a day each Felhunter Medium fiend (demon), chaotic evil Armor Class 12 Hit Points 16 (3d8 + 3) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0) Senses blindsight 120 ft., passive Perception 10 Languages understands the languages of its summoner but can't speak Challenge 2 (200 XP) Magic Seeker (3/day). The felhunter can cast detect magic three times a day. Magic Resistance. The felhunter has advantage on saving throws against spells and other magical effects. Actions Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage Devour Intellect. The felhunter targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. 5th Level The felhunter can make two bite attacks as an Action 7th Level The felhunter can cast the counterspell spell at 3rd level once a day
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 149/153 APPENDIX C | DEMON COMPANIONS 149 Succubus Medium fiend (demon), lawful evil Armor Class 12 Hit Points 21 (4d8 + 3) Speed 40 ft. STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 13 (+1) 15 (+2) 12 (+2) 20 (+5) Senses darkvision 60 ft., passive Perception 15 Languages Eredun, Common, telepathy 60 ft. Challenge 2 (200 XP) Shapechanger. The succubus can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions Lash. Melee Weapon Attack: +4 to hit, range 10 ft., one target. Hit: 8 (1d4 + 2) slashing damage plus 1d6 necrotic damage. Seduction (1/day). One humanoid the succubus can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 minute. The target obeys the succubus verbal and telepathic commands, and makes a new save at the end of its turns, ending the charm on a success. If the target successfully saves against the seduction, or if the effect on it ends, the target is immune to this succubus' Seduction for the next 24 hours. Sooth (1/day). The succubus blows a kiss towards a creature, granting her the benefit of a sanctuary spell against the targeted creature. Attacking or casting spells that effects other creatures does not end this effect. 5th Level The succubus can cast the invisibility spell once a day 7th Level The succubus gains an additional use of Seduction per day
26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 150/153 Appendix D: Special Tasks P restige classes require special tasks to be completed before a character can enter that class, this Appendix tries to explain the basics of what must be done for someone to become a Death Knight, or Demon Hunter. Bare in mind the information here is a mixture of canon and non-canon lore, and may not reflect how your DM goes about these tasks. Death Knight Task Complete a Special Task. To become a death knight you must find the dark simulacrum and perform the ritual presented in it. At which point you will be reawaken as a weak death knight. Finding the Dark Simulacrum Finding the dark simulacrum may prove an easy task, or an exceptionally hard one. It all depends on the DM and when they decide to make the item available for you. You might have it from level 1, an heirloom passed down through generations in your family, you may stumble upon it in a warlocks lair, or you might find it in a book store tucked away and gathering dust. The exact location of the book is a mystery to all but the DM, giving them the ability to implement it in whichever way they see fit. Using the Book There is not stages to becoming a death knight as there are with demon hunters, the transformation is much quicker and without as much preparation required. Any character able to read Common is able to read the interior of the book, and gain its benefits if they study it for 48 hours over a period of 6 days or fewer. This is true even if you are not a spellcaster and don't have any innate magic, you will still be granted the secrets of the book. Place of Power A place of power can be many things, there are not set list of specifics an area has to have to be a place a power, it could easily be a witches workshop, a necromancers demonic alter, or a mages study. These are simple places of power able to be found across Azeroth, but they might not always be available to the player, locked away or hidden. A place of power can be more than a spellcasters workshop. For a night elf it might be the world trees, for an orc the clans communion with the elements, for a human it might be a church to the Holy Light. A place of power can be more than something magically imbued, or something that has traces of past magic. It can be something icnoic, or with an emotional connection to a race or the player. A Guardian Angel To complete the ritual the player must call forth a val'kyr from the realm of shadows, these ascended vrykuls are remarkable and extraordinarily powerful creatures, most of whom serve either the titan keeper Odyn or the banshee queen Sylvanas. The called val'kul serves no master, and exists only through the book, should it be destroyed she is bound to the shadow realm for eternity. The val'kyr's alignment is neutral, and it uses the deva statblock, attacking only in self defense. Dark Simulacrum Wondrous item, rare This dark brown tome clad with a silver edge and a runic engraving on its front cover. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, you learn the spells Runeblade, Altar of Power, and Summon Val'kyr as well as how to perform a ritual with them to gain death knights power, these spells do not take up spell slots but can only be cast once per long rest each. Once the ritual has been done, you lose all memories of these spells. Then the tome loses its magic, but regains it in a year. Altar of Power Simulacrum necromancy Casting Time: 10 minutes Range: Touch Components: V, S Duration: 1 hour You touch a place of power, filling it with necrotic energy. Until the spells ends, the place of power is desecrated and able to function as an alter able to be used in the sacrificial ritual to gain the powers of the death knights. Runeblade Simulacrum enchantment Casting Time: 1 hour Range: Touch Components: V, S Duration: 10 hours You touch a nonmagical weapon, imbuing it with runes that runs along its edge. Until the spell ends, that weapon becomes a magical weapon able to be used in the sacrificial ritual to gain the powers of the death knights. Summon Val'kyr Simulacrum conjuration Casting Time: 10 minutes Range: 10 feet Components: V, S Duration: 1 hour You call forth a val'kyr from the shadow realm in an unoccupied space that you can see within range. The val'kyr stays for 1 hour before disappearing again. The summoned val'kyr is neutral to you and your companions, and does not obey any commands you might give it. But is able to sense the presence of a magically imbued runeblade, and a desecrated altar of power. If the val'kyr is witness to player sacrificing themselves on an altar of power using the runeblade, the val'kyr uses 10 minutes to cast a unique version of resurrection, bringing the player back and granting them a level in the death knight class. The player gains none of the penalties normally granted by players brought back using resurrection. If the val'kyr resurrects a player, the val'kyr and dark simulacrum vanishes, and anyone who knew how to cast the spells granted by the dark simulacrum loses all memory of how the spells are performed. Once spell ends, the val'kyr vanishes leaving behind the dark simulacrum and the memories of how to cast the spells within. APPENDIX D | SPECIAL TASKS 150