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World of Warcraft 5e RPG Conversion 3.0

Copy of World of Warcraft 5e RPG Conversion 3.0

cannot be resisted, and applies only once per round. spells act the same way, unless the DM rules it is
Whenever you cast spell with ‘mana’ in the name (such as unreasonable (such as a slippery effect on a fire sleet spell).
mana burn, mana shield, etc.), it costs you one less point of You also gain resistance to fire damage.
mana.
SCORCH
You may also sacrifice Arcane Spheres to reduce mana
cost of one spell cast. The reduction in mana cost is one Starting at 6th level, you may cast Fire Bolt as a bonus
point per Arcane Sphere removed (minimum mana 1). This action. Also, you may critically hit with any ranged fire spell
may be used once per hour. attack on a 19 and a 20, dealing double damage. If the spell
sets the target on fire, the saving throw to resist being
RUNE OF POWER caught on flame is made at a disadvantage.

Starting at 14th level, you may use an action to create a rune PYROMANIAC
of power up to 30 feet away that focuses the ley lines of the
realm you are in. The rune occupies a 5-feet square. Any At 10th level, you add the Pyroblast spell to your spellbook if
creature standing on this rune casts their spells with one it isn’t already within it. Whenever you critically hit with a
less point of mana (minimum 1). This rune can be treated as ranged fire spell, you may spend a bonus action to gain one
a fountain of mana, but for one creature only. You may round of concentration on the Pyroblast spell. The
dispel this rune with a reaction. The rune remains for one pyromaniac bonus remains for one minute or until you cast
hour. You may create three runes before requiring a long Pyroblast, and stacks with itself. It cannot exceed the
rest. maximum damage you can deal with Pyroblast, however.
For this purpose, you count as if you critically hit if one of
FIRE the targets of your fire spells fails by a natural 1 on a saving
throw, or on a natural 19-20 on a ranged attack with a fire
You ignite enemies with bolts of flame and exploding fire, spell.
heating up until you deliver the final strike. Fire mages are
well-appreciated engines of destruction in war. BLACK FIRE
Controlled Destruction
Beginning at 2nd level, you can create pockets of relative Starting at 14th level, you may spend a bonus action when
safety within the effects of your fire evocation spells. When targeting a creature that is immune or resistant to fire
you cast a fire evocation spell that affects other creatures damage, reducing its resistance to damage. If it is immune, it
that you can see, you can choose a number of them equal to becomes resistant instead. If resistant, it takes damage
1 + your intelligence modifier. The chosen creatures normally. If it takes normal damage, it is instead vulnerable.
automatically succeed on their saving throws against the This remains for one hour, and one creature cannot be
spell, and they take no damage if they would normally take subjected to this effect more than once for 24 hours.
half damage on a successful save.

Also, whenever you set a target on fire with your fire
spells, they are considered to be poisoned (disadvantage to
attack rolls and ability checks) so long as they are aflame.

STUDENT OF FLAME

Also beginning at 2nd level, you may scribe evocation spells
with other energy types as fire spells in your spellbook. The

51 CHAPTER 3: CLASSES | MAGE (MGE)

NECROMANCY points, they are both restrained and incapacitated for one
hour (or until they thaw out, whichever comes first). This
FROST ends prematurely if the target is hit.

You debilitate and freeze your enemies in their tracks, ICE LANCE
before shattering them with ice magic or entombing them in
it for eternity. Frost mages are usually explorers, as their Starting at 10th level, you may cast the Frost Bolt cantrip as
ability to debilitate, slow, and evade foes gives them a bonus action, and you prepare it for free. If you hit a target
survivability that makes them natural to the task. incapacitated with your Ice Statues ability, the spell is an
automatic critical hit, and removes the incapacitated
CHILLING EFFECTS condition.

Starting at 2nd level, you may use a bonus action to inflict Also, your Frost Bolt spell can freeze water in a 10-foot
the chilled condition to any target of your cold spells for one sphere (or any liquid that freezes at a similar temperature),
round. The condition stacks as normal. allowing you to walk on water if you spend a bonus action
every round to suffuse your step with it. The frozen path
STUDENT OF FROST melts away in one minute (or may not if the weather is at
below freezing). The path can also be broken as a bonus
Also beginning at 2nd level, you may scribe evocation spells action (in 10-foot segments per bonus action spent).
with other energy types as cold spells in your spellbook. The
spells act the same way, unless the DM rules it is WHITE ICE
unreasonable (such as a burning effect on a cold spell). You
also gain resistance to Cold damage. Starting at 14th level, you may spend a bonus action when
targeting a creature that is immune or resistant to cold
ICE STATUES damage, reducing its resistance to damage. If it is immune, it
becomes resistant instead. If resistant, it takes damage
At 6th level, whenever you a target of your spells is normally. If it takes normal damage, it is instead vulnerable.
restrained (via the chilled condition), they are also This remains for one hour, and one creature cannot be
incapacitated for the duration of the restraining. subjected to this effect more than once for 24 hours.

Also, upon reaching 12th level, whenever you deal damage CHAPTER 3: CLASSES | MAGE (MGE)
to a creature that exceeds one-half their maximum hit

52

MONK (MNK)

The Monks of Azeroth usually follow Pandaren monastery
tradition, ever since they were subjugated by the mogu. They
usually act independently from factions, seeing the ebb and
flow of right and wrong to belong with neither sides, and can
be found in the most unusual of places, seeking wisdom or
enlightenment.

CREATING A MONK

QUICK BUILD

You can make a monk quickly by following these
suggestions. First, make Agility your highest ability score,
followed by Spirit. Second, choose the hermit background.

CLASS FEATURES

As a monk, you gain the following class features.

HIT POINTS

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

modifier per monk level after 1st

PROFICIENCIES

Armor: None
Weapons: Simple weapons, shortswords, darts,

quarterstaffs
Tools: Choose one type of artisan’s tools or one musical

instrument.
Saving Throws: Strength, Agility
Skills: Choose two from Acrobatics, Athletics, History,

Insight, Religion, and Stealth

EQUIPMENT

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

• (a) a shortsword or (b) any simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• 10 darts
• A keg of brew or tea

UNARMORED DEFENSE

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

53 CHAPTER 3: CLASSES | MONK (MNK)

THE MONK

Level Proficiency Martial Ki Unarmored Features
Bonus Arts Points Movement Unarmored Defense, Martial Arts
1st +2 1d4 Ki, Unarmored Movement
2nd +2 1d4 — — Monk Tradition, Deflect Missiles
3rd +2 1d4 2 +10 ft. Ability Score Improvement, Slow Fall
4th +2 1d4 3 +20 ft. Extra Attack, Stunning Strike
5th +3 1d6 4 +20 ft. Ki-Empowered Strikes, Monk Tradition feature
6th +3 1d6 5 +20 ft. Evasion, Stillness of Mind
7th +3 1d6 6 +15 ft. Ability Score Improvement
8th +3 1d6 7 +15 ft. Unarmored Movement improvement
9th +4 1d6 8 +15 ft. Purity of Body
10th +4 1d6 9 +15 ft. Monk Tradition feature
11th +4 1d8 10 +20 ft. Ability Score Improvement
12th +4 1d8 11 +20 ft. Tongue of the Sun and Moon
13th +5 1d8 12 +20 ft. Diamond Soul
14th +5 1d8 13 +20 ft. Timeless Body
15th +5 1d8 14 +25 ft. Ability Score Improvement
16th +5 1d8 15 +25 ft. Monk Tradition feature
17th +6 1d10 16 +25 ft. Empty Body
18th +6 1d10 17 +25 ft. Ability Score Improvement
19th +6 1d10 18 +30 ft. Perfect Self
20th +6 1d10 19 +30 ft.
20 +30 ft.

MARTIAL ARTS KI

At 1st level, your practice of martial arts gives you mastery Starting at 2nd level, your training allows you to harness the
of combat styles that use unarmed strikes and monk mystic energy of ki (or Chi within Pandaren circles). Your
weapons, which are shortswords and any simple melee access to this energy is represented by a number of ki
weapons that don’t have the two-handed or heavy property. points. You have a number of Ki points equal to your monk
level.
You gain the following benefits while you are unarmed or
wielding only monk weapons and you aren’t wearing armor You can spend these points to fuel various ki features. You
or wielding a shield: start knowing three such features: Flurry of Blows, Patient
Defense, and Step of the Wind. You learn more ki features
• You can use Agility instead of Strength for the attack and as you gain levels in this class.
damage rolls of your unarmed strikes and monk weapons.
When you spend a ki point, it is unavailable until you finish
• You can roll a d4 in place of the normal damage of your a short or long rest, at the end of which you draw all of your
unarmed strike or monk weapon. This die changes as you expended ki back into yourself. You must spend at least 30
gain monk levels, as shown in the Martial/Movement minutes of the rest meditating to regain your ki points.
column of the Monk table.
Some of your ki features require your target to make a
• When you use the Attack action with an unarmed strike or saving throw to resist the feature’s effects. The saving throw
a monk weapon on your turn, you can make one unarmed DC is calculated as follows:
strike as a bonus action. For example, if you take the
Attack action and attack with a quarterstaff, you can also Ki save DC = 8 + your proficiency bonus + your Spirit
make an unarmed strike as a bonus action, assuming you modifier.
haven't already taken a bonus action this turn.
FLURRY OF BLOWS
Certain monasteries use specialized forms of the monk
weapons. For example, you might use a nunchaku (club that Immediately after you take the Attack action on your turn,
is two lengths of wood connected by a short chain) or a you can spend 1 ki point to make two unarmed strikes as a
kama (sickle with a shorter, straighter blade), or even a large bonus action.
tankard of alcohol (club). Whatever name you use for a
monk weapon, you can use the game statistics provided for PATIENT DEFENSE
the weapon in chapter 5 of the PHB.
You can spend 1 ki point to take the Dodge action as a
bonus action on your turn.

CHAPTER 3: CLASSES | MONK (MNK) 54

STEP OF THE WIND DEFLECT MISSILES

You can spend 1 ki point to take the Disengage or Dash Starting at 3rd level, you can use your reaction to deflect or
action as a bonus action on your turn, and your jump catch the missile when you are hit by a ranged weapon
distance is doubled for the turn. attack. When you do so, the damage you take from the attack
is reduced by 1d10 + your Strength or Agility modifier (your
IMBUE INTO BREW choice) + your monk level.

You can spend multiple Ki points into imbuing brews If you reduce the damage to 0, you can catch the missile if
(alcohol, tea, etc.) you know. This spent Ki cannot be it is small enough for you to hold in one hand and you have
regained so long as the brew is still active. While so imbued, at least one hand free. If you catch a missile in this way, you
drinks grant specific bonuses to the imbiber (much like can spend 1 ki point to make a ranged attack with the
weapon or piece of ammunition you just caught, as part of
potions). This is detailed further under the Brewer ability the same reaction. You make this attack with proficiency,
(see below). regardless of your weapon proficiencies, and the missile
counts as a monk weapon for the attack. The range of this
UNARMORED MOVEMENT ability is 20/60 feet.

Starting at 2nd level, your speed increases by 10 feet while ABILITY SCORE IMPROVEMENT
you are not wearing armor or wielding a shield. This bonus
increases when you reach certain monk levels, as shown in When you reach 4th level, and again at 8th, 12th, 16th, and
the Monk table under the Martial/Movement column. 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
At 9th level, you gain the ability to move along vertical 1. As normal, you can’t increase an ability score above 20
surfaces and across liquids on your turn without falling using this feature.
during the move.
SLOW FALL
MONK TRADITION
Beginning at 4th level, you can use your reaction when you
When you reach 3rd level, you commit yourself to a monk fall to reduce any falling damage you take by an amount
tradition: the way of the Brewmaster, who excels in equal to five times your monk level.
mysterious drinks, the way of the Mistweaver, who heals
themselves and others, or the way of the Windwalker, the EXTRA ATTACK
adventurous and evasive combatant.
Beginning at 5th level, you can attack twice, instead of once,
All traditions are detailed at the end of the class whenever you take the Attack action on your turn.
description. Your tradition grants you features at 3rd level
and again at 6th, 11th, and 17th level. STUNNING STRIKE

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

KI-EMPOWERED STRIKES

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

EVASION

At 7th level, your instinctive agility lets you dodge out of the
way of certain area effects, such as a blue dragon’s lightning
breath or a fireball spell. When you are subjected to an effect
that allows you to make an Agility 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.

55 CHAPTER 3: CLASSES | MONK (MNK)

STILLNESS OF MIND strike effect. The maximum spell level you can manifest is 1
spell level per 3 monk levels).
Starting at 7th level, you can use your action to end one
effect on yourself that is causing you to be charmed or Evasive Footing [Stance] (1 Ki). You may enter a stance
frightened. that allows you to ignore attacks of opportunity from
movement, as long as your AC is higher than 8 + the attack
PURITY OF BODY bonus of the creatures you are evading. If a creature’s attack
bonus is high enough to reach the value, they may make
At 10th level, your mastery of the ki flowing through you attacks of opportunity normally. This is a [Stance] effect.
makes you immune to disease and poison.
OX STANCE [STANCE] (2 KI)
TONGUE OF SUN AND MOON
Starting at 11th level, you may enter this stance. While in
Starting at 13th level, you learn to touch the ki of other this stance, you may add your Spirit modifier to all saving
minds so that you understand all spoken languages. throws. If you are subjected to damage that is equal to or
Moreover, any creature that can understand a language can more than one-fourth your original hit points while in this
understand what you say. stance, you gain resistance to the attack suffered.

DIAMOND SOUL ZEN POSE [STANCE] (2 KI)

Beginning at 14th level, your mastery of ki grants you Starting at 17th level, you can use your action to enter a Zen
proficiency in all saving throws. pose. So long as you do not take damage from an attack and
do not fail a saving throw, your enemies have disadvantage
Additionally, whenever you make a saving throw and fail, to attack rolls against you, and you have advantage to all
you can spend 1 ki point to reroll it and take the second saving throws. Whenever you make a successful saving
result. During that time, you also have resistance to all throw, or when a hostile target misses you with an attack
damage but force damage. roll due to the disadvantage, you regain 1 Ki point.

Additionally, you can spend 8 ki points to cast the astral MISTWEAVER
projection spell, without needing material components.
When you do so, you can’t take any other creatures with you. You are focused on empowering and supporting allies.
Mistweavers are usually the most elusive of the monk
PERFECT SELF disciplines.

At 20th level, when you roll for initiative and have no ki MISTWEAVER FOCUS
points remaining, you regain 4 ki points.
Upon reaching 3rd level and gaining this monk tradition, you
MONK TRADITIONS may add the following Ki power to your repertoire.
Soothing Mist (1 Ki per 5 hit points). As an action, you may
BREWMASTER expend Ki and gain a cloud of healing mists. The creature
gains 5 hit points for every Ki point invested. You may target
You are focused on evading blows and empowering a creature up to 30 feet away (or a number of creatures
themselves and your allies through your brews. within 30 feet of one another), and distribute healing
Brewmasters make the most common of monk adventurers. amongst as many creatures as you wish. If benefitting from
Thunder Focus Tea, this ability heals 5 extra hit points (as if
BREWMASTER FOCUS you spent 1 Ki point without actually spending it).

Upon reaching 3rd level and gaining this monk tradition, you Alternatively, you can expend hit points from your pool of
may add the following Ki power to your repertoire. healing to cure the target of one disease or neutralize one
poison affecting it, with a number of hit points required
Breath of Fire (2 Ki + 1 per spell level above 1st). As an equal to one-half the saving throw DC of the poison (round
action, you can cast burning hands as a 1st level spell. This up). You can cure multiple diseases and neutralize multiple
effect is voice-based, requiring that you be able to speak (and poisons with a single use of Soothing Mist, expending hit
are not silenced), but does not require gestures. The points separately for each one. This feature has no effect on
maximum spell level you can manifest is 1 spell level per 3 constructs or undead.
monk levels).
MISTWEAVER KI
BREWMASTER KI
Upon reaching 6th level, you gain the following new Ki
Upon reaching 6th level, you gain the following new Ki powers and add them to your repertoire.
powers and add them to your repertoire.
Control Ki (2 Ki + 1 per spell level above 2nd). As an
Purifying Touch [Strike] (3 Ki + 1 per spell level above action, you may cast Mute as a 2nd level spell. Upon
3rd). As an action, you can cast dispel magic as a 3nd level reaching 9th level, you may also cast Dispel Magic as a 3rd
spell. This requires touching the effect or creature that is
subject to the effect. You may use this as a touch or as a CHAPTER 3: CLASSES | MONK (MNK)

56

level spell. You may either cast them with their normal or a 15-foot line (Flying Serpent Kick). You may move within
ranges, or imbue them into your brews if you have the the specified area of effect without provoking reactions from
Brewer feat. In this case, they are the only imbued effect. the creatures in the area of effect (such as kicking through a
The maximum spell level you can manifest is 1 spell level line of enemies and landing behind them with a Flying
per 3 monk levels. Serpent Kick, or shifting 5 feet to the right after a Hurricane
Kick, or moving 10 feet to one side after a Fists of Fury).
Special: The cost of imbuing a brew is equal to the cost of
manifesting it. This action counts as if you made an unarmed attack
strike for the purposes of your Martial Arts feature and
Mist Weave (2 Ki + 1 per spell level above 2nd). As an Flurry of Blows ability.
action, you can cast Fog Cloud and Blink Step as 2nd level
spells. In mists and fog, you suffer only light obstruction, and WINDWALKER KI
never heavy obstruction. The maximum spell level you can
manifest is 1 spell level per 3 monk levels. Upon reaching 6th level, you gain the following new Ki
powers and add them to your repertoire.
SPIRITED CRANE STANCE [STANCE]
Destroy Mana [Strike] (3 Ki + 1 per spell level above
Starting at 11th level, you may enter this stance. While in 3rd). As an action, you can cast Mana Burn as a 3nd level
this stance, whenever you successfully deal damage to a spell. This requires touching the effect or creature that is
creature with an unarmed strike, you may restore hit points subject to the effect, and does not require vocal components.
to an ally within 30 feet of you, with the number of hit points You can choose to make this ability destroy Ki instead, in
being equal to your proficiency bonus. The healing acts as a which case it removes half the mana points it would
stream between the ally and you, and if interposed by normally remove. You may treat this as a strike effect. The
another creature, it gains the healing instead if it spends a maximum spell level you can manifest is 1 spell level per 3
reaction. You can heal yourself through this ability, through monk levels.
in this case any adjacent creature can gain the healing if they
spend a reaction. Entering this stance costs 1 Ki. Rising Sun [Strike] (0 Ki). As a bonus action, you may
perform an upwards kick, dealing unarmed damage and
ENLIGHTENMENT imposing an additional effect. You may also choose between
dealing extra 2d6 damage, or adding 1d6 to any melee
Starting at 17th level, you may cast the Resurrection (7th weapon attack you make against the target for one minute.
level) spell by spending 8 Ki points, or the Revivify spell by They may make a Strength saving throw against your DC to
spending 4 Ki. Neither can be used more than once in any half the direct damage and negate the vulnerability.
given 24 hours.
COMBO ATTACKS
WINDWALKER
Starting at 11th level, you score a critical hit on a 19-20. If
You are focused on hand-to-hand combat and evasion of the you already possess this range, the range increases by 1
enemy’s blows. Windwalkers are usually the most point (18-20). When you score a critical hit, you may either
confrontational of the monk disciplines. use any one Ki ability with no action or Ki cost (such as
flurry of blows, Rising Sun, your Superior Martial Arts
WINDWALKER RECIPES abilities, or Quivering Palm once you gain it), or choose to
regain 2 Ki.
Upon reaching 3rd level and gaining this monk tradition, you
may add the following Ki power to your repertoire. QUIVERING PALM (3 KI)

Superior Martial Arts (2 Ki). As an action, you may deal At 17th level, you gain the ability to set up lethal vibrations
your unarmed damage as an area of effect (expending any in someone’s body. When you hit a creature with an
number of attacks). You may choose to make it a 5-foot-burst unarmed strike, you can use a bonus action to start these
imperceptible vibrations, which last for a number of days
equal to your monk level. The vibrations are harmless unless
you use your action to end them. To do so, you and the
target must be on the same plane of existence. When you
use this action, the creature must make a Stamina saving
throw. If it fails, it is reduced to 0 hit points. If it succeeds, it
takes 10d10 shadow damage instead. You may place these
vibrations even with a harmless touch (which may require a
Deception check opposed to Insight).

You can have only one creature under the effect of this
feature at a time. You can choose to end the vibrations
harmlessly without using an action.

57 CHAPTER 3: CLASSES | MONK (MNK)

PALADIN (PLD)

This is the call of the paladin: to protect the weak, to bring
justice to the unjust, and to vanquish evil from the darkest
corners of the world. These holy warriors are equipped with
plate armor so they can confront the toughest of foes, and
the blessing of the Light allows them to heal wounds and, in
some cases, even restore life to the dead.

CREATING A PALADIN

QUICK BUILD

You can make a paladin quickly by following these
suggestions. First, Strength should be your highest ability
score, followed by Charisma. Second, choose the noble
background.

CLASS FEATURES

As a paladin, you have the following class features.

HIT POINTS

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

modifier per paladin level after 1st

PROFICIENCIES

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Stamina, Charisma
Skills: Choose four from Athletics, Insight, Intimidation,

Medicine, Deception, and Religion.

EQUIPMENT

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

• (a) a martial weapon and a shield or (b) two martial
weapons

• (a) five javelins or (b) any simple melee weapon
• (a) a priest’s pack or (b) an explorer’s pack
• Chain mail, a holy symbol, and a holy libram

CHAPTER 3: CLASSES | PALADIN (PLD) 58

THE PALADIN

Level Proficiency Features Caster Level
Bonus Divine Sense, Lay on Hands (Spell Level)
1st +2 Crusader Strike, Fighting Style, Spellcasting
2nd +2 Aura (Devotion), Holy Oath —
3rd +2 Ability Score Improvement 1 (1st)
4th +2 Extra Attack 2 (1st)
5th +3 Divine Health, Aura (Retribution) 2 (1st)
6th +3 Holy Oath feature 3 (2nd)
7th +3 Ability Score Improvement 3 (2nd)
8th +3 — 4 (2nd)
9th +4 Aura (Crusader) 4 (2nd)
10th +4 Improved Crusader Strike 5 (3rd)
11th +4 Ability Score Improvement 5 (3rd)
12th +4 — 6 (3rd)
13th +5 Cleansing Touch, Aura (Concentration) 6 (3rd)
14th +5 Holy Oath feature 7 (4th)
15th +5 Ability Score Improvement 7 (4th)
16th +5 — 8 (4th)
17th +6 Aura (Resistance), Aura Improvement 8 (4th)
18th +6 Ability Score Improvement 9 (5th)
19th +6 Holy Oath Feature 9 (5th)
20th +6 10 (5th)
10 (5th)

DIVINE SENSE FIGHTING STYLE

The presence of strong evil registers on your senses like a At 2nd level, you adopt a style of fighting as your specialty.
noxious odor, and powerful good rings like heavenly music Choose one of the following options. You can’t take a
in your ears. As an action, you can open your awareness to Fighting Style option more than once, even if you later get to
detect such forces. Until the end of your next turn, you know choose again.
the location of any celestial, fiend, or undead within 60 feet
of you that is not behind total cover. You know the type DEFENSE
(celestial, fiend, or undead) of any being whose presence you
sense, but not its identity (the lich Kel’Thuzad, for instance). While you are wearing armor, you gain a +1 bonus to AC.
Within the same radius, you also detect the presence of any
place or object that has been consecrated or desecrated, as DUELING
with the hallow spell. You can use this feature a number of
times equal to 1 + your Charisma modifier. When you finish When you are wielding a melee weapon in one hand and no
a long rest, you regain all expended uses. other weapons, you gain a +2 bonus to damage rolls with
that weapon.
LAY ON HANDS
GREAT WEAPON FIGHTING
Your blessed touch can cure wounds. As an action, you may
lay your hands on a target, investing them with healing When you roll a 1 or 2 on a damage die for an attack you
energies. For every mana point you spend for Lay on Hands, make with a melee weapon that you are wielding with two
you heal a number of hit points equal to your proficiency hands, you can reroll the die and must use the new roll. The
bonus. Amount you heal is instead treated as Holy damage weapon must have the two-handed or versatile property for
for undead and fiends (in which case, this requires a melee you to gain this benefit.
spell attack). Excess hit points are lost. When performing
Lay on Hands on yourself, this is instead a bonus action. PROTECTION
Alternatively, you can expend the mana to cure one disease
or one poison of your choice. Each disease or poison When a creature you can see attacks a target other than you
requires spending mana points equal to one-quarter the that is within 5 feet of you, you can use your reaction to
saving throw DC of the poison or disease. You may cure impose disadvantage on the attack roll. You must be
multiple diseases or poisons this way. This feature has no wielding a shield.
effect on constructs.
CRUSADER STRIKE

Starting at 2nd level, when you hit a creature with a melee
weapon attack, you can expend mana equal to one spell slot
to deal holy damage to the target, in addition to the
weapon’s damage. The extra damage is 1d8 plus 1d8 per

59 CHAPTER 3: CLASSES | PALADIN (PLD)

spell slot, (maximum 6d8 with a 5th level slot). If the target SPELLBOOK – LIBRAM
is a fiend or an undead, you gain +5 to the strike’s damage.
At 2nd level, your libram contains three 1st-level paladin
If you have a seal active, you may also perform a Crusader spells of your choice. When you level up, you gain 2
Strike without expending mana (called Seal Release or additional paladin spells of your choice. You may also
Judgment), terminating the effects of the seal (plus an acquire new spells by research, tutelage, or from the
additional effect depending on the seal). Despite the name, spellbooks and scrolls of spellcasters who have spells you
Crusader Strike does not count as a Strike effect. can cast.

SPELLCASTING Your libram is effectively your spellbook, and you may add
spells by scribing it with new insights regarding the faith and
By 2nd level, you have learned to draw on divine magic how to protect and promote it.
through meditation and prayer to cast spells as a priest does.
SPELLCASTING FOCUS
CONJURING AND BINDING
You can use your holy libram as a spellcasting focus for your
A paladin can conjure and bind celestials. paladin spells, as well as the store for them.

PREPARING AND CASTING SPELLS AURA

Each paladin level provides you with 0.5 caster levels in the Starting at 3rd level, you may exert an aura you can emit in a
paladin class (minimum 0). You follow the normal 15-foot radius sphere centered on you as a bonus action.
progression to unlock spell levels (see the table under the You may maintain concentration with this effect for up to 1
Mana section). hour. Unlike most effects that require concentration, you
may also maintain concentration on spell at the same time.
You can also change your list of prepared spells by You still suffer the chance to lose the aura (DC 10 or half
consulting your libram (treat as a spellbook). Preparing a damage Stamina saving throw). Once the aura ends, you
new list of paladin spells requires time spent in study: at cannot exert it again until you complete a long or short rest
least 1 minute per spell level for each spell on your list. (you may exert other auras).

SPELLCASTING ABILITY All effects are treated as good effects that have no saving
throw, but can be negated by Protection From Evil and
Charisma is your spellcasting ability for your paladin spells, Good and suppressed for 1 minute with dispel magic and
since their power derives from the strength of your similar abjurations. If you are rendered unconscious, the
convictions. You use your Charisma whenever a spell refers effect ends automatically. If an aura can be resisted, it is a
to your spellcasting ability. In addition, you use your Spirit saving throw with a DC equal to your spell DC.
Charisma modifier when setting the saving throw DC for a
paladin spell you cast and when making an attack roll with Aura bonuses do not stack with other aura bonuses.
one. Creatures affected by auras automatically sense where they
Spell save DC = 8 + your proficiency bonus + your Charisma are emanating from.

modifier Devotion. At level 3, you have the aura of devotion. All
Spell attack modifier = your proficiency bonus + your allied creatures reduce the number of hit points they take
from Weapon Attack rolls by a number equal to your
Charisma modifier proficiency bonus. This cannot reduce the damage below 1
point. This opposes Abandonment Aura, and both effects are
negated. 60

Retribution. At level 6, you have the aura of retribution.
Whenever an allied creature is damaged with a melee
weapon attack, the attacker (if within 5 feet) takes 1d4 holy
damage per attack. This is applied once per proficiency
bonus in the same round, and does not cost a reaction. The
damage the attacker takes cannot exceed the damage they
dealt, however. This can be resisted to half damage.

This opposes Weakness Aura, and both effects are
negated.

Crusader. At level 10, you have the aura of the crusader.
All allied creatures gain a +10 foot bonus to speed, and all
allied creatures automatically stabilize when reduced to 0 hit
points. Once per proficiency bonus, you may grant a
stabilized creature in your aura 1 hit point as a reaction to

CHAPTER 3: CLASSES | PALADIN (PLD)

allow them to continue acting. This opposes Unholy Aura, If you gain an oath spell that doesn’t appear on the death
and both effects are suppressed. knight spell list, the spell is nonetheless a paladin spell for
you.
Concentration. At level 14, you have the aura of
concentration. All allied creatures gain advantage on CHANNEL DIVINITY
Stamina saving throws to maintain their concentration on a
spell. Once per proficiency bonus, you may grant any allied Your path allows you to channel divine energy to fuel
creature within the aura a bonus equal to your proficiency magical effects. Each Channel Divinity option provided by
bonus to their check to concentrate on the spell. This your path explains how to use it. When you use your
opposes Distraction Aura, and both effects are suppressed. Channel Divinity, you choose which option to use. You must
then finish a short or long rest to use your Channel Divinity
Resistance. At level 18, you have the aura of resistance. again. Some Channel Divinity effects require saving throws.
You may choose one damage type (acid, cold, electricity, or When you use such an effect from this class, the DC equals
fire), and all allies take less damage from this damage type your paladin spell save DC.
equal to double your proficiency bonus (minimum 1 point of
damage). This opposes Vulnerability Aura, and both effects You may always Turn Undead, and you gain an additional
are suppressed. choice from your Path.

HOLY OATH CHANNEL DIVINITY: TURN UNDEAD

When you reach 3rd level, you walk a path that defines you As an action, you present your holy symbol and speak a
as a paladin forever. Up to this time you have been in a prayer censuring fiends and undead, using your Channel
preparatory stage, committed to the path but not yet sworn Divinity. Each fiend or undead that can see or hear you
to it. within 30 feet of you must make a Spirit saving throw.

You may choose the Oath of Holiness to aid the helpless, If the creature fails its saving throw, it is turned for 1
Oath of Protection to guard the weak, or Oath of Retribution minute or until it takes damage. A turned creature must
to smite the wicked, all detailed at the end of the class spend its turns trying to move as far away from you as it can,
description. and it can’t willingly move to a space within 30 feet of you. It
also can’t take reactions. For its action, it can use only the
Your choice grants you features at 3rd level and again at Dash action or try to escape from an effect that prevents it
7th, 15th, and 20th level. Those features include oath spells from moving. If there’s nowhere to move, the creature can
and the Channel Divinity feature. use the Dodge action.

OATH SPELLS ABILITY SCORE IMPROVEMENT

Each oath has a list of associated spells. You gain access to When you reach 4th level, and again at 8th, 12th, 16th, and
these spells at the levels specified in the oath description. 19th level, you can increase one ability score of your choice
Once you gain access to a oath spell, you always have it by 2, or you can increase two ability scores of your choice by
prepared. 1. As normal, you can’t increase an ability score above 20
using this feature.
Oath spells don’t count against the number of spells you
can prepare each day. EXTRA ATTACK

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

DIVINE HEALTH

Starting at 6th level, the divine magics flowing within you
grant you immunity to diseases and advantage against
poison, as well as resistance against poison damage.

IMPROVED CRUSADER STRIKE

By 11th level, you are so suffused with the might of the Light
that all your melee weapon strikes carry its divine power
with it. Whenever you hit a creature with a melee weapon,
the creature takes an extra 1d8 holy damage. If you also use
your Crusader Strike with an attack, you add this damage to
the extra damage of your Crusader Strike.

61 CHAPTER 3: CLASSES | PALADIN (PLD)

CLEANSING TOUCH creature can only benefit from one latent prayer until they
take a long rest. This may also be applied to undead.
Beginning at 14th level, you can use your action to end one
spell on yourself or on one willing creature that you touch. ILLUMINATED HEALER

You can use this feature a number of times equal to your By 20th level, whenever a creature that benefits from a
Charisma modifier (a minimum of once). You regain healing effect (such as Light of Dawn, or healing spell)
expended uses when you finish a long rest. originating from you manifest a holy shield. This holy shield
grants them temporary hit points equal to the amount they
AURA IMPROVEMENT were healed by you. The holy shield does not increase the
amount shielded if the healing spell was a critical hit.
Beginning on 18th level, you have advantage to concentrate
on auras, and the range increases to 30 feet. This shield remains until the hit points are reduced to 0,
or until ten minutes have passed. This effect does not stack
SACRED OATHS with itself, and a creature can benefit from a single holy
shield only once every hour. Your healing spells critically hit
An Azerothian Paladin chooses from one of the below three on d20 roll of one point less (or 18 if it was 19-20).
sacred oaths.
OATH OF PROTECTION
OATH OF HOLINESS
Your oath is to guard your allies and all friends of the Holy
Your oath is to heal and inspire your allies. Holy paladins are Light. Protection paladins are very tough foes who can
common, and are usually well-regarded battle healers. survive hefty abuse.

OATH OF HOLINESS SPELLS OATH OF PROTECTION SPELLS

Level Spells Level Spells
3rd protection from evil and good, sanctuary 3rd shield, sanctuary
5th lesser restoration, zone of truth 5th lesser restoration, warding bond
7th beacon of hope, revivify 7th beacon of hope, revivify
13th freedom of movement, guardian of faith 13th aura of life, death ward
17th commune, mass revivify 17th hope of healing, wall of force*

CHANNEL DIVINITY: LIGHT OF DAWN *must be projected from a held shield

As an action, you present your holy symbol, and release an CHANNEL DIVINITY
outburst of the Holy Light of Creation, allowing one friendly
creature within 30 feet to use a hit dice as if they rested. The When you take this oath at 3rd level, you gain the below
ally also gains temporary hit points equal to double your Channel Divinity option.
Charisma modifier.
Rook’s Move. You can use your Channel Divinity to swap
HOLY VISION places with any ally. As a reaction, choose one ally within 60
ft. of your size or smaller that you can see that is about to be
At 3rd level, you gain the ability to critically hit with healing attacked. You instantly teleport to the spot your ally was
spells. When you touch or target an ally with a touch or located and your ally moves to your previous spot, swapping
ranged healing spell (such as Holy Light), you may roll a places. You may use this ability before or after the result of
d20. On a natural 19 and 20 (or 10% chance on a d%), your the attack roll is known. If you use this ability before the
spell has double effect tiveness. This applies when dealing attack roll, you can resist the attack as normal, but if done
damage to undead as well. after, you must take the effects of the attack, even if you
would have otherwise ignored it.
HOLY AURAS
AVENGER’S SHIELD
At 7th level, your auras increase in strength. Your auras
range increase to 30 feet, and can apply two auras at once. Starting 3rd level, you may throw your shield as a ranged
When gaining Aura Improvement, your auras increase to 45 thrown attack. The shield has a range of 30/90. If used
feet. against a target that is spellcasting or who casts a spell in
same turn after being hit, it imposes disadvantage to the
LATENT PRAYER creature’s required Stamina save to maintain the spell, or
any check to concentrate while being hit. The damage dealt
Starting at 15th level, you may cast a healing spell on a is equal to 1d4 + your Strength modifier, and the damage
creature that only activates whenever the creature wishes. dealt is half Holy and half Bludgeoning.
This does not require concentration on your end, and the
creature (or you) may declare use of the spell as a reaction. The shield returns instantaneously to your hand, and may
This effect remains for one day or until used, and leaves a be used again in the same round. This requires having a
holy mark that can be detected as the healing spell. A shield.

CHAPTER 3: CLASSES | PALADIN (PLD) 62

OPPORTUNE PRAYER CHANNEL DIVINITY

Starting at 7rd level, whenever you reduce an enemy to 0 hit When you take this oath at 3rd level, you gain the below
points, you may cast a cure spell as a reaction. You may also Channel Divinity option.
do this whenever you critically hit or are critically struck.
Sword of Light. As an action, you can imbue one weapon
HOLY SENTINEL that you are holding with positive energy, using your
Channel Divinity. For 1 minute, you add your Charisma
Starting at 15th level, whenever you hit a creature with an modifier to attack rolls made with that weapon (with a
opportunity attack, the creature’s speed temporarily minimum bonus of +1).
becomes 0 for the rest of the turn. Creatures within 5 feet of
you provoke opportunity attacks from you even if they take The weapon also emits bright light in a 20-foot radius and
the Disengage action before leaving your reach. When a dim light 20 feet beyond that. If the weapon is not already
creature within 5 feet of you makes an attack against a magical, it becomes magical for the duration. You can end
target other than you, you can use your reaction to make a this effect on your turn as a bonus action. If you are no
melee weapon attack against the attacking creature. longer holding or carrying this weapon, or if you fall
unconscious, this effect ends.
Your Avenger’s Shield can (with an attack) jump from one
enemy to another, even possibly leaving maximum range, so ARM OF THE LAW
long as the targets are 30 feet from one another. When you
no longer have attacks, the shield returns to you. At 3rd level, you can, whenever successfully releasing a seal
or performing a Crusader Strike, Dash without using an
ARDENT DEFENDER action.

At level 20, you may, as a reaction, you may gain resistance You may also perform Crusader Strike at a range of 30
to all damage for one round, usable five times per day. If this feet, but the damage includes only the Holy damage dealt
ability is used, and you are reduced to 0 or below regardless, (I.E., 2d8 Holy, or 3d8 if a fiend or undead). This is counted
you may cast any paladin spell as a reaction. as a ranged spell attack.

OATH OF RETRIBUTION SWORD OF TRUTH

Your oath is to bring retribution to the wicked, avenging Starting at 7th level, you always add your Charisma modifier
wrongs made but not settled. Retribution paladins are often to damage rolls. Using Sword of Light allows you to add
wandering knights, hunting down villains and depraved your Charisma modifier again.
monsters.
EMANCIPATE
OATH OF RETRIBUTION SPELLS
Starting at 15th level, your cleansing touch may be used at a
Level Spells range of 10 feet, and you may always cast it on yourself, even
3rd compelled duel, heroism when otherwise incapacitated.
5th branding strike, warding bond
7th beacon of hope, haste DIVINE STORM
13th guardian of faith, death ward
17th hope of healing, dispel evil and good At level 20, whenever you use a Crusader Strike, it deals
damage to the target, as well as all hostile creatures within 5
feet of you. The effects of a released seal is applied only to
the initial creature.

63 CHAPTER 3: CLASSES | PALADIN (PLD)

PRIEST (PRS)

Priest of Azeroth are known as priests or clerics, depending
on their domains and focus. They channel their power
through their conviction, not through the direct power of
their patrons. The Scarlet Crusade, for example, channel the
Holy Light due to their belief in their cause, although many
betray principles the Church of the Holy Light considers
tenants of the faith.

Priests may be of any alignment and allegiance. Priests
serve their faith--either that of the Light through the Holy
priesthood, the Old Gods though the Shadow priesthood,
the Lich King through the Death priesthood, taking a neutral
stance between the forces of the world with Discipline
priesthood, or serving the Moon goddess Elune through the
universally-female Moon priesthood.

CREATING A PRIEST

QUICK BUILD

You can make a priest quickly by following these
suggestions. First, Spirit should be your highest ability
score, followed by Strength or Stamina. Second, choose the
acolyte background.

CLASS FEATURES

As a priest, you gain the following class features.

HIT POINTS

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

modifier per priest level after 1st

PROFICIENCIES

Armor: Light armor
Weapons: All simple weapons
Tools: None
Saving Throws: Spirit, Charisma
Skills: Choose two from History, Insight, Medicine,

Persuasion, and Religion

EQUIPMENT

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

• (a) a club or (b) a quarterstaff
• (a) leather armor, or (b) chain shirt (if proficient)
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a priest’s pack or (b) an explorer’s pack
• A holy (or unholy or neutral) symbol and libram

CHAPTER 3: CLASSES | PRIEST (PRS) 64

THE PRIEST

Level Proficiency Features Caster Level
Bonus Priesthood, Spellcasting, Unarmored Defense (Spell Level)
1st +2 Channel Divinity (1/rest), Priesthood feature, Desperate Prayer
2nd +2 — 1 (1st)
3rd +2 Ability Score Improvement 2 (1st)
4th +2 Destroy Undead (CR 1/2) 3 (2nd)
5th +3 Channel Divinity (2/rest), Priesthood feature 4 (2nd)
6th +3 — 5 (3rd)
7th +3 Ability Score Improvement, Destroy Undead (CR 1), Priesthood feature 6 (3rd)
8th +3 — 7 (4th)
9th +4 Divine Intervention 8 (4th)
10th +4 Destroy Undead (CR 2) 9 (5th)
11th +4 Ability Score Improvement 10 (5th)
12th +4 — 11 (6th)
13th +5 Destroy Undead (CR 3) 12 (6th)
14th +5 — 13 (7th)
15th +5 Ability Score Improvement 14 (7th)
16th +5 Destroy Undead (CR 4), Priesthood feature 15 (8th)
17th +6 Channel Divinity (3/rest) 16 (8th)
18th +6 Ability Score Improvement 17 (9th)
19th +6 Divine Intervention improvement 18 (9th)
20th +6 19 (9th)
20 (9th)

PRIESTH1OOD new list of priest spells requires time spent in study: at least
1 minute per spell level for each spell on your list.
Choose one priesthood or domain related to your deity:
Death (Lich King), Discipline (Balance), Holy (Holy Light), SPELLCASTING ABILITY
Moon (Elune), or Shadow (Forgotten Shadow). Each
priesthood is detailed at the end of the class description. Spirit is your spellcasting ability for your priest spells, since
Your choice grants you domain spells and other features you learn your spells through dedication to a higher force.
when you choose it at 1st level. It also grants you additional
ways to use Channel Divinity when you gain that feature at You use your Spirit whenever a spell refers to your
2nd level, and additional benefits at 6th, 8th, and 17th levels. spellcasting ability. In addition, you use your Spirit modifier
when setting the saving throw DC for a priest spell you cast
SPELLCASTING and when making an attack roll with one.

As a practitioner of divine magic, you may choose from the Spell save DC = 8 + your proficiency bonus + your Spirit
priest spell list which spells you wish for every day. modifier

CANTRIPS Spell attack modifier = your proficiency bonus + your Spirit
modifier
At 1st level, you know a number of cantrips equal to your
proficiency bonus. PRIESTHOOD SPELLS

CONJURING AND BINDING Each priesthood has a list of spells—its priesthood spells—
that you gain at the priest levels noted in the priesthood
A priest can conjure and bind animals, elementals, fey, and description. Once you gain a priesthood spell, you always
plants. have it prepared, and it doesn’t count against the number of
spells you can prepare each day.
PREPARING AND CASTING SPELLS
If you have a priesthood spell that doesn’t appear on the
Each priest level provides you with 1 caster level in the priest spell list, the spell is nonetheless a priest spell for you.
priest class. You follow the normal progression to unlock
spell levels (see the table under the Mana section). SPELLBOOK – LIBRAM

You prepare the list of priest spells that are available for At 1st level, your libram contains six 1st-level priest spells of
you to cast, choosing from the priest spell list. your choice. When you level up, you gain 2 additional priest
spells of your choice. You may also acquire new spells by
You can also change your list of prepared spells by research, tutelage, or from the spellbooks and scrolls of
consulting your libram (treat as a spellbook). Preparing a spellcasters who have spells you can cast.

65 CHAPTER 3: CLASSES | PRIEST (PRS)

Your libram is effectively your spellbook, and you may add A turned creature must spend its turns trying to move as
spells by scribing in your insights regarding the secrets of far away from you as it can, and it can’t willingly move to a
the powers you serve. space within 30 feet of you. It also can’t take reactions. For
its action, it can use only the Dash action or try to escape
SPELLCASTING FOCUS from an effect that prevents it from moving. If there’s
nowhere to move, the creature can use the Dodge action.
You can use your holy symbol as a spellcasting focus for
your priest spells. DESPERATE PRAYER

UNARMORED DEFENSE Starting at 2nd level, you may rapidly recover your mana by
invoking powers from beyond. You can use your action and
Beginning at 1st level, while you are wearing no armor and bonus action on your turn to regain mana as if completed a
not wielding a shield, your AC equals 10 + your Agility short rest (or rested for one hour).
modifier + your Spirit modifier.
You can use this feature up to one time per every two
CHANNEL DIVINITY points of proficiency bonus. You regain expended uses when
you finish a long rest.
At 2nd level, you gain the ability to channel divine energy
directly from your deity, using that energy to fuel magical Alternatively, if you use this during a short rest, you are
effects. You start with two such effects: Turn Undead and an treated as if you rested for two hours.
effect determined by your priesthood. Some domains grant
you additional effects as you advance in levels, as noted in ABILITY SCORE IMPROVEMENT
the domain description. When you use your Channel
Divinity, you choose which effect to create. You must then When you reach 4th level, and again at 8th, 12th, 16th, and
finish a short or long rest to use your Channel Divinity again. 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
Some Channel Divinity effects require saving throws. 1. As normal, you can’t increase an ability score above 20
When you use such an effect from this class, the DC equals using this feature.
your priest spell save DC. Beginning at 6th level, you can use
your Channel Divinity twice between rests, and beginning at DESTROY UNDEAD
18th level you can use it three times between rests. When
you finish a short or long rest, you regain your expended Starting at 5th level, when an undead fails its saving throw
uses. against your Turn Undead feature, the creature is instantly
destroyed if its challenge rating is at or below a certain
CHANNEL DIVINITY: TURN UNDEAD threshold, as shown in the Destroy Undead table.

As an action, you present your holy symbol and speak a DESTROY UNDEAD TABLE
prayer censuring the undead. Each undead that can see or
hear you within 30 feet of you must make a Spirit saving Priest Level Destroys Undead of CR…
throw. If the creature fails its saving throw, it is turned for 1 5th 1/2 or lower
minute or until it takes any damage. 8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

DIVINE INTERVENTION

Beginning at 10th level, you can call on your deity to
intervene on your behalf when your need is great.

Describe the assistance you seek, and roll percentile dice.
If you roll a number equal to or lower than your priest level,
your deity intervenes. The DM chooses the nature of the
intervention; the effect of any priest spell or priesthood spell
would be appropriate.

Imploring your deity’s aid requires you to use your action.
If your deity intervenes, you can’t use this feature again for
7 days. Otherwise, you can use it again after you finish a
long rest. At 20th level, your call for intervention succeeds
automatically, no roll required.

CHAPTER 3: CLASSES | PRIEST (PRS) 66

PRIESTHOODS LICH KING’S FAVOR

A priest can be under one of the below priesthoods. Starting at 2nd level, you add all necromancy spells from all
spell lists to your spell list. Using necromancy spells that are
DEATH PRIESTHOOD not on your spell list cost 1 additional mana point.

You follow the Lich King, gaining unholy powers from your DESTROY LIVING
devotion to the Dark Lord of the Dead. Death priesthoods
are feared and reviled figures in civilized societies, as they Starting at 5th level, when a living creature fails its saving
are often seen as harbingers for a Scourge invasion. throw against your Channel Divinity feature, the creature is
instantly destroyed if its challenge rating is at or below a
DEATH PRIESTHOOD SPELLS certain threshold, as shown in the Destroy Living table. It
disintegrates, leaving only a pile of dust, so commands the
Priest Level Spells Lich King.
1st bane, sleep
3rd gentle repose, see invisibility DESTROY LIVING TABLE
5th animate dead iii, speak with dead
7th blight, dreain life Priest Level Destroys Living of CR…
9th contagion, unhallow 5th 1/2 or lower
8th 1 or lower
DEATH CAN WAIT 11th 2 or lower
14th 3 or lower
At first level, you gain advantage against all Death Saving 17th 4 or lower
Throws, attempts to stabilize, and saves against necromancy
spell effects. CULTIST OF THE DAMNED

You may also sacrifice yourself ritually to become a shade, Starting at 6th level, you can cast any Necromancy spell as a
gaining incorporeality (see Introduction), but becoming ritual even if it doesn't have the ritual tag.
unable to cast spells. You gain telepathy with who sacrificed
you, and may communicate with them and share what you DEATH'S TOUCH
see as an action from their part. This remains so long as you
and your lord are in the same plane. The connection may be At 8th level, you may use an action to target any dying
willingly transferred to another creature. The transformation creature within 90 feet with a ranged spell attack. The
is complete after one day of death, and cannot be reversed creature fails one death saving throw instantly. You also
short of a wish spell or divine intervention. have Resistance to shadow damage.

CHANNEL DIVINITY AVATAR OF DEATH

Death priests exchange the ability to Turn Undead with At 17th level you have the “Command Undead” ability as if
Turn Living. you were a Necromancer equal to your priest level. Also
when using your Death's Touch ability any target that dies
Turn Living. You may turn any living creature instead of while you are touching them cannot be resurrected or
turning undead. This has no effect on constructs. This is a reincarnated. They can however be raised as Undead.
fear effect.
DISCIPLINE PRIESTHOOD

You follows the tenets of balance and self-improvement,
balancing the forces of Light and Shadow within you—a
concept often called Chakra training. Your magics can shield
allies from taking damage as well as heal their wounds.
Discipline priests do not advertise themselves, but act as
other priests.

DISCIPLINE PRIESTHOOD SPELLS

Priest Level Spells
1st arcane armor, sanctuary
3rd power word: shield, levitate
5th remove curse, warding bond
7th death ward, stoneskin
9th hold (5), telekineses

CHAKRA WARD

Beginning at 1st level, while you are wearing no armor and
not wielding a shield, you take 3 less damage from all
slashing, piercing, and bludgeoning damage (minimum 1).

67 CHAPTER 3: CLASSES | PRIEST (PRS)

EXTENDED WARDS LIGHT’S EMBRACE

Also beginning at 1st level, you double the duration of any Also starting at 1st level, your healing spells are more
active spell that grants temporary hit points and all Power effective. Whenever you use a spell of 1st level or higher to
Word spells. restore hit points to a creature, the creature regains
additional hit points equal to 2 + the spell’s level. This bonus
CHANNEL DIVINITY: DAMAGE WARD healing is not doubled on a critical spell cast.

Starting at level 2, you may use a channel divinity attempt to CHANNEL DIVINITY: RESTORE LIFE
grant any ally within 30 ft. resistance against any type of
damage they specify. This resistance remains for until the Starting at 2nd level, you may use your action while
end of your turn the next round. presenting your holy symbol to evoke healing energy that
can restore a number of hit points equal to five times your
CHANNEL DIVINITY: REFLECTING WARD priest level. Choose any creatures within 30 feet of you, and
divide those hit points among them. This feature can restore
Starting at 6th level, whenever a creature benefitting from a creature to no more than half of its hit point maximum.
your Damage Ward ability is damaged, you may use a You can’t use this feature on a construct, but may target
channel divinity attempt and a reaction to reflect half the undead to damage by expending healing, dealing holy
damage dealt back to the creature who dealt it. damage instead of healing them.
Make a ranged spell attack, and on a success, the creature
damaging your ally is damaged themselves by half their own CHANNEL DIVINITY: FOCUSED CASTING
damage. This does not alter the type of damage dealt.
Starting at 6th level, you may use a channel energy attempt
CHAKRA CLEANSING to alter the target of any sigil healing spell you cast on a
target. This does not reduce the duration, and may be used
Starting at 8th level, whenever you cast a shielding spell, you outside the target’s turn. You may use this instead to grant
may perform one of the two abilities with a bonus action. the target another benefit of the sigil spell in the same
round. This does not cost an action.
• You may dispel any magical effect the target suffers from.
This acts as dispel magic with a spell level equal to the ANGELIC FORM
level of the shielding spell you cast.
Starting at 8th level, you may ascend temporarily to become
• You may grant additional temporary hit points equal to an angelic being, becoming incorporeal, and regaining half
double the spell level. total hit points and mana points, and dispelling one magical
effect on you.
INFUSED SHIELD
While in this form, you may only cast healing, restorative,
Starting at 17th level, whenever you cast a healing or and domain spells. After one minute, you return to your
shielding spell, you may freely convert temporary hit points normal form, and are reduced to 10% hit points . This may
from your spells to actual hit points, or vice versa. A healing only be activated when you have less than 10% hit points
spell that grants temporary hit points is counted as a remaining or if you are dying. This may be used once per
shielding spell, and benefits from the Chakra Cleansing, rest.
Extended Wards, and Shielding Power abilities.
GUARDIAN SPIRIT
HOLY LIGHT PRIESTHOOD
Starting at 17th level, you may target any ally within 30 ft.,
You are a vessel of the Holy Light’s will, a versatile healer granting them a guardian angel spirit. This spirit increases
who can reverse damage on individuals or groups and even the amount of healing from all life spells by 50%, and may
heal from beyond the grave. Holy priests are well-adored and be sacrificed to either grant resistance against any one
respected among the Alliance.
CHAPTER 3: CLASSES | PRIEST (PRS)
HOLY PRIESTHOOD SPELLS

Priest Level Spells
1st bless, holy light
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th hope of healing, mass revivify

LIGHT’S INSIGHT

Starting at 1st level, when you cast a healing spell, there is a
10% chance (a 19 or 20 on a d20) that the spell critically
hits, dealing double healing or damage. You may also turn
fiends when you turn undead.

68

attack the target suffers or automatically stabilize the target throw. They cannot return to said form for one minute after
if they are reduced to 0 hit points. This does not affect being subject to this.
constructs or undead. This may be used once per rest.
You may alternatively target a beast or humanoid that can
MOON PRIESTHOOD see you within 30 feet, and force it to roll a Charisma saving
throw. If the creature fails its saving throw, it is charmed by
You are part of the ancient and well-respected sisterhood of you for 1 minute or until it takes damage. While it is
the night-elven moon goddess Elune, and your path is of charmed by you, it is friendly to you and other creatures you
serenity, grace, and reflection. Moon priestesses favor using designate. If you treat them fairly, they do not revert to their
subtlety, the bow, and hit-and-run techniques to guard her original hostility after the duration ends.
flock.
CHANNEL DIVINITY: TRUESHOT AURA
MOON PRIESTHOOD SPELLS
Starting at 6th level, you may emit a 15-foot radius aura for
Priest Level Spells one hour as a bonus action, granting all allied creatures a
1st sleep, speak with animals bonus to ranged damage rolls equal to your proficiency
3rd darkvision, moonbeam bonus. This acts as a Paladin’s Aura feature in all other
5th remove curse, shooting star respects (but cannot be countered by another aura).
7th dominate, hallucinatory terrain
9th dream, starfall ELUNE’S GRACE

LIGHT OF THE MOON Starting at 8th level, whenever natural moonlight is
illuminating you or the target of your healing spells, they
Starting at 1st level, when you are bathed in the light of the receive maximum healing. When in other conditions, you
moon, you gain +2 to your attack rolls and AC. can roll twice and take the higher result.

FAVOR OF ELUNE MOON'S LUCK

Also starting at 1st level, you gain proficiency with all ranged Starting at 17th level, gain the Lucky Feat when you are
projectile weapons, and can add your spirit modifier to bathed in the light of the moon. You have a number of Luck
damage rolls with bows of all types. Points equal to half of your Priest level (rounded down). In
other conditions, the number of Luck Points is halved.
CHANNEL DIVINITY: MOONLIGHT CALM

Starting at 2nd level, when you channel divinity, you may
force a Druid in their Wild Shape or a shapeshifting creature
to revert to their original shape if they fail a Charisma saving

69 CHAPTER 3: CLASSES | PRIEST (PRS)

Shadow Priesthood maximum number of hit points equal to five times your
You answered the call of the Old Gods, joining the Cult of priest level. This counts as a mana restoration effect.
the Forgotten Shadow, gaining powers over the eldritch
mysteries and powers of the ancient changed beings. CHANNEL DIVINITY: FOCUSED PSYCHE
Shadow Priests use sinister shadow magic, especially sigil
spells, to eradicate enemies. Starting at 6th level, you may use a channel energy attempt
to alter the target of any damaging sigil spell you cast on a
SHADOW PRIESTHOOD SPELLS target. This does not reduce the duration, and may be used
outside the target’s turn. You may use this instead to grant
Priest Level Spells the target another benefit of the sigil spell in the same
1st dissonant whispers, sleep round. This does not cost an action.
3rd fear, hex array*
5th blight, curse of weakness SHADOWY FORM
7th black tentacles (or old gods’ grasp), confusion
9th hold (up to 4 creature types), vampiric aura Starting at 8th level, you may ascend temporarily to become
a shadowy being, becoming incorporeal, and regaining half
*only dream eat total hit points and mana points, and dispelling one magical
effect on you.
SHADOW ORBS
While in this form, you may only cast psychic, sigil, and
Starting at 1st level, you gain a shadow orb whenever you domain spells. After one minute, you return to your normal
cast a damaging sigil spell or a damaging spell that deals form, and are reduced to 10% hit points. This may only be
psychic damage. The shadow orb orbits your body, activated when you have less than 10% hit points remaining
becoming invisible when you wish them to. or if you are dying. This may be used once per rest.

Each shadow orb may be consumed to increase the DC of You also have resistance against psychic damage, and
any spell you cast by one point per shadow orb consumed. your mind cannot be read.
You may have a maximum of 3 shadow orbs, which remain
for ten minutes or until used. Alternatively, you may VAMPIRIC EMBRACE
consume a shadow orb to reduce the mana cost of a shadow
or psychic spell by one point per orb consumed, or reduce Starting at 17th level, whenever you deal damage with a
the DC to maintain a sigil that has the same descriptors by 2 damaging sigil or psychic effect, you may divide the total
points. damage dealt by four at the end of your round, and then
grant it as healing to allies within 30 feet, dividing the
MIND QUICKENING healing evenly. You may instead divide the damage by eight,
and grant it as mana restoration. This counts as a mana
Also starting at 1st level, your expanded mind gives you the restoration effect.
ability to touch the minds of other creatures. You can
communicate telepathically with any creature you can see
within 30 feet of you. You don’t need to share a language
with the creature for it to understand your telepathic
utterances, but the creature must be able to understand at
least one language.

You may also pronounce the verbal components of your
priest spells mentally, so that only the target can hear them.
This way, you cast spells in areas of silence or while muted.

CHANNEL DIVINITY: DEVOURING PLAGUE

Starting at 2nd level, you may use an action while
presenting your unholy symbol to evoke dark energy, dealing
psychic damage equal to five times your cleric level, halved
with a Spirit saving throw. Choose any creatures within 30
feet of you, and divide those damage among them. This
feature can reduce a creature to no more than half of its hit
point maximum. You can’t use this feature on undead or
constructs. You regain hit points equal to the total damage
you dealt. If you have any active shadow orbs, you may grant
one creature hit points equal to the damage dealt by this
ability using one shadow orb.

You may also deduct three hit points from the pool to
restore one point of mana for you or the target, up to a

CHAPTER 3: CLASSES | PRIEST (PRS) 70

ROGUE (RGE) CLASS FEATURES

Rogues represent thieves, treasure-hunters, cunning spies, As a rogue, you have the following class features.
and aspiring adventurers. Using their skills and cunning
(and sometimes gifted with a knack for technology or HIT POINTS
strange magics), rogues are always welcome to any faction,
and many work for more than two at any given time as Hit Dice: 1d8 per rogue level
scouts, double agents, and false merchants. Hit Points at 1st Level: 8 + your Stamina modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina
If you wish to recreate the original 5e Rogue, choose the
following talents the appropriate levels: modifier per rogue level after 1st

• Cunning Action as the first talent PROFICIENCIES
• Evasion as the second talent
• Reliable as the third talent Armor: Light armor
• Slippery Mind as the fourth talent Weapons: Simple weapons, hand crossbows, longswords,
• Elusive as the fifth talent
rapiers, shortswords
CREATING A ROGUE Tools: Thieves’ tools or Poisoner’s Kit
Saving Throws: Agility, Intelligence
QUICK BUILD Skills: Choose four from Acrobatics, Athletics, Deception,

You can make a rogue quickly by following these Insight, Intimidation, Investigation, Perception,
suggestions. First. Agility should be your highest ability Performance, Persuasion, Sleight of Hand, and Stealth
score. Make Intelligence your next-highest if you want to
excel at Investigation. Choose Charisma instead if you plan EQUIPMENT
to emphasize deception and social interaction. Second,
choose the charlatan background. You start with the following equipment, in addition to the
equipment granted by your background:

• (a) a rapier or (b) a shortsword
• (a) a shortbow and quiver of 20 arrows or (b) a shortsword
• (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an

explorer’s pack
• Leather armor, two daggers, and thieves’ tools or

poisoner’s tools

Refer to the Dungeon Master’s Guide for details about
poisons and purchasing costs. One use of a poison (vial,
dash, etc.) are considered creations of moderate complexity
(1 day) to create.

71 CHAPTER 3: CLASSES | ROGUE (RGE)

THE ROGUE

Level Proficiency Sneak Features
Bonus Attack Expertise, Sneak Attack, Thieves’ Cant
1st +2 Rogue Talent
2nd +2 1d6 Rogue Archetype
3rd +2 1d6 Ability Score Improvement
4th +2 2d6 Uncanny Dodge
5th +3 2d6 Expertise
6th +3 3d6 Rogue Talent
7th +3 3d6 Ability Score Improvement
8th +3 4d6 Rogue Archetype feature
9th +4 4d6 Ability Score Improvement
10th +4 5d6 Rogue Talent
11th +4 5d6 Ability Score Improvement
12th +4 6d6 Rogue Archetype feature
13th +5 6d6 Blindsense
14th +5 7d6 Rogue Talent
15th +5 7d6 Ability Score Improvement
16th +5 8d6 Rogue Archetype feature
17th +6 8d6 Rogue Talent
18th +6 9d6 Ability Score Improvement
19th +6 9d6 Stroke of Luck
20th +6 10d6
10d6

EXPERTISE used to convey short, simple messages, such as whether an
area is dangerous or the territory of a thieves’ guild, whether
At 1st level, choose two of your skill proficiencies, or one of loot is nearby, or whether the people in an area are easy
your skill proficiencies and your proficiency with thieves’ marks or will provide a safe house for thieves on the run.
tools. Your proficiency bonus is doubled for any ability check
you make that uses either of the chosen proficiencies. ROGUE TALENT
At 6th level, you can choose two more of your proficiencies
(in skills or with thieves’ tools) to gain this benefit. Starting at 2nd level, you may gain one rogue talent, abilities
that represent your ability to function under pressure or
SNEAK ATTACK perform specialized tasks, either by quick thinking, good use
of skill, special aptitude towards magic, or by lightning-fast
Beginning at 1st level, you know how to strike subtly and reflexes.
exploit a foe’s distraction. Once per turn, you can deal an
extra 1d6 damage to one creature you hit with an attack if Whenever you qualify for another talent (at levels 2, 7, 11,
you have advantage on the attack roll. The attack must use a 15, and 18, you can choose another talent or gain another
finesse or a ranged weapon. You don’t need advantage on use of an existing talent. All abilities have DCs of 8 +
the attack roll if another enemy of the target is within 5 feet Proficiency + Strength or Agility (your choice) if they allow a
of it, that enemy isn’t incapacitated, and you don’t have saving throw.
disadvantage on the attack roll.
You may also choose to gain a hunter or warrior talent you
The amount of the extra damage increases as you gain qualify for.
levels in this class, as shown in the Sneak Attack column of
the Rogue table. ROGUISH ARCHETYPE

THIEVES’ CANT At 3rd level, you choose an archetype that you emulate in the
exercise of your rogue abilities: Assassination, which
During your rogue training you learned thieves’ cant, a focuses on capturing the opponent unawares a quickly
secret mix of dialect, jargon, and code that allows you to dispatching of them, Outlaw, which focuses on dueling and
hide messages in seemingly normal conversation. Only swashbuckling, and Subtlety, which attunes one’s self with
another creature that knows thieves’ cant understands such shadows so much that they begin to aid him. All are detailed
messages. It takes four times longer to convey such a at the end of the class description. Your archetype choice
message than it does to speak the same idea plainly. In grants you features at 3rd level and then again at 9th, 13th,
addition, you understand a set of secret signs and symbols and 17th level.

CHAPTER 3: CLASSES | ROGUE (RGE) 72

ABILITY SCORE IMPROVEMENT • Alchemical Aptitude (requires Intelligence 13 or
higher). You have minor skill in alchemy, and may choose
When you reach 4th level, and again at 8th, 10th, 12th, 16th, three potions of common quality. You may craft these
and 19th level, you can increase one ability score of your potions as if you had proficiency in alchemy. Rogues often
choice by 2, or you can increase two ability scores of your choose three from the following: Alchemists acid,
choice by 1. As normal, you can’t increase an ability score alchemist’s fire, alchemist’s frost, false life potion, healing
above 20 using this feature. potion, poison spray potion, rejuvenation potion (also
known as crimson vial) or smoke bomb.
UNCANNY DODGE
• Cunning Action. Your quick thinking and agility allow you
Starting at 5th level, when an attacker that you can see hits to move and act quickly. You can take a bonus action on
you with an attack, you can use your reaction to halve the each of your turns in combat to use the following action:
attack’s damage against you. Dash, Disengage, or Hide. Only rogues may take this
talent.
BLINDSENSE
• Cloak of Shadows. You may dispel one active spell effect
Starting at 14th level, if you are able to hear, you are aware on you as a reaction. If the spell’s level is less than half
of the location of any hidden or invisible creature within 10 your rogue level, you automatically succeed. If the spell’s
feet of you. level is equal to or lower than half your rogue level, you
must succeed on an Intelligence saving throw (DC 10 +
STROKE OF LUCK spell level) to dispel it. After being used once, this cannot
be used again until after a short rest.
At 20th level, you have an uncanny knack for succeeding
when you need to. If your attack misses a target within • Elusive (requires proficiency +6 or higher). You are so
range, you can turn the miss into a hit. Alternatively, if you evasive that attackers rarely gain the upper hand against
fail an ability check, you can treat the d20 roll as a 20. you. No attack roll has advantage against you while you
aren’t incapacitated. Only rogues may take this talent.
Once you use this feature, you can’t use it again until you
finish a short or long rest. • Evasion (requires proficiency of +3 or higher). You can
nimbly dodge out of the way of certain area effects, such as
ROGUE TALENTS a dragon’s fiery breath or an ice storm spell. When you are
subjected to an effect that allows you to make an Agility
• Agile Leap (requires proficiency of +3 or higher). You saving throw to take half damage, you instead take no
may use a bonus action to leap, moving at half your total damage if you succeed on the saving throw, and only half
speed. This movement does not provoke reactions. If you damage if you fail. Only rogues may take this talent.
have the ability to glide, hover, or fly (via spell, gadget, or
ability), you may choose to use this ability in mid-air • Fading Shadow (requires Subtlety specialization or the
(effectively changing your trajectory as a double-jump). Cloak of Shadows talent). You may cast the Blink Step
This jump also counts as a dash for the purposes of other spell. After being used, this cannot be used again until
abilities. after a short rest.
You are treated as if you always benefit from the Jump This talent can be taken multiple times, each time adding
spell. another use of this ability before a short rest.
If your proficiency bonus is +4 or higher, this acts as the
Dimension Door spell instead.

• Fan of Knives. Whenever you use an action to attack with
a light throwing weapon (such as daggers, darts, light
hammers, handaxes, or javelins), you may throw another
of the same type as part of the same attack action. You
may still use two-weapon fighting to throw a third weapon
as a bonus action. This stacks with the Extra Attack
feature, if you possess it (adding one thrown attack with
the first action for each extra attack).
You may instead spend your action and bonus action to
release the weapons as a 20 foot sphere (all around you), a
15 foot cone (in a quarter-circle), or a line 30 feet long, 5
feet wide in any direction you choose. This requires three
thrown weapons, and deals damage as if they all hit, with
an Agility saving throw to half damage.

73 CHAPTER 3: CLASSES | ROGUE (RGE)

If you have the Sneak Attack feature, you may add one bonus action. Your bonus action cannot be used to attack
additional point of damage per sneak attack dice to the the same round after using this strike. Once used, this
total damage, but only if the target qualifies for a sneak talent cannot be used again for three rounds.
attack. This is an area effect. • Reliable Talent (requires proficiency of +3 or higher).
• Flash Bomber (requires proficiency of +3 or higher). Whenever you make an ability check that lets you add your
You may use a bonus action or reaction to activate or make proficiency bonus, you can treat a d20 roll of 9 or lower as
use of the Use Object action for alchemical items or a 10. Only rogues may take this talent.
explosives. This may be used at a number of times equal to • Dire Strike. You strike at a vulnerable place in the target's
your Intelligence modifier before a short rest. body when you may deal your sneak attack damage.
• Insightful Fighting. You gain the ability to decipher an Instead of dealing extra sneak attack damage, you may
opponent's tactics and develop a counter to them. As a impose a condition on the target on a failed Stamina
bonus action, you can make a Spirit (Insight) check against saving throw. The weapon damage type determines the
a creature you can see that isn’t incapacitated, contested condition, chosen from the below.
by the target’s Charisma (Deception) check. If you
succeed, you can use your Sneak Attack against that target • Blinded (any). The target is blinded for one round.
even if you don’t have advantage on the attack roll, but not • Kidney Shot (piercing or bludgeoning, requires
if you have disadvantage. This benefit lasts for 1 minute or
until you successfully use this feature against a different proficiency of +3 or above). The target is stunned until
target. Only rogues may take this talent. the end of your next turn.
• Insightful Manipulator (requires proficiency of +4 or • Rupture (slashing or piercing). The target begins to bleed
higher). If you spend at least 1 minute observing or for one minute. At the beginning of every round, it loses a
interacting with another creature outside combat, you can number of hit points equal to your Agility modifier due to
learn certain information about its capabilities compared blood loss. Furthermore, unless they take precautions,
to your own. The DM tells you if the creature is your equal, they leave a trail of blood behind them.
superior, or inferior in regard to two of the following
characteristics of your choice: The creature can attempt another Stamina saving throw at
the beginning of every round to end this effect. This effect
• Intelligence, Spirit, or Charisma scores is also ended if the target regains a number of hit points
• Class levels (if any) equal to or greater than the bleed damage. Alternatively,
the wounded creature, or a creature within 5 feet of it, can
At the DM’s option, you might also realize you know a use an action to make a DC 15 Spirit (Medicine) check,
piece of the creature’s history or one of its personality ending the effect of such wounds on it on a success.
traits, if it has any. Only rogues may take this talent. Creatures that do have blood (or do not require it to
• Master of Intrigue. You gain proficiency with the disguise survive) cannot be harmed by bleeding.
and forgery kits, and one gaming set of your choice. You • Sap (bludgeoning). The creature is charmed for one
also learn two languages of your choice. minute and looks visibly dazed and flat-footed. While
Additionally, you can unerringly mimic the speech patterns charmed by this effect, the creature is incapacitated and
and accent of a creature that you hear speak for at least 1 has a speed of 0. The effect ends for an affected creature if
minute, enabling you to pass yourself off as a native it takes any damage or if someone else uses an action to
speaker of a particular land, provided that you know the shake the creature out of its stupor. The creature can
language. attempt another Stamina saving throw once every round to
• Master of Tactics. You can use the Help action as a bonus end this effect. Once a creature is affected by this ability, it
action. Additionally, when you use the Help action to aid is immune to it until it performs a short rest.
an ally in attacking a creature, the target of that attack can For each saving throw attempt the target makes against a
be within 30 feet of you, rather than within 5 feet of you, if dire strike ability, they gain a cumulative +1 to their saving
the target can see or hear you. throws against this ability. This applies to saving throws
• Misdirection (requires proficiency of +5 or higher). You rolled every round as well as new applications of effects
can sometimes cause another creature to suffer an attack that were already chosen. The bonus to saving throws
meant for you. When you are targeted by an attack while a remains for up to 24 hours. If the rupture strike, for
creature within 5 feet of you is granting you cover against example, has a DC of 14 the first round, the DC decreases
that attack, you can use your reaction to have the attack to 13 the second round, and 12 the third round. If choosing
target that creature instead of you. kidney shot, the DC decreases the more the ability is
• Mutilate Strike. Whenever you can attack as a bonus applied.
action with an off-hand weapon, you may instead add the • Slippery Mind (requires proficiency of +4 or higher).
off-hand damage to your main attack action, retaining your You have acquired greater mental strength. You gain

CHAPTER 3: CLASSES | ROGUE (RGE) 74

proficiency in Spirit saving throws. Only rogues may take Also, if you don’t already have proficiency with a
this talent. poisoner’s kit, you gain proficiency in it, and you gain
• Swift Slash (requires cunning action or the ability to advantage to saving throws against your own poisons.
dash as a bonus action). After you make a Dash action,
you can make a free melee attack. If you succeed on the DISRUPTING STRIKE [STRIKE]
attack, you may use the disengage action. Furthermore,
you are treated as if you were lightly obscured at the end of Also starting at 3rd level, you gain experience in fighting
the disengage action, and may attempt a Stealth check. By casters. Whenever you deal sneak attack damage, you may
using this ability, you may Dash, attack give up a portion of the damage to disrupt the target for one
Each time this is used, the target’s passive Perception round per 1d6 of sneak attack given up.
score against this ability increases by 5 points (or they gain
a +5 bonus. The DC resets once you take a short rest. While disrupted, a target of this ability must make a
When you attempt a melee weapon attack against a Stamina check every time they cast a spell, with a DC equal
creature, you don’t provoke opportunity attacks from them to half the melee damage you dealt to them with the sneak
for the rest of the turn, whether you hit or not. attack. On a failed check, the caster’s spell is lost, and the
• Tricks of the Trade. You may cast the Compelled Duel resources are expended without benefit.
spell, but instead of drawing the target to you, you can
direct them to a third creature within 30 feet of both of DISPATCH
you. The target has advantage to the saving throw unless
the third creature is one of your allies or is neutral to both Starting at 9th level, whenever attacking a target that is
of you. After being used, this cannot be used again until below half hit points, your sneak attack dice improves from
after a short rest. This effect ends if you attack the target, 1d6 to d10.
or if the third creature does not defend itself, or if you end
your turn more than 30 feet away from the target. EXPERT POISONER
This talent can be taken multiple times, each time adding
another use of this ability before a short rest. Starting at 13th level, the Poisoned condition if delivered by
• Unerring Eye (requires proficiency of +5 or higher). you also inflicts disadvantage on one saving throw type you
Your senses are almost impossible to foil. As an action, choose for the duration of the condition.
you sense the presence of illusions, creatures not in their
original form (such as shapechangers), and other magic VENDETTA
designed to deceive the senses within 30 feet of you,
provided you aren’t blinded or deafened. You sense that an Starting at 17th level, you may mark one target within 100
effect is attempting to trick you, but you gain no insight feet with an action, and have advantage to all Perception
into what is hidden or into its true nature. This ability can checks to perceive them, as well as advantage to the first
be used a number of times equal to your Spirit modifier attack of every turn against them. The benefits remain for
before replenishing after a long rest. one minute, and may be used once before a rest.

ROGUE ARCHETYPES OUTLAW

Rogues can choose from the below archetypes. You are a swashbuckler, duelists, or combatant who uses
agility and guile to stand toe-to-toe with opponents. Outlaw
ASSASSINATION rogues are usually pirates and highwaymen.

You are deadly master of poisons, who can dispatch various RIPOSTE
victims with vicious dagger strikes and amazing talents.
Assassins are usually independent agents who perform Starting at 3rd level, you may deflect an incoming attack by
contracts with various organizations to further their own using a reaction, thereby adding your Proficiency bonus to
goals. your AC. If your AC is then high enough to make the enemy
miss after it would have been a success, you can make an
ASSASSINATE attack of opportunity against the enemy.

Starting at 3rd level, you are at your deadliest when you get Outlaw rogues also gain proficiency with firearms and
the drop on your enemies. You have advantage on attack explosives.
rolls against any creature that hasn’t taken a turn in the
combat yet. In addition, any hit you score against a creature REVEALING STRIKE [STRIKE]
that is surprised is a critical hit.
Also at 3rd level, a target struck with this ability must make
an Agility saving throw opposed by your own. If you succeed,
the target loses all increases to AC from a single type against
all targets for until the end of your next round. This may be
used to nullify armor bonuses, insight bonuses, or Agility
bonuses, but not all three.

A creature that suffers the effects of Revealing Strike
cannot be targeted again for 24 hours. This is a strike effect
that costs a bonus action.

75 CHAPTER 3: CLASSES | ROGUE (RGE)

QUICK COMBATANT You prepare the list of Mage spells that are available for
you to cast, choosing from the mage spell list. Your
Beginning at 9th level, you can attack twice, instead of once, spellcasting otherwise follows the same rules as the mage
whenever you take the Attack action on your turn. class (with regards to which creatures you can conjure,
spellbooks, etc. Your spellcasting ability is Intelligence.
If you roll a successful attack roll with one of these
attacks, you may forgo dealing damage with that attack to PREMEDITATION
give yourself advantage on the next attack you make. This
may only be done with melee attacks. Also on 3rd level, you may use 3 rounds (counted as 3
actions) to study an enemy. If you do, you may always apply
DISABLING STRIKE [STRIKE] your sneak attack damage against them (even without
advantage or an ally nearby) for one minute, unless they
Starting at 13th level, your keen eye and calculating mind move more than their normal speed in one round. In
makes your Sneak Attacks even more potent. Whenever you addition, any hit you score against a creature that is
succeed on an attack that deals Sneak Attack damage, you surprised is a critical hit.
may elect to not deal sneak attack damage, and force your
target to make an Agility saving throw opposed by your own. VANISH
If the target fails the saving throw, it gains one of the
following conditions at your choice. Starting at 9th level, you may grant yourself invisibility as a
reaction. This invisibility remains until the end of your next
• Slowed by 1/2 their normal movement rate for 1d4 rounds. turn. This may be used once per point of Intelligence
• Blinded for 1d2 rounds. modifier, and replenishes after a rest.
• Stunned until the beginning of your next turn.
SHADOW DANCE
This is a strike effect that costs a bonus action. A creature
cannot suffer more than once against your Disabling Strike Starting at 13th level, you may initiate a shadow dance by
in 24 hours. moving more than 10 feet. While in this stance, you grant
yourself concealment as per the Blur spell. While in the
KILLING SPREE stance, creatures affected or distracted by your spells (such
as a summoned monster or an image illusion, but not the
Starting at 17th level, you tap into your reserves of speed, distracted condition) grant you advantage to your first attack
going into a killing spree. While you are in this state, you at any round. This may be used once per short rest, and
may double your movement and gain advantage on your first remains so long as you continue moving.
attack at the beginning of every round. Your movement
doesn't provoke opportunity attacks. This state remains for BACKSTAB
1 minute, or until you spend one of your rounds without
making an attack roll or if you are not targeted with an Starting at 17th level, when you target any creature below
attack roll. This may be used once per short rest. half hit points with a sneak attack, you may deal double
sneak attack damage. A target subjected to this effect once
SUBTLETY cannot be subjected to it again for 24 hours.

Your affinity with shadows reached beyond the mundane,
tapping into shadowy arcane powers. Subtlety rogues are
often spies who sell their secrets to the highest bidder.

SHADOW SPELLCASTING

Drawing on mysterious shadow-magics, you can cast spells
to shape that essence to your will. You cast spells drawn
from the Mage spell list, and are restricted to spells from the
Conjuration, Evocation, Enchantment, and Illusion schools.
You may also scribe spells in Thieves’ Cant. You also gain a
spellbook as a 1st-level mage.

You gain bonus spells on your 8th, 14th, and 20th level.
These spells can be of any schools.

Cantrips. At 1st level, you know a number of cantrips
equal to your proficiency bonus.

One of your cantrips must be the mage hand spell.
Preparing and Casting Spells. Each rogue level provides
you with 0.5 a caster level in the Mage class (minimum 0).
You follow the normal progression to unlock spell levels (see
the table under the Mana section).

CHAPTER 3: CLASSES | ROGUE (RGE) 76

SHAMAN (SHM) CLASS FEATURES

Commanding chaotic and conflicting elements, a shaman is As a shaman, you gain the following class features.
a force that hears the world tremble and directs its wrath.
Communicating with spirits of flame, winds, and stone, HIT POINTS
shamans channel the power of the storm, earth, and fire to
their will. A shaman’s holy symbol is a small ancestral relic Hit Dice: 1d8 per shaman level
or totem of bone, wood, or iron that can be carried in one’s Hit Points at 1st Level: 8 + your Stamina modifier
hand. Hit Points at Higher Levels: 1d8 (or 5) + your Stamina

The elements are chaotic, however, and left to their own modifier per shaman level after 1st
devices, they rage against one another in unending primal
fury. It is the call of the shaman to bring balance to this PROFICIENCIES
chaos, acting as moderators among earth, fire, water, and
air. The spirit of life is a hidden and elusive one, but Armor: Light armor, medium armor, shields
shamans often channel healing energies through water until Weapons: All simple weapons, bludgeons, axes, daggers,
they are able and proficient enough to negotiate bringing the
dead to life via invoking life spirits. and quarterstaffs
Tools: Herbalism kit
As shamans mediate between elemental spirits, it is Saving Throws: Spirit, Charisma
unsurprising that such aptitude eventually translates to Skills: Choose two from History, Insight, Medicine,
connecting with other kinds of spirits as well, including that
of incorporeal undead (such as banshees or ghosts) or the Persuasion, and Religion
shaman’s own ancestors.
EQUIPMENT
CREATING A SHAMAN
You start with the following equipment, in addition to the
QUICK BUILD equipment granted by your background:

You can make a shaman quickly by following these • (a) a battle axe or (b) a warhammer
suggestions. First, Spirit should be your highest ability • (a) leather armor, or (b) chain shirt
score, followed by Strength or Stamina. Second, choose the • (a) 2 Handaxes or (b) a shield
hermit background. • (a) a priest’s pack or (b) an explorer’s pack
• A shamanistic symbol or minor totem

77 CHAPTER 3: CLASSES | SHAMAN (SHM)

THE SHAMAN

Level Proficiency Features Caster Level
Bonus Kalimag, Spellcasting, Shamanistic Art (Spell Level)
1st +2 Channel Elements (1/rest), Art feature, Mana Surge
2nd +2 — 1 (1st)
3rd +2 Ability Score Improvement 2 (1st)
4th +2 Release Elemental (CR 1/2) 3 (2nd)
5th +3 Channel Elements (2/rest) 4 (2nd)
6th +3 — 5 (3rd)
7th +3 Ability Score Improvement, Release Elemental (CR 1), Art feature 6 (3rd)
8th +3 — 7 (4th)
9th +4 Elemental Intervention 8 (4th)
10th +4 Release Elemental (CR 2) 9 (5th)
11th +4 Ability Score Improvement 10 (5th)
12th +4 — 11 (6th)
13th +5 Release Elemental (CR 3) 12 (6th)
14th +5 — 13 (7th)
15th +5 Ability Score Improvement 14 (7th)
16th +5 Release Elemental (CR 4). Art feature 15 (8th)
17th +6 Channel Elements (3/rest) 16 (8th)
18th +6 Ability Score Improvement 17 (9th)
19th +6 Elemental Intervention improvement 18 (9th)
20th +6 19 (9th)
20 (9th)

KALIMAG new list of shaman spells requires time spent in study: at
least 1 minute per spell level for each spell on your list.
You know Kalimag, the language of elementals and wind,
earth, fire, and water spirits. You can speak the language SPELLCASTING ABILITY
and use it to leave hidden messages. You and others who
know this language automatically spot such a message. If Spirit is your spellcasting ability for your shaman spells,
you can speak Kalimag, you can communicate with all other since you learn your spells through primal contact with the
shamans and elementals, even if you don’t otherwise share a elemental forces.
language.
You use your Spirit whenever a spell refers to your
SPELLCASTING spellcasting ability. In addition, you use your Spirit modifier
when setting the saving throw DC for a shaman spell you
By 1st level, you have learned to draw on raw elemental cast and when making an attack roll with one.
might through meditation and communication with the
elements. Spell save DC = 8 + your proficiency bonus + your Spirit
modifier
CANTRIPS
Spell attack modifier = your proficiency bonus + your Spirit
At 1st level, you know a number of cantrips equal to your modifier
proficiency bonus.
SPELLBOOK – TOTEM
CONJURING AND BINDING
At 1st level, your totem contains six 1st-level shaman spells
A shaman can conjure and bind elementals, fiends, and of your choice. When you level up, you gain 2 additional
undead, as well spirit creatures (creatures with the spirit shaman spells of your choice. You may also acquire new
template). spells by research, tutelage, or from the spellbooks and
scrolls of spellcasters who have spells you can cast.
PREPARING AND CASTING SPELLS
Your totem is effectively your spellbook, and you may add
Each shaman level provides you with 1 caster level in the spells by meditating with it and burning incense and rare
shaman class. You follow the normal progression to unlock herbs.
spell levels (see the table under the Mana section).
SPELLCASTING FOCUS
You prepare the list of shaman spells that are available for
you to cast, choosing from the shaman spell list. You can use your shamanistic symbol as a spellcasting focus
for your shaman spells. These are typically totems, tufts of
You can also change your list of prepared spells by wolf hair, or a carving of your spiritual animal.
consulting your totem (treat as a spellbook). Preparing a

CHAPTER 3: CLASSES | SHAMAN (SHM) 78

SHAMANISTIC ART CHANNEL ELEMENTS: TURN ELEMENTALS

Choose one shamanistic art or focus related to how you view As an action, you present your shamanistic symbol and
the elements and how they have received you, such as speak a prayer dismissing and quelling elementals. Each
Elemental to focus on bringing the elements’ wrath down, elemental that can see or hear you within 30 feet of you
enhancement to strengthen yourself through the elements, must make a Spirit saving throw. If the creature fails its
or restoration, in which the elements are in balance. saving throw, it is turned for 1 minute or until it takes any
damage.
Each art is detailed at the end of the class description.
Your choice grants you art spells and other features when A turned creature must spend its turns trying to move as
you choose it at 1st level. It also grants you additional ways far away from you as it can, and it can’t willingly move to a
to use Channel Elements when you gain that feature at 2nd space within 30 feet of you. It also can’t take reactions. For
level, and additional benefits at 6th, 8th, and 17th levels. its action, it can use only the Dash action or try to escape
from an effect that prevents it from moving. If there’s
ART SPELLS nowhere to move, the creature can use the Dodge action.

Each art has a list of spells—its art spells—that you gain at While it is turned, you may also opt to calm the elemental,
the shaman levels noted in the art description. Once you rendering it passive and not hostile for one minute. If treated
gain an art spell, you always have it prepared, and it doesn’t fairly and listened to, the elemental might reveal why it is
count against the number of spells you can prepare each angered, and may demand from the shaman to address a
day. If you have an art spell that doesn’t appear on the priest problem that is wracking the elementals in the region (or
spell list, the spell is nonetheless a shaman spell for you. beyond).

CHANNEL ELEMENTS MANA SURGE

At 2nd level, you gain the ability to channel elemental energy Starting at 2nd level, you may rapidly recover your mana by
directly, using that energy to fuel magical effects. You start calling on the primal elements for aid. You can use your
with two such effects: Turn Elementals and an effect action and bonus action on your turn to regain mana as if
determined by your art. Some arts grant you additional completed a short rest (or rested for one hour).
effects as you advance in levels, as noted in the art
description. When you use your Channel Elements, you You can use this feature up to one time per every two
choose which effect to create. You must then finish a short points of proficiency bonus. You regain expended uses when
or long rest to use your Channel Elements again. you finish a long rest.

Some Channel Elements effects require saving throws. Alternatively, if you use this during a short rest, you are
When you use such an effect from this class, the DC equals treated as if you rested for two hours.
your shaman spell save DC. Beginning at 6th level, you can
use your Channel Elements twice between rests, and ABILITY SCORE IMPROVEMENT
beginning at 18th level you can use it three times between
rests. When you finish a short or long rest, you regain your When you reach 4th level, and again at 8th, 12th, 16th, and
expended uses. 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature.

RELEASE ELEMENTAL

Starting at 5th level, when an elemental fails its saving
throw against your Turn Elemental feature, the creature is
either dispelled (if conjured by a spell), released from its
bindings (f bound by a spell), returned to its realm of origin,
or destroyed if its challenge rating is at or below a certain
threshold, as shown in the Release Elemental table. This
ability only functions when you declare your intention to
destroy or dispel it.

RELEASE ELEMENTALTABLE

Shaman Level Releases Elemental of CR…
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

79 CHAPTER 3: CLASSES | SHAMAN (SHM)

Releasing elementals is useful to dispel summoned whisper to you of any threats to them, such as extensive
elementals. It may also be used to cause a device with an drilling efforts, an upcoming wildfire in a dry area, or a
elemental engine to instantaneously malfunction with a coming storm in around 24 hours before they take place.
successful Spellcasting check opposed to the target’s You can also sense any weather-changing spells when they
Engineering check. The device is ruined and the elemental are being cast within 5 miles of your location, and can
stored in is freed. Such elementals usually serve the shaman roughly identify whether the caster is a friend or foe to the
for 1 day or until they can return the favor. elements or shamans.

Destroying elementals is a secret art known to shamans, CHANNEL ELEMENTS: WRATH
and is typically only used against elementals that are
corrupted by fel energies, as elementals are usually At 2nd level, you can use your Channel Divinity to wield the
receptive to shamans who turn them (see above). power of the elements with unchecked ferocity. When you
roll for any type of elemental damage, you can use a Channel
ELEMENTAL INTERVENTION Divinity attempt to deal maximum damage instead.

Beginning at 10th level, you can call on the elements of BONDED ELEMENTAL
Azeroth to intervene on your behalf when your need is great.
Imploring the elements’ aid requires you to use your action. Starting at 8th level, you may conjure an elemental and
Describe the assistance you seek, and roll a percentile dice. render its duration permanent. If the elemental dies, you can
If you roll a number equal to or lower than your shaman perform the ritual again to summon another. This elemental
level, the elements intervene. The DM chooses the nature of does not require concentration to maintain and does not
the intervention; the effect of any shaman spell or art spell count against the normal limit for the Bond Elemental spell,
would be appropriate. This ability is treated as divine with a maximum spell level rendered permanent equal to
intervention in all respects. one-half the maximum spell level of the elemental you can
bond.
If the elements intervene, you can’t use this feature again
for 7 days. Otherwise, you can use it again after you finish a ELEMENTAL STORM
long rest. At 20th level, your call for intervention succeeds
automatically, no roll required. When you reach level 17, you gain the ability to summon a
thunderstorm, snowstorm, or firestorm at your location. The
SHAMANISTIC ARTS earth is blanketed by a 5-mile radius centered on you for one
hour. This otherwise acts as control weather, and takes 10
An Azerothian shaman may choose one of the three mi nutes to cast as normal. However, so long as the
following shamanistic arts. elemental storm is active, you may also use an action to
cause a 10-foot wide cylinder of elemental wrath that deals
ELEMENTAL 10d6 damage (thunder, electricity, cold, or fire, depending
on the storm type). The range of this ability is as far as you
Your ability to command the elements at long ranges, and can see within the radius, and the affected creatures are
influence and aid their allies at equal distance is renowned entitled an Agility saving throw to half damage.
and respected. Elementalists make up most adventuring
shamans. Whenever you call the elemental cylinder, the dice
damage is reduced by 2d6. When they reach 0d6, the storm
ELEMENTAL ART SPELLS ends prematurely (even if maintaining concentration), as the
elemental spirits become calmer.
Shaman Level Spells
1st fog cloud, thunderstorm CHAPTER 3: CLASSES | SHAMAN (SHM)
3rd animal messenger*, gust of wind
5th call lightning, sending
7th control water, ice storm
9th maelstrom, teleport circle†

*takes the form of an animal spirit
† to areas of elemental power

ELEMENTAL MASTERY

Starting at 1st level, you may change any elemental damage
type dealt by your spells to another type.

ACCLIMATION

Also at 1st level, you are also immune to the hostile effects
of weather, and can predict it accurately 24 hours in
advance 50% of the time with an action. The elements also

80

ENHANCEMENT • Command the Storm. When a creature within 5 feet of
you that you can see hits you with an attack, you can use
Your magic is woven to your combat style, empowering your your reaction to cause the creature to make an Agility
ability harm their enemies in melee combat. Enhancement saving throw. The creature takes 2d8 lightning or thunder
shamans usually use two weapons. damage (your choice) on a failed saving throw, and half as
much damage on a successful one.
ENHANCEMENT ART SPELLS
• Command the Earth. You may send a tremor through the
Shaman Level Spells earth as a bonus action, unbalancing your enemies. In a
1st stasis trap, elemental shock 30-foot-sphere centered on you, you may send a
3rd animal messenger*, elemental strike shockwave, dealing 2d6 + your Spirit modifier in
5th revivify, bloodlust bludgeoning damage, with an Agility saving throw to half
7th death war, freedom of movement damage. You may instead shape this as a 15-foot-long
9th windfury togue, true seeing cone, or a 30-foot-long line. If you also have the tremor
warrior talent, you may send use the ability two times
*takes the form of an animal spirit more.

BONUS PROFICIENCIES • Command the Flame. You add the Firebolt cantrip and
fireball spell to your list of spells. You may also cast
At 1st level, you gain proficiency with martial weapons. Also, firebolt as a bonus action.
when you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack. CHANNEL ELEMENTS: ELEMENTAL STRIKE

Elemental Command At 2nd level, when you deal damage with a melee weapon to
Also at 1st level, you gain increased proficiency and a target, you may use your bonus action to cast a damaging
command over the elements. You may perform any of the cantrip on the target as a bonus action. If you successfully
following abilities a number of times equal to your Spirit affect the target with both the spell and the melee attack, you
modifier. All such uses are restored after a rest. Uses of may push the creature up to 10 feet away, so long as it is not
different commands count against the overall maximum.

81 CHAPTER 3: CLASSES | SHAMAN (SHM)

larger than Large. If the cantrip pushes the enemy, the ELUSIVE TOTEMS
forced movement does not stack.
Also at 1st level, you may move your totems up to half your
FLURRY own speed as a reaction, not as a bonus action. This cannot
interrupt an attack, but gives the totem a bonus to AC equal
Starting at 8th level, when you take an action to attack, you to your Spirit modifier versus an attack. You also increase
can attack twice instead of once. their hit points by your level (to a total of three times your
level). Totems also gain the benefit of evasion when using
SPIRIT WOLVES your Agility saving throw bonus.

Starting at 17th level, you can summon two spirit dire CHANNEL ELEMENTS: LIFE-LINK
wolves as an action, which take their turns immediately after
yours, and dissipate after 1 minute and do not require Starting at 2nd level, you may use an action to replicate the
concentration. During this time if they are within 10 feet of effects of a Spirit Link spell (even if you normally cannot
you, your movement speed increases to match their own. cast it), though whenever a creature is healed, the healing is
After using this feature, you must finish a long rest before also distributed as well. This is a concentration effect that
you can use it again. may be used at the same time as an existing Spirit Link
spell, or can manifest independently.
RESTORATION
CLEANSE SPIRIT
You focuses on magic that heals and divines the future—your
totems, as a consequence, are stronger than that of other At 8th level, you may use an action to replicate the effects of
paths. Restoration shamans are often thought of as more Remove Curse and Dispel Magic to any creature within 30
spiritual than others, and are known as witch-shamans or feet. This may be used once per day per point of Spirit
spirit-walkers. modifier (minimum 1). To unwilling targets, this must be a
ranged spell attack.
RESTORATION ART SPELLS
Also, whenever you dispel any number of magical effects,
Shaman Level Spells you may choose to reduce the target’s speed by 10 feet for
1st healing ward, riptide until the beginning of their turn in the next round.
3rd ancestral guardians, totemic recal
5th healing stream, revivify TOTEM MASTERY
7th death ward, spirit link totem
9th healing stream totem, tranquility (or healing rain) Starting at 17th level, you may activate two totems with the
same reaction. Dispel Magic is also both always prepared
ANCESTRAL BLESSING and costs only half mana. You may also include totems in
the Spirit Link spell or effect, despite them being objects and
At 1st level, whenever you heal a creature, you add your not creatures.
Spirit modifier to the total amount of healing given.

CHAPTER 3: CLASSES | SHAMAN (SHM) 82

TINKER (TNK) CREATING A TINKER

Tinkers among the smartest and most creative of the QUICK BUILD
adventurers setting out to explore and conquer Azeroth. As a
creator of incredible inventions from steam saws to siege You can make a tinker quickly by following these
engines, your devices allow them to overcome nearly any suggestions. First. Intelligence should be your highest ability
situation — and if you don’t have the device they need, you score. Make Agility your next-highest if you want to excel at
just might be able to design and create a new one on the using firearms and explosives. Choose Stamina or Strength
spot. instead if you plan to emphasize using constructs and
mecha. Second, choose the guild artisan background.
Tinkers have a reputation for being dangerous
companions before specializing, born mainly of reckless CLASS FEATURES
goblins experimenting with explosives, or using gadgets
made and owned by others. However, the true heart of the HIT POINTS
tinker profession can be found in the steady craftsmanship
of the dwarves and the wild-eyed curiosity of the gnomes. As Hit Dice: 1d8 per tinker level
tinkers begin to spread to all the races of Azeroth, the idea of Hit Points at 1st Level: 8 + your Stamina modifier
the “typical tinker” may continue to change, but Hit Points at Higher Levels: 1d8 (or 5) + your Stamina
inventiveness and intelligence will always be an important
part. modifier per tinker level after 1st

PROFICIENCIES

Armor: Light armor
Weapons: Simple weapons, hand crossbows, maces,

firearms, explosives, and short swords.
Tools: Thieves’ tools and Engineering Tools
Saving Throws: Agility, Intelligence
Skills: Choose four from Acrobatics, Athletics, Insight,

Intimidation, Investigation, Perception, Performance,
Persuasion, Sleight of Hand, and Stealth.

EQUIPMENT

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

• (a) A mace or (b) a shortsword
• (a) 2 hand grenades or (b) 2 default rockets
• (a) A dungeoneer’s pack, or (b) an explorer’s pack
• Leather armor, engineering tools, two vials of liquid

phlogiston, and an engineer’s notebook, with two
blueprints or schematics of any technological device the
tinker can create.

83 CHAPTER 3: CLASSES | TINKER (TNK)

THE TINKER

Level Proficiency Rarity Features
1st Bonus Common Engineering, Packrat, Cobble (1/day)
2nd +2 Common Knack for It, Tech Know-How
3rd +2 Common Tinker Path, Flash Bomber
4th +2 Common Ability Score Improvement
5th +2 Uncommon Superfunction, Cobble (3/day)
6th +3 Uncommon Path feature
7th +3 Uncommon Coolness under Fire
8th +3 Uncommon Ability Score Improvement
9th +3 Rare Cobble (3/day)
10th +4 Rare Scavenge, Path feature
11th +4 Rare Reliability, Evasion
12th +4 Rare Ability Score Improvement
13th +4 Very Rare Improved Cobble, Cobble (4/day)
14th +5 Very Rare Path feature
15th +5 Very Rare Improved Tech Know-How
16th +5 Very Rare Ability Score Improvement
17th +5 Legendary Shutdown, Cobble (5/day)
18th +6 Legendary Greater Reliability
19th +6 Legendary Ability Score Improvement
20th +6 Legendary Engineering Mastery
+6

ENGINEERING KNACK FOR IT

You are proficient with the Engineering skill. If you are Starting at 2nd level, you can use your bonus action to make
already proficient, you gain expertise to your checks. an Agility (Sleight of Hand) check or use your thieves’ tools
to disarm a trap or open a lock.
NOTEBOOK
TECH KNOW-HOW
At 1st level, your notebook contains four blueprints of your
choice that detail the specifications of any device you can Also starting at 2nd level, you may reduce the total cost and
create. When you level up, you gain 2 additional blueprints crafting time of engineered devices by 25%. This applies to
of your choice. You may also acquire new blueprints by cobbled devices as normal.
research, tutelage, or from the notebooks and blueprints of
tinkers who have devices you can create. Furthermore, you lower the malfunction rate of all devices
you use by one point per half your Proficiency bonus
PACKRAT (minimum 1).

For the purposes of calculating encumbrance, you are TINKER PATH
counted as a Large creature.
At 3rd level, you choose a path that you emulate in the
COBBLE exercise of your tinker abilities: Bomber who focuses on
creating explosives, the Gunner who focuses on creating and
Also starting at 1st level, you may create a 1-use firearm, shooting with firearms, and Gadgeteer who focuses on
gadget, or bomb with a 3-turn action. If a gadget, you may creating wondrous gadgets, all detailed at the end of the
petition the DM on what spell effect the gadget replicates, class description.
and the DM decides the most fitting gadget.
Your path choice grants you features at 3rd level and then
You can expend a number of Engineering Points equal to again at 6th, 10th, and 14th levels.
your maximum -1 points (1 point at 1st level), and 1/5th the
cost of materials to create this device, though the device FLASH BOMBER
disintegrates after a single use (whether it be successful or
not). Also starting at 3rd level, you also gain the Flash Bomber
talent, as the rogue talent of the same name, but may only
There is a 5% chance that the tinker memorize the use it for explosives.
blueprint for the cobbled device for one day (usually long
enough to write down the formula). This can be used once
before a long rest, then an additional time per day per 4
levels.

CHAPTER 3: CLASSES | TINKER (TNK) 84

ABILITY SCORE IMPROVEMENT a bonus action or reaction. If you succeed, the condition is
negated as if the device didn’t malfunction at all.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice EVASION
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 Also starting at 11th level, you can nimbly dodge out of the
using this feature. way of certain area effects, such as a red dragon’s fiery
breath or an ice storm spell. When you are subjected to an
SUPERFUNCTION. effect that allows you to make an Agility saving throw to take
only half damage, you instead take no damage if you succeed
Starting at 5th level, whenever you use a device, there is a on the saving throw, and only half damage if you fail. If you
chance it performs unexpectedly well. The chance for a make a saving throw versus an effect made by you, you can
superfunction is similar to the chance for a malfunction, but either take half damage automatically or make a saving
based on the maximum dice result. throw. If you choose to make a saving throw, you take no
damage on a successful save, but take normal (full) damage
For example, an explosive that malfunctions on a roll of 1- on a failed save.
3 can superfunction on a roll of 18-20.
IMPROVED COBBLE
When a device superfunctions, it does not roll for a
malfunction for the duration of the effect (see below, affected Starting at 13th level, you may use a cobbled device twice
by energy source). before it disintegrates. The chance you can discover a new
• Mechanical/Electricity/Necromancy/Elemental: When the blueprint increases to 10% per cobble attempt. The cobbled
device also costs 15% less than normal (this stacks with
device superfunctions, the next 1d4 uses consume no tech know-how and improved tech know-how).
charges (but do consume ammunition normally). This does
not apply if the device has one use only. IMPROVED TECH KNOW-HOW
• Steam/Combustion/Alchemical: When the device
superfunctions, it either gains a 25% increase in Starting at 15th level, you decrease the total cost of
movement speed (if a construct or vehicle), or deals engineering devices by a further 15% (for a total of 25% less
maximum damage (no need to roll) with any damage rolls cost), and the time by 25% (for a total of 50% less time).
it makes (if an explosive, firearm, or damaging gadget). If
the device neither moves nor deals damage, it negates the Furthermore, you reduce the malfunction rating by your
next malfunction it receives instead. proficiency bonus instead of one-half your proficiency bonus
(minimum 1).
COOLNESS UNDER FIRE
QUICK TECH
Starting at 7th level, you may take 10 on any attack roll with
an engineered device or skill check with engineering. This Also starting at 15th level, you may alter the invested
can be done a number of times equal to your proficiency properties of any device you handle (even those not used by
bonus, and may be replenished with a long rest. you). This takes 3 turns of handling the device.
For example, this allows you to increase the damage or
SCAVENGE range of a firearm, reduce the hit dice of a construct or
vehicle (negatively only), or triple the malfunction rate of any
Starting at 10th level, when you gather raw materials for use device you handle.
with engineering, you gain triple the total value.
SHUTDOWN
RELIABILITY
Starting at 17th level, you may expend a use of Coolness
Starting at 11th level, whenever a device gains the under Fire to negate a malfunction or increase the
malfunctioned condition, you may attempt an Engineering malfunction rate of any device within 30 feet of you by 5
check (DC 20) in the same round to remove the condition as points for up to one hour.

GREATER RELIABILITY

Starting at 18th level, the DC to prevent the malfunction is
reduced to 15.

ENGINEERING MASTERY

Starting at 20th level, you may identify the weaknesses and
command triggers for any device you see. You gain the
ability to deduce the operation and design of any device you

85 CHAPTER 3: CLASSES | TINKER (TNK)

operate or have one hour to study, and have a 20% chance to Starting at 6th level, you gain one of the following features.
recreate it from memory.
• Shot Expertise. You gain the spellcasting feature of a
TINKER PATHS hunter equal to your level (spellcasting ability score
Intelligence, not Spirit). However, you may only prepare
An Azerothian tinker may choose one of the three below and cast Strike and Shot spells. These effects are
paths. considered extraordinary and not spell-based, which
means they ignore spell resistances and may be used
BOMBER without being disrupted by anti-magic.

You appreciate the controlled destruction behind a bomb, • Suffused Bullets. You gain the Suffused Arrows ability, as
terrible surprise beneath a mine, and the terror a rocket the hunter talent of the same name.
invokes. Bomber tinkers often makes use of mortars and
rocket or mine launchers, to deny enemy mobility as well as GREATER TOUCH-BLAST STRIKE
to deal massive damage to their enemies. Bombers are also
known as grenadiers. Starting at 10th level, you do not take disadvantage to your
ranged attack roll while being within 5 feet of a hostile
EXPANDED EFFECT creature, even if you don’t attack them in melee first.

Starting when you choose this archetype at 3rd level, you You also gain the Sharpshooter feat for free. If you already
increase the range of your bombs and rockets by 15 feet, had it, you gain the Archery fighting style (applicable to
and the range of your mine’s detection to its blast radius. firearms only).

Also, whenever you use a rocket, mine, or bomb, you may FIREARM IMPROVEMENT
exclude a number of 5-foot squares (creatures included)
from its effects equal to 1 + your Intelligence modifier. Starting at 14th level, firearms you create always benefit
from one free modification (1 point), chosen from any
CORNER BLAST [STRIKE] modification that applies to firearms.

Starting at 6th level, whenever you use an explosive, you GADGETEER
may center it against one creature in the area of effect,
dealing two additional dice of damage. This is a [Strike] You appreciate the versatility gadgets provide, or prefer to
effect that can target only one creature within the blast. If craft and control constructs such as mechs and vehicles of
the explosive affects only a single creature, this is applied all types. Gadgeteers are often the drivers of their own
automatically without using a bonus action. devices, such as goblin balloons, dwarf steam tanks, or
gnomish submarines and gyrocopters.
GREATER FLASH BOMBER
QUICK COOLDOWN
Starting at 10th level, you double the amount of times you
may use the flash bomber talent before a rest. Starting when you choose this archetype at 3rd level, you
reduce the cooldown of your gadgets and activation of your
You also gain the remote blueprint for free if you didn’t constructs and Mecha to 2d4 rounds instead of a minute. If
already have it, and may employ it to trigger your explosive the gadget is also a quick-use gadget, its cooldown is one full
normally, but use it with a reaction. round instead.

EXPLOSIVE RESISTANCE EXTENSIVE DESIGNING

Starting at 14th level, you gain resistance to concussive, Starting at 6th level, you may increase the spell levels
thunder, and bludgeoning damage. You may also 'ride' on replicated by your gadgets to becoming 1 spell level per
any concussive damage you take (even if you succeed on Engineering Point invested (maximum 6th level). You may
negating the damage), moving up to one-half your speed also command gadgets from within a vehicle or Mecha.
away from the blast center (or if the explosive already
pushes you, increase the distance you move). EFFICIENT ENGINEERING

GUNNER Starting at 10th level, your devices do not lose charges when
they are damaged, and all your devices (except bombs and
You are not only a renowned gunsmith, but is also an firearms) have double the normal fuel efficiency (gadgets
excellent marksman. Gunners are often called gunslingers can be used twice for one charge, and constructs consume
or musketeers, and are usually employed in battlefields. fuel once per two hours).

QUICK RELOAD PROTECTIVE SHELL

Starting when you choose this archetype at 3rd level, you Starting at 14th level, whenever you are wearing a gadget
may use a bonus action to reload a firearm. harness, or are within a construct you control or crafted, you
have resistance to all damage from outside it. This applies
SPECIAL BULLETS after sharing damage with a mecha or suit (possibly taking
only 25% of all damage).
86
CHAPTER 3: CLASSES | TINKER (TNK)

WARLOCK (WKR)

Warlocks are arcane spellcasters who study dark arts and
magics associated with demons and the Burning Legion.
Due to this, they gain a very deeply tainted reputation due to
their tendencies to traffic and deal with demons. Hiding in
cellars and secret covens, warlocks are known for making
secret pacts for permanent demonic companions that grow
steadily in power so long as the warlock does.

Warlocks are common in both the Alliance and Horde,
though in most cases they serve the Burning Legion while
disguising their true loyalties.

CREATING A WARLOCK

QUICK BUILD

You can make a warlock quickly by following these
suggestions. First, Charisma should be your highest ability
score, followed by Stamina. Second, choose the charlatan
background. Third, choose the light, prestidigitation, firebolt,
and chill touch cantrips, along with the 1st-level conjure and
immolate.

CLASS FEATURES

As a warlock, you gain the following class features.

HIT POINTS

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

modifier per warlock level after 1st.

PROFICIENCIES

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light

crossbows
Tools: None
Saving Throws: Charisma, Spirit
Skills: Choose two from Arcana, Deception, Insight,

Intimidation, Persuasion, and Religion

EQUIPMENT

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

• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a component pouch or (b) an arcane focus
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• Demonic grimoire or spellbook

87 CHAPTER 3: CLASSES | WARLOCK (WKR)

THE WARLOCK

Level Proficiency Features Caster Level
Bonus Eredun, Demonic Studies, Demonic Invocation, Spellcasting (Spell Level)
1st +2 Soul Shards
2nd +2 Warlock Focus 1 (1st)
3rd +2 Ability Score Improvement 2 (1st)
4th +2 — 3 (2nd)
5th +3 Demonic Study feature 4 (2nd)
6th +3 — 5 (3rd)
7th +3 Ability Score Improvement 6 (3rd)
8th +3 — 7 (4th)
9th +4 Demonic Study feature 8 (4th)
10th +4 — 9 (5th)
11th +4 Ability Score Improvement 10 (5th)
12th +4 — 11 (6th)
13th +5 Demonic Study feature 12 (6th)
14th +5 — 13 (7th)
15th +5 Ability Score Improvement 14 (7th)
16th +5 — 15 (8th)
17th +6 Demonic Study feature 16 (8th)
18th +6 Ability Score Improvement 17 (9th)
19th +6 Soul Vault 18 (9th)
20th +6 19 (9th)
20 (9th)

EREDUN Alternatively, if you use this during a short rest, you are
treated as if you rested for two hours.
You know Eredun, the language of fiends and the Burning
Legion. You can speak the language do not suffer any SPELLCASTING
penalty from its curse. If you can speak Eredun, you can
communicate with all other warlocks and fiends, even if you As a trafficker in demonic forces, you have a grimoire
don’t otherwise share a language. containing spells that show the first glimmerings of your
true power. You cast spells from the Warlock spell.
However, you are (due to demonic promises) often more
likely than others to seek out pacts willingly. CANTRIPS

DEMONIC STUDIES At 1st level, you know a number of cantrips equal to your
proficiency bonus.
Starting at 1st level, the warlock is also initiated into a
warlock circle. You may choose a demonic study, which CONJURING AND BINDING
describes the way you take to power. You can choose
Affliction, the path of the withering magical casters, A warlock can conjure and bind elementals, fiends, and
Demonology, who focus on their demonic allies and undead.
improving them, or Destruction, who summons only the
Hellfire of Hell and no more. Your choice grants you GRIMOIRE
features when you choose it at 1st level and again at 6th,
14th, and 18th level. At 1st level, you have a grimoire (treat as a spellbook)
containing six 1st-level warlock spells of your choice.
DEMONIC INVOCATION
PREPARING AND CASTING SPELLS
Starting at 1st level, you may rapidly recover your mana by
subjecting yourself to the foul taint of the fel. You can use Each warlock level provides you with 1 caster level in the
your action and bonus action on your turn to regain mana as warlock class. You follow the normal progression to unlock
if completed a short rest (or rested for one hour). spell levels (see the table under the Mana section). You
prepare the list of warlock spells that are available for you to
You can use this feature up to one time per every two cast, choosing from the warlock spell list.
points of proficiency bonus. You regain expended uses when
you finish a long rest. Preparing a new list of warlock spells requires time spent
in study: at least 1 minute per spell level for each spell on
your list.

CHAPTER 3: CLASSES | WARLOCK (WKR) 88

SPELLCASTING ABILITY concentrate on another spell. In effect, you concentrate on
two spells with the single act of concentration. You cannot
Charisma is your spellcasting ability for your warlock spells, concentrate on more than two conjured creatures using
since you strengthen your magic by summoning and tapping this ability.
into extraplanar beings. • Soul Magic: With a bonus action, you can force a living
creature or an undead to take disadvantage against a
You use your Charisma whenever a spell refers to your saving throw of one of your spells, or can gain advantage to
spellcasting ability. In addition, you use your Charisma your own attack rolls to such targets. This functions up to
modifier when setting the saving throw DC for a warlock 5th level spells, and costs one soul shard per spell level.
spell you cast and when making an attack roll with one.
WARLOCK FOCUS
Spell save DC = 8 + your proficiency bonus + your Charisma
modifier At 3rd level, you may choose to focus on one of two warlock
focuses.
Spell attack modifier = your proficiency bonus + your • Fiendish Power: The warlock permanently increases their
Charisma modifier
reserve of soul shards by 2 points.
SPELLBOOK – GRIMOIRE • Fiendish Alliance: The warlock gains a permanent bound

At 1st level, your grimoire contains six 1st-level warlock companion that accompanies you on your adventures,
spells of your choice. When you level up, you gain 2 advises you in the ways of demonology, and teaches you
additional warlock spells of your choice. You may also magical spells upon the completion of tasks (determined
acquire new spells by research, tutelage, or from the by the DM). See Bound Companion for details.
spellbooks and scrolls of spellcasters who have spells you This companion must be a demon you can summon and
can cast. bind to your service (see the Bind Fiend spell) that is no
larger than Medium and that has a challenge rating equal
Your grimoire is effectively your spellbook, and you may to the highest level demon you can bind fiends spell. See
add spells by scribing in new spells or your insights Bound Companion and the Bind Fiend spell for more
regarding the planes and the powers you serve. details.

SPELLCASTING FOCUS BOND

You can use an arcane focus as a spellcasting focus for your When a fiend you are bound to is reduced to 0 hit points, you
warlock spells. may transfer to them your own hit points as a reaction, so
long as you are within 10 feet of them. You may only transfer
SOUL SHARDS enough hit points to leave them at 1 hit point. You can also
always prepare the Conjure Fiend spell, even without your
At 2nd level, you tap into a deep and mysterious magic of spellbook.
souls. This wellspring is represented by soul shards, which
allow you to weaken your enemies or strengthen your own If the bound fiend is killed, you must succeed against a DC
spells. 20 Stamina saving throw or suffer 1d10 arcane damage per

SOUL SHARDS

By default, you have 2 soul shards, and cannot have more
shards than your Warlock level. They fade at the end of one
hour or after a short rest.

You gain one soul shards by reducing living creatures to 0
hit points or less with your spells or melee attacks, or if any
creature is killed by one of your demon summons. This does
not trap the souls of the creatures killed.

• Cabal Casting: Warlocks are known for being cooperative
casters, unlike magi and wizards. A cabal of warlocks may
gather into casting a ritual, conjuring, or binding spell. If
each of them contribute one soul shard per spell level, the
spell is heightened by one spell level (counted as if it were
cast from a spell higher by one level). This requires at least
four warlocks.

• Enhanced Conjuring: You may spend one soul shard per
spell level, and quicken any Conjure spell of a casting time
of 1 minute to cost only a 1 action (though you cannot
move for one round after casting).

• Enhanced Concentration: You may spend one soul shard
to concentrate on any conjure spell, so you may

89 CHAPTER 3: CLASSES | WARLOCK (WKR)

CR of the demon, as its life-force is torn from yours. It SOUL SWAP
cannot be revived, and you must bind a different fiend.
Starting at 6th level, you may alter the target of a sigil spell
LEVELING UP effect as a bonus action, targeting any eligible target within a
range equal to the spell’s original range. The spell’s effects
The level of the fiend is equal to the highest-level demon you take place at the new target’s turn as usual.
can bind with the warlock’s Bind Fiend spell.
EXPLODING SEED OF CORRUPTION
SPECIAL
Starting at 14th level, if you reduce a creature to 0 hit points
Bonding with a fiend requires spending one hour with a damaging sigil or single-target channel spell effect,
communicating with the creature, and spending the next you may deal the damage again in a 30-foot burst (this does
seven hours in activities the fiend considers to be ‘bonding’, not count as an additional hit against the original target).
such as arsony for imps, bloodshed for felguards, as the DM
decides. CORRUPTIVE INFLUENCE

ABILITY SCORE IMPROVEMENT Starting at 18th level, if any target of a damaging sigil spell
or single-target channeling spell effect you cast dies, you
When you reach 4th level, and again at 8th, 12th, 16th, and may alter the target without dispelling the effect. Seed of
19th level, you can increase one ability score of your choice Corruption still triggers as normal.
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 DEMONOLOGY
using this feature.
Your consorting with demons has been noticed and
SOUL VAULT appreciated by the forces in the Twisting Nether. A
demonologist often adventures alone, relying on nobody
When you reach 20th level, you may gain two soul shards other than himself and his enslaved demons.
instead of one per every enemy reduced to 0 hit points as a
result of your spells, and may restore your soul shard pool to BLOOD PACT
full at least once at any given hour.
Starting at 1st level, all demons summoned or bonded to you
Whenever a creature conjured by you reduces a creature gain a bonus to their maximum hit points equal to double
to 0 or below hit points, you also gain one soul shard as if your level. You may also add your proficiency bonus to all
you slew them personally. This must be done within 90 feet your demonic allies attack rolls and saving throws.
of you.
DEMONIC ECHOES
WARLOCK STUDIES
Also starting at 1st level, you may count demons as eligible
An Azerothian warlock may choose one of the three below targets for all creature-specific spells by using a soul shard
archetypes. (such as charm person or hold elemental). You may at any
time grant your hit points to them as a reaction on their
AFFLICTION round, or a bonus action on your round. You may also drain
their hit points (at a 2:1 ratio), though you can only benefit
Your mastery over sigil spells corrupts and destroys your from their hit points once every long rest.
enemies. Affliciton warlocks are feared exemplars of the art.
FEL MIND
HAUNT
Starting at 6th level, you can use Enhanced Concentration
Starting at 1st level, you gain the Mystic Blast feat, which without spending Soul Shards.
deals 1d4 Fel damage per every accessed spell level (see the
feat for description). DARK SECRETS

When casting a damaging sigil spell, you may use a single Starting at 14th level, you gain advantage to all saves versus
soul shard to also use your Haunt ability against the same spells, except those who deal Holy damage, and gain
target without an action. This still requires a ranged spell immunity to one elemental damage type. You may also use a
attack, but the range of the ability becomes equal to the soul shard and a reaction to grant one demonic ally
range of the sigil spell. advantage to its first attack during a round, or impose
disadvantage to the attacker targeting it.
INFESTATION
DEMON-SOUL
Also starting at 1st level, you may use a soul shard to re-
affect a target that currently suffers from a sigil effect, or to Starting at 18th level, whenever you summon a demonic
automatically succeed on maintaining a sigil effect. creature by a spell or use your demonic alliance ability to
bind a fiend (as per the Conjure or Bind Fiend spell), you
A single creature cannot be affected by this more than may summon or bind another fiend of the same or lower
once in the same 24 hours period. level (these are counted as if concentrating on the same
spell). Thus, you may summon a succubus and a felguard, or
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CHAPTER 3: CLASSES | WARLOCK (WKR)

an imp and a felhound, or two succubi or felguards and have SEARING MAGICS
them bound at the same time. Commanding both bound
creatures is the same concentration action. Starting at 6th level, you may also target a creature with an
action to make it more susceptible to your fire and fel
When you are killed, your spirit is taken to an demiplane magical damage. If the target is immune to fire or fel, it
(see the spell) that is owned by you, where you return to life becomes resistant to the damage. If it is resistant, it loses
in the matter of 1d10 days, nurtured by any demonic allies the resistance. If it has no resistance, it becomes vulnerable.
you have employed, enslaved, or allied with. If it was previously vulnerable, it takes triple damage. The
benefits of this ability may be used once per short or long
DESTRUCTION rest.

You are a master of chaotic fel-fire, calling down the green INCINERATE
flame to burn and demolish your foes. Destruction warlocks
usually take the Fiendish Power focus, eschewing an actual Starting at 14th level, whenever you deal fire damage to an
alliance with demons over the awesome destructive power enemy with a spell (though the spell or through your chaos
of fel magic. magic ability), you may use a soul shard to perform one of
the three below tasks. This triggers once per round.
CHAOS MAGIC
• Set the target (or object) on fire, dealing 1d6 until the
Starting at 1st level, any fire or fel spell you use that deals flame is extinguished. While set on fire, a creature is
damage also deals an additional 1d6 points of the other type considered poisoned, taking disadvantage to attack rolls
(fire deals extra 1d6 fel, or vice versa). Spells that deal both and ability checks.
fire and fel damage gain an additional 1d10 damage from
either types (your choice). • Cast any sigil spell you have prepared without spending a
bonus action.
HAVOC
• If the target is reduced to 0 hit points, you can deal 6d6
Also at 1st level, you gain the Havoc ability, and can spend a damage in a 30-foot burst centered on the target.
soul shard to activate it.
SOUL BURNER
• Havoc: You may spend one soul shard, affect two creatures
within 30 feet of one another with a single-targeting Starting at 18th level, you double the range of your fire and
damaging or channeling (such inferno blast or drain mana) fel spells. If the spell has an area of effect, you may double
as spell from your class list. The spell cannot have a range the area of effect instead. When you incinerate a target (see
of touch or self. Incinerate), and have no soul shards, you regain one soul
shard.

91 CHAPTER 3: CLASSES | WARLOCK (WKR)

WARRIOR (WAR)

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

If you wish to recreate the original 5e Fighter, choose the
following talents the appropriate levels:

• Action Surge as the first talent
• Indomitable as the second talent
• Relentless as the third talent
• Action Surge as the fourth talent

CREATING A WARRIOR

QUICK BUILD

You can make a warrior quickly by following these
suggestions. First, make Strength or Agility your highest
ability score, depending on whether you want to focus on
melee weapons or on archery (or finesse weapons). Your
next-highest score should be Stamina. Second, choose the
soldier background.

CLASS FEATURES

As a warrior, you gain the following class features.

HIT POINTS

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

modifier per warrior level after 1st

PROFICIENCIES

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

Athletics, History, Insight, Intimidation, Perception, and
Survival

EQUIPMENT

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

• (a) chain mail or (b) leather, longbow, and 20 arrows
• (a) a martial weapon and a shield or (b) two martial

weapons
• (a) a light crossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer’s pack or (b) an explorer’s pack

CHAPTER 3: CLASSES | WARRIOR (WAR) 92

THE WARRIOR

Level Proficiency Features
Bonus Fighting Style, Second Wind
1st +2 Warrior Talent
2nd +2 Warrior Archetype
3rd +2 Ability Score Improvement
4th +2 Extra Attack
5th +3 Ability Score Improvement
6th +3 Warrior Archetype feature
7th +3 Ability Score Improvement
8th +3 Warrior Talent
9th +4 Warrior Archetype feature
10th +4 Extra Attack (2)
11th +4 Ability Score Improvement
12th +4 Warrior Talent
13th +5 Ability Score Improvement
14th +5 Warrior Archetype feature
15th +5 Ability Score Improvement
16th +5 Warrior Talent
17th +6 Warrior Archetype feature
18th +6 Ability Score Improvement
19th +6 Extra Attack (3)
20th +6

FIGHTING STYLE TWO-WEAPON FIGHTING

You adopt a particular style of fighting as your specialty. When you engage in two-weapon fighting, you can add your
Choose one of the following options. You can’t take a ability modifier to the damage of the second attack.
Fighting Style option more than once, even if you later get to
choose again. SECOND WIND

ARCHERY You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a
You gain a +2 bonus to attack rolls you make with ranged bonus action to regain hit points equal to 1d10 + your
weapons. warrior level. Once you use this feature, you must finish a
short or long rest before you can use it again.
DEFENSE
WARRIOR TALENT
While you are wearing armor, you gain a +1 bonus to AC.
Starting at 2nd level, you gain one of the following talents,
DUELING representing your preferred tactics and adaptability at the
field of battle. Choose from between one of the following
When you are wielding a melee weapon in one hand and no talents. Some abilities can be used for limited times before
other weapons, you gain a +2 bonus to damage rolls with requiring a rest.
that weapon.
Whenever you qualify for another talent (at levels 9, 13,
GREAT WEAPON FIGHTING and 17), you may choose another talent.

When you roll a 1 or 2 on a damage die for an attack you All abilities have DCs of 8 + Proficiency + Strength or
make with a melee weapon that you are wielding with two Agility (your choice) if they allow a saving throw.
hands, you can reroll the die and must use the new roll, even
if the new roll is a 1 or a 2. The weapon must have the two- You may also choose to gain a hunter or rogue talent you
handed or versatile property for you to gain this benefit. qualify for.

PROTECTION WARRIOR ARCHETYPE

When a creature you can see attacks a target other than you At 3rd level, you choose an archetype that you strive to
that is within 5 feet of you, you can use your reaction to emulate in your combat styles and techniques. Choose
impose disadvantage on the attack roll. You must be between the Arms Warrior, a champion in using great-
wielding a shield. weapons, the Fury Warrior, who focuses on bleeding his

93 CHAPTER 3: CLASSES | WARRIOR (WAR)

enemies and debilitating them tactically, or the Protection • Berserker Rage (1/proficiency, long rest). You may cast
Warrior who focuses on defense while reflecting physical the Berserker Rage spell on yourself as a bonus action.
damage. All are detailed at the end of the class description. When you rage using this talent, you do not gain a level of
The archetype you choose grants you features at 3rd level exhaustion at the end (regardless of how long you rage).
and again at 7th, 10th, 15th, and 18th level. This rage continues until you end it with a bonus action, or
until the rage ends early (as described in the spell).
ABILITY SCORE IMPROVEMENT You can enter a rage this way a number of times equal to
your proficiency bonus before replenishing on a long rest.
When you reach 4th level, and again at 6th, 8th, 12th, 14th, Only warriors may take this talent.
16th, and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores of • Bladestorm [Stance, 1/proficiency, short rest]. You may
your choice by 1. As normal, you can’t increase an ability enter this stance with an action. While in this stance, whirl
score above 20 using this feature. with your weapon outstretched, automatically dealing your
melee weapon damage to all creatures within the
EXTRA ATTACK weapon’s reach of you. This damage is treated as an area
effect. Your action and bonus actions are spent to maintain
Beginning at 5th level, you can attack twice, instead of once, this stance and deal the damage. Affected targets are
whenever you take the Attack action on your turn. The entitled an Agility saving throw to halve the damage.
number of attacks increases to three when you reach 11th While in this stance, you have advantage against all
level in this class and to four when you reach 20th level in movement-impairing effects or effects that result in loss of
this class. control for your character, and you do not provoke
reactions from movement if you deal at least 1 point of
WARRIOR TALENTS damage to a creature. Your speed, however, is halved in
this stance.
• Action Surge (short rest). You can push yourself beyond If you are unable to use your action or bonus action for one
your normal limits for a moment. On your turn, you can round (or if you spend them on something else), or if you
take one additional action on top of your regular action cannot move at least 5 feet every round, this effect ends.
and a possible bonus action. Once you use this feature, you This effect cannot be extended longer than 1 minute in
must finish a short before you can use it again. Only either case, otherwise you gain the incapacitated condition
warriors may take this talent. This talent can be taken for 1 minute from the dizziness.
again at proficiency +6, gaining another use.
• Brutal Critical. You can roll one additional weapon
• Aggressive. You may use a bonus action to dash up damage die when determining the extra damage for a
towards one hostile creature that you can see. critical hit with a melee weapon attack. This talent can be
taken again up to two times (resulting in three additional
dice).

• Execute [Strike, short rest]. Make a normal melee attack
or a ranged attack within 5 feet as an action (you cannot
benefit from Extra Attacks). If the attack is successful and
the target's remaining hit points are less than 25%, this is
treated as a critical hit. After being used, this cannot be
used again until after a short rest. If the target is defeated
by this ability, you regain use of it. This talent can be taken
multiple times, each time adding another use before
requiring a short rest.

• Hamstring (1/proficiency, short rest). You may declare a
hamstring strike as a strike effect. Upon a successful
hamstring strike, you may reduce the target’s movement
speed by 10 feet for one minute, and fall prone whenever
moving more than half its normal speed. The creature may
roll another saving throw at the beginning of each of its
turns. This speed reduction can be applied multiple times,
to a minimum speed of 0 (in which case the target is
treated as if restrained).

• Heroic Leap (short rest). You may make a heroic leap,
jumping up to twice your normal distance, and can spend

CHAPTER 3: CLASSES | WARRIOR (WAR) 94

an action at the end. If the action is a melee attack roll, it foes. The range of this ability is 30 feet, and the shout’s
deals damage equal to your normal weapon damage in a effects remain active for one round, ending on the start of
10 foot sphere, centered on the area you landed on, with your turn in the next round unless extended for another
an Agility saving throw to half damage. The ground is also round with a bonus action.
turned into difficult terrain (such as rubble) if applicable. If the target of a shout leaves the range or is defeated, the
Only warriors may take this talent. effect ends for them. A shout is also a thunder effect that
• Heroic Throw (1/proficiency, short rest). You may throw does not function in areas of silence or if you cannot
a weapon further than it can normally go, or throw a melee vocalize.
weapon that does not have that property. When doing so,
you may increase the range of an existing thrown weapon • Battle. One target within range you choose deals extra
by 60 feet, or give a melee weapon the thrown property weapon damage equal to your proficiency bonus.
(20/60 feet) for one round.
On a hit, the weapon either returns to you after being • Taunting. One target within range is affected as if you
thrown at a target, or knocks the target prone (Agility save cast the Compelled Duel spell. Maintaining the shout
negates), chosen before you throw the weapon maintains the spell.
• Indomitable (requires proficiency +4 or higher). You can
reroll a saving throw that you fail. If you do so, you must • Intimidating. One target within range is affected as if you
use the new roll, even if it is lower than the initial roll. You cast the Cause Fear spell. Maintaining the shout
may use this talent one time per every 2 points of your maintains the spell.
proficiency bonus (once at +2, twice at +4, and three times
at +6). • Rallying. One target within range is affected as if you cast
• Indomitable Might (requires proficiency +3 or higher). If the Bravery spell. Maintaining the shout maintains the
you roll a Strength check and the results are less than your spell.
Strength score, treat the result as your Strength score
instead. • Invigorating. One target within range increases their
• Persistent Rage (requires proficiency of +4 or higher, maximum hit points by one-half your level for one hour
and the berserker rage talent). Your rage only ends if you (cannot exceed double their maximum hit points), or can
are knocked unconscious or if you end your rage willingly. spend a single healing dice to heal themselves. This
• Reckless Attack. When you make your first attack on your requires maintaining the shout for three rounds.
turn, you can decide to attack recklessly. Doing so gives
you advantage on melee attack rolls using Strength on this After a shout ends, its use is consumed for the short rest.
turn, but attack rolls against you have advantage until your This talent can be taken multiple times, each time adding
next turn. one shout or two additional uses before a short rest. Only
• Relentless (requires proficiency +3 or higher). If you warriors may take this talent.
drop to 0 hit points and don't die outright, you can make a • Stunning Slam [Strike]. Make a normal melee attack or a
DC 10 Stamina saving throw. If you succeed, you drop to 1 ranged attack within 5 feet as an action (you cannot benefit
hit point instead. Each time this is used, you increase the from Extra Attacks). If you succeed, the target must
DC by 5 points. The DC resets once you take a short rest. succeed on a Stamina saving throw or be stunned for 1
Rogues and hunters recognize this talent as cheat death. round.
• Retaliation (requires proficiency of +4 or higher, • Tremor (1/proficiency, short rest, requires Strength of
1/proficiency, short rest). When you take damage from a 15 or higher). You may use a bonus action to cause a
creature that is within 5 feet of you, you can use your small localized tremor (usually by stomping your foot or
reaction to make a melee weapon attack against that slamming your fist down), dealing your unarmed strike
creature. damage in a 5-foot sphere centered on you, halved on an
• Shockwave (short rest). You may use your action to emit Agility save. Those who fail the saving throw are also
a shockwave from your weapon by slamming it into the knocked prone. If you have a natural weapon, you can use
ground. This deals your melee weapon attack damage in a it to determine the damage you deal instead. If you use this
5-foot thick line 30 feet long, dealing your weapon damage ability at the end of a Heroic Leap, the damage is doubled.
to all creatures in the area of effect, plus 2d6 bludgeoning • Thunderclap (short rest). You may use your action to cast
damage. Targets in this line may perform an Agility saving the Thunderstorm spell by slamming your weapon into the
throw for half damage. The terrain damaged becomes ground, and extra damage in the area of effect equal to
difficult terrain (such as rubble) if applicable. your weapon damage roll. You may, instead of pushing
• Shout (short rest). You may use a bonus action to breathe targets away on a failed saving throw, choose to their
in and shout, emboldening your allies or demoralizing your speed by 10 feet for one minute. This is a supernatural
ability.
• Wind Walk (short rest). You may use your action to wind-
walk, rendering yourself invisible as per the spell, and
increase your land speed by 10. Unlike normal stances,
you must continue moving (at least half your speed) or else

95 CHAPTER 3: CLASSES | WARRIOR (WAR)

this effect dissipates. Your first attack while performing benefits to any ally within 30 feet. This is a strike effect that
Wind Walk is a critical hit, and ends the invisibility effect. costs a bonus action.
This is a supernatural ability. Only warriors may take this
talent. MORTAL STRIKE [STRIKE]

WARRIOR ARCHETYPES Starting at 10th level, you may severely wound a creature’s
healing capabilities if you successfully apply a mortal strike.
The warrior can choose from one of the below archetypes. If a creature is affected by a Mortal Strike, they take 50%
less healing from all sources for one minute. This is a strike
ARMS effect that costs a bonus action. A creature cannot be
affected by this ability more than once in 24 hours.
You focus on wielding great weapons, dealing massive
amounts of damage and cleaving through several creatures WEAPON SPECIALIZATION
at once. Arms warriors are an inspiring sight on the
battlefield. Starting at 18th level, you gain an additional effect
depending on the type of damage your melee weapon deals.
SWEEPING STRIKES [STRIKE] This effect only triggers once per round, and only on a
critical attack. All effects that allow a save refer to the
Starting at 3rd level, when you successfully attack and target’s Stamina saving throw opposed to your Strength,
damage a creature with a melee attack, you may use your and cannot target a creature more than once every 24 hours.
bonus action to deal your Strength modifier in damage to
any number of creatures 5 feet away from it. This is also • Slashing. You may perform two strike effects with a single
applied to any area damage you deal with your weapon. bonus action.

CHARGE • Bludgeoning. The target is stunned for one round.
• Piercing. The target takes 2d6 extra damage.
Starting at 7th level, your charge carries a powerful impact.
If you move at least 10 feet in a straight line right before FURY
attacking a creature and you hit it with the attack, that target
must succeed on a Strength saving throw (DC 8 + your You equip yourself with two weapons, and slice your
proficiency bonus + your Strength modifier) or be knocked enemies to ribbons while shouting vengeance. Fury warriors
prone. You cannot make use of your Extra Attacks feature if make good party members, as inspiring shouts aid their
you use this ability. allies.

BLOODTHIRST STRIKE [STRIKE] STRIKE THE WOUND

Starting at 15th level, you may, after successfully damaging Starting at 3rd level, whenever you hit the same enemy
an enemy with a melee attack, you gain hit points equal to more than once in the same round, your weapon attacks
double your Proficiency bonus. You may grant half the score a critical hit on a roll one point lower (from 20 to 19-
20). For example, hitting the same enemy twice increases
the chance to score a critical hit from 20 (first hit) to 19-20 96
(second hit), to 18-20 (third hit). This reaches a minimum
roll result of 15.

OVERPOWER

Starting at 7th level, if you miss an attack roll against an
enemy, you are counted to have hit the enemy for the
purposes of your Strike the Wound ability.

Also, a number of times per rest equal to your Stamina
modifier, you may attack again if you miss an attack. This
does not require a separate action from the one used to
make the attack. If you make use of this ability, the target is
not counted as if they were hit for the purposes of the Strike
the Wound ability unless you successfully hit them.

BATTLE COMMANDS

Starting at 10th level, you gain the shout talent for free (if
you don’t already have it), and can activate a shout while
attacking with your off-hand weapon as a bonus action.

HELLSCREAM

Starting at 14th level, all hostile creatures within range of
your shouts take Thunder damage equal to half your level

CHAPTER 3: CLASSES | WARRIOR (WAR)

whenever you shout or maintain one. They are entitled a same target twice in 24 hours. This is a strike effect that
Stamina saving throw to half damage opposed by your own costs a bonus action.
Stamina.
This can be applied to natural armor, in which case
BLOODY RIBBONS tending to it requires one minute of resting.

Starting at 18th level, you may make another attack against VIGILANCE
the same enemy whenever you land a critical hit against an
enemy. This critical hit must from a dice roll result. After Starting at 10th level, you add an additional +1d12 to your
you make at least five attacks using this ability, you must ability to block damage. Whenever you perform an
rest before you can benefit from it again. opportunity attack derived from your block talent, you
perform one of the following abilities.
PROTECTION
• Destructive Counter. Your opportunity attack deals an
You are the forward vanguard, decking yourself with heavy additional 2d6 damage.
armors and a reliable shield. Protection warriors deflect and
guarding their allies from attacks, and return damage with • Disarming Counter. Your opportunity attack drops the
interest. enemy’s weapon. If they reach for it while threatened by
you, you can make another attack of opportunity.
BLOCK AND TACKLE
• Pushing Counter. Your opportunity attack pushes the
Starting at 3rd level, you may use a reaction to block an enemy 5 feet away.
attack that targets you, reducing the damage by 1d12 +
Stamina modifier. This requires a shield. If this reduces the VANGUARD
damage to under 0, you may use the same reaction to attack
the target with an opportunity attack. This is usable once per Starting at 15th level, whenever you are below half your hit
point of Stamina modifier. All uses can be regained after a points, you gain 1d12 + Stamina temporary hit points at the
rest. beginning of every round. These temporary hit points do not
stack with themselves.
SUNDERING STRIKE [STRIKE]
IMPROVED SECOND WIND
Starting at 7th level, you may sunder an enemy’s armor,
reducing their AC by a value equal to your Proficiency bonus Starting at 18th level, you may use Second Wind three times
(but never below that of their AC if unarmored). This effect before requiring rest. Whenever you use it, you gain
remains until the armor is tended to, and cannot target the resistance to all types of damage for one round after use,
and advantage versus the first spell targeting you in the next
minute.

97 CHAPTER 3: CLASSES | WARRIOR (WAR)

SPECIAL AND RACIAL SPECIALIZATIONS

These are archetypes, domains, and specializations that list, but when casting such spells, you must spend 1
have a special or racial restriction. These are rare, but often additional point of mana.
are quite powerful.
Cantrips. At 1st level, you know a number of cantrips
DEMON HUNTER (ROGUE) equal to your proficiency bonus.

Demon hunters are specialists in fighting demonic Preparing and Casting Spells. Each demon hunter level
outsiders, and sacrifice both body and mind to gain alien and provides you with 0.5 a caster level in the Warlock class (1
terrifying powers. Although most commonly found amongst at 3rd level). You follow the normal progression to unlock
the Night Elves (with the Night Elf Illidan Stormrage being spell levels (see the table under the Mana section). You
the first known Demon Hunter) and the Illidari, the abilities prepare the list of Warlock spells that are available for you to
can be learned by many who fight demons, such as secretive cast, choosing from the Warlock spell list.
high elven organizations, human wizarding societies, or
even draenei or orcish inquisitorial orders. Demon hunters You can also change your list of prepared spells when you
typically utilize warglaives for combat (see equipment). finish a long rest by consulting your spellbook. You
otherwise follow the warlock’s rules for spellbooks,
Warlocks who turn against the Burning Legion may conjuring, and binding, however, most demon hunters
exchange their class to demon hunter on a 1:1 ratio, such as inscribe their spells to their skin as tattoos rather than in
death knights or warlocks do with their previous classes of grimoires, using expensive inks and difficult techniques.
paladin or mage and shaman (respectively). This still Your spellcasting ability is Charisma.
requires being blinded.
Also, after benefitting from a mana vampirism against a
Rogues wishing to become demon hunters usually take fiend, your weapons are always treated as magical for 8
the leap and the hunter’s favored enemy dread ambusher hours, as the residual Fel energies are being used by you
talents. against the demons' defenses. If you ever kill a demon of CR
10 or above, any weapon you use can be treated as magical
Prerequisites. The demon hunter aspirant must be after 1 minute of focusing your power on it.
permanently blinded either by a spell or use of a Mana Blade
(see Equipment). The demon hunter must also have SUFFUSED SIGHT
performed mana vampirism against a demon.
Also starting at 3rd level, you may choose to either gain
CORRUPTION Darkvision 60 feet (or increase existing darkvision by 60
feet), or gain the spectral sight.
You may pledge your soul as well, turning yourself into a • Spectral Sight: You gain the supernatural ability to
demonic creature (permanently gaining the below Demonic
Nature ability, and counting as the demonic creature type). automatically detect spellcasters, living creatures, as well

Demonic Nature. You don’t require air, food, drink, or
sleep. You are also immune to mundane and nonmagical
poisons and diseases, and have advantage to effects that
cause the exhausted and poisoned conditions.

You can also speak Eredun and cannot be corrupted by it,
as if the warlock feature of the same name.

Also, a draenei who takes on the mantle of demon hunter
may alter their Gift of the Naaru ability, casting the Mind
Blast spell instead, as the draenei takes on the psychic
powers of the Eredar in exchange of the holy powers of the
Naaru. This extremely uncommon sacrifice also takes its toll
on the draenei’s body, slowly morphing their appearance
through extended exposure to fel magic to be more like the
Eredar or a Broken Draenei.

DEMON HUNTER ROGUISH ARCHETYPE

DEMON SPELLCASTING

Drawing on fel magics not unlike those practiced by
warlocks, you can cast spells that are normally cast by
warlocks. You cast all spells drawn from the warlock spell

CHAPTER 3: CLASSES | SPECIAL AND RACIAL SPECIALIZATIONS 98

demons and celestials, so long as they are within your line SORCEROUS THIRST
of sight (despite being normally blind) and within 100 feet.
This is treated as the Detect Evil and Good spell, Starting at 13th level, whenever you perform mana
constantly active. After one full round of observation, you vampirism versus demons to drain their mana, you gain
can also detect if a creature has the ability to cast spells (or double the normal mana.
possesses innate spellcasting abilities).
You also gain the Essence Touch hunter ability, but can
This vision can penetrate most barriers, but is blocked by only affect demons with it.
1 foot of stone, 1 inch of common metal, a thin sheet of lead,
or 3 feet of wood or dirt. This power comes at a cost--most For Example: Draining a Felhound allows the demon
colors are faded to the character. Although this does not hunter to utilize their Mana Burn innate ability, or a
mean everything is in black or white, the character suffers succubus’s Sleep or Modify Memory spell.
disadvantage to any color-based Perception check.
FEL MIGHT
DARK METAMORPHOSIS
Starting at 17th level, you can treat the Demonic Doom,
Starting at 9th level, your suffusion with demonic power Gate, and Foresight warlock spells as if 6th level spells, and
almost overwhelms your original potential. You can attack can cast them normally.
twice, instead of once, whenever you take the Attack action
on your turn. MOUNTAIN KING (WARRIOR)

You may use a bonus action to metamorphosize into a The mountain kings, or thanes as they are known in Khaz
demonic creature. You may stay in this state 10 minutes, Modan, are the mightiest dwarven warriors under the
and gain the following benefits while metamorphosized: mountain. Wielding both enchanted warhammers and hand
axes, these fierce fighters live to test themselves against
• You gain the benefit of the Mage Armor and Arcane Armor worthy opponents. Unconcerned with their race's
spells (though you must choose to resist Fel damage). You preoccupation with mechanical devices and mining precious
add your level to your maximum hit points so long as you minerals, Mountain Kings live only for battle. Dedicated to
are transformed. Your Strength becomes 18, or remains safeguarding the Alliance which saved their kingdom during
as it is (if higher than 18). the Second War, the mountain Kings can be counted upon
to rally behind any banner that stands between freedom and
• You gain wings, allowing you to glide so long as you are in the ever looming shadow of evil.
the form, as well as fly at a speed one-half of your land
speed (can hover). For every 10 feet of distance you fall, Mountain kings boast prodigious combat abilities. They
you can move 30 feet in any direction. You can also instead are ferocious in melee combat, wielding the traditional
take no fall damage so long as you can exercise your weapons of their race to decimate their foes. Their attacks
wings. If you are restrained or otherwise encumbered, you leave opponents stunned and reeling.
cannot make use of your wings.
While they do not focus their efforts on discovering the
• You gain a horn and claw attack as unarmed strikes. You secrets of the titans, they have long known of a powerful
may attack with them melee weapon attacks, dealing 1d6 spark within every Ironforge dwarf - and mountain kings
piercing damage or 1d4 slashing damage respectively draw upon this spark and fan it into a raging flame. They
(plus your strength as normal). Your melee weapons are conjure magic hammers and axes to hurl at their targets,
treated as if they are +1 light weapons. stunning and slowing them so they can get close enough to
use their real weapons. They transform themselves into
• While transformed, you are treated as a fiend for all spell- silver-sheened creatures of living stone, shrugging off all
related variables, and add +1 to the DCs of all your spells attacks and hacking through flesh and bone with frightening
from the warlock spell list. ease.

The state can be left with a bonus action, and once it has
been used, it cannot be used again for a short rest.

You may also retain one of the below traits indefinitely
without using metamorphosis.

• Claws: You may retain your claws (see above). You may
draw back your claws at will to hide them (does not cost an
action).

• Wings: You may retain your wings, but can only glide while
not metamorphosizing.

• Horns: You may retain your horns (see above). You may
not hide them.

99 CHAPTER 3: CLASSES | SPECIAL AND RACIAL SPECIALIZATIONS

This archetype is restricted to dwarves and creatures who SHADOW HUNTER (HUNTER)
are of titanic descent.
Troll shadow hunters are the highest authority of the jungle
MOUNTAIN KING ARCHETYPE trolls. Their spirit powers both bless and curse, and they
walk the line of dark and light in hope of saving the future of
TITANIC SPARK: DWARVEN AVATAR their people. Their dark gods, the Loa, channel themselves
through the shadow hunters when they use their ceremonial
Starting at 3rd level, you gain the ability to cast spells as a Rush'kah masks. In some circles, Shadow Hunter is a title
mage of an effective caster level equal to 0.5 your Mountain bestowed equally among hunters of this specialization and
King level (minimum 0). You do require spellbooks, witch doctors.
however, as the spells manifest in the form of inscriptions
and engravings on your armor, weapons, or runes that you Like other practitioners of voodoo, shadow hunters deal
draw at the spell’s range (treat as tattoos). You may cast with the darker aspects of the spirit world. Unlike witch
spells from the abjuration, evocation, and transmutation doctors (who excel in channeling voodoo magic and
schools, although you may only choose lightning or thunder- alchemy), Shadow Hunters claim a strong bond with the
based spells when preparing evocation spells. Your Loa, animal spirits thought to be divine in nature.
spellcasting ability is Intelligence.
Able to channel the essence of some of these extremely
You may add and cast the Investiture of Stone spell as a potent beings - and often acting with their blessing, conduit,
5th level spell instead of a 6th level spell, and Stoneskin as a and mortal champions - shadow hunters gain special
3rd level spell instead of a 4th level spell. abilities only the Loa can grant. As they grow in experience,
the shadow hunters' bond with the Loa strengthens and
THUNDERLORD their connection to these powerful voodoo spirits eventually
gives them the ability to curse and heal at a whim.
Also starting at 3rd level, you gain the Thunderclap warrior
talent (if you didn’t already have it), and can use it a number This archetype is restricted to worshipers of the Loa,
of times equal to your proficiency bonus before requiring a which are overwhelmingly trolls. Shadow hunters typically
rest, not once per rest. utilize Warglaives for combat (see equipment).

STANCE OF THE MOUNTAIN

Starting at 7th level, you may enter a stance with a bonus
action. So long as you are in this stance, you reduce the
physical damage you take by 3 points, and gain 2 extra
reactions. When executing a melee attack of opportunity
while under the effects of this stance, you push the target 10
feet on a successful attack roll.

BLEED AND BASH

Starting at 10th level, when you land a critical hit with a
slashing weapon, you reduce the target's speed to half for 1
hour or until the damage you dealt is fully healed. When you
land a critical hit with a bludgeoning weapon, you may make
a Strength save and oppose your results with the target's
Strength or Agility saving throw. If your save result is higher,
they are stunned for 1 round.

TITANIC AVATAR

Starting at 15th level, whenever you cast the spell Stoneskin
through your Titanic Spark spellcasting feature, the cost of
the material component (regardless of the target) is 25 gp
instead of 100, and you also gain the benefits of the Enlarge
spell.

Also, you may spend three days studying the defenses of a
fortification, castle, or any type of defensive structure. At the
end of the three days, you may use your Stance of the
Mountain without spending a bonus action, and you may
move your full speed without disrupting the stance, and
ignore half your speed’s worth of natural difficult terrain in
the area.

CHAPTER 3: CLASSES | SPECIAL AND RACIAL SPECIALIZATIONS 100


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