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Abelhawk

D&D 5e

Races History skill and add double your proficiency bonus to the check. Stone Flesh. When you are hit by a source of piercing, bludgeoning, or slashing damage, as a reaction you can gain resistance to it. You regain the ability to use this trait after a long rest. Languages. You can speak, read, and write Common, Dwarvish, and Gnomish.

Ironforge Dwarf The dwarves of Ironforge live beneath the snow-capped mountains of Khaz Modan. They have always been fast allies to the humans and revel in the prospects of battle and storytelling. Ability Score Increase. Your Constitution score increases by 2, and your Strength score by 1. Affiliation. Alliance. Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Alignment. Most Ironforge dwarves are lawful, believing in the benefits of a wellordered society. They tend toward good as well. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 25. Your speed is not reduced by wearing heavy armor. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer, and you treat firearms as martial weapons. Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, tinker’s tools, or mason’s tools. Stonecunning. Whenever you make an Intelligence (History) check related to stonework, you are considered proficient in the

Wildhammer Dwarf Wildhammer dwarves make their dwellings in the mountains near Aerie Peak. They have a natural connection to the gryphons there and are not as drawn to the earth as Ironforge dwarves are. Wildhammer dwarves love to tattoo their bodies with blue designs and weave beads into their hair and beards. Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score by 1. Affiliation. Alliance. Age. Wildhammer dwarves have the same lifespan as their Ironforge cousins. Alignment. Wildhammer dwarves are generally good, but they tend more toward chaotic or neutral alignments than Ironforge dwarves, reveling more in the freedom of the open air and the fickleness of nature. Size. Wildhammer dwarves are roughly the same size as their Ironforge cousins. Your size is Medium. Speed. Your base walking speed is 25. Gryphon Rider. You are proficient in the Animal Handling skill. Stormborn. You are resistant to lightning damage. Also, when you reach 3rd level, you can cast the witch bolt spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell. 2

Throwing Prowess. You are proficient in

Ability Score Increase. Your Constitution

light hammers and javelins. Also, you can spend a short rest attuning to a throwable weapon. Once you are attuned to it, it will return to your hand when thrown in battle. You can only attune to one weapon at a time, and this attunement lasts until you are separated from the weapon for more than a day, or attune to a new one. Brave. You have advantage on saving throws against being frightened. Languages. You can read, write, and speak Dwarvish and Common.

score increases by 2, and your Charisma score by 1. Affiliation. Neutral. Age. Dark Iron dwarves mature at the same rate as other dwarves. Alignment. The Dark Irons’ bitterness and lust for power most often lends them toward evil alignments. Size. Dark Iron dwarves physically resemble Ironforge dwarves, but they are less stocky and more dextrous. Your size is Medium. Speed. Your base walking speed is 25. Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray. Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks when in sunlight.

Dark Iron Dwarf Dark iron dwarves are gray-skinned dwarves whose eyes glow orange like fiery embers. They are worshipers of Ragnaros the Firelord and despise the Ironforge dwarves, whom they regard as the usurpers of their rightful kingdom. 3

Gift of the Firelord. You are resistant to fire damage. Also, you know the firebolt cantrip. Tool Proficiency. You gain proficiency with

Shadowmeld. You can attempt to Hide even when you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomenon. Also, you have advantage on Dexterity (Stealth) checks at night. Elf Weapon Training. You have proficiency with the shortbow and longbow, and you treat moonglaives as martial weapons. Languages. You can read, write, and speak Darnassian and Common.

the artisan’s tools of your choice: smith’s tools, brewer’s supplies, tinker’s tools, or mason’s tools. Stonecunning. Whenever you make an Intelligence (History) check related to stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check. Languages. You can speak, read, and write Common and Dwarvish.

High Elf The quel’dorei, or high elves, are a race of elves descended from the Highborne night elves of old. Their embrace of arcane magic makes them shunned by their night elf brethren. Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1. Affiliation. Alliance. Age. High elves consider themselves adults around age 110, and live to be up to 2,000 years old. Alignment. High elves are generally lawful, but their variation from good to evil varies immensely, due to their aloofness from other races. Size. High elves stand a bit shorter than humans, and have much thinner frames than night elves. Your size is Medium. Speed. Your base walking speed is 30 feet. Lesser Darkvision. High elves have a remnant of the blessing of the night elves. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness. Arcane Knowledge. You have proficiency in the Arcana skill. Magic Resistance. You have advantage on all Charisma, Intelligence, and Wisdom saving throws against magic.

Night Elf The night elves, or kaldorei, are among the oldest known races of Azeroth. Native to the western continent of Kalimdor, the night elves embrace nature and shun arcane magic. Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Affiliation. Alliance. Age. Night elves are considered adults by around age 110, and can live up to 2,000 years. Alignment. Due to their affinity with nature, night elves tend to lean toward chaotic alignments, and it is very rare to hear of an evil night elf. Size. Night elves stand about 6 feet tall and weigh about 170 pounds. Your size is Medium. Speed. Your base walking speed is 35 feet. Ultravision. Blessed by the moon goddess, Elune, your race has superior night vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness. Attunement with Nature. You have proficiency in the Nature skill.

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Elf Weapon Training. You have proficiency with the shortbow and longbow. Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Languages. You can read, write, and speak Thalassian and Common.

Blood Elf Blood elves (also called sin’dorei) are high elves that have embraced their arcane addiction to the point of swearing fealty to demons. They revel in their enhanced powers, considering it worth the severe addiction to magic that comes with it. Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1. Affiliation. Neutral. Age. Blood elves consider themselves adults around age 60, and live to be up to 400 years old. Alignment. Blood elves are generally lawful, and due to their lust for magic, very few of them are good-aligned. Size. Blood elves are visually identical to blood elves. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Due to your association with demons, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness. Arcane Knowledge. You have proficiency in the Arcana skill. Magic Resistance. You have advantage on all Charisma, Intelligence, and Wisdom saving throws against magic. Cantrip. You know one cantrip of your choice from the warlock spell list. Charisma is your spellcasting ability for it. Fel Corruption. You are resistant to fire damage, and have advantage on Constitution

(Concentration) checks on spells; however, if your concentration is broken while casting a spell, you take psychic damage equal to twice your Intelligence modifier. Severed from the Divine. As a blood elf, you cannot be a druid or a cleric for a good deity, and if you are a paladin, you cannot swear the Oath of Devotion or the Oath of the Ancients. Languages. You can read, write, and speak Thalassian, Common, and Demonic.

Gnome Gnomes are tiny creatures with a tragic history of loss. Their kingdom of Gnomeragan was taken by troggs, and their race has dwindled ever since. Most gnomes work along with the dwarves of Ironforge as a way to make a living. Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score by 1. Affiliation. Alliance. Age. Gnomes can live anywhere from 170 to 190 years on average. Alignment. Gnomes are generally neutral. They tend to trust more in their own mechanical creations than in living races. 5

Size. Gnomes are between 2½ and 3½

Goblin

feet tall and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to underground life in Gnomeragan and Ironforge, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only in shades of gray. Escape Artist. You have advantage on Dexterity saving throws. Artificer’s Lore. Whenever you make an Intelligence check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker. You have proficiency with flintlock pistols and tinker’s tools. Using these tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours without a short rest used to maintain it, or when you use your action to dismantle it. You can have up to three such devices active at a time. When you create a device, you can choose from one of the following list or choose one similar approved by the DM:

The cunning goblins are small green creatures from the isle of Kezan. Their love of money, explosives, and technology leaves them to be a very dangerous race, both to their enemies and themselves. Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score by 1. Affiliation. Neutral. Age. Goblins live short, dangerous lives. As such, they often set off as adults as young of an age as 10, and few live longer than 30 years. Alignment. Most goblins have a neutral standpoint, preferring to sell their contraptions, knowledge and services to other races. Size. Goblins are between 3 and 4 feet tall and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to cavern life in Kezan, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only in shades of gray. Haggler. If you roll a 1 or 2 on a Charisma (Persuasion), Widsom (Insight), or Charisma (Deception) check dealing with buying, selling, or trade, you can reroll the die and must use the new roll. Artificer’s Lore. Whenever you make an Intelligence check related to magic items, alchemical objects, or technological devices, you add twice your proficiency bonus, instead of any normal proficiency bonus you apply.

Clockwork Toy. A toy that moves around in random directions and makes noises. Firestarter. A device used to produce a miniature flame for lighting small fires. Music Box. A music box plays a song at moderate volume. Alarm. A device that emits a ringing noise when an unfamiliar creature approaches it. Timekeeper. A pocket watch that keeps accurate time. Languages. You can read, write, and speak Gnomish, Dwarvish, and Common.

Tinker. (This works the same as the trait under the “Gnome” section above) Languages. You can speak, read, and write Goblin, Common, and Orcish. Goblins are accustomed to conversing with many other races in their trade and technology dealings.

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Size. Pandaren average about 6 feet in

Human

height and weigh about 300 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Quadrupedal Movement. If you are holding nothing in your hands, your crawling speed when prone is 35 feet, and you do not suffer any movement penalty for crawling. Natural Weapons. Your unarmed strikes deal 1d4 damage instead of 1, and you can deal piercing (bite) or slashing (claws) damage as you choose. Ursine Grace. You are proficient in the Acrobatics skill, and you always have a climbing speed of 25, unless you’re wearing heavy armor. Also, you are resistant to falling damage. Brewmaster. You are proficient with brewer’s supplies. Pandaren Weapon Training. You have proficiency with quarterstaffs and spears. Languages. You can speak, read, and write Common and Pandarenese.

Humans are among the youngest races on Azeroth, but they make up for it by being the most populous. They are varied in appearance and quick to master specialized tasks. Humans have identical traits to those found in the PHB. Affiliation. Alliance.

Pandaren Pandaren are large, bipedal bearlike humanoids that hail from the secret empire of Pandaria. They have a long tradition of mystic warfare and value fighting in a precise, balanced way that catches other races off-guard. Ability Score Increase. Your Constitution, Dexterity, and Wisdom scores increase by 1. Affiliation. Neutral. Age. Pandaren reach adulthood at about 80 years and can live up to about 400 years. Alignment. Pandaren value balance, and therefore lean strongly toward neutrality.

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Tauren

Troll

Tauren are large, muscular humanoids and bovine in appearance. After generations of nomadic existence, most of the tauren have recently made permanent settlements in Mulgore and the Barrens. Ability Score Increase. Your Strength score increases by 3. Affiliation. Horde. Age. Tauren reach adulthood at around age 15, and rarely live longer than 100 years. Alignment. Tauren are most often good. They tend to lean toward more chaotic alignments due to their nomadic nature. Size. Tauren tower at anywhere from 7 to 9 feet tall and weigh from 650 to 1,000 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. War Stomp. You can cast the earth tremor spell once with this trait and regain the ability to do so when you finish a long rest. However, the spell only has a 5-foot radius, and the level of the spell is casted at is equal to your level divided by 2 (minimum 1st). Horns. You have advantage on Shove attacks, and you can make a Shove attack as a bonus action after you Dash. Also, you can choose to make an unarmed strike deal piercing damage instead of bludgeoning. Mighty Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift; you are at disadvantage with light weapons; and you have disadvantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks. Also, you treat tauren totems as martial weapons. Languages. You can speak, read, and write Taur-ahe and Orcish.

Jungle or island trolls from the Darkspear tribe are superstitious creatures who revel in the hunt and the rigors of personal combat. You can play as other types of trolls too, but are considered to be at least somewhat aligned with the Horde, even if indirectly. Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score by 1. Affiliation. Horde. Age. Trolls have the ability to last well over 100 years, but their life of combat and hunting often cuts it shorter. Alignment. A rough life and a culture filled with superstition dissuades most trolls from good alignments, and their tribal culture tends to lean them toward chaotic alignments. Size. Darkspear trolls stand at around 7 feet tall on average, though their hunched

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Size. Orcs are much larger and bulkier than

posture makes them appear a bit shorter. They tend to weigh around 160 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Hunter Training. You have proficiency with the handaxe, shortbow, sling, javelin, spear, net, and blowgun, and you gain a +1 bonus to all thrown weapon attacks. Tribal Upbringing. You have proficiency in the Survival skill, as well as one of the following of your choice: brewer’s supplies, poisoner’s kit, or leatherworker’s tools. Regeneration. You can use your Hit Dice at any time as a bonus action, and you regain all lost hit points automatically when you take a short rest. Also, any severed members (fingers, legs, arms, and so on) you have are restored after a long rest. If you take fire or acid damage, this feature is disabled until you regain all your hit points. Languages. You can speak, read, and write Zandali and Orcish.

humans, and they range from 6 to 8 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Menacing. You gain proficiency in the Intimidation skill. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Orc Weapon Training. You treat orcish claws as martial weapons. Languages. You can read, write, and speak Orcish, as well as your choice of Taur-ahe, Zandali, Common, or Giant.

Half-Breed

Orc

Half-elves, half-orcs, and other interracial mixes are extremely rare in Azeroth, but they do exist. If you wish to play a half-breed character, choose a base race for your character’s traits (assumed to be the race you grew up with) and add the following trait:

To their enemies, orcs are brutal and fearsome opponents, without parallel in their ferocity and cunning. To their allies, they are noble and honorable, following the traditions of a rediscovered past. Ability Score Increase. Your Strength score increases by 2, and your Constitution by 1. Affiliation. Horde. Age. Orcs mature a little faster than humans, reaching adulthood around age 12. They age noticeably faster and rarely live longer than 75 years. Alignment. Orcs have a strong sense of honor, and thus tend to be lawful in alignment. Their disposition toward evil and good varies depending on how strongly they hold on to their demonic past.

Wary Outsider. You are an outcast among your parent races, not truly fitting in with either. You are proficient with the Insight skill, but when making Charisma checks against either of your parent races, you never benefit from proficiency bonuses of any kind unless you are disguised as a pure race. Your appearance is however you wish, though it will logically appear as a mix between your two parent races.

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Weapons and Items Items Name

Cost

Damage

Weight

Properties

Orcish claws Tauren totem Moonglaive

25 gp 20 gp 20 gp

1d6 slashing 2d8 bludgeoning 1d6 slashing

1 lb. 50 lb.

Light, keen Very heavy, two-handed Thrown (range 15, 40)

Flintlock pistol

250 gp

1d10 piercing

1 lb.

Musket

500 gp

1d12 piercing

50 lb.

Ammunition (range 30/90), loading, sharpshoot, misfire Ammunition (range 40/120), loading, sharpshoot, two-handed, misfire

Bomb Powder keg

150 gp 250 gp

3d6 fire 7d6 fire

1 lb. 20 lb.

Musket balls (10) Powder horn (30)

3 gp 35 gp

— —

2 lb. 2 lb.

Goblin Army Knife Goblin Mine Shoes Gyroparasol Steam Hammer

50 gp 400 gp 150 gp 500 gp

4d6 bludgeoning

4 lb. 10 lb. 2 lb. 35 lb.

Exotic weapons

Firearms

Explosives

Ammunition

Technological Devices

New Properties Some new or different properties come with the new weapons in the Weapons table above. Ammunition. The ammunition of a firearm is destroyed upon use. To fire a shot, you need one musket ball and one charge of powder from a powder horn. Bouncing. If you have proficiency in moonglaives, you can cause yours to bounce after a hit. If you hit a target within normal range, you can choose to make the moonglaive ricochet back to your hand or bounce to another target within 15 feet of the enemy who was hit. Make another attack roll for the new target. If it hits, you can cause it to bounce again (maximum 3 targets). When you miss with the moonglaive, it drops to the target’s feet like a normal thrown weapon.

Keen. A keen weapon’s critical range is increased by 1. If you normally score a critical hit on a roll of 20, a keen weapon will score a critical hit on a roll of 19–20. Sharpshoot. If you score a critical hit with a firearm, you roll three times the weapon’s dice, rather than twice the amount. Misfire. Firearms’ power comes with a cost. If you roll a natural 1 on an attack roll with a firearm, the weapon misfires, dealing 1d10 fire damage to you. The firearm also becomes unusable until you use an action to successfully make a DC 15 Dexterity (Tinkering) check to fix it. If a firearm misfires twice in a row, it breaks outright and must be repaired using half the firearm’s cost in materials before it can be used again. Very heavy. A tauren totem is so heavy that you can only make one attack with it when using an action, bonus action, or reaction,

regardless of the number of attacks you can normally make. Also, Small creatures cannot wield tauren totems, and Medium creatures have disadvantage when using them unless they are proficient.

however, you cannot trigger traps that are activated by being stepped on.

GYROPARASOL Besides functioning as an umbrella, this device slows your falling speed for up to 30 feet before collapsing and requiring a DC 15 Dexterity (Tinkering) check to reset. It can be moved as an action.

Items BOMB

STEAM HAMMER

As an action, you can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.

This technological device grants you advantage on Strength checks to try and force doors open, and your Strength is considered to be 18 when using it to smash or break objects. It can also be used as a weapon, though it is considered an exotic weapon while doing so. It deals 4d6 bludgeoning damage on a hit, or double damage to structures. Upon a hit, the steam hammer causes an incredibly loud noise. All creatures within 100 feet of the hammer must make a DC 18 Constitution saving throw or be deafened for 1d4 minutes. The steam hammer must then spend 1 minute charging its pressure before being used again. Upon rolling a natural 1 when using the steam hammer, it makes the same loud noise, but becomes unusable until fixed with a Tinkering check (see “Misfire” above).

POWDER KEG Setting fire to a powder keg can cause it to explode, dealing 7d6 fire damage to creatures within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

GOBLIN ARMY KNIFE The goblin army knife digs trenches, saws wood, hammers nails, lights fires, makes three different types of animal calls, polishes and oils armor, sews clothing, extends into a fishing rod, and unreels into a 1-person tent. And, of course, cuts things. It takes 3 rounds to access each function of the knife, but no skill check is required.

GOBLIN MINE SHOES It takes 1 minute to don or doff these 2-footwide metal plates onto your shoes. While wearing them, your speed is reduced to 10 feet and you cannot use the Dash action;

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Deities Draconic Deities Deity

Alignment

Suggested Domains

Symbol

NG CE LN LN CG

Life, Nature Death, Light Tempest, Knowledge Trickery, Knowledge Nature, Trickery

Red dragon’s head in profile Black dragon’s head in profile Blue dragon’s head in profile Bronze dragon head in profile Green dragon’s head in profile

Alignment

Suggested Domains

Symbol

Death Light, Trickery

Skull encased in ice Horns wreathed in flame

Suggested Domains

Symbol

Tempest Tempest Light, Forge Protection

Lightning-wreathed tornado Whirlpool Flaming spiked hammer Crystal-encrusted mountain

Suggested Domains

Symbol

Grave Tempest Knowledge Death Nature War Trickery

Smiling skull with closed eyes Thundercloud Troll skull Spider Raptor’s head in profile Tiger head Bat

Alignment

Suggested Domains

Symbol

LN LN

War Tempest, Knowledge

Broken sword Planet

Alextrasza the Life-Binder Deathwing the Worldbreaker Malygos the Spell-Weaver Nozdormu the Timeless One Ysera the Dreamer

Evil Deities Deity Ner’zhul the Lich King Kil’jaeden the Deceiver

CE CE

Elemental Deities Deity

Alignment

Al’akir the Windlord Neptulon the Tidehunter Ragnaros the Firelord Therazane the Stonemother

CN CE CN LN

Loa Deities Deity

Alignment

Bwonsamdi Shango Zanza the Restless Shadra Gonk the Great Hunter Shirvallah Hir’eek

LN CN N NE N N N

Titanic Deities Deity Aggramar the Avenger Aman’thul the High Father

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Eonar the Lifebinder Golganneth the Thunderer Khaz’goroth the Shaper Norgannon the Dreamweaver Sargeras the Destroyer

LN CN LN LN CE

Nature, Life Tempest Forge Knowledge Light, War

Staff circled with flowers Horn and lightning bolt Blacksmith’s hammer A circle of arcane runes Wild flames

Alignment

Suggested Domains

Symbol

CN N CE CG LG CE LG CG CE

Nature, War Tempest, Knowledge Tempest Nature Light, Protection Death Life Nature, War Trickery

Boar head Raven Octopus Horn Crescent moon Feathered serpent Stag antlers Bear head Hoofprint

Alignment

Suggested Domains

Symbol

Light, Life Nature, Protection

Sun Tree

Ancient Deities Deity Aggamaggan Aviana Queen Azshara Cenarius Elune, Goddess of the Moon Hakkar the Soulflayer Malorne Ursoc and Ursol Lord Xavius

Other Deities Deity The Holy Light The Earthmother

NG N

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Lore Changes These changes are optional, but they are meant to instill a more consistent feel with the world of Azeroth.

replaced with the Elemental Plane, which has the following substitutions: The Plane of Air is instead called The Skywall, the Plane of Earth is called Deepholm, the Plane of Water is called The Abyssal Maw, and the Plane of Fire is called The Firelands. The Outer Planes. Though beings like the titans may originate from a place beyond the known planes, the dwarves have yet to discover any equivalent to the outer planes in the Warcraft universe.

Planes of Existence In order to harmonize with Azeroth’s lore, the following changes can be made to the planes of existence.

Feywild. The Feywild can be replaced with the Emerald Dream. Shadowfell. The Shadowfell can be replaced with the Shadow Lands. Ethereal Plane. There is no ethereal plane in Warcraft, but it can be left as is in terms of spells and effects without affecting lore. Astral Plane. The astral plane can be replaced with the Twisting Nether or the Great Dark Beyond. The Inner Planes. The Inner Planes can be

Pocket dimensions and other similar planes can be added without any detriment to lore.

Spell Names The following spell names are suggested to bring the proper-name spells of Dungeons & Dragons more into the world of Warcraft and to align the spells more in line with Warcraft’s lore and cosmology.

Original Spell

Warcraft Spell

Abi-Dalzim’s Horrid Wilting Horrid Wilting Aganazzar’s Scorcher Dragonbreath Arcane Eye Eye of Kilrogg Arms of Hadar Demon Nova Armor of Agathys Frost Armor Bigby’s Hand Arcane Hand Chill Touch Touch of Darkness Drawmij’s Instant Summons Instant Summons Evard’s Black Tentacles Embrace of N’zoth False Life Unholy Armor Geas Enslave Creature Harm Death and Decay Hunger of Hadar Hunger of the Void Leomund’s Secret Chest Vargoth’s Secret Chest Leomund’s Tiny Hut Vargoth’s Sanctuary Magic Missile Arcane Missiles Maximilian’s Earthen Grasp Earthen Grasp Melf’s Acid Arrow Acid Arrow Melf’s Minute Meteors Minute Meteors Mordenkainen’s Faithful Hound Watchdog M’s Magnificent Mansion Magnificent Mansion M’s Private Sanctum Private Sanctum Mordenkainen’s Sword Arcane Sword

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Nystul’s Magic Aura Rhonin’s Magic Aura Otiluke’s Freezing Sphere Freezing Sphere Otiluke’s Resilient Sphere Resilient Sphere Otto’s Irresistable Dance Irresistable Dance Primordial Ward Elemental Ward Rary’s Telepathic Bond Telepathic Bond Snilloc’s Snowball Swarm Snowball Storm T’s Hideous Laughter Mannoroth’s Hideous Laughter Tenser’s Floating Disk Floating Disc Weird Nightmare

MEDALLIONS Medallions are components that are not consumed, but are needed on hand to cast certain spells. They are more simply named and easier to keep track of than the various components in regular D&D. Some things, such as the scrying focus for the scrying spell, make sense as components, but for other things, there are medallions. Depending on the caster who needs them, they are called relics (for clerics and paladins), talismans (for sorcerers, wizards, and warlocks), trinkets (for bards) and totems (for druids and rangers). For example, the circle of death spell requires “the powder of a crushed black pearl worth at least 500 gp.” In this variant rule, it would instead require “a skull talisman worth 500 gp.” Medallions can be purchased at shops, temples, and other places where spellcasters congregate, as well as found in treasure troves or even crafted by spellcasters. Below are some suggestions for the unconsumable money-cost material components for D&D 5th Edition’s spells:

Runes & Medallions Most material components don’t have a place in Warcraft lore, but they can largely be ignored without affecting the game. However, the components in the game that cost gold should be kept in order to balance the game; to give them more of a Warcraft feel and to make them easier to manage, this variant rule can be applied to the game.

RUNES Runes are consumable material components that can be purchased or found as treasure just like their D&D counterparts. In addition, their values make them more versatile; you can use five eternal runes to cast true resurrection instead of one celestial rune, since the total cost of the components is 25,000 gp. Below are a list of all the runes needed to cast all the spells in D&D 5th Edition:          

RUNE Spark rune Ley rune Mystic rune Astral rune Void rune Prismatic rune Power rune Nether rune Eternal rune Celestial rune

MEDALLION SPELL  Bird Augury (25 gp)  Bone Create Undead (50 gp)  Book Identify (100 gp)  Butterfly Shapechange (1,500 gp)  Castle Magnificent Mansion (5 gp)  Chest L’s Secret Chest (50 gp)  Dragon Legend Lore (200 gp)  Eye Clairvoyance (100 gp)  Horn D’s Instant Summons (1,000 gp)  Ivory Contingency (1,500 gp)  Key Plane Shift (250 gp)  Lion Forbiddance (1,000 gp)  Portal Gate (5,000 gp)  Shackles Forcecage (1,500 gp)  Shield Warding Bond (100 gp)  Skull Circle of Death (500 gp)  Star Programmed Illusion (25 gp)  Sword M’s Sword (250 gp)

VALUE 10 gp 25 gp 50 gp 100 gp 150 gp 250 gp 500 gp 1,000 gp 5,000 gp 25,000 gp

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Being as there are few gods and little correspondence with deities in Warcraft, there is no Celestial equivalent. Also, there is no Sylvan counterpart. For fey creatures who speak Sylvan in the Monster Manual, replace it with Darnassian or Druidic, as appropriate. Some races have their own languages that can be learned, but are less useful and very specialized:

Languages The following languages are available in the Warcraft universe to learn. When making a character, you can choose to swap out Orcish for Common or vice versa if you want to be a member of the faction your race normally does not affiliate with (the only exceptions to this option are orcs and humans).



COMMON LANGUAGES 

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Common – Spoken by humans and the majority of intelligent creatures who associate with them. The primary language of the Alliance. Darnassian – Spoken by night elves, ancients, and fey creatures. Dwarvish – Spoken by dwarves. Giant – Spoken by ogres and giants; written in the Orcish script. Gnomish – Spoken by gnomes; written in the Dwarvish alphabet. Goblin – Spoken by goblins. Orcish – Spoken by orcs and members of the Horde, as well as intelligent creatures who associate with it. Pandarenese – Spoken by pandaren. Taur-ahe – Spoken by tauren; has no readable written form, only hieroglyphic symbols reflecting basic ideas. Thalassian – Spoken by high elves and blood elves. Zandali – Spoken by all types of trolls.



Classes Any class can fit into a Warcraft game with some creativity, but if you want to stay loyal to the Warcraft universe and conflicts and fit them into the lore more easily, you can follow the tips below.

ARTIFICER Artificers can be called “tinkers,” and would be great fits for gnomes, dwarves, and goblins. Rather than creating magical items for their class traits, their creations can instead be replaced by technological devices if possible (though their use is unchanged). Tinkers/artificers can start the game with proficiency in firearms.

EXOTIC LANGUAGES   



Nerglish – Spoken by murlocs, makrura, and other sea creatures. Low Common – Understandable by Common speakers, but simpler and more primitive. Spoken by humanoids such as gnolls, kobolds, and troggs. Low Orcish – Understandable by Orcish speakers, but simpler and more primitive. Spoken by humanoids such as quillboar, centaur, and harpies.

Draconic – Spoken by dragons, dragonkin, and dragon aspects. Druidic – Only spoken, learnable, and understandable by druids. Eredun – Also known as demonic; spoken by demons from the Twisting Nether. Kalimag – The language of elementals; has no written form.

BARBARIAN Totem warrior barbarians (especially troll ones) can worship loas in order to get their animal spirit powers. For example, the bear spirit can be Nalorakk, the eagle Akil’zon, and so forth. 16

incorporate them into orders like the ones below if you wish: Oath of Devotion. The Knights of the Silver Hand and Argent Dawn fit perfectly with this oath. Their alignment is best for lawful good paladins. Oath of the Ancients. The Cenarion Circle is mainly suited to druids, but it is also perfect for paladins who swear the Oath of the Ancients and serve as their warriors and protectors of nature. Their alignment is mainly neutral. Oath of Vengeance. The lawful evil organization the Scarlet Crusade is well suited for this oath, as are the Blood Knights of Quel’thalas. They are also lawful, though they do not necessarily have to be evil. Oathbreaker, Oath of Treachery. These focuses work well for Scourge death knights or the Knights of the Black Hand. Their alignment is generally chaotic or neutral evil. Oath of Conquest. This oath seems better geared toward independent paladins or soldiers who are more dedicated to combat than mere fighters. They could swear fealty to a specific nation, however. Any lawful alignment would fit well with this oath. Oath of Redemption. The Knights of the Silver Hand could also be a good fit for paladins of this oath, which likely fits well with any good alignment.

BARD Bards do not have a place in Warcraft lore.

CLERIC To make clerics feel more like priests, you can eliminate their ability to wear heavy (or even medium) armor and replace this trait with the trait “Unarmored Defense” (AC equals 10 + your Dexterity modifier + your Wisdom modifier).

DRUID For races who normally aren’t druids, such as orcs, you can twist the druid to be more shamanlike, encouraging (or even allowing on their spell list) more elemental or spirit spells, or separating the ability to cast elemental and nature spells (and transform into beasts vs. elementals) between shamans and more conventional druids.

FIGHTER The eldritch knight subtype of fighters can be changed to a death knight subclass variation by allowing the character to choose necromancy spells along with (or instead of) their evocation and abjuration spells.

MONK Normally, pandaren are the only monks on Azeroth, but tauren or other nature-worshiping races can be a good fit for this class as well, or be trainers for other races.

RANGER Pretty much any ranger archetype fits fine within Azeroth lore.

MYSTIC Mystics don’t necessarily have a strong presence in Warcraft lore, though you could pass one off as a specific type of shaman more geared to spirits and psychic power.

ROGUE Few changes, if any, are needed when it comes to rogue classes in a Warcraft setting. They may work independently or for one of the following factions: SI:7, Syndicate, Ravenholdt, Bloodsail Buccaneers. Rogues can choose proficiency with firearms in lieu of one of their Expertise points, as per the ability.

PALADIN Paladins fit well into Warcraft’s lore, and their different oaths correspond to specific paladin orders in Azeroth. There can be independent paladins who swear to ideals, but you can 17

SORCERER Most magi in the Warcraft universe learn their magical powers through study, but that doesn’t mean that sorcerers with innate powers from a source of power don’t exist. In fact, they could have among the most interesting backstories of Warcraft characters, being granted their powers from dragon aspects (Draconic Origin), blood mage phoenixes (Phoenix Origin), the titans themselves (Stone Sorcery), or many other things. Favored Souls and Wild Magic sorcerers may be the hardest to implement.

WARLOCK Servants of eldritch powers abound in Azeroth, so warlocks are an easy class to fit into Warcraft’s lore; to make it even more relevant to the conflicts common in Warcraft, you can grant the Warlock some demon-summoning or communing spells. You can tailor the warlock’s pact to be with the Burning Legion (The Fiend), the Old Gods (The Great Old One), the Lich King (Raven Queen, Hexblade), or even some kind of corrupt ancients or satyr (The Archfey). It’s important that warlocks stay away from good (or even neutral, if possible) alignments, as magic is extremely corrupting in Azeroth.

shaman out of a wizard class, who uses some ancestral runes or stones instead of a spellbook.

Factions

WIZARD Most wizards are Kirin Tor mages who studied in Dalaran, but most should not focus on casting necromancy spells unless they have a specific loyalty (or at least fascination) with the Cult of the Damned, the Forsaken, or the Scourge. Likewise, wizards who specialize in the School of Necromancy should focus mainly on learning necromancy spells, work toward promoting the Lich King’s ideals (or even becoming a lich themselves), corrupting other races, and thwarting the efforts of paladins and other undead-hating classes. If none of the other classes fit for a specific type of spellcaster you have in mind, wizards leave quite a bit of room for creativity. For example, it’s possible to make some sort of

Warcraft is a world of conflict, deep grudges, and war. The races should be kept segregated somewhat into the Horde and Alliance factions as much as possible for an authentic Warcraft feel. There can be rare exceptions, but generally, if you are a Horde-aligned race in Alliance territory, you can expect to be treated with suspicion, prejudice, or even aggression. The orcs and humans have a particular hatred for one another, and rarely will they tolerate each other’s presence. Consider imposing all Charisma checks between these two races with disadvantage.

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Custom Warcraft rules by Austin Ballard (Abelhawk) Adapted from the rules given in Warcraft: The Roleplaying Game and Magic & Mayhem for 3.5 edition D&D, and from lore found at www.WoWwiki.wikia.com, Adapted to Dungeons & Dragons 5th edition All names, pictures, and maps are property of Blizzard Entertainment and are intended for noncommercial use.

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