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Warcraft Resources for D&D 5e

Abelhawk
Races
History skill and add double your proficiency
Ironforge Dwarf bonus to the check.
Stone Flesh. When you are hit by a source
The dwarves of Ironforge live beneath the of piercing, bludgeoning, or slashing damage,
snow-capped mountains of Khaz Modan. They as a reaction you can gain resistance to it. You
have always been fast allies to the humans and regain the ability to use this trait after a long
revel in the prospects of battle and storytelling. rest.
Ability Score Increase. Your Constitution Languages. You can speak, read, and write
score increases by 2, and your Strength score Common, Dwarvish, and Gnomish.
by 1.
Affiliation. Alliance.
Age. Dwarves mature at the same rate as
humans, but theyre considered young until
Wildhammer Dwarf
they reach the age of 50. On average, they live Wildhammer dwarves make their dwellings in
about 350 years. the mountains near Aerie Peak. They have a
Alignment. Most Ironforge dwarves are natural connection to the gryphons there and
lawful, believing in the benefits of a well- are not as drawn to the earth as Ironforge
ordered society. They tend toward good as dwarves are. Wildhammer dwarves love to
well. tattoo their bodies with blue designs and
Size. Dwarves stand between 4 and 5 feet weave beads into their hair and beards.
tall and average about 150 pounds. Your size is Ability Score Increase. Your Constitution
Medium. score increases by 2, and your Wisdom score
Speed. Your base walking speed is 25. by 1.
Your speed is not reduced by wearing heavy Affiliation. Alliance.
armor. Age. Wildhammer dwarves have the same
Darkvision. You can see in dim light within lifespan as their Ironforge cousins.
60 feet of you as if it were bright light, and in Alignment. Wildhammer dwarves are
darkness as if it were dim light. You cannot generally good, but they tend more toward
discern color in darkness, only shades of gray. chaotic or neutral alignments than Ironforge
Dwarven Resilience. You have advantage dwarves, reveling more in the freedom of the
on saving throws against poison, and you have open air and the fickleness of nature.
resistance against poison damage. Size. Wildhammer dwarves are roughly the
Dwarven Combat Training. You have same size as their Ironforge cousins. Your size
proficiency with the battleaxe, handaxe, light is Medium.
hammer, and warhammer, and you treat Speed. Your base walking speed is 25.
firearms as martial weapons. Gryphon Rider. You are proficient in the
Tool Proficiency. You gain proficiency with Animal Handling skill.
the artisans tools of your choice: smiths tools, Stormborn. You are resistant to lightning
brewers supplies, tinkers tools, or masons damage. Also, when you reach 3rd level, you
tools. can cast the witch bolt spell as a 2nd-level spell
Stonecunning. Whenever you make an once with this trait and regain the ability to do
Intelligence (History) check related to so when you finish a long rest. Wisdom is your
stonework, you are considered proficient in the spellcasting ability for this spell.
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Throwing Prowess. You are proficient in Ability Score Increase. Your Constitution
light hammers and javelins. Also, you can score increases by 2, and your Charisma score
spend a short rest attuning to a throwable by 1.
weapon. Once you are attuned to it, it will Affiliation. Neutral.
return to your hand when thrown in battle. You Age. Dark Iron dwarves mature at the
can only attune to one weapon at a time, and same rate as other dwarves.
this attunement lasts until you are separated Alignment. The Dark Irons bitterness and
from the weapon for more than a day, or lust for power most often lends them toward
attune to a new one. evil alignments.
Brave. You have advantage on saving Size. Dark Iron dwarves physically
throws against being frightened. resemble Ironforge dwarves, but they are less
Languages. You can read, write, and speak stocky and more dextrous. Your size is
Dwarvish and Common. Medium.
Speed. Your base walking speed is 25.

Dark Iron Dwarf


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
Dark iron dwarves are gray-skinned dwarves
cannot discern color in darkness, only shades
whose eyes glow orange like fiery embers.
of gray.
They are worshipers of Ragnaros the Firelord
Sunlight Sensitivity. You have
and despise the Ironforge dwarves, whom they
disadvantage on attack rolls and Wisdom
regard as the usurpers of their rightful
(Perception) checks when in sunlight.
kingdom.

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Gift of the Firelord. You are resistant to fire Shadowmeld. You can attempt to Hide
damage. Also, you know the firebolt cantrip. even when you are lightly obscured by foliage,
Tool Proficiency. You gain proficiency with heavy rain, falling snow, mist, and other natural
the artisans tools of your choice: smiths tools, phenomenon. Also, you have advantage on
brewers supplies, tinkers tools, or masons Dexterity (Stealth) checks at night.
tools. Elf Weapon Training. You have proficiency
Stonecunning. Whenever you make an with the shortbow and longbow, and you treat
Intelligence (History) check related to moonglaives as martial weapons.
stonework, you are considered proficient in the Languages. You can read, write, and speak
History skill and add double your proficiency Darnassian and Common.
bonus to the check.

High Elf
Languages. You can speak, read, and write
Common and Dwarvish.
The queldorei, or high elves, are a race of elves

Night Elf descended from the Highborne night elves of


old. Their embrace of arcane magic makes
The night elves, or kaldorei, are among the them shunned by their night elf brethren.
oldest known races of Azeroth. Native to the Ability Score Increase. Your Dexterity
western continent of Kalimdor, the night elves score increases by 2, and your Intelligence
embrace nature and shun arcane magic. score increases by 1.
Ability Score Increase. Your Dexterity Affiliation. Alliance.
score increases by 2, and your Wisdom score Age. High elves consider themselves
increases by 1. adults around age 110, and live to be up to
Affiliation. Alliance. 2,000 years old.
Age. Night elves are considered adults by Alignment. High elves are generally lawful,
around age 110, and can live up to 2,000 but their variation from good to evil varies
years. immensely, due to their aloofness from other
Alignment. Due to their affinity with races.
nature, night elves tend to lean toward chaotic Size. High elves stand a bit shorter than
alignments, and it is very rare to hear of an evil humans, and have much thinner frames than
night elf. night elves. Your size is Medium.
Size. Night elves stand about 6 feet tall and Speed. Your base walking speed is 30 feet.
weigh about 170 pounds. Your size is Medium. Lesser Darkvision. High elves have a
Speed. Your base walking speed is 35 feet. remnant of the blessing of the night elves. You
Ultravision. Blessed by the moon goddess, can see in dim light within 30 feet of you as if it
Elune, your race has superior night vision. You were bright light, and in darkness as if it were
can see in dim light within 60 feet of you as if it dim light. You cant discern color in darkness.
were bright light, and in darkness as if it were Arcane Knowledge. You have proficiency
dim light. You cannot discern color in darkness. in the Arcana skill.
Attunement with Nature. You have Magic Resistance. You have advantage on
proficiency in the Nature skill. all Charisma, Intelligence, and Wisdom saving
throws against magic.

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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 sindorei) 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 (Concentration) checks on spells; however, if
score increases by 2, and your Intelligence your concentration is broken while casting a
score increases by 1. spell, you take psychic damage equal to twice
Affiliation. Neutral. your Intelligence modifier.
Age. Blood elves consider themselves Severed from the Divine. As a blood elf,
adults around age 60, and live to be up to 400 you cannot be a druid or a cleric for a good
years old. deity, and if you are a paladin, you cannot
Alignment. Blood elves are generally swear the Oath of Devotion or the Oath of the
lawful, and due to their lust for magic, very few Ancients.
of them are good-aligned. Languages. You can read, write, and speak
Size. Blood elves are visually identical to Thalassian, Common, and Demonic.
blood elves. Your size is Medium.

Gnome
Speed. Your base walking speed is 30 feet.
Darkvision. Due to your association with
demons, you can see in dim light within 60 feet
Gnomes are tiny creatures with a tragic history
of you as if it were bright light, and in darkness
of loss. Their kingdom of Gnomeragan was
as if it were dim light. You cant discern color in
taken by troggs, and their race has dwindled
darkness.
ever since. Most gnomes work along with the
Arcane Knowledge. You have proficiency
dwarves of Ironforge as a way to make a living.
in the Arcana skill.
Ability Score Increase. Your Intelligence
Magic Resistance. You have advantage on
score increases by 2, and your Dexterity score
all Charisma, Intelligence, and Wisdom saving
by 1.
throws against magic.
Affiliation. Alliance.
Cantrip. You know one cantrip of your
Age. Gnomes can live anywhere from 170
choice from the warlock spell list. Charisma is
to 190 years on average.
your spellcasting ability for it.
Alignment. Gnomes are generally neutral.
Fel Corruption. You are resistant to fire
They tend to trust more in their own
damage, and have advantage on Constitution
mechanical creations than in living races.
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Size. Gnomes are between 2 and 3
feet tall and weigh about 40 pounds. Your size
is Small.
Goblin
Speed. Your base walking speed is 25 feet. The cunning goblins are small green creatures
Darkvision. Accustomed to underground from the isle of Kezan. Their love of money,
life in Gnomeragan and Ironforge, you can see explosives, and technology leaves them to be
in dim light within 60 feet of you as if it were a very dangerous race, both to their enemies
bright light, and in darkness as if it were dim and themselves.
light. You cant discern color in darkness, only Ability Score Increase. Your Charisma
in shades of gray. score increases by 2, and your Intelligence
Escape Artist. You have advantage on score by 1.
Dexterity saving throws. Affiliation. Neutral.
Artificers Lore. Whenever you make an Age. Goblins live short, dangerous lives. As
Intelligence check related to magic items, such, they often set off as adults as young of an
alchemical objects, or technological devices, age as 10, and few live longer than 30 years.
you can add twice your proficiency bonus, Alignment. Most goblins have a neutral
instead of any proficiency bonus you normally standpoint, preferring to sell their contraptions,
apply. knowledge and services to other races.
Tinker. You have proficiency with flintlock Size. Goblins are between 3 and 4 feet tall
pistols and tinkers tools. Using these tools, you and weigh about 40 pounds. Your size is Small.
can spend 1 hour and 10 gp worth of materials Speed. Your base walking speed is 25 feet.
to construct a Tiny clockwork device (AC 5, 1 Darkvision. Accustomed to cavern life in
hp). The device ceases to function after 24 Kezan, you can see in dim light within 60 feet
hours without a short rest used to maintain it, of you as if it were bright light, and in darkness
or when you use your action to dismantle it. as if it were dim light. You cant discern color in
You can have up to three such devices active darkness, only in shades of gray.
at a time. When you create a device, you can Haggler. If you roll a 1 or 2 on a Charisma
choose from one of the following list or choose (Persuasion), Widsom (Insight), or Charisma
one similar approved by the DM: (Deception) check dealing with buying, selling,
or trade, you can reroll the die and must use
Clockwork Toy. A toy that moves around in the new roll.
random directions and makes noises. Artificers Lore. Whenever you make an
Firestarter. A device used to produce a Intelligence check related to magic items,
miniature flame for lighting small fires. alchemical objects, or technological devices,
Music Box. A music box plays a song at you add twice your proficiency bonus, instead
moderate volume. of any normal proficiency bonus you apply.
Alarm. A device that emits a ringing noise Tinker. (This works the same as the trait
when an unfamiliar creature approaches it. under the Gnome section above)
Timekeeper. A pocket watch that keeps Languages. You can speak, read, and write
accurate time. Goblin, Common, and Orcish. Goblins are
Languages. You can read, write, and speak accustomed to conversing with many other
Gnomish, Dwarvish, and Common. 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.
Humans are among the youngest races on Speed. Your base walking speed is 25 feet.
Azeroth, but they make up for it by being the Quadrupedal Movement. If you are
most populous. They are varied in appearance holding nothing in your hands, your crawling
and quick to master specialized tasks. Humans speed when prone is 35 feet, and you do not
have identical traits to those found in the PHB. suffer any movement penalty for crawling.
Affiliation. Alliance. Natural Weapons. Your unarmed strikes
deal 1d4 damage instead of 1, and you can

Pandaren deal piercing (bite) or slashing (claws) damage


as you choose.
Pandaren are large, bipedal bearlike humanoids Ursine Grace. You are proficient in the
that hail from the secret empire of Pandaria. Acrobatics skill, and you always have a
They have a long tradition of mystic warfare climbing speed of 25, unless youre wearing
and value fighting in a precise, balanced way heavy armor. Also, you are resistant to falling
that catches other races off-guard. damage.
Ability Score Increase. Your Constitution, Brewmaster. You are proficient with
Dexterity, and Wisdom scores increase by 1. brewers supplies.
Affiliation. Neutral. Pandaren Weapon Training. You have
Age. Pandaren reach adulthood at about proficiency with quarterstaffs and spears.
80 years and can live up to about 400 years. Languages. You can speak, read, and write
Alignment. Pandaren value balance, and Common and Pandarenese.
therefore lean strongly toward neutrality.

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Tauren Troll
Tauren are large, muscular humanoids and Jungle or island trolls from the Darkspear tribe
bovine in appearance. After generations of are superstitious creatures who revel in the
nomadic existence, most of the tauren have hunt and the rigors of personal combat. You
recently made permanent settlements in can play as other types of trolls too, but are
Mulgore and the Barrens. considered to be at least somewhat aligned
Ability Score Increase. Your Strength score with the Horde, even if indirectly.
increases by 3. Ability Score Increase. Your Dexterity
Affiliation. Horde. score increases by 2, and your Constitution
Age. Tauren reach adulthood at around score by 1.
age 15, and rarely live longer than 100 years. Affiliation. Horde.
Alignment. Tauren are most often good. Age. Trolls have the ability to last well over
They tend to lean toward more chaotic 100 years, but their life of combat and hunting
alignments due to their nomadic nature. often cuts it shorter.
Size. Tauren tower at anywhere from 7 to 9 Alignment. A rough life and a culture filled
feet tall and weigh from 650 to 1,000 pounds. with superstition dissuades most trolls from
Your size is Medium. good alignments, and their tribal culture tends
Speed. Your base walking speed is 30 feet. to lean them toward chaotic alignments.
War Stomp. You can cast the earth tremor Size. Darkspear trolls stand at around 7
spell once with this trait and regain the ability feet tall on average, though their hunched
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.

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posture makes them appear a bit shorter. They Size. Orcs are much larger and bulkier than
tend to weigh around 160 pounds. Your size is humans, and they range from 6 to 8 feet tall.
Medium. Your size is Medium.
Speed. Your base walking speed is 30 feet. Speed. Your base walking speed is 30 feet.
Hunter Training. You have proficiency with Menacing. You gain proficiency in the
the handaxe, shortbow, sling, javelin, spear, Intimidation skill.
net, and blowgun, and you gain a +1 bonus to Relentless Endurance. When you are
all thrown weapon attacks. reduced to 0 hit points but not killed outright,
Tribal Upbringing. You have proficiency in you can drop to 1 hit point instead. You cant
the Survival skill, as well as one of the following use this feature again until you finish a long
of your choice: brewers supplies, poisoners rest.
kit, or leatherworkers tools. Savage Attacks. When you score a critical
Regeneration. You can use your Hit Dice at hit with a melee weapon attack, you can roll
any time as a bonus action, and you regain all one of the weapons damage dice one
lost hit points automatically when you take a additional time and add it to the extra damage
short rest. Also, any severed members (fingers, of the critical hit.
legs, arms, and so on) you have are restored Orc Weapon Training. You treat orcish
after a long rest. If you take fire or acid claws as martial weapons.
damage, this feature is disabled until you Languages. You can read, write, and speak
regain all your hit points. Orcish, as well as your choice of Taur-ahe,
Languages. You can speak, read, and write Zandali, Common, or Giant.
Zandali and Orcish.

Half-Breed
Orc Half-elves, half-orcs, and other interracial
To their enemies, orcs are brutal and fearsome mixes are extremely rare in Azeroth, but they
opponents, without parallel in their ferocity and do exist. If you wish to play a half-breed
cunning. To their allies, they are noble and character, choose a base race for your
honorable, following the traditions of a characters traits (assumed to be the race you
rediscovered past. grew up with) and add the following trait:
Ability Score Increase. Your Strength score
Wary Outsider. You are an outcast among
increases by 2, and your Constitution by 1.
your parent races, not truly fitting in with either.
Affiliation. Horde.
You are proficient with the Insight skill, but
Age. Orcs mature a little faster than
when making Charisma checks against either of
humans, reaching adulthood around age 12.
your parent races, you never benefit from
They age noticeably faster and rarely live
proficiency bonuses of any kind unless you are
longer than 75 years.
disguised as a pure race.
Alignment. Orcs have a strong sense of
honor, and thus tend to be lawful in alignment. Your appearance is however you wish, though
Their disposition toward evil and good varies it will logically appear as a mix between your
depending on how strongly they hold on to two parent races.
their demonic past.

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Weapons and Items
Items
Name Cost Damage Weight Properties
Exotic weapons
Orcish claws 25 gp 1d6 slashing 1 lb. Light, keen
Tauren totem 20 gp 2d8 bludgeoning 50 lb. Very heavy, two-handed
Moonglaive 20 gp 1d6 slashing Thrown (range 15, 40)
Firearms
Flintlock pistol 250 gp 1d10 piercing 1 lb. Ammunition (range 30/90), loading,
sharpshoot, misfire
Musket 500 gp 1d12 piercing 50 lb. Ammunition (range 40/120),
loading, sharpshoot, two-handed,
misfire
Explosives
Bomb 150 gp 3d6 fire 1 lb.
Powder keg 250 gp 7d6 fire 20 lb.
Ammunition
Musket balls (10) 3 gp 2 lb.
Powder horn (30) 35 gp 2 lb.
Technological Devices
Goblin Army Knife 50 gp 4 lb.
Goblin Mine Shoes 400 gp 10 lb.
Gyroparasol 150 gp 2 lb.
Steam Hammer 500 gp 4d6 bludgeoning 35 lb.

Keen. A keen weapons critical range is


New Properties increased by 1. If you normally score a critical
hit on a roll of 20, a keen weapon will score a
Some new or different properties come with critical hit on a roll of 1920.
the new weapons in the Weapons table above. Sharpshoot. If you score a critical hit with a
Ammunition. The ammunition of a firearm firearm, you roll three times the weapons dice,
is destroyed upon use. To fire a shot, you need rather than twice the amount.
one musket ball and one charge of powder Misfire. Firearms power comes with a cost.
from a powder horn. If you roll a natural 1 on an attack roll with a
Bouncing. If you have proficiency in firearm, the weapon misfires, dealing 1d10 fire
moonglaives, you can cause yours to bounce damage to you. The firearm also becomes
after a hit. If you hit a target within normal unusable until you use an action to successfully
range, you can choose to make the make a DC 15 Dexterity (Tinkering) check to fix
moonglaive ricochet back to your hand or it. If a firearm misfires twice in a row, it breaks
bounce to another target within 15 feet of the outright and must be repaired using half the
enemy who was hit. Make another attack roll firearms cost in materials before it can be used
for the new target. If it hits, you can cause it to again.
bounce again (maximum 3 targets). When you Very heavy. A tauren totem is so heavy
miss with the moonglaive, it drops to the that you can only make one attack with it when
targets feet like a normal thrown weapon. using an action, bonus action, or reaction,
regardless of the number of attacks you can however, you cannot trigger traps that are
normally make. Also, Small creatures cannot activated by being stepped on.
wield tauren totems, and Medium creatures
have disadvantage when using them unless GYROPARASOL
they are proficient. Besides functioning as an umbrella, this device
slows your falling speed for up to 30 feet

Items
before collapsing and requiring a DC 15
Dexterity (Tinkering) check to reset. It can be
moved as an action.
BOMB STEAM HAMMER
As an action, you can light this bomb and
This technological device grants you
throw it at a point up to 60 feet away. Each
advantage on Strength checks to try and force
creature within 5 feet of that point must
doors open, and your Strength is considered to
succeed on a DC 12 Dexterity saving throw or
be 18 when using it to smash or break objects.
take 3d6 fire damage.
It can also be used as a weapon, though it is
considered an exotic weapon while doing so. It
POWDER KEG
deals 4d6 bludgeoning damage on a hit, or
Setting fire to a powder keg can cause it to
double damage to structures. Upon a hit, the
explode, dealing 7d6 fire damage to creatures
steam hammer causes an incredibly loud noise.
within 10 feet of it. A successful DC 12
All creatures within 100 feet of the hammer
Dexterity saving throw halves the damage.
must make a DC 18 Constitution saving throw
Setting fire to an ounce of gunpowder causes it
or be deafened for 1d4 minutes. The steam
to flare for 1 round, shedding bright light in a
hammer must then spend 1 minute charging its
30-foot radius and dim light for an additional
pressure before being used again. Upon rolling
30 feet.
a natural 1 when using the steam hammer, it
GOBLIN ARMY KNIFE makes the same loud noise, but becomes
The goblin army knife digs trenches, saws unusable until fixed with a Tinkering check (see
wood, hammers nails, lights fires, makes three Misfire above).
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-foot-
wide 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
Alextrasza the Life-Binder NG Life, Nature Red dragons head in profile
Deathwing the Worldbreaker CE Death, Light Black dragons head in profile
Malygos the Spell-Weaver LN Tempest, Knowledge Blue dragons head in profile
Nozdormu the Timeless One LN Trickery, Knowledge Bronze dragon head in profile
Ysera the Dreamer CG Nature, Trickery Green dragons head in profile

Evil Deities
Deity Alignment Suggested Domains Symbol
Nerzhul the Lich King CE Death Skull encased in ice
Kiljaeden the Deceiver CE Light, Trickery Horns wreathed in flame

Elemental Deities
Deity Alignment Suggested Domains Symbol
Alakir the Windlord CN Tempest Lightning-wreathed tornado
Neptulon the Tidehunter CE Tempest Whirlpool
Ragnaros the Firelord CN Light, Forge Flaming spiked hammer
Therazane the Stonemother LN Protection Crystal-encrusted mountain

Loa Deities
Deity Alignment Suggested Domains Symbol
Bwonsamdi LN Grave Smiling skull with closed eyes
Shango CN Tempest Thundercloud
Zanza the Restless N Knowledge Troll skull
Shadra NE Death Spider
Gonk the Great Hunter N Nature Raptors head in profile
Shirvallah N War Tiger head
Hireek N Trickery Bat

Titanic Deities
Deity Alignment Suggested Domains Symbol
Aggramar the Avenger LN War Broken sword
Amanthul the High Father LN Tempest, Knowledge Planet
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Eonar the Lifebinder LN Nature, Life Staff circled with flowers
Golganneth the Thunderer CN Tempest Horn and lightning bolt
Khazgoroth the Shaper LN Forge Blacksmiths hammer
Norgannon the Dreamweaver LN Knowledge A circle of arcane runes
Sargeras the Destroyer CE Light, War Wild flames

Ancient Deities
Deity Alignment Suggested Domains Symbol
Aggamaggan CN Nature, War Boar head
Aviana N Tempest, Knowledge Raven
Queen Azshara CE Tempest Octopus
Cenarius CG Nature Horn
Elune, Goddess of the Moon LG Light, Protection Crescent moon
Hakkar the Soulflayer CE Death Feathered serpent
Malorne LG Life Stag antlers
Ursoc and Ursol CG Nature, War Bear head
Lord Xavius CE Trickery Hoofprint

Other Deities
Deity Alignment Suggested Domains Symbol
The Holy Light NG Light, Life Sun
The Earthmother N Nature, Protection Tree

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Lore Changes
These changes are optional, but they are meant replaced with the Elemental Plane, which has
to instill a more consistent feel with the world the following substitutions: The Plane of Air is
of Azeroth. instead called The Skywall, the Plane of Earth is
called Deepholm, the Plane of Water is called

Planes of Existence
The Abyssal Maw, and the Plane of Fire is
called The Firelands.
The Outer Planes. Though beings like the
In order to harmonize with Azeroths lore, the
titans may originate from a place beyond the
following changes can be made to the planes
known planes, the dwarves have yet to
of existence.
discover any equivalent to the outer planes in
Feywild. The Feywild can be replaced with the Warcraft universe.
the Emerald Dream.
Pocket dimensions and other similar planes
Shadowfell. The Shadowfell can be
can be added without any detriment to lore.
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.
Spell Names
Astral Plane. The astral plane can be The following spell names are suggested to
replaced with the Twisting Nether or the Great bring the proper-name spells of Dungeons &
Dark Beyond. Dragons more into the world of Warcraft and to
The Inner Planes. The Inner Planes can be align the spells more in line with Warcrafts lore
and cosmology.
Original Spell Warcraft Spell
Abi-Dalzims Horrid Wilting Horrid Wilting
Aganazzars Scorcher Dragonbreath
Arcane Eye Eye of Kilrogg
Arms of Hadar Demon Nova
Armor of Agathys Frost Armor
Bigbys Hand Arcane Hand
Chill Touch Touch of Darkness
Drawmijs Instant Summons Instant Summons
Evards Black Tentacles Embrace of Nzoth
False Life Unholy Armor
Geas Enslave Creature
Harm Death and Decay
Hunger of Hadar Hunger of the Void
Leomunds Secret Chest Vargoths Secret Chest
Leomunds Tiny Hut Vargoths Sanctuary
Magic Missile Arcane Missiles
Maximilians Earthen Grasp Earthen Grasp
Melfs Acid Arrow Acid Arrow
Melfs Minute Meteors Minute Meteors
Mordenkainens Faithful Hound Watchdog
Ms Magnificent Mansion Magnificent Mansion
Ms Private Sanctum Private Sanctum
Mordenkainens Sword Arcane Sword

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Nystuls Magic Aura Rhonins Magic Aura MEDALLIONS
Otilukes Freezing Sphere Freezing Sphere
Otilukes Resilient Sphere Resilient Sphere
Medallions are components that are not
Ottos Irresistable Dance Irresistable Dance consumed, but are needed on hand to cast
Primordial Ward Elemental Ward certain spells. They are more simply named
Rarys Telepathic Bond Telepathic Bond and easier to keep track of than the various
Snillocs Snowball Swarm Snowball Storm
components in regular D&D. Some things, such
Ts Hideous Laughter Mannoroths Hideous Laughter
Tensers Floating Disk Floating Disc as the scrying focus for the scrying spell, make
Weird Nightmare sense as components, but for other things,
there are medallions. Depending on the caster

Runes & Medallions


who needs them, they are called relics (for
clerics and paladins), talismans (for sorcerers,
wizards, and warlocks), trinkets (for bards) and
Most material components dont have a place
totems (for druids and rangers). For example,
in Warcraft lore, but they can largely be ignored
the circle of death spell requires the powder
without affecting the game. However, the
of a crushed black pearl worth at least 500 gp.
components in the game that cost gold should
In this variant rule, it would instead require a
be kept in order to balance the game; to give
skull talisman worth 500 gp. Medallions can
them more of a Warcraft feel and to make
be purchased at shops, temples, and other
them easier to manage, this variant rule can be
places where spellcasters congregate, as well
applied to the game.
as found in treasure troves or even crafted by
RUNES spellcasters.
Runes are consumable material components Below are some suggestions for the
that can be purchased or found as treasure just unconsumable money-cost material
like their D&D counterparts. In addition, their components for D&D 5th Editions spells:
values make them more versatile; you can use MEDALLION SPELL
five eternal runes to cast true resurrection Bird Augury (25 gp)
instead of one celestial rune, since the total Bone Create Undead (50 gp)
cost of the components is 25,000 gp. Below Book Identify (100 gp)
are a list of all the runes needed to cast all the Butterfly Shapechange (1,500 gp)
spells in D&D 5th Edition: Castle Magnificent Mansion (5 gp)
RUNE VALUE Chest Ls Secret Chest (50 gp)
Spark rune 10 gp Dragon Legend Lore (200 gp)
Ley rune 25 gp Eye Clairvoyance (100 gp)
Mystic rune 50 gp Horn Ds Instant Summons (1,000 gp)
Astral rune 100 gp Ivory Contingency (1,500 gp)
Void rune 150 gp Key Plane Shift (250 gp)
Prismatic rune 250 gp Lion Forbiddance (1,000 gp)
Power rune 500 gp Portal Gate (5,000 gp)
Nether rune 1,000 gp Shackles Forcecage (1,500 gp)
Eternal rune 5,000 gp Shield Warding Bond (100 gp)
Celestial rune 25,000 gp Skull Circle of Death (500 gp)
Star Programmed Illusion (25 gp)
Sword Ms Sword (250 gp)

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Being as there are few gods and little
Languages correspondence with deities in Warcraft, there
is no Celestial equivalent. Also, there is no
The following languages are available in the Sylvan counterpart. For fey creatures who
Warcraft universe to learn. When making a speak Sylvan in the Monster Manual, replace it
character, you can choose to swap out Orcish with Darnassian or Druidic, as appropriate.
for Common or vice versa if you want to be a Some races have their own languages that can
member of the faction your race normally does be learned, but are less useful and very
not affiliate with (the only exceptions to this specialized:
option are orcs and humans).
Nerglish Spoken by murlocs, makrura,
COMMON LANGUAGES and other sea creatures.
Low Common Understandable by
Common Spoken by humans and the
Common speakers, but simpler and
majority of intelligent creatures who
more primitive. Spoken by humanoids
associate with them. The primary
such as gnolls, kobolds, and troggs.
language of the Alliance.
Low Orcish Understandable by Orcish
Darnassian Spoken by night elves,
speakers, but simpler and more
ancients, and fey creatures.
primitive. Spoken by humanoids such as
Dwarvish Spoken by dwarves.
quillboar, centaur, and harpies.
Giant Spoken by ogres and giants;
written in the Orcish script.
Gnomish Spoken by gnomes; written
in the Dwarvish alphabet.
Classes
Goblin Spoken by goblins. Any class can fit into a Warcraft game with
Orcish Spoken by orcs and members some creativity, but if you want to stay loyal to
of the Horde, as well as intelligent the Warcraft universe and conflicts and fit them
creatures who associate with it. into the lore more easily, you can follow the
Pandarenese Spoken by pandaren. tips below.
Taur-ahe Spoken by tauren; has no
ARTIFICER
readable written form, only hieroglyphic
Artificers can be called tinkers, and would be
symbols reflecting basic ideas.
great fits for gnomes, dwarves, and goblins.
Thalassian Spoken by high elves and
Rather than creating magical items for their
blood elves.
class traits, their creations can instead be
Zandali Spoken by all types of trolls.
replaced by technological devices if possible
EXOTIC LANGUAGES (though their use is unchanged).
Draconic Spoken by dragons, Tinkers/artificers can start the game with
dragonkin, and dragon aspects. proficiency in firearms.
Druidic Only spoken, learnable, and
BARBARIAN
understandable by druids.
Totem warrior barbarians (especially troll ones)
Eredun Also known as demonic;
can worship loas in order to get their animal
spoken by demons from the Twisting
spirit powers. For example, the bear spirit can
Nether.
be Nalorakk, the eagle Akilzon, and so forth.
Kalimag The language of elementals;
has no written form.
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BARD incorporate them into orders like the ones
Bards do not have a place in Warcraft lore. below if you wish:
Oath of Devotion. The Knights of the Silver
CLERIC Hand and Argent Dawn fit perfectly with this
To make clerics feel more like priests, you can oath. Their alignment is best for lawful good
eliminate their ability to wear heavy (or even paladins.
medium) armor and replace this trait with the Oath of the Ancients. The Cenarion Circle
trait Unarmored Defense (AC equals 10 + is mainly suited to druids, but it is also perfect
your Dexterity modifier + your Wisdom for paladins who swear the Oath of the
modifier). Ancients and serve as their warriors and
protectors of nature. Their alignment is mainly
DRUID neutral.
For races who normally arent druids, such as Oath of Vengeance. The lawful evil
orcs, you can twist the druid to be more organization the Scarlet Crusade is well suited
shamanlike, encouraging (or even allowing on for this oath, as are the Blood Knights of
their spell list) more elemental or spirit spells, Quelthalas. They are also lawful, though they
or separating the ability to cast elemental and do not necessarily have to be evil.
nature spells (and transform into beasts vs. Oathbreaker, Oath of Treachery. These
elementals) between shamans and more focuses work well for Scourge death knights or
conventional druids. the Knights of the Black Hand. Their alignment
is generally chaotic or neutral evil.
FIGHTER Oath of Conquest. This oath seems better
The eldritch knight subtype of fighters can be geared toward independent paladins or
changed to a death knight subclass variation by soldiers who are more dedicated to combat
allowing the character to choose necromancy than mere fighters. They could swear fealty to a
spells along with (or instead of) their evocation specific nation, however. Any lawful alignment
and abjuration spells. would fit well with this oath.
Oath of Redemption. The Knights of the
MONK
Silver Hand could also be a good fit for
Normally, pandaren are the only monks on
paladins of this oath, which likely fits well with
Azeroth, but tauren or other nature-worshiping
any good alignment.
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
MYSTIC
within Azeroth lore.
Mystics dont necessarily have a strong
presence in Warcraft lore, though you could ROGUE
pass one off as a specific type of shaman more Few changes, if any, are needed when it comes
geared to spirits and psychic power. to rogue classes in a Warcraft setting. They
may work independently or for one of the
PALADIN
following factions: SI:7, Syndicate, Ravenholdt,
Paladins fit well into Warcrafts lore, and their
Bloodsail Buccaneers. Rogues can choose
different oaths correspond to specific paladin
proficiency with firearms in lieu of one of their
orders in Azeroth. There can be independent
Expertise points, as per the ability.
paladins who swear to ideals, but you can

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SORCERER
Most magi in the Warcraft universe learn their
magical powers through study, but that doesnt
mean that sorcerers with innate powers from a
source of power dont 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
Warcrafts 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 warlocks
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). shaman out of a wizard class, who uses some
Its important that warlocks stay away from ancestral runes or stones instead of a
good (or even neutral, if possible) alignments, spellbook.
as magic is extremely corrupting in Azeroth.

WIZARD
Most wizards are Kirin Tor mages who studied
Factions
in Dalaran, but most should not focus on Warcraft is a world of conflict, deep grudges,
casting necromancy spells unless they have a and war. The races should be kept segregated
specific loyalty (or at least fascination) with the somewhat into the Horde and Alliance factions
Cult of the Damned, the Forsaken, or the as much as possible for an authentic Warcraft
Scourge. Likewise, wizards who specialize in feel. There can be rare exceptions, but
the School of Necromancy should focus mainly generally, if you are a Horde-aligned race in
on learning necromancy spells, work toward Alliance territory, you can expect to be treated
promoting the Lich Kings ideals (or even with suspicion, prejudice, or even aggression.
becoming a lich themselves), corrupting other The orcs and humans have a particular
races, and thwarting the efforts of paladins and hatred for one another, and rarely will they
other undead-hating classes. tolerate each others presence. Consider
If none of the other classes fit for a specific imposing all Charisma checks between these
type of spellcaster you have in mind, wizards two races with disadvantage.
leave quite a bit of room for creativity. For
example, its possible to make some sort of
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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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