Download as pdf or txt
Download as pdf or txt
You are on page 1of 109

Champions of Azeroth

Credits Contents
Designer & Writer: Silverblade (u/Silverblade1234) Introduction 3
Front & Back Cover Art By: Samwise Didier
Interior Art By: Alex Horley, Arthur Lorenz, baklaher, Chris Chapter 1: Races 4
Seaman, Clint Langley, Clouded-3D, Dan Scott, Den
Rodichev, Eric Vedder, Fei Wang, Fu Chenqi, Glenn Rane, Human .............................................................................................4
George Vostrikov, Howard Lyon, Jaemin Kim, James Dwarf ...............................................................................................5
Ryman, Jenny Harder, Jian Guo, Jianing Hu, Jorge Jacinto, Night Elf ..........................................................................................6
Joseph Weston, KAaSTuroveC, Laura Sava, Laurel D. Gnome .............................................................................................7
Austin, Leo Che, Liang Xing, lowly-owly, Ludvik Skopalik, Orc ....................................................................................................8
Luke Mancini, Marlon Molina, Mike Lim, Nightblue-art, Undead ............................................................................................9
Paolo Cagampan, Paul Mafayon, Polina Tarakanova, Tauren ...........................................................................................10
Roberto Campus, Steve Prescott, Steven Shan, Troll ................................................................................................11
TeaCozy42, Tooth-w, Ursula Dorado, VanHarmontt, Vasiliy
Gromov, Wei Wang, Zoltan Boros Chapter 2: Classes 12
Based on 5th Edition Dungeons & Dragons by Druid ............................................................................................. 13
Wizards of the Coast Hunter ...........................................................................................21
Mage ..............................................................................................30
Based on the Warcraft franchise by Paladin ..........................................................................................36
Blizzard Entertainment Priest .............................................................................................42
Inspired by the Warcraft 5E adaptation by Rogue ............................................................................................ 48
Jihia, Tangerine, and many others (Reddit, Discord) Shaman ........................................................................................ 53
Document created using GM Binder Warlock .........................................................................................60
Warrior ..........................................................................................66
Legal Stuff Chapter 3: Equipment 72
This is unofficial fan content permitted under the Fan
Content Policy. Not approved or endorsed by Wizards of the Starting Equipment ....................................................................72
Coast. Portions of the materials used are property of Wizards Weapons .......................................................................................72
of the Coast. © Wizards of the Coast LLC. Adventuring Gear ....................................................................... 73
All Warcraft content and material are © Blizzard
Entertainment. Chapter 4: Customization 74
Languages ....................................................................................74
Last Updated: May 30, 2021 Variant Rules ...............................................................................74
Multiclassing ............................................................................... 75
Feats ..............................................................................................75
Chapter 5: Spells 84
Spell Lists .................................................................................... 84
Spell Descriptions ......................................................................88
Appendix A: Druid Forms 101
Appendix B: Hunter Companions 104
Appendix C: Warlock Minions 105
Lesser Demons .........................................................................105
Greater Demons .......................................................................108

Disclaimer
The author is not responsible for players that aggro
too many murlocs, awaken elemental lords too
soon, or travel to Tarren Mill unprepared for a fight.
If you hatch too many black dragon whelplings,
you'll just have to handle it yourself.

2
Introduction

W
arcraft is one of the most successful and
popular fantasy video game franchises of all
time. Dungeons & Dragons 5th Edition is one
of the most successful and popular fantasy
taletop role-playing games of all time. Frankly,
it's a crime that there's not an official
collaboration between them! In light of this
glaring absence, various creators have embarked on their
own homebrew projects to bring the world of Azeroth to 5E,
such as the (deservedly!) popular Warcraft 5E, or the recent
Blood and Thunder work-in-progress by Wyatt Trull.
Champions of Azeroth is my own humble contribution to this
endeavor.
Design Principles What This Is
My design principles for Champions of Azeroth are: Champions of Azeroth provides a plethora of new content to
play 5E in Azeroth (or its various associated planes, worlds,
Start with D&D 5E, change things only when necessary, and so on). It provides completely new Warcraft-inspired
and add on everything else needed for a Warcraft races and classes, as well as new equipment, feats, spells,
adaptation. In practice, this generally means starting with and more. It is not a complete replacement for 5E---you'll still
a 5E class, add some extra Warcraft flavor and/or utility use 5E rules, spells, equipment, monsters, etc. That material
features, and write new Warcraft subclasses. is not reproduced here. You'll need at least the 5E Player's
Keep it simple. There is a tremendous amount of content Handbook to play, but the Dungeon Master's Guide, Monster
in Warcraft, and you could go mad trying to do a totally Manual, Xanathar's Guide to Everything, and Tasha's
faithful implementation of any Warcraft class. I tried to Cauldron of Everything are also recommended.
pick simple core fantasies and mechanics to build around,
even if that means leaving a lot of inspiration unused. Stuff Is Missing!
Stick to 5E design principles and mechanics. 5E does It sure is! To make things more manageable for myself, I'm
things certain ways (e.g., favoring advantage over static going to divide my revised content up by World of Warcraft
roll bonuses), and by now has done a lot of things in a lot expansion. This document contains only "classic" content,
of different ways. Use those principles and mechanics and future supplements will add additional races, classes,
whenever possible, and don't go against them. feats, etc. pertaining (roughly) to specific expansions.
Make sure that things using 5E vocabulary are unchanged,
and things named similarly should be recognizable. Contact and Feedback
Warlocks should have the same core design as 5E
warlocks, mages should be based on wizards, barkskin is Submit Feedback
still the same terrible spell, etc. There are inevitably going
to be exceptions, but they should be few and far between. I welcome any and all feedback on any of my work. You can
Don't neglect utility or roleplay. Given the Warcraft reach me via the above form, on Discord at Silverblade#9212,
inspiration, it can be tempting to just focus on cool and on Reddit at u/Silverblade1234.
combat features. But part of the joy of a 5E adaptation is
getting to interact with Azeroth outside of video game Acknowledgements
fighting. I want to make sure that the design engages with This project wouldn't be possible without the WC5E project. I
the full 5E experience, not just combat. have tremendous respect and gratitude for that project, as
well as its creators, contributors, and community. My own
On Balance Warcraft homebrew efforts began by helping out with that
Relative to 5E, the goal of Champions of Azeroth material is project, and its influence on my work is undoubtedly still
to be more internally consistent while not changing the apparent, even after many iterations. If you haven't checked it
upper bounds of character power. In other words, while the out yet, I highly recommend you do so!
average Champions character might be more powerful than A big thanks in particular to Auvreannia, who was a great
the average 5E character, there should be less variance source of inspiration, sounding board, and proofreader for my
between the power of average Champions characters, and work. Thanks also to Lev and friends, who provided very
nothing should exceed the optimized builds already possible detailed feedback on the final products. This project would
in 5E. Note that power here doesn't just refer to damage have suffered greatly without their assistance and support.
numbers, but also to utility, support, etc. In particular, several
classes lacking baseline support/utility capabilities have Additional Resources
gained them (warrior and rogue, for example)---such buffs Champions of Azeroth Changelogs
were a good way to deliver classic Warcraft fantasy, while Champions of Azeroth Project Folder
also elevating these classes to my desired balance level.

3
Chapter 1: Races

A
zeroth is home to a large variety of races, some
native to its lands and some hailing from other
realms. Whether as a stalwart defender of the
Alliance or a fierce guardian of the Horde,
deciding which race to play will define who
you'll fight for in this neverending war. Where
do your loyalties lie?
Alliance Races
The steadfast Alliance is driven by tradition. They are
staunch defenders of justice and duty who protect Azeroth
against any aggressors, including the savage Horde.
Human
Humans are a young race, and thus highly versatile,
mastering the arts of combat, craftsmanship, and magic with
stunning efficiency. The humans' valor and optimism have led
them to build some of the world's greatest kingdoms. In this
troubled era, after generations of conflict, humanity seeks to
rekindle its former glory and forge a shining new future.
Whatever the future holds for the Alliance, it's certain that its
human champions will be leading the way to greatness.
Ability Score Increase. Three different ability scores of
your choice increase by 1.
Age. Humans reach adulthood in their late teens and live
less than a century.
Alignment. Humans tend toward no particular alignment.
The best and the worst are found among them.
Size. Humans vary widely in height and build, from barely
5 feet to well over 6 feet tall. Regardless of your position in
that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Human Spirit. When you roll a 1 on an attack roll, ability
check, or saving throw, you can reroll the die and must use
the new roll.
Languages. You can speak, read, and write Common and
one extra language of your choice.
Subrace. Humans hail from many nations and homelands.
The traits of humans from the kingdom of Stormwind are
listed below.
Stormwind Human
The people of Stormwind have weathered great conflicts, and
emerged stronger than ever. Stormwind is arguably the last
great human nation, and the de facto capital of the Alliance.
Stormwind humans are known for their mettle in battle, and
their ease in working with friends and strangers alike.
Ability Score Increase. Your Charisma score increases by
1.
Industrious. You gain proficiency with one tool profiency
of your choice.
Diplomacy. You gain proficiency with two of the following
skills of your choice: Deception, History, Insight, Intimidation,
and Persuasion. You can also speak, read, and write one extra
language of your choice.

4
Dwarf
Bold and adventurous, the Dwarves of Ironforge are a hardy
people who relish battle and exploration. In ages past the
dwarves cared only for riches taken from the earth's depths.
Then records surfaced of a god-like race said to have given
the dwarves life... and an enchanted birthright. Driven to
learn more, the dwarves devoted themselves to the pursuit of
lost artifacts and ancient knowledge. Dwarves are stalwart
warriors and loyal allies, and utterly impacable in battle.
Ability Score Increase. Your Constitution score increases
by 2.
Age. Dwarves mature at the same rate as humans, but
they're considered young until they reach the age of 40. On
average, they live for about 450 years.
Alignment. Most dwarves are lawful, believing firmly in the
benefits of a well-ordered society. They tend toward good as
well, with a strong sense of fair play and a belief that everyone
deserves to share in the benefits of a just order.
Size. Dwarves stand between 4 and 5 feet tall and average
about 180 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. 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 can't discern color in darkness, only shades of gray.
Earthen Ancestry. You have advantage on saving throws
against transmutation magic, as well as spells or effects that
would alter your form.
Stonecunning. Whenever you make an Intelligence
(History) check related to the origin of stonework, you are
considered proficient in the History skill and add double your
proficiency bonus to the check, instead of your normal
proficiency bonus.
Languages. You can speak, read, and write Common and
Dwarvish.
Subrace. Dwarves belong to several main clans. The traits
of dwarves from the Bronzebeard clan are listed below.
Bronzebeard Dwarf
The Bronzebeard clan is preeminent among the various
Ironforge dwarf clans of Khaz Modan. During the War of the
Three Hammers, they led the dwarves of Ironforge against
Thaurissan and the Dark Iron clan. Bronzebeard dwarves are
accustomed to the icy climes of Khaz Modan, and are
especially attuned to their Titan-forged history.
Ability Score Increase. Your choice of Strength or
Wisdom increases by 1.
Frost Resistance. You have resistance to cold damage,
and are naturally adapted to cold climates, as described in
chapter 5 of the Dungeon Master's Guide.
Tool Proficiency. You gain proficiency with the artisan's
tools of your choice: smith's tools or mason's tools.
Stoneform. You can channel your Earthen heritage to
temporarily harden your skin and shrug off injury. When you
take damage, you can use your reaction to gain resistance to
bludgeoning, piercing, and slashing damage until the
beginning of your next turn. After you use this trait, you can't
use it again until you finish a long rest.

5
Night Elf
Ten thousand years ago, the kaldorei, or night elves, founded
a vast empire, but their reckless use of primal magic brought
them to ruin. In grief, they withdrew to the forests and
remained isolated there until the return of their ancient
enemy, the Burning Legion. With no other choice, the night
elves emerged at last from their seclusion to fight for their
place in the new world. With bow, blade, or claw, night elves
are fierce defenders of the natural world, and unforgiving
enemies of those that would abuse it.
Ability Score Increase. Your Dexterity score increases by
2.
Age. Night elves mature at the same rate as humans, but
they're considered young until their second or third centuries
of life. Many night elves have been alive since before the
Sundering, and the true length of their now-mortal lifespan is
not yet known (though it is likely several thousand years,
similar to their elf kin).
Alignment. Night elves love freedom, variety, and self-
expression, so they lean strongly toward the gentler aspects
of chaos. As protectors of the natural world, with all its
untamed beauty and primal cruelty, night elves tend towards
neutrality over good and evil.
Size. Night elves are between 7 and 8 feet tall and weigh
between 200 and 250 pounds on average. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Ultravision. Night elves are blessed by the moon goddess
Elune, and can see as well in darkness as in daylight. You can
see in dim light and darkness within 60 feet of you as if it
were bright light. You can't discern color in darkness, only
shades of gray. Ultravision is treated as darkvision for the
purposes of other features and traits that refer to darkvision.
Shadowmeld. You can attempt to hide even when you are
only lightly obscured by foliage, heavy rain, falling snow, mist,
and other natural phenomena.
Languages. You can speak, read, and write Common and
Darnassian.
Subrace. Over the many millenia of their history, various
factions and cultures within the night elves have existed. The
traits of night elves loyal to Darnassus are listed below.
Darnassus Night Elf
Built to honor the survival of the night elven race, the
wondrous city of Darnassus was built amid the twilight
boughs of the newly-grown World Tree Teldrassil. Darnassus
now serves as the center of night elf power and society in
Kalimdor, and its people are renowned for dual devotion to
nature and Elune.
Ability Score Increase. Your choice of Wisdom or
Charisma increases by 1.
Quickness. Your base walking speed increases by 5 feet.
Nature Resistance. You have advantage on saving throws
against poison, and you have resistance against poison
damage.
Natural Affinity. You gain proficiency with one of the
following skills of your choice: Animal Handling, Nature,
Perception, Stealth, and Survival.

6
Gnome
Clever and eccentric, gnomes are a race of tiny tinkerers,
trailblazers, and technological geniuses, renowned for their
intellect and radical ideas. Indeed, their subterranean
kingdom, Gnomeregan, was once a marvel of steam-driven
technology. Even so, due to a massive trogg invasion, the city
was lost. Now its builders are vagabonds in the dwarven
lands, aiding their allies as best they can. Only fools dismiss
the diminutive gnomes, who have distinguished themselves
time and time again with their ingenuity, bravery, and loyalty.
Ability Score Increase. Your Intelligence score increases
by 2.
Age. Gnomes mature at the same rate humans do, and
most are expected to settle down into an adult life by around
age 40. They can live 350 to almost 500 years.
Alignment. Gnomes are most often good. Those who lend
toward law are sages, engineers, researchers, scholars,
investigators, or inventors. Those who tend toward chaos are
minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes
are good-hearted, and even the tricksters among them are
more playful than vicious.
Size. Gnomes are between 3 and 4 feet tall and average
about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Gnome Cunning. You have advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic.
Engineer's Lore. Whenever you make an Intelligence
(History) check related to magic items, alchemical objects, or
technological devices, you can add twice your proficiency
bonus, instead of any proficiency bonus you normally apply.
Languages. You can speak, read, and write Common and
Gnomish.
Subrace. While exiled from their home, several subraces
of gnomes have developed---or been discovered. The traits of
gnomes hailing from their home city of Gnomeregan are
listed below.
Gnomeregan Gnome
Originally, gnomes thrived in their wondrous techno-city of
Gnomeregan, pursuing their ambitions while contributing
ingenious weapons to aid the Alliance in its fierce battles
against the Horde. Exile hasn't dampened their spirits or
brilliance in the slightest. Gnomeregan gnomes serve the
Alliance with their ingenuity and agility, their minds as
nimble as their reflexes.
Ability Score Increase. Your choice of Dexterity or
Charisma increases by 1.
Tool Proficiency. You gain proficiency with the artisan's
tools of your choice: alchemist's supplies or tinker's tools.
Escape Artist. You can take the Disengage action as a
bonus action on each of your turns. You also have advantage
on rolls made to avoid being grappled or restrained, or to
escape from those conditions.
Expansive Mind. You can add half your proficiency bonus,
rounded down, to any Intelligence check you make that
doesn't already include your proficiency bonus.

7
Horde Races
The indomitable Horde is driven by unity. They are fervent
keepers of freedom and hope, relentlessly opposed to any
who threaten these ideals, including the stringent Alliance.
Orc
The orc race originated on the planet Draenor. A peaceful
people with shamanic beliefs, they were enslaved by the
Burning Legion and forced into war with the humans of
Azeroth. Although it took many years, the orcs finally escaped
the demons' corruption and won their freedom. To this day
they fight for honor in an alien world that hates and reviles
them, having forged a new home and family in the mighty
Horde. Orcs remain fierce and eager for battle, valuing
strength and honor above all.
Ability Score Increase. Your Strength score increases by
2.
Age. Orcs reach adulthood in their late teens and live less
than a century.
Alignment. Orcs believe in honor and strength above all,
and tend towards the more violent sides of chaos. Free from
demonic corruption, orcs do not favor good or evil in general.
Size. Orcs are usually over 6 feet tall and weigh between
250 and 300 pounds on average. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Hardiness. Whenever you would gain levels of exhaustion,
you can reduce the number of levels gained by one. After you
use this trait, you can't use it again until you finish a long rest.
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.
Languages. You can speak, read, and write Orcish and one
extra language of your choice.
Subrace. Thoughout their history of war and violence,
different subraces of orcs have emerged. The traits of orcs
from the newly-founded nation of Durotar are listed below.
Durotar Orc
The nation of Durotar was founded by warchief Thrall after
the Third War to be a new home for his people. While free
from demonic corruption, Durotar orcs still possess a terrible
bloodlust, and have had to adapt to their harsh new
surroundings to protect their new home.
Ability Score Increase. Your choice of Constitution or
Wisdom increases by 1.
Blood Fury. Starting at 3rd level, you can use your action
to give into your bloodlust. When you do so, other creatures
within 10 feet of you that you can see you must each succeed
on a Charisma saving throw (DC 8 + your proficiency bonus +
your Strength or Charisma modifier) or become frightened of
you until the end of your next turn. Your transformation lasts
for 1 minute or until you end it as a bonus action. During it,
once on each of your turns, you can deal extra damage to one
target when you deal damage to it with an attack or a spell.
The extra damage equals your level. Once you use this trait,
you can't use it again until you finish a long rest.
Rugged Survivalist. You gain proficiency with one of the
following skills of your choice: Animal Handling, Athletics,
Intimidation, and Survival.

8
Undead
Free of the Lich King's grasp, the Forsaken seek to overthrow
his rule. Led by the banshee queen Sylvanas, they hunger for
vengeance against the Scourge. Humans, too, have become
the enemy, relentless in their drive to purge all undead from
the land. Many Forsaken care little for their allies: to them the
Horde is merely a tool that may further their dark schemes.
But for other Forsaken, the Horde offers a new home, willing
to accept them despite their undead nature. Forsaken use
their cunning and ruthlessness to defeat their enemies and
achieve their goals.
Ability Score Increase. Your Constitution score increases
by 1.
Age. Undead remain at the age they originally died,
sustained by the dark magic that raised them. If uncared for,
however, their corpses will wither and decay over time.
Alignment. Undead are ruthless and know that they can
trust only themselves in a world that reviles them. They tend
towards non-good alignments, though there are many
exceptions.
Size. Undead retain the height, weight, and size of their
original race, though they often become gaunt and hunched.
Speed. Your base walking speed is 30 feet.
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 can't discern color in darkness, only shades of gray.
Undead Nature. Your type is both humanoid and undead,
meaning you are affected by any features or abilities that
affect either of those types. For example, you can be targeted
by hold person or affected by shackle undead. You also gain
the following benefits:
You have advantage on saving throws against disease and
being poisoned, and you have resistance to poison
damage.
You have advantage on death saving throws.
You don't need to eat, drink, or breathe.
You don't need to sleep, and magic can't put you to sleep.
You can finish a long rest in 4 hours if you spend those
hours in an inactive, motionless state, during which you
retain consciousness.
Languages. You can speak, read, and write Orcish and
Gutterspeak.
Subrace. The Scourge has raised many of its victims to
serve the Lich King in undeath. The traits of undead humans
are listed below.
Undead Human
Humans suffered the most during the march of the Scourge,
and many were raised to serve the Lich King. Now free, they
form the bulk of the Forsaken, banding together for the sake
of survival and vengeance. Undead humans retain the
relentless drive they possessed in life, though they apply it
towards dark and sinister ends.
Ability Score Increase. Three different ability scores of
your choice increase by 1.
The Human Spirit. When you roll a 1 on an attack roll,
ability check, or saving throw, you can reroll the die and must
use the new roll.

9
Tauren
The tauren strive to preserve the balance of nature and heed
the will of the Earth Mother. Recently attacked by murderous
centaur, the tauren would have been wiped out, save for a
chance encounter with the orcs, who helped defeat the
interlopers. To honor this blood-debt, the tauren joined the
Horde. They live honorable lives and value peace over the
warmongering ways of their allies. Yet once roused, tauren
prove themselves to be mighty warriors and defenders.
Ability Score Increase. Your Constitution score increases
by 2.
Age. Tauren are mature by their mid teens, but they're
considered young until they reach the age of 50. They can live
up to 150 years.
Alignment. As people who follow the rhythm of nature and
work to preserve its balance, tauren are often neutral good.
Size. Tauren are between 9 and 10 feet tall and weigh
between 350 and 400 pounds on average. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Brawn. You count as one size larger when determining
your carrying capacity and the weight you can push, drag, or
lift.
Horns. Your horns are natural weapons, which you can use
to make unarmed strikes. They deal piercing damage equal to
1d6 + your Strength modifier, instead of the bludgeoning
damage normal for an unarmed strike.
Hammering Horns. Immediately after you hit a creature
with a melee attack as part of the Attack action on your turn,
you can use a bonus action to attempt to shove that target
with your horns. The target must be no more than one size
larger than you and within 5 feet of you. Unless it succeeds
on a Strength saving throw against a DC equal to 8 + your
proficiency bonus + your Strength or Constitution modifier
(your choice), you push it up to 10 feet away from you.
Languages. You can speak, read, and write Orcish and
Taur-ahe.
Subrace. Tauren can be found all across Azeroth. The
traits of Mulgore tauren are listed below.
Mulgore Tauren
The peaceful tauren have long dwelled in Kalimdor, striving
to preserve the balance of nature at the behest of their
goddess, the Earth Mother. Until recently, the tauren lived as
nomads scattered throughout the Barrens, but recently they
have settled more permanently on the grassy plains of
Mulgore. These tauren are both mighty and wise, slow to
anger but not afraid to defend the works of the Earth Mother.
Ability Score Increase. Your choice of Strength or
Wisdom increases by 1.
Tool Proficiency. You gain proficiency with either
leatherworker's tools or the herbalism kit.
Endurance. Your hit point maximum increases by 1, and it
increases by 1 every time you gain a level.
War Stomp. You can cast earth tremor once, and regain
the ability to do so when you finish a long rest. Strength or
Constitution is your spellcasting ability for this spell. When
you cast earth tremor with this feature, you add your level to
its damage roll. You can also cast this spell using any spells
slots you have.

10
Troll
Once at home in the jungles of Stranglethorn Vale, the fierce
trolls of the Darkspear tribe were pushed out by warring
factions. Eventually the trolls befriended the orcish Horde,
and Thrall, the orcs' young warchief, convinced the trolls to
travel with him to Kalimdor. Though they cling to their
shadowy heritage, the Darkspear trolls hold a place of honor
in the Horde. Trolls are cunning, ruthless, and savage, eager
to defend themselves and their allies---by any means
necessary.
Ability Score Increase. Your Dexterity score increases by
2.
Age. Trolls reach adulthood in their mid teens and live up
to 80 years.
Alignment. Trolls are loyal to their tribes but are also
fiercely independent, and continue to embrace their dark
traditions. They tend towards non-good alignments.
Size. Trolls stand between 8' and 9' tall when upright, and
weigh around 200 pounds on average. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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 can't discern color in darkness, only shades of gray.
Regeneration. As a bonus action on your turn, you can
spend one Hit Die to heal yourself. Roll the die, add your
Constitution modifier, and regain a number of hit points
equal to the total (minimum of 1).
You are also able to naturally heal from grievous wounds,
even regenerating lost limbs and organs. You heal such
injuries after one full week of remaining above 1 hit point.
Languages. You can speak, read, and write Orcish and
Zandali.
Subrace. Trolls are an ancient race, with numerous
subraces spread across Azeroth. The traits of jungle trolls are
listed below.
Jungle Troll
Jungle trolls originate in the wilds of Stranglethorn Vale,
where they once ruled over the great Gurubashi Empire.
Only the Darkspear Tribe retains any prominence, thanks to
its alliance with the Horde. Jungle trolls are superstitious
creatures who revel in the hunt and practice dark rituals to
earn the favor of the Loa.
Ability Score Increase. Your choice of Wisdom or
Charisma increases by 1.
Da Voodoo Shuffle. Your base walking speed increases by
5 feet, and moving through nonmagical difficult terrain costs
you no extra movement.
Headhunter. You gain proficiency with one of the following
skills of your choice: Nature, Perception, Stealth, and
Survival.
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.

11
Chapter 2: Classes

A
s in D&D 5E, class is the primary defining
element of your character, and determine most
of what they can do. The classes detailed here Race/Class Restrictions?
are adapted from D&D 5E to implement and In World of Warcraft, certain classes are limited to
evoke World of Warcraft classes. In some cases certain races. Given that the exact list has changed
the adaptation is obvious and straightforward; over time, Champions of Azeroth does not attempt
the rogue, for example, is essentially the same to present any such rules. DMs are encouraged to
as the 5E rogue. In other cases the adaptation takes a 5E work with players to make sure their characters are
class and adds on essential new features, such as how the appropriate for their particular game, using
warrior is essentially a 5E fighter with rage. But sometimes a race/class restrictions specific to their game's
specific era—or even none at all!
class has to be more heavily adapted to deliver a Warcraft
experience; the shaman is based on the 5E cleric, but has
been changed significantly from that starting point. In all
cases, new subclasses have been written corresponding to The original 9 World of Warcraft classes are presented
World of Warcraft class specializations. Classes rarely here. Additional classes and subclasses will be presented in
implement World of Warcraft mechanics directly, but instead future supplements: the demon hunter in Champions of
try to capture the fantasy and experience of the game using Outland, the death knight in Champions of Northrend, and
sound 5E principles. the monk in Champions of Pandaria.

Classes
Hit Primary Saving Throw Armor and Weapon
Class Description Die Ability Proficiencies Proficiencies
A defender of the wilds, who
Intelligence & Light armor (nonmetal), simple
Druid adopts bestial forms and wields d8 Wisdom
Wisdom weapons
powerful nature magic
Warriors of the wilderness that
Dexterity & Strength & Light and medium armor, shields,
Hunter use tricks, traps, and animal d10
Wisdom Dexterity simple and martial weapons
companions to hunt their quarry
A scholarly magic-user capable
Intelligence & Daggers, darts, slings, quarterstaffs,
Mage of casting powerful elemental d6 Intelligence
Wisdom light crossbows
spells
A holy warrior that uses the
Strength & Wisdom & All armor, shields, simple and martial
Paladin Light to protect allies and smite d10
Charisma Charisma weapons
enemies
Magic-users that call on higher
Wisdom &
Priest powers to support allies and d6 Charisma Simple weapons
Charisma
vanquish enemies
Scoundrels who use stealth, Light armor, simple weapons, hand
Dexterity &
Rogue subterfuge, and dirty tricks to d8 Dexterity crossbows, longswords, rapiers,
Intelligence
overcome obstacles and enemies shortswords
Spiritualists that call on the
Wisdom & Light and medium armor, shields,
Shaman elements to unleash powerful d8 Wisdom
Charisma simple weapons
spells and support allies
Spellcasters that harness the fel
Intelligence & Daggers, darts, slings, quarterstaffs,
Warlock power of demons and the d6 Intelligence
Wisdom light crossbows
Twisting Nether
A master of armed combat, who
Strength or Strength & All armor, shields, simple and martial
Warrior uses rage to fuel special attacks d10
Dexterity Constitution weapons
in battle

12
Druid
Druids harness the vast powers of nature to preserve balance
and protect life. With experience, druids can unleash nature's
raw energy against their enemies, raining celestial fury on
them from a great distance, binding them with enchanted
vines, or ensnaring them in unrelenting cyclones. Druids can
also direct this power to heal wounds and restore life to
fallen allies. As master shapeshifters, druids can take on the
forms of a variety of beasts, morphing into a bear, cat, storm
crow, or sea lion with ease. These keepers of the natural
order are among the most versatile heroes in Azeroth.
Class Features
As a druid, you gain the following class features.
Hit Points
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per druid level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight,
Medicine, Nature, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a quarterstaff or (b) any simple melee weapon
(a) a shortbow and quiver of 20 arrows or (b) any simple
weapon
Leather armor, an explorer's pack, and a druidic focus

13
Druid
Proficiency Gifts Cantrips ─Spell Slots per Spell Level─
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Druidic, Spellcasting, Spirit
1st +2 — 2 2 — — — — — — — —
Shape
2nd +2 Wild Gifts 2 2 3 — — — — — — — —
3rd +2 Druid Specialization 2 2 4 2 — — — — — — —
4th +2 Ability Score Improvement 2 3 4 3 — — — — — — —
5th +3 — 3 3 4 3 2 — — — — — —
6th +3 Specialization Feature 3 3 4 3 3 — — — — — —
7th +3 — 3 3 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 3 4 3 3 2 — — — — —
9th +4 — 4 3 4 3 3 3 1 — — — —
10th +4 Specialization Feature 4 4 4 3 3 3 2 — — — —
11th +4 — 4 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 4 4 3 3 3 2 1 — — —
13th +5 — 5 4 4 3 3 3 2 1 1 — —
14th +5 Specialization Feature 5 4 4 3 3 3 2 1 1 — —
15th +5 — 5 4 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 4 3 3 3 2 1 1 1 —
17th +6 — 6 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Soul of the Forest 6 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 4 3 3 3 3 2 1 1 1
20th +6 Incarnation 6 4 4 3 3 3 3 2 2 1 1

Druidic Preparing and Casting Spells


You know Druidic, the secret language of druids. You can The Druid table shows how many spell slots you have to cast
speak the language and use it to leave hidden messages. You your druid spells of 1st level and higher. To cast one of these
and others who know this language automatically spot such a druid spells, you must expend a slot of the spell's level or
message. Others spot the message's presence with a higher. You regain all expended spell slots when you finish a
successful DC 15 Wisdom (Perception) check but can't long rest.
decipher it without magic. You prepare the list of druid spells that are available for you
to cast, choosing from the druid spell list. When you do so,
Spellcasting choose a number of druid spells equal to your Wisdom
modifier + your druid level (minimum of one spell). The spells
Drawing on the divine essence of nature itself, you can cast must be of a level for which you have spell slots.
spells to shape that essence to your will. See Chapter 10 of For example, if you are a 3rd-level druid, you have four 1st-
the Player's Handbook for the general rules of spellcasting, level and two 2nd-level spell slots. With a Wisdom of 16, your
and Chapter 5 for the druid spell list and new spells. list of prepared spells can include six spells of 1st or 2nd
level, in any combination. If you prepare the 1st-level spell
Cantrips cure wounds, you can cast it using a 1st-level or 2nd-level
At 1st level, you know two cantrips of your choice from the slot. Casting the spell doesn't remove it from your list of
druid spell list. You learn additional druid cantrips of your prepared spells.
choice at higher levels, as shown in the Cantrips Known You can also change your list of prepared spells when you
column of the Druid table. finish a long rest. Preparing a new list of druid spells requires
time spent in prayer and meditation: at least 1 minute per
spell level for each spell on your list.

14
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, Spirit Forms
since your magic draws upon your devotion and attunement Different druid traditions manifest their spirit
to nature. You use your Wisdom whenever a spell refers to shapes in different ways. Some common
your spellcasting ability. In addition, you use your Wisdom manifestations are listed below, or you can work
modifier when setting the saving throw DC for a druid spell with your DM to determine your own spirit shapes.
you cast and when making an attack roll with one.
Spirits of Life include treants and other plant-like
Spell save DC = 8 + your proficiency bonus + forms.
your Wisdom modifier Spirits of the Claw include mighty beasts like
bears and ankylosauruses.
Spell attack modifier = your proficiency bonus + Spirits of the Fang include deadly beasts like
your Wisdom modifier panthers and lions.
Spirits of the Stars include moonkin and astral
forms.
Ritual Casting Spirits of the Talon include winged beasts like
You can cast a druid spell as a ritual if that spell has the ritual crows and hawks.
tag and you have the spell prepared. Spirits of the Waves include aquatic beasts like
sea lions and orca.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your
druid spells.
You retain the benefit of any features from your class,
Spirit Shape race, or other source and can use them if the new form is
physically capable of doing so. However, you can't use any
You can use your action to magically assume the shape of one of your special senses, such as darkvision, unless your
of several mighty beast spirits. You can use this feature twice. new form also has that sense.
You regain expended uses when you finish a short or long You choose whether your equipment falls to the ground in
rest. your space, merges into your new form, or is worn by it.
You can initially assume the form of a Spirit of the Claw Worn equipment functions as normal, but the DM decides
and Spirit of the Fang. At 4th level you can assume the form whether it is practical for the new form to wear a piece of
of a Spirit of the Waves, and at 8th level you can assume the equipment, based on the spirit's shape and size. Your
form of a Spirit of the Talon. Your druid specialization may equipment doesn't change size or shape to match the new
allow you to shapeshift into additional forms. The stat blocks form, and any equipment that the new form can't wear
for your druid forms can be found in appendix A. must either fall to the ground or merge with it. Equipment
You can stay in a spirit form for a number of hours equal to that merges with the form has no effect until you leave the
half your druid level (minimum of one hour). You then revert form.
to your normal form unless you expend another use of this
feature. You can revert to your normal form earlier by using a Wild Gifts
bonus action on your turn. You automatically revert if you fall Your growing affinity with nature has changed you. You have
unconscious, drop to 0 hit points, or die. learned secret techniques called wild gifts, blessings of
While you are transformed, the following rules apply: nature that empower, change, or draw on your shapeshifting
Your game statistics are replaced by the statistics of the abilities in different ways. A level prerequisite refers to your
spirit form, but you retain your alignment, personality, and level in this class.
Intelligence, Wisdom, and Charisma scores. You also At 2nd level, you gain two wild gifts of your choice. Your gift
retain all of your skill and saving throw proficiencies, in options are detailed at the end of the class description. When
addition to gaining those of the spirit. If the spirit has the you gain certain druid levels, you gain additional gifts of your
same proficiency as you and the bonus in its stat block is choice, as shown in the Gifts Known column of the Druid
higher than yours, use the spirit's bonus instead of yours. table.
When you transform, your current and maximum hit Additionally, when you gain a level in this class, you can
points do not change, and any damage taken while in a choose one of the gifts you know and replace it with another
spirit form carries over to your normal form. gift that you could learn at that level.
You can't cast spells, and your ability to speak or take any
action that requires hands is limited to the capabilities of Druid Specialization
your spirit form. Transforming doesn't break your At 3rd level, you choose to identify with an ancient and
concentration on a spell you've already cast, however, or powerful druidic tradition. Choose Balance, Feral, or
prevent you from taking actions that are part of a spell, Restoration, all detailed at the end of the class description.
such as call lightning, that you've already cast. Your choice grants you features at 3rd level and again at 6th,
10th, and 14th level.

15
Specialization Spells
Each specialization has a list of spells---its specialization
spells---that you gain at the druid levels noted in the
specialization description. Once you gain a specialization
spell, you always have it prepared, and it doesn't count against
the number of spells you can prepare each day.
If you have a specialization spell that doesn't appear on the
druid spell list, the spell is nonetheless a druid spell for you.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature.
Timeless Body
Starting at 18th level, the primal magic that you wield causes
you to age more slowly. For every 10 years that pass, your
body ages only 1 year.
Soul of the Forest
Also at 18th level, you are beloved by nature's children. Any
beast, fey, or plant that targets you with an attack or a
harmful spell must first make a Wisdom saving throw against
your spell save DC. On a failed save, the creature must
choose a new target or lose the attack or spell. This feature
doesn't protect you from area effects, such as the explosion of
a fireball.
If you make an attack or cast a harmful spell that affects an
enemy beast, fey, or plant, that creature is immune to this
feature until you finish a long rest.
Incarnation
At 20th level, you are briefly able to channel the mighty power
of the Ancients. You can use your bonus action to cast
guardian of nature (found in Xanathar's Guide to Everything),
which does not require your concentration to maintain. In
addition, while using Spirit Shape, the form's innate weapon
attacks are considered both Strength and Dexterity-based for
the purposes of guardian of nature (their stats remain
unchanged) and you gain the additional Incarnation benefit
listed in the form's stat block.
Once you use this feature, you can't use it again until you
finish a long rest.
Druid Specializations
Though their organization is invisible to most outsiders,
druids are part of a society that spans the land, ignoring
political borders. All druids are nominally members of this
druidic society, though some individuals are so isolated that
they have never seen any high-ranking members of the
society or participated in druidic gatherings. Druids
recognize each other as brothers and sisters. Like creatures
of the wilderness, however, druids sometimes compete with
or even prey on each other. Your specialization reflects your
role in druidic society, and how you have chosen to safeguard
the wilds.

16
Balance Specialization Feral Specialization
Balance druids unleash the power of the sun, moon, and Feral druids assume the forms of great and deadly beasts to
stars on their enemies. protect their allies and hunt their foes.
Balance Specialization Spells Feral Specialization Spells
Druid Level Spells Druid Level Spells
3rd moonbeam, ✦ moonfire/sunfire 3rd compelled duel, expeditious retreat
5th daylight, ✦ faerie swarm 5th enhance ability, ✦ eyes of the eagle
7th hallucinatory terrain, ✦ starsurge 9th haste, ✦ ursol's vortex
9th ✦ force of nature, ✦ lunar fury 13th dominate beast, freedom of movement
✦ spell found in chapter 5 17th awaken, tree stride
✦ spell found in chapter 5
Bonus Cantrip
When you choose this specialization at 3rd level, you learn Shapeshifting Focus
one additional druid cantrip of your choice. When you choose this specialization at 3rd level, you refer to
Natural Recovery the Feral Spellasting table to determine your cantrips known
Also at 3rd level, you can regain some of your magical energy and spell slots gained whenever you gain a level in this class.
by sitting in meditation and communing with nature. During You may prepare a number of druid spells equal to your
a short rest, you choose expended spell slots to recover. The Wisdom modifier + half your druid level, rounded down
spell slots can have a combined level that is equal to or less (minimum of one spell). You otherwise follow the rules for
than half your druid level (rounded up), and none of the slots druid spellcasting as described earlier in the class
can be 6th level or higher. You can't use this feature again description.
until you finish a long rest.
For example, when you are a 4th-level druid, you can
recover up to two levels worth of spell slots. You can recover
either a 2nd-level slot or two 1st-level slots. Feral Spellcasting
Spirit of the Stars Cantrips ─Spell Slots─
At 6th level, you can use Spirit Shape to adopt the form of a Level Known 1st 2nd 3rd 4th 5th
powerful Spirit of the Stars. Transforming into this form does 3rd 2 3 — — — —
not count against the uses of your Spirit Shape feature.
4th 2 3 — — — —
Celestial Blessing 5th 2 4 2 — — —
At 10th level, you have been blessed by the sun and moon.
When you finish a short or long rest, choose one of the 6th 2 4 2 — — —
following blessings, which lasts until you finish your next 7th 3 4 3 — — —
rest.
Blessing of the Sun. Empowered by the shining sun, you 8th 3 4 3 — — —
have advantage on Wisdom (Perception) checks that rely on 9th 3 4 3 2 — —
sight. In addition, whenever a creature makes an attack roll 10th 3 4 3 2 — —
against you and doesn't have advantage on the roll, you can
use your reaction to impose disadvantage on it. 11th 3 4 3 3 — —
Blessing of the Moon. Empowered by the ever-changing 12th 3 4 3 3 — —
moon, you have darkvision out to a range of 300 feet. In that
radius, you can see in dim light as if it were bright light and in 13th 3 4 3 3 1 —
darkness as if it were dim light. In addition, when you make a 14th 3 4 3 3 1 —
saving throw to resist the effects of a spell and don't have
disadvantage on the roll, you can use your reaction to give 15th 3 4 3 3 2 —
yourself advantage on it. 16th 3 4 3 3 2 —
Twin Moons 17th 3 4 3 3 3 1
Starting at 14th level, when you cast a druid cantrip or druid 18th 3 4 3 3 3 1
spell of 1st through 5th level that targets only one creature,
the spell can instead target two creatures within range and 19th 4 4 3 3 3 2
within 5 feet of each other. If the spell consumes its material 20th 4 4 3 3 3 2
components, the druid must provide them for each target.

17
Favored Form
Also at 3rd level, you align your spirit with a particular beast
form. Your choice offers you several immediate benefits, and
an additional benefit at 14th level.
Spirit of the Claw. You have aligned yourself with the
mighty Spirits of the Claw, and gain the following benefits:
Transforming into a Spirit of the Claw does not count
against the uses of your Spirit Shape feature.
While in Spirit of the Claw form, you add half your own
Strength modifier to the following: attack and damage
rolls; Strength checks and saving throws; and armor class.
Any creature you hit with a melee weapon attack on your Once you use this feature, you can't use it again until you
turn has disadvantage on any attack roll that isn't against finish a short or long rest.
you, until the end of your next turn. Heart of the Wild
Spirit of the Fang. You have aligned yourself with the When you reach 14th level, you have been blessed with the
deadly Spirits of the Fang, and gain the following benefits: power of the Ancients. You gain one of the following features,
depending on your favored form:
Transforming into a Spirit of the Fang does not count Spirit of the Claw: Nature's Guardian. Your Spirit of the
against the uses of your Spirit Shape feature. Claw form gains resistance to all damage except psychic
While in Spirit of the Fang form, you add half your own damage.
Dexterity modifier to the following: attack and damage Spirit of the Fang: Razor Claws. When you deal extra
rolls; Dexterity checks and saving throws; and armor damage to a target with your Spirit of the Fang's Ravage
class. feature, it must make a Constitution saving throw. On a failed
You can take a bonus action on each of your turns in save, its speed is halved and it has disadvantage on ability
combat. This action can be used only to take the Dash, checks until the end of its next turn, at which time it takes
Disengage, or Hide action. your Ravage damage again.
Bonus Gifts
Finally at 3rd level, you gain an additional wild gift, which Restoration Specialization
does not count against your number of wild gifts known. You Restoration druids use the soothing power of nature to heal
also gain additional wild gifts at 7th, 11th, and 15th level. and restore.
Strength of the Wild Restoration Specialization Spells
Beginning at 6th level, once on your turn when you make a Druid Level Spells
weapon attack, you can make an additional weapon attack as 3rd ✦ rejuvenation, spike growth
part of the same action.
In addition, your attacks in spirit shape count as magical 5th ✦ nourish, plant growth
for the purpose of overcoming resistance and immunity to 7th aura of life, ✦ wild growth
nonmagical attacks and damage.
Finally, you learn to channel your spiritual power in new 9th commune with nature, ✦ tranquil rain
and savage ways. While shapeshifted, you may use your spell ✦ spell found in chapter 5
slots to do the following:
Ferocious Bite. When you hit a creature with a melee Nature's Cure
weapon attack, you can expend one spell slot to deal extra At 3rd level, when you restore hit points to an ally with a spell
damage to the target, in addition to the weapon's damage. of 1st level or higher, you can also end one spell of your
The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for choice on that creature. The level of the spell you end must
each spell level higher than 1st, to a maximum of 5d8. be equal to or lower than the level of the spell slot you use to
Frenzied Regeneration. You can use a bonus action to cast the healing spell.
expend one spell slot to regain 1d8 hit points per level of the
spell slot expended. Lifebloom
Also at 3rd level, you learn to instinctually harness the
Omen of Clarity rejuvenating magic of nature. You have a pool of healing
At 10th level, you can use this feature on your turn (no action energy represented by a number of d6s equal to your druid
required) to be able to cast spells even while shapeshifted, level. As a bonus action, you can choose one creature you can
until the end of your turn. During this time, you can ignore see within 120 feet of you and spend a number of those dice
the verbal and somatic components of your druid spells, as equal to half your druid level or less. Roll the spent dice and
well as any material components that lack a cost and aren't add them together. The target regains a number of hit points
consumed by a spell. In addition, while using this feature you equal to the total. The target also gains 1 temporary hit point
can treat spells with a casting time of 1 action as if their per die spent.
casting time is 1 bonus action instead. You regain all expended dice when you finish a long rest.

18
Spirit of Life Jungle adaptation. You have advantage on saving throws
At 6th level, you can use Spirit Shape to adopt the form of a against poison and disease, and you have resistance
powerful Spirit of Life. Transforming into this form does not against poison damage.
count against the uses of your Spirit Shape feature. Affinity of the Claw
Innervate You gain proficiency in the Athletics and Intimidation skills. If
When you reach 10th level, you can infuse allies with life you're already proficient in one of these skills, including while
magic to bolster their spirits. As an action, you choose a in Spirit of the Claw form, your proficiency bonus is doubled
creature within 60 feet that you can seeand confer one of the for any check you make with it.
following benefits of your choice to that creature: Affinity of the Fang
For 10 minutes, the creature can roll a d4 whenever You gain proficiency in the Acrobatics and Stealth skills. If
making an attack roll or an ability check and add the you're already proficient in one of these skills, including while
number rolled to the d20 roll, as if under the effect of the in Spirit of the Fang form, your proficiency bonus is doubled
bless spell. for any check you make with it.
Roll a d4. The creature regains one expended spell slot, Celestial Inspiration
the level of which equals the number rolled or lower (the
creature's choice). Once a creature receives this benefit, Prerequisite: 9th level
that creature can't receive it again until after a long rest. You can cast druid cantrips while using your Spirit Shape
You can take this action a number of times equal to your feature, ignoring their components.
proficiency bonus, and you regain all expended uses when Disentanglement
you finish a long rest. Prerequisite: 5th level
Overgrowth Moving through nonmagical difficult terrain costs you no
At 14th level, your spirit overflows with life energy. When you extra movement. You can also pass through nonmagical
a heal a target with Lifebloom, roll 1d6, and add the result to plants without being slowed by them and without taking
the total amount healed and temporary hit points gained. damage from them if they have thorns, spines, or a similar
hazard.
Wild Gifts In addition, you have advantage on saving throws against
plants that are magically created or manipulated to impede
If a wild gift has prerequisites, you must meet them to learn movement, such those created by the entangle spell.
it. You can learn the gift at the same time that you meet its
prerequisites. A level prerequisite refers to your druid level. Eyes of Elune
You can see normally in darkness, both magical and
Adaptation nonmagical, to a distance of 120 feet. You also have
Prerequisite: 9th level advantage on ability checks and saving throws made against
Your spirit forms are acclimated to extreme environments illusions.
(detailed in Chapter 5 of the Dungeon Master's Guide). When Feline Grace
you use your Spirit Shape feature to adopt a spirit form, you Prerequisite: 5th level
can choose one of the following benefits, which lasts until you
transform again: You have advantage on Dexterity checks and saving throws to
avoid being knocked prone.
Arctic adaptation. You have resistance to cold damage and You can also cast the feather fall spell at will. You ignore
are acclimated to extremely cold weather. this spell's components, and can cast it even while using your
Desert adaptation. You have resistance to fire damage and Spirit Shape feature.
are acclimated to extremely hot weather.

19
Forest Tongue Stampeding Roar
Prerequisite: 13th level Prerequisite: 5th level
You can cast speak with plants at will, ignoring its As a bonus action, you can stir your allies to action with a
components. You can cast this spell even while using your mighty roar. When you do so, choose a number of creatures
Spirit Shape feature. Additionally, whenever you make a you can see and that can see you within 60 feet of you, up to a
Charisma check when interacting with plants or plant number equal to your Wisdom modifier (minimum of one).
creatures, your proficiency bonus is doubled if it applies to Each creature can immediately use its reaction to move up to
the check. its speed, without provoking opportunity attacks.
After you use this feature, you must finish a short or long
Ironbark rest to use it again.
Prerequisite: 9th level
You can cast barkskin on yourself at will, without requiring Thousand Forms
concentration or expending a spell slot. When you do so, your Prerequisite: 13th level
minimum AC is increased to 16 + half your proficiency You can cast the alter self spell at will. You ignore this spell's
bonus. components, and can cast it even while using your Spirit
Shape feature.
Leader of the Pack
Prerequisite: 5th level Versatile Shifter
You can use your action to grant your allies a portion of your Prerequisite: 9th level
own lethal cunning. For the next hour, each creature you When you use your Spirit Shape feature, you can choose to
choose within 30 feet of you (including yourself) gains the increase or decrease the size of your spirit form by one
benefits of the Spirit of the Fang's Prowl trait. category---from Medium to Large, for example, or from
After you use this feature, you must finish a short or long Medium to Small.
rest to use it again.
Waking Dream
Master of the Wilds You no longer need to sleep and can't be forced to sleep by
Prerequisite: 17th level any means. To gain the benefits of a long rest, you can spend
You can use Spirit Shape to transform into any beast of CR 2 all 8 hours doing light activity, such as meditating and
or lower. Doing so follows the normal rules for Spirit Shape, keeping watch. If you choose to sleep as part of a long rest,
except that you assume the beast's hit points and Hit Dice. you regain all your spent Hit Dice at the end of the long rest.
When you revert to your normal form, you return to the Wild Charge
number of hit points you had before you transformed. Prerequisite: 5th level
However, if you revert as a result of dropping to 0 hit points,
any excess damage carries over to your normal form. For As a bonus action on your turn, you can teleport up to your
example, if you take 10 damage in animal form and have only speed to an unoccupied space you can see.
1 hit point left, you revert and take 9 damage. As long as the After you use this feature, you must finish a short or long
excess damage doesn't reduce your normal form to 0 hit rest to use it again.
points, you aren't knocked unconscious.
Wild Companion
Master Shapeshifter You gain the ability to summon a nature spirit that assumes
You can Spirit Shape on your turn as a bonus action, rather an animal form. You can use your action to cast the find
than as an action. familiar spell, without material components. Once you use
this gift, you can't use it again until you finish a long rest,
Nature's Ally unless you expend a use of Spirit Shape slot to use it again.
Prerequisite: 13th level When you cast the spell in this way, the familiar is a fey
You can cast charm monster at will---targeting a beast, fey, or instead of a beast, and the familiar disappears after a number
plant---without expending a spell slot or material components. of hours equal to half your druid level (minimum of one hour).
You must finish a long rest before you can use this gift on the Wild Speech
same creature again.
You can cast speak with animals at will, ignoring its
Roar of the Protector components. You can cast this spell even while using your
Prerequisite: 5th level Spirit Shape feature, in which case you can also
communicate with any creature that you share a common
As a bonus action, you can bolster the resolve of your allies language with.
with a mighty roar. When you do so, choose a number of
creatures you can see and that can see you within 60 feet of Wings of the Moon
you, up to a number equal to your Wisdom modifier Prerequisite: 17th level
(minimum of one). Each creature gains temporary hit points
equal to your druid level + your Wisdom modifier. You can use your bonus action to give yourself a flying speed
After you use this feature, you must finish a short or long equal to your current walking speed, until the end of your
rest to use it again. next turn.

20
Hunter
From an early age, the call of the wild draws some
adventurers from the comfort of their homes into the
unforgiving primal world outside. Those who endure become
hunters. Masters of their environment, they are able to slip
like ghosts through the trees and lay traps in the paths of
their enemies.
Class Features
As a hunter, you gain the following class features.
Hit Points
Hit Dice: 1d10 per hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per hunter level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics,
Insight, Investigation, Nature, Perception, Stealth, and
Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a longbow and 20 arrows or (b) a light crossbow and
20 bolts
(a) two shortswords or (b) two simple melee weapons
(a) scale mail or (b) leather armor
(a) a dungeoneer's pack or (b) an explorer's pack

21
Hunter
Proficiency Techniques Focus Focus
Level Bonus Features Known Dice Die Size
1st +2 Trailblazer, Hunting Tactics — — —
2nd +2 Fighting Style, Focus 2 2 d4
3rd +2 Hunter Specialization, Wild Lore 3 3 d4
4th +2 Ability Score Improvement 3 3 d4
5th +3 Extra Attack 4 4 d6
6th +3 Animal Aspect, Hunting Tactics Improvement 4 4 d6
7th +3 Specialization Feature 5 5 d6
8th +3 Ability Score Improvement 5 5 d6
9th +4 — 6 5 d8
10th +4 Camouflage, Animal Aspect 6 5 d8
11th +4 Specialization Feature 7 6 d8
12th +4 Ability Score Improvement 7 6 d8
13th +5 Readiness 8 6 d10
14th +5 Animal Aspect, Hunting Tactics Improvement 8 6 d10
15th +5 Specialization Feature 9 7 d10
16th +5 Ability Score Improvement 9 7 d10
17th +6 — 10 7 d12
18th +6 Feral Senses 10 7 d12
19th +6 Ability Score Improvement 11 8 d12
20th +6 Foe Slayer 11 8 d12

Trailblazer Once per round, when you hit the marked target with a
weapon attack, you can deal an additional 1d4 damage to
You can move quickly, alertly, and stealthily, both alone and it. This damage increases to 1d6 at 5th level, 1d8 at 9th
with companions. Moving through nonmagical difficult level, 1d10 at 13th level, and 1d12 at 17th level.
terrain costs you no extra movement. In addition, you gain You have advantage on any Wisdom (Perception) or
the following benefits when traveling for an hour or more: Wisdom (Survival) check you make to find the marked
creature.
Difficult terrain doesn't slow your group's travel pace.
Your group doesn't suffer the penalty to passive Wisdom You may maintain only one mark at a time; if you use this
(Perception) scores imposed by traveling at a fast pace. feature to mark a new creature, your previous mark fades
Your group can travel stealthily even at a normal pace. immediately. You may end a mark at any time (no action
required). You can use this feature a number of times equal to
Hunting Tactics your Wisdom modifier (minimum of once), and you regain all
Also at 1st level, you decide whether you hunt your quarry expended uses when you finish a short or long rest.
alone, or wander the wilds with a loyal animal companion by At 6th level, your mark lasts until you finish a long rest.
your side. Choose one of the following features. Whenever a creature you have marked forces you to make a
saving throw and whenever you make an ability check to
Lone Wolf escape that target's grapple, you have advantage on the roll.
You are able to focus your cunning and expertise fully on your You also gain an additional focus die.
chosen quarry, to deadly effect. As a bonus action, you can At 14th level, your mark lasts indefinitely. If you miss with
mark a creature you can see within 120 feet as your quarry. If an attack roll against a marked target, you can turn the miss
you possess physical traces of a creature such as blood, a lock into a hit. You must finish a long rest before you can use this
of hair, a body part, or the like, you can mark a creature even ability on the same creature again. You also gain another
if they aren't visible or within range. For the next hour, you additional focus die.
gain the following benefits:

22
Animal Companion In combat, the beast acts during your turn. It can move and
You have a beast companion that accompanies you on your use its reaction on its own, but the only action it takes is the
adventures and fights alongside you. Your pet is either a Dodge action, unless you take a bonus action on your turn to
Beast of the Land or a Beast of the Sky, though you command it to take another action. That action can be one in
determine what kind of specific animal it is (for example, a its stat block or some other action. You can also sacrifice one
wolf, bear, or any other animal your DM deems appropriate). of your attacks when you take the Attack action to command
The stat blocks for these creatures can be found in appendix the beast to take the Attack action. If you are incapacitated,
B, and use your proficiency bonus (PB) in several places. You the beast can take any action of its choice, not just Dodge.
also choose one of the special traits listed in the "Pet Talents" If your animal companion dies, it revives at the end of a
side bar for it. short rest with 1 hit point. The companion is allowed to
spend its Hit Dice to regain additional hit points when it
revives. A dead animal companion also revives at the end of a
long rest with full hit points.
Pet Talents You may only have one animal companion at a time. If you
Your pet knows one of the special talents below at befriend a beast (for example, through the use of the Animal
1st level, and learns an additional talent at 6th Handling skill or animal friendship spell) and wish to make it
level. The pets of beast master hunters learn a your animal companion, you can do so at the end of a short
talent when that specialization is chosen at 3rd rest, at which point your previous pet leaves peacefully. You
level. choose whether your new animal companion is a Beast of the
Armored hide. The beast has +2 to its AC, and Land or a Beast of the Sky, along with new talents for it.
resistance to nonmagical bludgeoning, piercing, At 6th level, your pet's innate attacks count as magical for
and slashing damage. the purpose of overcoming resistance and immunity to
Charge. If the beast moves at least 20 feet nonmagical attacks and damage. You may also choose
straight toward a target and then hits it with an another pet talent for it. Finally, you may cast beast sense on
attack on the same turn, it must succeed on a
Strength saving throw against your hunter focus
your animal companion at will.
save DC or be knocked prone.
At 14th level, when your pet is reduced to 0 hit points but
Constrictor. When the beast deals damage with not killed outright, you can choose for it to be restored to half
its innate attack, the target is grappled (escape DC its maximum hit points instead. Your pet can't use this ability
equal to your hunter focus save DC). Until this again until you finish a long rest.
grapple ends, the beast can't attack a different
target. The beast can grapple a creature at most Fighting Style
one size larger than itself.
Dire. The beast is one size larger, and has an
At 2nd level, you adopt a particular style of fighting as your
additional number of hit points equal to twice your specialty. Choose one of the following options.
hunter level. You can't take a Fighting Style option more than once, even
Enhanced senses. The beast doubles the if you later get to choose again.
proficiency bonus added to its Wisdom
(Perception) rolls and can't be surprised. It also has Archery
either tremorsense (Beast of the Land) or You gain a +2 bonus to attack rolls you make with ranged
blindsight (Beast of the Sky) out to a range of 60 weapons.
feet.
Pack tactics. The beast has advantage on an Defense
attack roll against a creature if at least one of the While you are wearing armor, you gain a +1 bonus to AC.
beast's allies is within 5 feet of the creature and
the ally isn't incapacitated. Dueling
Poisonous. Once per turn, the beast may try to
poison a creature damaged by its innate attack. The
When you are wielding a melee weapon in one hand and no
creature must make a Constitution saving throw
other weapons, you gain a +2 bonus to damage rolls with that
against your hunter focus save DC or be poisoned weapon.
until the end of the beast's next turn.
Protector. The first creature the beast attacks on Great Weapon Fighting
its turn has disadvantage on any attack roll it makes When you roll a 1 or 2 on a damage die for an attack you
on a target other than the beast, until the end of make with a melee weapon that you are wielding with two
the beast's next turn. hands, you can reroll the die and must use the new roll, even
Prowl. The beast may add your proficiency bonus if the new roll is a 1 or a 2. The weapon must have the two-
to its Dexterity (Stealth) rolls. In addition, any hit handed or versatile property for you to gain this benefit.
the beast scores against a creature that is surprised
is a critical hit. Rapid Reloading
Swift. Add 20 feet to the beast's walking speed You ignore the loading property of ranged weapons you are
(Beast of the Land) or flying speed (Beast of the proficient in.
Sky). In addition, the beast doesn't provoke
opportunity attacks when it moves out of an
In addition, when you roll a 1 on a damage die for an attack
enemy's reach.
you make with a ranged weapon, you can reroll the die and
must use the new roll, even if the new roll is a 1.

23
Additional Fighting Styles
If you own Tasha's Cauldron of Everything, you can
ask your DM if you can take the optional ranger
Focus Techniques
fighting styles detailed within, in addition to the You learn two focus techniques of your choice, which are
fighting styles listed here. detailed under "Focus Techniques" at the end of the hunter
class description. You also know the Call of the Wild
technique, which does not count against your number of
techniques known. Many techniques enhance an attack in
Two-Weapon Fighting some way. You can use only one technique per attack.
When you engage in two-weapon fighting, you can add your You learn additional techniques at the levels shown in the
ability modifier to the damage of the second attack. Techniques Known column of the Hunter table. Each time
you gain a hunter level, you can also replace one technique
Versatile Weapon Fighting you know with a different one.
When you are wielding a single versatile weapon and no
other weapons, you gain a +1 bonus to attack and damage Saving Throws
rolls with that weapon. Some of your focus techniques require your target to make a
In addition, you gain a +1 bonus to AC if you are wielding saving throw to resist the technique's effects. The saving
that weapon with two hands. throw DC is calculated as follows:
Focus save DC = 8 + your proficiency bonus +
Focus
your Wisdom modifier
When you reach 2nd level, you learn to use cunning
techniques that are fueled by special dice called focus dice. Focus attack modifier = your proficiency bonus +
your Wisdom modifier
Focus Dice
You have two focus dice, which are d6s. A focus die is
expended when you use it on a focus technique. You regain Hunter Specialization
all of your expended dice when you finish a short or long rest. At 3rd level, you choose an archetype that you strive to
You gain additional focus dice as you level, as shown in the emulate: Beast Mastery, Marksmanship, or Survival, all of
Focus Dice column of the Hunter table. Your focus dice which are detailed at the end of the class description. Your
become d8s at 5th level, d10s at 9th level, and d12s at 17th choice grants you features at 3rd level and again at 7th, 11th,
level, as shown in the Focus Die Size column of the Hunter and 15th level.
table.

24
Wild Lore Aspect of the Chameleon
Also at 3rd level, your connection with the wilds allows you to You can use the Hide action as a bonus action, and you can
cast certain spells. See chapter 10 of the Player's Handbook try to hide when you are only lightly obscured from the
for the general rules of spellcasting, and chapter 5 for new creature from which you are hiding.
spells. You can use a druidic focus as a spellcasting focus for Aspect of the Cheetah
your Wild Lore spells. If a Wild Lore spell requires a spell Your speed increases by 10 feet, and you can use the Dash
attack roll or saving throw, it uses your focus attack modifier action as a bonus action.
or focus save DC.
You can use this feature to cast spells a number of times Aspect of the Fox
equal to your Wisdom modifier (minimum of once), and Whenever a creature makes an attack roll against you and
regain all expended uses when you complete a long rest. You doesn't have advantage on the roll, you can use your reaction
can also use your Wild Lore feature by expending one focus to impose disadvantage on it. You must use this feature
die per level of the spell you wish to cast. This does not count before you know the outcome of the attack roll.
against your normal uses of this feature.
You are initially able to cast animal friendship, and are able Aspect of the Monkey
to cast additional spells as you gain hunter levels, as shown in You can use the Disengage action as a bonus action, and
the table below. Your choice of hunter specialization also oppportunity attacks against you are made with disadvantage.
grants you additional Wild Lore spells.
Aspect of the Turtle
Wild Lore Spells When an attacker that you can see hits you with an attack,
Hunter Level Spells you can use your reaction to halve the attack's damage
3rd animal friendship against you.
5th locate animals or plants Aspect of the Viper
9th ✦ flare You can move up to half your speed as a reaction when an
enemy ends its turn within 5 feet of you. This movement
13th locate creature doesn't provoke opportunity attacks.
17th commune with nature
✦ spell found in chapter 5
Camouflage
When you reach 10th level, you are able to blend in with your
surroundings with almost supernatural skill. Creatures have
disadvantage on Wisdom (Perception) checks to detect you,
Wild Lore and You provided you have moved at most half your speed since the
Different hunters manifest their Wild Lore beginning of your most recent turn. You are still automatically
spellcasting in different ways, based on their detected if any effect or action causes you to no longer be
heritage and training. For example, night elf hidden.
marksmanship hunters commonly call upon In addition, when traveling at a slow pace for an hour or
ethereal sentinel owls to accomplish their more, Wisdom (Perception) checks made to detect your
divination spells, while troll survival hunters might group have disadvantage.
call upon mighty animal loa to cast enhance ability.
Feel free to work with your DM to determine the
specific details of your own Wild Lore spellcasting.
Readiness
Starting at 13th level, when you roll initiative and have no
focus dice remaining, you regain one focus die.
Ability Score Improvement Feral Senses
When you reach 4th level, and again at 8th, 12th, 16th, and At 18th level, you gain preternatural senses that help you fight
19th level, you can increase one ability score of your choice creatures you can't see. When you attack a creature you can't
by 2, or you can increase two ability scores of your choice by see, your inability to see it doesn't impose disadvantage on
1. As normal, you can't increase an ability score above 20 your attack rolls against it.
using this feature. You are also aware of the location of any invisible creature
within 30 feet of you, provided that the creature isn't hidden
Extra Attack from you and you aren't blinded or deafened.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Foe Slayer
At 20th level, you become an unparalleled hunter of your
Animal Aspect enemies. Once on each of your turns, you can add your
At 6th level, you learn to emulate a beast of the wild. Choose Wisdom modifier to the attack roll or the damage roll of an
one of the aspects listed below. You learn an additional aspect attack you make against an enemy. You can choose to use this
at 10th and 14th level. feature before or after the roll, but before any effects of the
roll are applied.

25
Master of Beasts
Hunter Specializations Also at 3rd level, you treat your proficiency bonus as if it was
Different hunters choose to pursue their prey in different 2 higher for determining your animal companion's statistics.
ways. Your specialization determines what methods and In addition, your pet gains one of the special traits listed in
techniques you employ to hunt your quarry. the "Pet Talents" side bar, in addition to the special traits
gained at 1st and 6th level.
Beast Mastery
Spirit Bond
Prerequisite: Animal Companion chosen at 1st level At 7th level, whenever you roll a focus die for a focus
Beast mastery hunters are masters of the wild who tame and technique, your animal companion regains hit points equal to
train powerful beasts to assist them in their travels. the result rolled.
Kindred Spirits Beast Cleave
When you choose this specialization at 3rd level, you gain When you reach 11th level, when your animal companion
proficiency in the Animal Handling skill. attacks on its turn, it can make another attack against a
In addition, you can cast the spells listed in the Beast different creature that is within 5 feet of the original target
Mastery Lore Spells table with your Wild Lore feature, at the and within its attack range. Your pet can make this additional
hunter levels listed. attack at most once per turn.
Beast Mastery Lore Spells Bestial Wrath
Hunter Level Spells At 15th level, you can use your action to endow your animal
companion with the fury of the Ancients. For 1 minute, your
3rd speak with animals pet gains the following benefits:
5th beast sense
It gains 50 temporary hit points, which are lost after 1
9th feign death minute.
13th dominate beast It has advantage on saving throws.
It adds your focus die to its damage rolls (no focus dice
17th awaken are actually expended).
Once you use this feature, you can't use it again until you
finish a long rest.
Marksmanship
Marksmanship hunters are master sharpshooters who excel
in bringing down enemies from afar.
Master Marksman
When you choose this specialization at 3rd level, you gain
proficiency in the Perception skill.
In addition, you can cast the spells listed in the
Marksmanship Lore Spells table with your Wild Lore feature,
at the hunter levels listed.
Marksmanship Lore Spells
Hunter Level Spells
3rd ✦ endless quiver
5th ✦ eyes of the eagle
9th clairvoyance
13th arcane eye
17th scrying
✦ spell found in chapter 5

Sniper Training
Also at 3rd level, whenever you make a ranged weapon
attack, you gain the following benefits:
You add 30 feet to its normal and long range values.
You score a critical hit on a roll of 19 or 20.
If you would make the attack roll with disadvantage, you
instead roll normally, as long as you can see your target.

26
Careful Aim Guerilla Tactics
At 7th level, whenever you roll a focus die for a focus Beginning at 11th level, your survival gear has increased
technique, you can choose to roll again. You must use the effectiveness. You gain the following benefits:
new roll.
The damage dice of your traps and bombs doubles to 4d8.
Volley The range of your bombs increases to 60 feet, and their
Starting at 11th level, you are able to unleash a hail of arrows, effect radius increases to 20 feet.
bolts, or bullets on crowds of enemies. You can use your When you target a creature with a trap, it has
action to make a ranged weapon attack against any number disadvantage on the first saving throw it makes against
of creatures within 10 feet of a point you can see within your the trap.
weapon's range. You must have ammunition for each target, Alpha Predator
as normal, and you make a separate attack roll for each At 15th level, you can use your bonus action to greatly
target. improve your hunting prowess for a short time. For 1 minute,
Rapid Fire you may perform one focus technique that you know for free
At 15th level, you can use your bonus action to dramatically on your turn, using but not expending a focus die. During this
increase your coordination and reflexes. For 1 minute, you time, enemy creatures within 20 feet of you have
gain the following benefits: disadvantage on saving throws against your focus techniques.
Once you use this feature, you can't use it again until you
Once on your turn when you make a ranged weapon finish a long rest.
attack, you can make an additional ranged weapon attack
against the same target with the same weapon. Survival Gear
You have advantage on Dexterity saving throws. The survival gear options are presented in alphabetical order.
Once you use this feature, you can't use it again until you Dart Trap. When a creature ends its movement on the
finish a long rest. ground within 5 feet of you, you can use your reaction to
surprise it with a trap that shoots poisonous darts. The
Survival creature must make a Constitution saving throw against your
focus save DC. On a failed save, the creature takes 2d8
Survival hunters are rugged trackers who use animal venom, poison damage and is poisoned for 1 minute. On a successful
explosives, and traps as deadly weapons. save, the creature takes half as much damage and suffers no
additional effects. At the end of each of its turns, a poisoned
Born to be Wild creature can repeat the saving throw, ending the condition on
When you choose this specialization at 3rd level, you gain a success.
proficiency in the Survival skill. Explosive Trap. When a creature ends its movement on
In addition, you can cast the spells listed in the Survival the ground within 5 feet of you, you can use your reaction to
Lore Spells table with your Wild Lore feature, at the hunter surprise it with an explosive trap that explodes with a
levels listed. powerful blast. The creature must make a Dexterity saving
throw against your focus save DC. On a failed save, the
Survival Lore Spells creature takes 2d8 fire damage, is pushed 15 feet away from
Hunter Level Spells you in a straight line, and is knocked prone. On a successful
3rd detect poison and disease
save, the creature takes half as much damage and suffers no
additional effects.
5th enhance ability Flash Bomb. When you take the Attack action on your
9th speak with plants turn, you can replace one of your attacks by throwing a flash
bomb at a point you can see within 30 feet, which blinds
13th freedom of movement creatures with searing light. Each creature within a 10 foot
17th tree stride radius of that point must make a Constitution saving throw.
On a failed save, a creature takes 2d8 radiant damage, and is
Survivalist's Cunning blinded until the end of its next turn. On a successful save, a
Also at 3rd level, you have learned how to create a variety of creature takes half as much damage and suffers no additional
explosive devices and cunning traps for use in combat. At the effects.
end of a long rest, choose two Survival Gear options from the Freezing Trap. When a creature ends its movement on the
list at the end of this specialization. You can use each option ground within 5 feet of you, you can use your reaction to
twice, and regain all uses when you complete a long rest. surprise it with a freezing trap that encases it in solid ice. The
creature must make a Constitution saving throw against your
You can choose an additional Survival Gear option at 7th focus save DC. On a failed save, the creature takes 2d8 cold
level (three options) and 15th level (four options). damage and is petrified for 1 minute or until it takes any
Natural Mending further damage. On a successful save, the creature takes half
At 7th level, whenever you roll a focus die for a focus as much damage and suffers no additional effects. At the end
technique, you gain temporary hit points equal to the result of each of its turns, a petrified creature can repeat the saving
rolled. throw, ending the condition on a success.

27
Icy Bomb. When you take the Attack action on your turn,
you can replace one of your attacks by throwing an icy bomb Focus Techniques
at a point you can see within 30 feet, which covers the ground The focus techniques are presented in alphabetical order.
in slick ice. Each creature within a 10 foot radius of that point
must make a Dexterity saving throw. On a failed save, a Aimed Shot
creature takes 2d8 cold damage, and is knocked prone. On a Prerequisite: Marksmanship specialization
successful save, a creature takes half as much damage and
suffers no additional effects. Until the end of your next turn, When you make a ranged weapon attack, you can expend a
the area is considered difficult terrain, and any creature that focus die to take deadly aim. The attack ignores half cover
enters the area or ends its turn there must succeed on a and three-quarters cover, and you add the focus die to the
Dexterity saving throw or fall prone. attack's damage roll.
Poison Bomb. When you take the Attack action on your
turn, you can replace one of your attacks by throwing a Arcane Shot
poison bomb at a point you can see within 30 feet, which Prerequisite: Marksmanship specialization
creates a lingering, poisonous cloud. Each creature within a When you make a ranged weapon attack, you can expend a
10 foot radius of that point must make a successful focus die to empower your ammunition with arcane magic.
Constitution saving throw or take 2d8 poison damage. On a Instead of making an attack roll, your target must make a
successful save, the creature takes half as much damage. Dexterity saving throw. On a failed save, your target takes
Until the end of your next turn, the area is heavily obscured. damage as if it were hit by the attack, plus the focus die's roll.
Creatures that enter the area or end their turn there must On a successful save, a target takes half as much damage.
make a Constitution saving throw. A creature takes 2d8 This attack deals force damage instead of the attack's normal
poison on a failed save, or half as much damage on a damage type.
successful one.
Steel Trap. When a creature ends its movement on the Bursting Attack
ground within 5 feet of you, you can use your reaction to When you hit a creature with a weapon attack, you can
surprise it with a steel trap that clamps shut with its metal expend one focus die to attempt to drive the target back. You
teeth. The creature must make a Dexterity saving throw add the focus die to the attack's damage roll, and if the target
against your focus save DC. On a failed save, the creature is Large or smaller, it must make a Strength saving throw. On
takes 2d8 piercing damage and is restrained for 1 minute. On a failed save, you push the target up to 15 feet away from you.
a successful save, the creature takes half as much damage
and suffers no additional effects. A restrained creature can Call of the Wild
use its action to try to escape. To do so, it must succeed on a When you make an ability check with a hunter class skill, you
Strength (Athletics) or Dexterity (Acrobatics) check against can expend one focus die. Roll the focus die and add the
your focus save DC. number rolled to your ability check. You can choose to do so
Wildfire Bomb. When you take the Attack action on your after you roll the die for the ability check, but before the DM
turn, you can replace one of your attacks by throwing a tells you whether you succeed or fail.
wildfire bomb at a point you can see within 30 feet, which
explodes in a fiery blast. Each creature within a 10 foot
radius of that point must make a Dexterity saving throw. On a
failed save, a creature takes 2d8 fire damage immediately,
and 2d8 fire damage again at the beginning of its next turn.
On a successful save, a creature takes half as much damage
immediately, and no additional damage.

28
Coordinated Assault Kill Command
Prerequisite: Survival specialization Prerequisite: Beast Mastery specialization
When you take the Attack action on your turn, you can forgo When your animal companion makes a weapon attack, you
one of your attacks and direct your pet or an ally to strike. can expend one focus to direct it to strike with deadly ferocity.
When you do so, choose a friendly creature who can see or The attack roll is made with advantage, and your pet adds the
hear you and expend one focus die. That creature can focus die to the attack's damage roll.
immediately use its reaction to make one weapon attack,
adding the focus die to the attack's damage roll. Misdirecting Strike
When you hit a creature with a weapon attack, you can
Deterrence expend one superiority die to attempt to redirect your target's
On your turn, you can use a bonus action and expend one attention. You add the superiority die to the attack's damage
focus die, rolling the die. Until the beginning of your next roll, and the target must make a Wisdom saving throw. On a
turn, weapon attack rolls against you are made with failed save, the target has disadvantage on all attack rolls
disadvantage, and damage you take from weapon attacks is against an ally you choose within 30 feet of you, that the
reduced by the focus die roll. target can see, until the end of your next turn.
Disarming Attack Mongoose Bite
When you hit a creature with a weapon attack, you can Prerequisite: Survival specialization
expend one focus die to attempt to disarm the target, forcing When you hit a creature with a weapon attack, you can
it to drop one item of your choice that it's holding. You add expend one focus die to impede your target's ability to react.
the superiority die to the attack's damage roll, and the target You add the focus die to the attack's damage roll, and your
must make a Strength saving throw. On a failed save, it drops target can't take reactions until the start of your next turn.
the object you choose. The object lands at its feet.
Disorienting Attack Posthaste
When you hit a creature with a weapon attack, you can When you move, you can expend one focus die, rolling the die
expend one focus die to disrupt its spellcasting. You add the and adding the number rolled to your AC until you stop
focus die to the attack's damage roll. If the creature has to moving. You also double your movement speed this turn.
make a Constitution saving throw to maintain concentration Serpent Sting
on a spell as a result of this attack, that saving throw is made When you hit a creature with a weapon attack, you can
with disadvantage. expend one focus die to attempt to poison the creature with a
Exhilaration deadly toxin. The creature hit by the attack takes additional
On your turn, you can use a bonus action and expend one poison damage equal to the focus die roll, and must make a
focus die to gain temporary hit points equal to the focus die Constitution saving throw. On a failed save, the creature is
roll + half your hunter level. poisoned for 1 minute. The creature can make a new
Constitution saving throw at the end of each of its turns. On a
First Strike success, the creature is no longer poisoned.
You can expend a focus die when you roll initiative to add the Steady Strike
focus die roll to the total. During your first turn in combat, When you make a weapon attack roll against a creature, you
you have advantage on attack rolls against creatures that can expend one focus die to add it to the roll. You can use this
have not yet acted. maneuver before or after making the attack roll, but before
Hydra's Bite any effects of the attack are applied.
When you hit a creature with a weapon attack, you can Trip Attack
expend one focus die to attempt to damage another creature When you hit a creature with a weapon attack, you can
with the same attack. Choose another creature within 5 feet expend one focus die to attempt to knock the target down.
of the original target and within range of your weapon. If the You add the focus die to the attack's damage roll, and if the
original attack roll would hit the second creature, it takes target is Large or smaller, it must make a Strength saving
damage equal to the number you roll on your superiority die throw. On a failed save, you knock the target prone.
plus your Strength of Dexterity modifier (your choice). The
damage is of the same type dealt by the original attack. Wing Clip
Intimidation When you hit a creature with a weapon attack, you can
Prerequisite: Beast Mastery specialization expend one focus die to impede the target's movement. You
add the focus die to the attack's damage roll, and your target's
When your animal companion deals damage with a weapon speed is halved until the end of your next turn.
attack, you can expend one focus die to have it attempt to
frighten its target. You add the focus die to the attack's
damage roll, and the creature must make a Wisdom saving
throw. On a failed save, the creature is frightened of your pet
until the end of your pet's next turn.

29
Mage
Students gifted with a keen intellect and unwavering
discipline may walk the path of the mage. The arcane magic
available to magi is both great and dangerous, and thus is
revealed only to the most devoted practitioners. To avoid
interference with their spellcasting, magi wear little armor,
but arcane shields and enchantments give them additional
protection. Magi can summon bursts of fire to incinerate
distant targets and cause entire areas to erupt, command
blizzards that tear into flesh and limit movement, even shrink
their enemies into harmless sheep in the blink of an eye.
Class Features
As a mage, you gain the following class features.
Hit Points
Hit Dice: 1d6 per mage level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per mage level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light
crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight,
Investigation, Medicine, and Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) an explorer's pack
A spellbook

30
Mage
Proficiency Cantrips ─Spell Slots per Spell Level─
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Evocation 3 2 — — — — — — — —
2nd +2 Mage Specialization 3 3 — — — — — — — —
3rd +2 Arcane Brilliance 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Specialization Feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Specialization Feature 5 4 3 3 3 2 — — — —
11th +4 Arcane Brilliance Improvement 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Specialization Feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

Spellcasting You prepare the list of mage spells that are available for
you to cast. To do so, choose a number of mage spells from
As a student of arcane magic, you can cast powerful spells. your spellbook equal to your Intelligence modifier + your
See chapter 10 of the Player's Handbook for the general mage level (minimum of one spell). The spells must be of a
rules of spellcasting, and chapter 5 for the mage spell list and level for which you have spell slots.
new spells. For example, if you're a 3rd-level mage, you have four 1st-
level and two 2nd-level spell slots. With an Intelligence of 16,
Cantrips your list of prepared spells can include six spells of 1st or 2nd
At 1st level, you know three cantrips of your choice from the level, in any combination, chosen from your spellbook. If you
mage spell list. You learn additional mage cantrips of your prepare the 1st-level spell magic missile, you can cast it using
choice at higher levels, as shown in the Cantrips Known a 1st-level or a 2nd-level slot. Casting the spell doesn't remove
column of the Mage table. it from your list of prepared spells.
You can change your list of prepared spells when you finish
Spellbook a long rest. Preparing a new list of mage spells requires time
At 1st level, you have a spellbook containing six 1st-level spent studying your spellbook and memorizing the
mage spells of your choice. This book holds the mage spells incantations and gestures you must make to cast the spell: at
you know, except your cantrips, which are fixed in your mind. least 1 minute per spell level for each spell on your list.
Preparing and Casting Spells Spellcasting Ability
The Mage table shows how many spell slots you have to cast Intelligence is your spellcasting ability for your mage spells,
your mage spells of 1st level and higher. To cast one of these since you learn your spells through dedicated study and
spells, you must expend a slot of the spell's level or higher. memorization. You use your Intelligence whenever a spell
You regain all expended slots when you finish a long rest. refers to your spellcasting ability.

31
In addition, you use your Intelligence modifier when setting
the saving throw DC for a mage spell you cast and when
making an attack roll with one. Your Spellbook
The spells that you add to your spellbook as you
Spell save DC = 8 + your proficiency bonus + gain levels reflect the arcane research you conduct
your Intelligence modifier on your own, as well as intellectual breakthroughs
you have had about the nature of the multiverse.
Spell attack modifier = your proficiency bonus + You might find other spells during your adventures.
your Intelligence modifier You could discover a spell recorded on a scroll in
an evil mage's chest, for example, or in a dusty
tome in an ancient library.
Ritual Casting Copying a Spell into the Book. When you find a
You can cast a mage spell as a ritual if that spell has the ritual mage spell of 1st level or higher, you can add it to
tag and you have the spell in your spellbook. You don't need your spellbook if it is of a spell level you can
to have the spell prepared. prepare and if you can spare the time to decipher
and copy it.
Spellcasting Focus Copying that spell into your spellbook involves
You can use an arcane focus as a spellcasting focus for your reproducing the basic form of the spell, then
mage spells. deciphering the unique system of notation used by
the mage who wrote it. You must practice the spell
Learning Spells of 1st Level and Higher until you understand the sounds or gestures
Each time you gain a mage level, you can add two mage spells required, then transcribe it into your spellbook
of your choice to your spellbook for free. Each of these spells using your own notation.
must be of a level for which you have spell slots, as shown on For each level of the spell, the process takes 2
hours and costs 50 gp. The cost represents
the Mage table. On your adventures, you might find other material components you expend as you
spells that you can add to your spellbook (see the “Your experiment with the spell to master it, as well as
Spellbook” sidebar). the fine inks you need to record it. Once you have
spent this time and money, you can prepare the
Evocation spell just like your other spells.
Replacing the Book. You can copy a spell from
You have learned to regain some of your magical energy by your own spellbook into another book—for
studying your spellbook. Once per day when you finish a example, if you want to make a backup copy of
short rest, you can choose expended spell slots to recover. your spellbook. This is just like copying a new spell
The spell slots can have a combined level that is equal to or into your spellbook, but faster and easier, since you
less than half your mage level (rounded up), and none of the understand your own notation and already know
slots can be 6th level or higher. how to cast the spell. You need spend only 1 hour
For example, if you're a 4th-level mage, you can recover up and 10 gp for each level of the copied spell.
to two levels worth of spell slots. You can recover either a If you lose your spellbook, you can use the same
2nd-level spell slot or two 1st-level spell slots. procedure to transcribe the spells that you have
prepared into a new spellbook. Filling out the
remainder of your spellbook requires you to find
new spells to do so, as normal. For this reason,
many mages keep backup spellbooks in a safe
place.
The Book's Appearance. Your spellbook is a
unique compilation of spells, with its own
decorative flourishes and margin notes. It might be
a plain, functional leather volume that you received
as a gift from your master, a finely bound gilt-
edged tome you found in an ancient library, or even
a loose collection of notes scrounged together
after you lost your previous spellbook in a mishap.

Mage Specialization
When you reach 2nd level, you choose an arcane tradition,
shaping your practice of magic through one of three
elemental specializations: Arcane, Fire, or Frost. The
tradition you choose reflects not just your favored element,
but how you approach the study of magic in general.
Your choice grants you features at 2nd level and again at
6th, 10th, and 14th level.

32
Arcane Brilliance Arcane
At 3rd level, your brilliant intellect allows you to achieve feats Arcane mages manipulate the pure essence of magic itself,
of staggering genius. You can expend a use of this feature to augmenting their spellcasting and turning the magic of their
do any of the following: foes against them.
You can cast a spell in your spellbook even if you don't Bonus Cantrip
have it prepared, but otherwise following the normal rules When you choose this specialization at 2nd level, you gain the
for casting it. prestidigitation cantrip, which doesn't count against the
When you cast a mage spell as a ritual, you can use the number of mage cantrips you know.
spell's normal casting time, rather than adding 10 minutes
to it. Arcane Power
When you make an Intelligence check but before the Also at 2nd level, you learn how to salvage some of your spent
outcome is determined, you can choose to make the roll magic for later use. When you cast a spell using a spell slot,
again, using the better result. you gain a number of arcane charges equal to half the spell's
You can use this feature a number of times equal to your level, rounded up. You can have a maximum of five arcane
Intelligence modifier, and regain all expended uses when you charges at once, and all accumulated charges dissipate when
finish a long rest. you finish a short or long rest.
At 11th level, when you finish a short rest, you regain one Before you roll damage for a spell, you can spend arcane
expended use of this feature. charges to set a number of the spell's damage dice equal to
their maximum value, up to the number of arcane charges
Ability Score Improvement spent. When you spend arcane charges on a spell, that spell
does not also generate arcane charges.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Savant
by 2, or you can increase two ability scores of your choice by Beginning at 6th level, when you use your Evocation feature,
1. As normal, you can't increase an ability score above 20 the combined level of spell slots you may recover increases by
using this feature. half your proficiency bonus.
Spell Mastery Prismatic Barrier
At 18th level, you have achieved such mastery over certain When you reach 10th level, you learn how to siphon arcane
spells that you can cast them at will. Choose a 1st-level mage energy from harmful magic for your own benefit. When you
spell and a 2nd-level mage spell that are in your spellbook. make a saving throw against a spell, you can use your
You can cast those spells at their lowest level without reaction to give yourself advantage on the roll. On a failed
expending a spell slot when you have them prepared. If you save, you suffer the spell's effect, but take only half damage (if
want to cast either spell at a higher level, you must expend a any). On a successful save, you take no damage from the spell.
spell slot as normal. Regardless of whether your saving throw succeeds or fails,
By spending 8 hours in study, you can exchange one or you gain arcane charges as if you had cast the spell.
both of the spells you chose for different spells of the same After using this feature, you can use it again only after
levels. finishing a short or long rest.
Overpowered
Signature Spells At 14th level, you have mastered the use of your arcane
When you reach 20th level, you gain mastery over two charges for both offense and defense. When you spend
powerful spells and can cast them with little effort. Choose arcane charges, you may maximize a number of damage dice
two 3rd-level mage spells in your spellbook as your signature equal to twice the number of arcane charges spent.
spells. You always have these spells prepared, they don't In addition, your accumulated arcane energy protects you.
count against the number of spells you have prepared, and Whenever you make a saving throw, you gain a bonus to the
you can cast each of them once at 3rd level without roll equal to your current number of arcane charges.
expending a spell slot. When you do so, you can't do so again
until you finish a short or long rest. Fire
If you want to cast either spell at a higher level, you must Fire mages ignite enemies with balls of fire and combustive
expend a spell slot as normal. flames, harnessing the unrivaled destructive power of fire to
utterly destroy their enemies.
Mage Specializations
Bonus Cantrip
Mages in Azeroth focus their studies on one of three schools When you choose this specialization at 2nd level, you gain the
of magic---Arcane, Fire, and Frost. Each imparts advanced control flames cantrip, which doesn't count against the
techniques for harnessing magic in increasingly powerful number of mage cantrips you know.
ways. The specialization you choose reflects your approach.

33
Pyromaniac Frost
Also at 2nd level, you learn how to enhance the volatile power Frost mages freeze enemies in their tracks and shatter them
of your fiery magic. Whenever you cast a spell that deals fire with icy magic, aided by summoned elementals or conjured
damage, the spell's fire damage dice increase in size by one wards.
step; d4 to d6, d6 to d8, d8 to d10, and d10 to d12. If a spell
already deals its damage in d12 dice, they don't increase any Bonus Cantrip
further. When you choose this specialization at 2nd level, you gain the
Critical Mass shape water cantrip, which doesn't count against the number
Beginning at 6th level, when a creature rolls a natural 1 on a of mage cantrips you know.
saving throw made against a spell you cast that deals Frost Adept
damage, they take double damage from the spell. Also at 2nd level, you learn to manifest your icy magic in an
Cauterize especially potent form. Choose one of the following features.
At 10th level, if you are reduced to 0 hit points, you can use Conjure Ice Barrier. When you cast an spell of 1st level or
your reaction to draw on the fiery energy that burns within higher that deals frost damage, you can simultaneously use a
you. You are instead reduced to 1 hit point, and each creature strand of the spell's magic to create an ice barrier on yourself
within 10 feet of you takes fire damage equal to half your that lasts until you finish a long rest. The barrier has hit
mage level + your Intelligence modifier. points equal to twice your mage level + your Intelligence
Once you use this feature, you can't use it again until you modifier. Whenever you take damage, the barrier takes the
finish a long rest. damage instead. If this damage reduces the barrier to 0 hit
points, you take any remaining damage.
Hot Streak While the ice barrier has 0 hit points, it can't absorb
When you reach 14th level, you learn how to unleash the true damage, but its magic remains. Whenever you cast spell of
destructive potential of your fire magic. When you roll fire 1st level or higher that deals cold damage, the barrier regains
damage for a spell and roll the highest number possible on a number of hit points equal to twice the level of the spell.
any of the dice, roll those dice and add those rolls to the Once you create the ice barrier, you can't create it again
damage. You may only reroll each die once with this feature. until you finish a long rest.

34
Summon Water Elemental. You can use your action and
spend a spell slot of 1st level or higher to summon a water
elemental to your service. See the creature's game statistics
in the summoned water elemental stat block, which uses
your proficiency bonus (PB) in several places.
In combat, the summoned water elemental acts during
your turn. It can move and use its reaction on its own, but the
only action it takes is the Dodge action, unless you take a
bonus action on your turn to command it to take another
action. That action can be one in its stat block or some other
action. If you are incapacitated, the elemental can take any
action of its choice, not just Dodge.
If your elemental drops to 0 hit points or you dismiss it as
an action, its form disperses. You can only have one
summoned water elemental at a time; summoning a new one
causes an existing elemental to immediately disperse.
Bone Chilling
Beginning at 6th level, you can freeze your enemies with the
icy magic of your spells. Whenever you deal cold damage to a
creature with a spell attack, or a creature fails the saving
throw of a spell you cast that deals cold damage, that target is
chilled until the end of your next turn: its speed is halved, and
it can't take reactions. Only your spells of 1st level or higher Summoned Water
can chill creatures.
In addition, whenever a creature you have chilled takes Elemental
cold damage from one of your spells, add your Intelligence Medium elemental, neutral
modifier to the damage (minimum 1).
Armor Class 14 (natural armor)
Frost Mastery Hit Points 5 + five times your mage level (the
When you reach 10th level, your signature manifestation of elemental has a number of Hit Dice [d8s] equal to
frost magic become even more potent. You gain one of the your mage level)
following features, depending on your choice at 2nd level. Speed 30 ft., swim 60 ft.
Conjure Ice Barrier: Icicles. You can harness the
lingering icy magic of your spells to unleash on your enemies.
Whenever you cast spell of 1st level or higher that deals cold STR DEX CON INT WIS CHA
damage, instead of restoring hit points to your ice barrier, you 15 (+2) 12 (+1) 15 (+2) 7 (-2) 15 (+2) 8 (-1)
can use your bonus action to make a spell attack roll against
a creature you can see within 60 feet. On a hit, the creature Saving Throws Con +2 plus PB, Wis +2 plus PB
takes cold damage equal to 1d6 + twice the level of the spell. Damage Immunities poison
Summon Water Elemental: Unbound Elemental. Your Condition Immunities exhaustion, poisoned,
summoned water elemental gains the following benefits: unconscious
Senses darkvision 60 ft., passive Perception 12
Any creature hit by its Slam attack is grappled, with an Languages understands the languages of its summoner
escape DC equal to your spell save DC. The elemental can but can't speak
only grapple one creature at a time. Challenge — Proficiency Bonus (PB) equals your bonus
Creatures hit by its waterbolt are pushed up to 10 feet
away from the elemental in a straight line. Actions
When it uses its Freeze action, creatures that fail their
saving throw take cold damage equal to 2d6 + your Slam. Melee Weapon Attack: your spell attack modifier
proficiency bonus, and are restrained until the end of the to hit, reach 5 ft., one target. Hit: 1d6 + PB
elemental's next turn. Creatures that succeed on their bludgeoning damage.
save take half damage and suffer no other effects. Waterbolt. Ranged Spell Attack: your spell attack
modifier to hit, range 60 ft., one target. Hit: 1d6 + PB
Frigid Winds cold damage.
At 14th level, your magical attacks against frozen foes
become far deadlier. Your spell attack rolls have advantage Freeze (Recharges after a Short or Long Rest). The water
elemental may unleash a surge of freezing magic. All
against creatures you have chilled, and such creatures have creatures within 10 feet of the elemental must make a
disadvantage on saving throws against your spells. Dexterity save. On a failed save, a creature's speed
becomes 0, and it can't benefit from any bonus to its
speed, until the end of the elemental's next turn.

35
Paladin
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. Paladins are not
only zealots, but also guardians of the righteous, and they
bestow blessings on those the Light would shine upon. The
Light radiates from paladins, and worthy allies who stand
near them are emboldened by its power.
Class Features
As a paladin, you gain the following class features.
Hit Points
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per paladin level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation,
Medicine, Persuasion, 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 and a holy symbol

36
Paladin
Proficiency ─Spell Slots per Spell Level─
Level Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands — — — — —
2nd +2 Fighting Style, Spellcasting, Crusader Strike 2 — — — —
3rd +2 Divine Health, Paladin Specialization 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Aura of Protection 4 2 — — —
7th +3 Specialization Feature 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Aura of Courage 4 3 2 — —
11th +4 Improved Crusader Strike 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Cleansing Touch 4 3 3 1 —
15th +5 Specialization Feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Specialization Feature 4 3 3 3 2

Divine Sense As an action, you can touch a creature and draw power
from the pool to restore a number of hit points to that
The presence of strong evil registers on your senses like a creature, up to the maximum amount remaining in your pool.
noxious odor, and powerful good rings like heavenly music in Alternatively, you can expend 5 hit points from your pool of
your ears. As an action, you can open your awareness to healing to cure the target of one disease or neutralize one
detect such forces. Until the end of your next turn, you know poison affecting it. You can cure multiple diseases and
the location of any celestial, fiend, or undead within 60 feet of neutralize multiple poisons with a single use of Lay on
you that is not behind total cover. You know the type (celestial, Hands, expending hit points separately for each one.
fiend, or undead) of any being whose presence you sense, but This feature has no effect on undead and constructs.
not its identity (the dreadlord Mal'Ganis, for instance). Within
the same radius, you also detect the presence of any place or Fighting Style
object that has been consecrated or desecrated, as with the At 2nd level, you adopt a style of fighting as your specialty.
hallow spell. Choose one of the following options. You can't take a Fighting
You can use this feature a number of times equal to 1 + Style option more than once, even if you later get to choose
your Charisma modifier. When you finish a long rest, you again.
regain all expended uses.
Defense
Lay on Hands While you are wearing armor, you gain a +1 bonus to AC.
Your blessed touch can heal wounds. You have a pool of
healing power that replenishes when you take a long rest. Dueling
With that pool, you can restore a total number of hit points When you are wielding a melee weapon in one hand and no
equal to your paladin level × 5. other weapons, you gain a +2 bonus to damage rolls with that
weapon.

37
Spellcasting Ability
Additional Fighting Styles Charisma is your spellcasting ability for your paladin spells,
If you own Tasha's Cauldron of Everything, you can
since their power derives from the strength of your faith. You
ask your DM if you can take the optional paladin
use your Charisma whenever a spell refers to your
fighting styles detailed within, in addition to the spellcasting ability. In addition, you use your Charisma
fighting styles listed here. modifier when setting the saving throw DC for a paladin spell
you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
Great Weapon Fighting your Charisma modifier
When you roll a 1 or 2 on a damage die for an attack you Spell attack modifier = your proficiency bonus +
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll. The your Charisma modifier
weapon must have the two-handed or versatile property for
you to gain this benefit. Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your
Protection paladin spells.
When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to Crusader Strike
impose disadvantage on the attack roll. You must be wielding Starting at 2nd level, when you hit a creature with a melee
a shield. weapon attack, you can expend one spell slot to deal radiant
Versatile Weapon Fighting damage to the target, in addition to the weapon's damage.
When you are wielding a single versatile weapon and no The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for
other weapons, you gain a +1 bonus to attack and damage each spell level higher than 1st, to a maximum of 5d8. The
rolls with that weapon. In addition, you gain a +1 bonus to AC damage increases by 1d8 if the target is an undead or a fiend,
if you are wielding that weapon with two hands. to a maximum of 6d8.
Spellcasting Divine Health
By 2nd level, you have learned to draw on holy magic through By 3rd level, the divine magic flowing through you makes you
prayer and study to cast paladin spells. See chapter 10 of the immune to disease.
Player's Handbook for the general rules of spellcasting, and Paladin Specialization
chapter 5 for the paladin spell list and new spells.
When you reach 3rd level, you commit to the path that binds
Preparing and Casting Spells you as a paladin forever. Up to this time you have been in a
The Paladin table shows how many spell slots you have to preparatory stage, committed to the path but not yet sworn to
cast your paladin spells of 1st level and higher. To cast one of it. Now you pledge yourself to the ideal of Holy, Protection, or
these spells, you must expend a slot of the spell's level or Retribution.
higher. You regain all expended spell slots when you finish a Your choice grants you features at 3rd level and again at
long rest. 7th, 15th, and 20th level. Those features include oath spells
You prepare the list of paladin spells that are available for and the Channel Divinity feature.
you to cast, choosing from the paladin spell list. When you do
so, choose a number of paladin spells equal to your Charisma Specialization Spells
modifier + half your paladin level, rounded down (minimum Each specialization has a list of associated spells. You gain
of one spell). The spells must be of a level for which you have access to these spells at the levels specified in the oath
spell slots. description. They are automatically added to your libram, and
For example, if you are a 5th-level paladin, you have four you always have them prepared. Specialization spells don't
1st-level and two 2nd-level spell slots. With a Charisma of 14, count against the number of spells you can prepare each day.
your list of prepared spells can include four spells of 1st or If you gain a specialization spell that doesn't appear on the
2nd level, in any combination, chosen from your libram. If you paladin spell list, the spell is nonetheless a paladin spell for
prepare the 1st-level spell cure wounds, you can cast it using you.
a 1st-level or a 2nd-level slot. Casting the spell doesn't remove
it from your list of prepared spells. Channel Divinity
You can change your list of prepared spells when you finish Your oath allows you to channel divine energy to fuel magical
a long rest. Preparing a new list of paladin spells requires effects. Each Channel Divinity option provided by your oath
time spent in prayer and meditation: at least 1 minute per explains how to use it.
spell level for each spell on your list.

38
When you use your Channel Divinity, you choose which
option to use. You must then finish a short or long rest to use
your Channel Divinity again.
Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC equals
your paladin spell save DC.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature
within 10 feet of you must make a saving throw, the creature
gains a bonus to the saving throw equal to your Charisma
modifier (with a minimum bonus of +1). You must be
conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10
feet of you can't be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Improved Crusader Strike
By 11th level, you are so suffused with righteous might that
all your melee weapon strikes carry divine power with them.
Whenever you hit a creature with a melee weapon, the
creature takes an extra 1d8 radiant damage.
Cleansing Touch
Beginning at 14th level, you can use your action to end one
spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain
expended uses when you finish a long rest.
Aura Improvements
At 18th level, the range of your auras increase to 30 feet.
Paladin Specializations
While all paladins follow the Light, they do so in different
ways. Some paladins embrace the nurturing, healing nature
of the Light, while others adopt its searing, wrathful aspect.
The specialization you choose reflects your approach.
Holy
Holy paladins invoke the power of the Light to protect and
heal their allies.

39
Channel Divinity Protection
When you take this oath at 3rd level, you gain the following Protection paladins use holy magic to shield themselves and
two Channel Divinity options. defend their allies, serving as stalwart champions against the
Bestow Faith. As a bonus action, you can bless a creature forces of darkness.
you can see within 60 feet with a fortifying boon, using your
Channel Divinity. Until the beginning of your next turn, that Channel Divinity
creature has advantage on saving throws. At the beginning of When you take this oath at 3rd level, you gain the following
your next turn, the creature is healed to half its hit point two Channel Divinity options.
maximum if it has less than that amount. Undead or Aegis of Light. As a bonus action, you can use your
constructs cannot regain hit points from this feature Channel Divinity to create a protective barrier of Light that
Light of Dawn. As an action, you can use your Channel shields your allies from harm. Until the beginning of your
Divinity to radiate light that banishes darkness and heals next turn, you and your allies within 10 feet have resistance
injured allies. Magical darkness is dispelled in a 30-foot cone to all damage.
in front of you, and allies within that area regain hit points Judgment. As an action, you can channel holy power to
equal to 2d6 + your paladin level, up to half of their hit point smite a foe, using your Channel Divinity. Make a melee attack
maximum. Undead or constructs cannot regain hit points with your weapon against a creature you can see within 60
from this feature. feet. On a hit, the target suffers the attack's normal effects
Holy Specialization Spells plus extra radiant damage equal to 1d8 + your paladin level,
Paladin Level Spells
and the creature deals only half damage with weapon attacks
until the beginning of your next turn.
3rd bless, healing word
5th ✦ beacon of light, prayer of healing
Protection Specialization Spells
Paladin Level Spells
9th daylight, mass healing word
compelled duel, protection from evil
13th aura of purity, ✦ divine star 3rd
and good
17th holy weapon, mass cure wounds 5th enhance ability, warding bond
✦ spell found in chapter 5 9th ✦ divine shield, spirit guardians
Lightbringer ✦ guardian of ancient kings, guardian
13th
By 7th level, you have learned to use your natural healing of faith
abilities more effectively, especially in combat. You gain the 17th circle of power, dispel evil and good
following benefits: ✦ spell found in chapter 5
You can use your Lay on Hands ability on creatures you Righteous Fury
can see within 30 feet of you.
When you use Lay on Hands to restore hit points to a By 7th level, your holy might sears your foes. Whenever you
creature, it regains hit points equal to twice the number of deal radiant damage to a creature with an attack, or a
points expended. creature fails the saving throw of a spell you cast that deals
When you use your action to use Lay on Hands, you can radiant damage, that target has disadvantage on any attack
make one weapon attack as a bonus action. roll that isn't against you until the start of your next turn.
Divine Purpose Holy Shield
Starting at 15th level, when you would normally roll one or Starting at 15th level, whenever a creature makes a melee
more dice to restore hit points with a spell or paladin class attack against you and misses, they take radiant damage
feature (such as your Light of Dawn Channel Divinity), you equal to 1d8 plus half your paladin level.
instead use the highest number possible for each die.
Avenging Guardian
Avenging Crusader At 20th level, as an action, you can transform into an avatar of
At 20th level, as an action, you can transform into an avatar of protection. For 1 minute, bright light shines from you in a 30-
radiance. For 1 minute, bright light shines from you in a 30- foot radius, and dim light shines 30 feet beyond that. Any
foot radius, and dim light shines 30 feet beyond that. Any magical darkness in the area of bright light is dispelled when
magical darkness in the area of bright light is dispelled when you activate this feature. You also gain the following benefits:
you activate this feature. You also gain the following benefits: Whenever an enemy creature starts its turn in the bright
At the start of each of your turns, you regain 10 hit points. light, the creature takes 10 radiant damage.
Whenever you cast a paladin spell that has a casting time Whenever an allied creature starts its turn in the bright
of 1 action, you can cast it using a bonus action instead. light, the creature gains 10 temporary hit points.
Enemy creatures within 10 feet of you have disadvantage You have advantage on Wisdom saving throws, as do your
on saving throws against your paladin spells. allies within 30 feet of you.
Once you use this feature, you can't use it again until you Once you use this feature, you can't use it again until you
finish a long rest. finish a long rest.

40
Retribution Zeal
Retribution paladins are righteous crusaders who judge and By 7th level, your strikes are so powerful that they cleave to
punish opponents with weapons and Holy magic. nearby foes. Once on each of your turns when you make a
melee weapon attack, you can make another attack with the
Channel Divinity same weapon against a different creature that is within 5 feet
When you take this oath at 3rd level, you gain the following of the original target and within range of your weapon.
two Channel Divinity options. In addition, when you cast a specialization spell, you can
Divine Storm. As an action, you can use your Channel modify it so that it doesn't require concentration. If you do so,
Divinity to lash out in holy fury with a melee weapon. Each the spell's duration becomes 1 round for that casting, ending
creature you choose within 10 feet of you must succeed on a at the end of your next turn (or earlier, if the spell specifies).
Dexterity saving throw or take damage as if it were hit by Eye for an Eye
your weapon, plus an extra 2d8 radiant damage. On a Starting at 15th level, when an enemy creature within your
successful save, a target takes half as much damage. melee range makes a successful attack against you or an ally,
Shield of Vengeance. When you are damaged by a you may use your reaction to make a melee weapon attack
creature within 60 feet of you that you can see, you can use against them.
your reaction to retaliate with holy fire, using your Channel
Divinity. You gain resistance to the triggering attack's Avenging Wrath
damage, and the creature that damaged you must make a At 20th level, as an action, you can transform into an avatar of
Dexterity saving throw. It takes radiant damage equal to 2d10 retribution. For 1 minute, bright light shines from you in a 30-
+ your paladin level on a failed save, or half as much damage foot radius, and dim light shines 30 feet beyond that. Any
on a successful one. magical darkness in the area of bright light is dispelled when
Retribution Specialization Spells
you activate this feature. You also gain the following benefits:
Paladin Level Spells Radiant wings sprout from your back and grant you a
3rd divine favor, searing smite flying speed of 60 feet.
When you take the Attack action on your turn, you can
5th ✦ holy fire, righteous smite make one additional attack as part of that action.
9th blinding smite, haste Your melee weapon attacks score a critical hit on a roll of
19 or 20 on the d20.
13th locate creature, staggering smite
Once you use this feature, you can't use it again until you
17th banishing smite, hold monster finish a long rest.
✦ spell found in chapter 5

41
Priest
Priests are devoted to the spiritual, and express their
unwavering faith by serving the people. For millennia they
have left behind the confines of their temples and the comfort
of their shrines so they can support their allies in war-torn
lands. In the midst of terrible conflict, no hero questions the
value of the priestly orders. These masters of the healing arts
keep their companions fighting far beyond their normal
capacities with an array of restorative powers and blessings.
The divine forces at the priest's command can also be turned
against foes, smiting them with holy fury. As light cannot
exist without darkness, and darkness without light, some
priests tap into shadow to better understand their own
abilities, as well as the abilities of those who threaten them.
Class Features
As a priest, you gain the following class features.
Hit Points
Hit Dice: 1d6 per priest level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per priest level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Intimidation,
Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a mace or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A holy symbol

42
Priest
Proficiency Faith Cantrips ─Spell Slots per Spell Level─
Level Bonus Points Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Spellcasting, Light and Shadow 3 2 — — — — — — — —
2nd +2 2 Enlightenment, Priest Specialization 3 3 — — — — — — — —
3rd +2 3 Words of Power 3 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 5 — 4 4 3 2 — — — — — —
Words of Power, Specialization
6th +3 6 4 4 3 3 — — — — — —
Feature
7th +3 7 — 4 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 9 — 4 4 3 3 3 1 — — — —
10th +4 10 Words of Power 5 4 3 3 3 2 — — — —
11th +4 11 — 5 4 3 3 3 2 1 — — —
12th +4 12 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 13 — 5 4 3 3 3 2 1 1 — —
14th +5 14 Specialization Feature 5 4 3 3 3 2 1 1 — —
15th +5 15 — 5 4 3 3 3 2 1 1 1 —
16th +5 16 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 17 Words of Power 5 4 3 3 3 2 1 1 1 1
18th +6 18 Specialization Feature 5 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 20 Divine Restoration 5 4 3 3 3 3 2 2 1 1

Spellcasting For example, if you are a 3rd-level priest, you have four 1st-
level and two 2nd-level spell slots. With a Charisma of 16,
As a conduit for divine power, you can cast priest spells. See your list of prepared spells can include six spells of 1st or 2nd
chapter 10 of the Player's Handbook for the general rules of level, in any combination. If you prepare the 1st-level spell
spellcasting, and chapter 5 for the priest spell list and new cure wounds, you can cast it using a 1st-level or 2nd-level
spells. slot. Casting the spell doesn't remove it from your list of
prepared spells.
Cantrips You can change your list of prepared spells when you finish
At 1st level, you know three cantrips of your choice from the a long rest. Preparing a new list of priest spells requires time
priest spell list. You learn additional priest cantrips of your spent in prayer and meditation: at least 1 minute per spell
choice at higher levels, as shown in the Cantrips Known level for each spell on your list.
column of the Priest table.
Spellcasting Ability
Preparing and Casting Spells Charisma is your spellcasting ability for your priest spells,
The Priest table shows how many spell slots you have to cast since the power of your magic relies on your ability to project
your priest spells of 1st level and higher. To cast one of these your faith, devotion, and will into the world. You use your
spells, you must expend a slot of the spell's level or higher. Charisma whenever a priest spell refers to your spellcasting
You regain all expended spell slots when you finish a long ability. In addition, you use your Charisma modifier when
rest. setting the saving throw DC for a priest spell you cast and
You prepare the list of priest spells that are available for when making an attack roll with one.
you to cast, choosing from the priest spell list. When you do
so, choose a number of priest spells equal to your Charisma
modifier + your priest level (minimum of one spell). The spells
must be of a level for which you have spell slots.

43
Spell save DC = 8 + your proficiency bonus + Faith Points
your Charisma modifier You have 2 faith points, and you gain more as you reach
Spell attack modifier = your proficiency bonus +
higher levels, as shown in the Faith Points column of the
Priest table. You can never have more faith points than
your Charisma modifier shown on the table for your level. You regain all spent faith
points when you finish a long rest.
Ritual Casting
You can cast a priest spell as a ritual if that spell has the ritual Flexible Casting
tag and you have the spell prepared. You can use your faith points to gain additional spell slots, or
sacrifice spell slots to gain additional faith points. You learn
Spellcasting Focus other ways to use your faith points as you reach higher levels.
You can use a holy symbol as a spellcasting focus for your Creating Spell Slots. You can transform unexpended faith
priest spells. points into one spell slot as a bonus action on your turn. The
Creating Spell Slots table shows the cost of creating a spell
Light and Shadow slot of a given level. You can create spell slots no higher in
All priests can channel the powers of light and darkness, level than 5th. Any spell slot you create with this feature
though the specifics differ by tradition and belief. You know vanishes when you finish a long rest.
the spells bless and bane. You always have these spells Converting a Spell Slot to Faith Points. As a bonus
prepared, and they don't count against the number of spells action on your turn, you can expend one spell slot and gain a
you can prepare each day. number of faith points equal to the slot's level.
In addition, you can cast one of these spells once without Creating Spell Slots
expending a spell slot and without requiring concentration. Spell Slot Level Faith Point Cost
You must then finish a short or long rest to do so again.
1st 2
Enlightenment 2nd 3
At 2nd level, your devotion has unlocked a deep wellspring of 3rd 5
power within yourself. This wellspring is represented by faith
points, which allow you to create a variety of potent effects. 4th 6
5th 7

44
Priest Specialization Shadow Word: Death
Also at 2nd level, you choose a priest specialization. Your When a creature within 60 feet of you takes damage from an
specialization describes how you manifest your spiritual attack or spell, you can spend 2 faith points and use your
power: Discipline, Holy, or Shadow, all of which are detailed reaction to deal necrotic damage to it equal to 1d10 + your
at the end of the class description. priest level. If this damage doesn't reduce the creature to 0 hit
points, you take half this damage, which can't be reduced or
Your choice grants you specialization spells and other prevented in any way.
features when you choose it at 2nd level, and additional
features at 6th, 14th, and 18th level. Shadow Word: Pain
Specialization Spells You can spend 1 faith point when you cast a spell on a
Each specialization has a list of spells---its specialization creature to inflict torment, provided the spell hit the target
spells---that you gain at the priest levels noted in the with an attack or it failed a saving throw against the spell. At
specialization description. Once you gain a specialization the beginning of the target's next turn, it takes a number of
spell, you always have it prepared, and it doesn't count against d4s of necrotic damage equal to your proficiency bonus.
the number of spells you can prepare each day. Shadow Word: Void
If you have a specialization spell that doesn't appear on the When you deal psychic or necrotic damage to a creature with
priest spell list, the spell is nonetheless a priest spell for you. a spell, you can spend 3 faith points to cripple its resolve.
That creature has disadvantage on the next saving throw it
Words of Power makes before the end of your next turn.
At 3rd level, you learn to pronounce magical words of great
power, granted to you by whatever faith, philosophy, or patron Ability Score Improvement
you follow. You gain three of the following Words of Power When you reach 4th level, and again at 8th, 12th, 16th, and
options of your choice. You gain another one at 6th, 10th, and 19th level, you can increase one ability score of your choice
17th level. You can use only one Word of Power each turn. by 2, or you can increase two ability scores of your choice by
Holy Word: Chastise
1. As normal, you can't increase an ability score above 20
using this feature.
As a bonus action, you can spend 2 faith points to chastise a
creature you can see within 60 feet. That creature must make Divine Restoration
a Wisdom saving throw. On a failure, it is incapacitated until
the end of your next turn. At 20th level, you regain 4 expended faith points whenever
you finish a short rest.
Holy Word: Sanctify
When you would normally roll one or more dice to restore hit Priest Specializations
points with a spell, you can spend 3 faith points and instead
use the highest number possible for each die. Priests in Azeroth serve all manner of religions and patrons,
from the Holy Light to the endless Void. While all are united
Holy Word: Serenity by faith in a higher power, they manifest that faith in different
When a creature you can see within 60 feet fails a ways. The specialization you choose reflects your approach.
Constitution saving throw to maintain concentration on a
spell, you can expend 1 faith point and use your reaction to Discipline
make the creature succeed instead. Discipline priests use magic to shield allies as well as heal
Power Word: Barrier their wounds, while punishing their enemies with spells.
When a creature within 60 feet makes a saving throw, you Discipline Specialization Spells
may use your reaction and spend 3 faith points to allow that Priest Level Spells
creature to reroll the saving throw. You can choose to use this
feature after the creature makes its roll, but before the DM 3rd hold person, silence
declares whether the saving throw succeeds or fails. 5th beacon of hope, dispel magic
Power Word: Fortitude 7th aura of purity, ✦ divine star
As a bonus action, you may spend 2 faith points and grant a 9th circle of power, wall of force
creature you can see within 60 feet temporary hit points
equal to 1d6 + your priest level. ✦ spell found in chapter 5

Power Word: Shield Atonement


When a creature you can see within 60 feet is hit by an Starting at 2nd level, you heal your allies even as you punish
attack, you may use your reaction and spend 1 faith point to your foes. Whenever you cast a spell of 1st level or higher
add your proficiency bonus to their AC until the start of their that deals damage, you can choose another creature you can
next turn, including against the triggering attack. see within 60 feet of you to regain hit points equal to 1d6 +
half your priest level. You can't use this feature to restore hit
points to an undead or a construct.

45
Confessor Holy
Also at 2nd level, you gain proficiency in the Insight skill. Holy priests are the foremost practitioners of the healing arts,
Whenever you make a Wisdom (Insight) check to determine who use their divine power to bless allies and mend wounds.
whether a creature is lying, treat a roll of 7 or lower on the Yet these holy champions are also capable of smiting foes
d20 as an 8. and carrying out sacred justice with radiant might.
Rapture Holy Specialization Spells
At 6th level, you can use your bonus action to empower Priest Level Spells
yourself with righteous conviction. For 1 minute, or until you
are incapacitated or die, your Words of Power have their faith 3rd ✦ holy fire, lesser restoration
point cost reduced by 1. 5th beacon of hope, revivify
You can use this feature once at 6th level, and twice at 14th
level. You regain all expended uses when you finish a short or 7th death ward, guardian of faith
long rest. 9th mass cure wounds, raise dead
Contrition ✦ spell found in chapter 5
When you reach 14th level, when you use a Power Word on a
creature, your Atonement healing to that creature is doubled Disciple of Life
until the end of your next turn. Starting at 2nd level, your healing spells are more effective.
Whenever you use a spell of 1st level or higher to restore hit
Pain Supression points to a creature, the creature regains additional hit points
At 18th level, you may use your action to safeguard a creature equal to 2 + the spell's level.
you can see within 60 feet against harm and other ill effects.
For 1 minute, the creature gains resistance to all damage, Miracle Worker
and has advantage on all saving throws. Also at 2nd level, you gain proficiency in the Medicine skill. In
Once you use this feature, you can’t use it again until you addition, whenever you successfully stabilize a dying
finish a long rest. creature, that creature also regains 1 hit point.

46
Circle of Healing Master Manipulator
At 6th level, you learn how to radiate holy energy to heal the Also at 2nd level, you gain proficiency in the Deception skill.
badly injured. As an action, you present your holy symbol and You have advantage on all checks and rolls to conceal your
evoke healing energy that can restore a number of hit points motives, emotions, or thoughts, such as when you roll
equal to five times your priest level. Choose any creatures Charisma (Deception) to oppose a creature's Wisdom
within 30 feet of you, and divide those hit points among them. (Insight) check against you, or when you make a Wisdom
This feature can restore a creature to no more than half of its saving throw to resist the full effect of a detect thoughts spell.
hit point maximum. You can't use this feature on an undead
or a construct. Shadowform
You can use this feature once at 6th level, and twice at 14th At 6th level, you may use your bonus action to wreathe
level. You regain all expended uses when you finish a short or yourself in shadowy energy. For 1 minute, or until you are
long rest. incapacitated or die, you enjoy the following benefits:
Echo of Light You can add your Charisma modifier to one damage roll of
When you reach 14th level, you are able to draw even more any priest spell you cast that deals necrotic or psychic
power from your Holy Words. After you invoke a Holy Word, damage.
the next spell you cast of 1st level or higher before the end of You can cast damaging priest spells with a range of touch
your next turn is cast one spell level higher, to a maximum of and make melee spell attacks against targets you can see
9th level. within 60 feet.
You are considered to be behind half cover, as swirling
Guardian Spirit shadows protect you.
At 18th level, you can call upon the spirits to guide a fallen You can use this feature once at 6th level, and twice at 14th
ally back to their body. When a creature you can see within level. You regain all expended uses when you finish a short or
60 feet would drop to 0 hit points as a result of taking long rest.
damage, or would be subjected to an effect that would kill it
instantaneously without dealing damage, you can use your Shadowy Apparitions
reaction to prevent that damage or effect. If the creature was When you reach 14th level, you are able to conjure shadowy
below half their hit point maximum, they are healed to that visions of yourself that can distract and hinder your enemies.
value. Finally, the creature is immune to all damage until the Whenever you spend faith points to invoke a Shadow Word, a
start of their next turn. dark illusion appears around you. These apparitions last for 1
Once you use this feature, you can't use it again until you minute or until they are destroyed, and you can have at most
finish a long rest. three of them present at once. While any apparitions are
present, you are considered to be under the effects of a
Shadow mirror image spell, with the number of images equal to the
Shadow priests use dark arts to eradicate their enemies, number of apparitions.
harnessing the baleful magic of the Void, the Shadowlands, In addition to their defensive benefit, you may also use your
and other forbidden sources of power. bonus action to command an apparition to assault a foe.
Make a ranged spell attack against a creature you can see
Shadow Specialization Spells within 60 feet. On a success, the creature takes necrotic
Priest Level Spells damage equal to 1d6 + half your priest level. Regardless of
whether the attack hits or misses, the apparition is destroyed.
3rd ✦ mind blast, phantasmal force
5th ✦ mind sear, vampiric touch Vampiric Embrace
At 18th level, you learn how to use your spells to steal the life
7th Evard's black tentacles, phantasmal killer from your enemies to restore your allies. You use your bonus
9th contact other plane, dominate person action to activate this Vampiric Embrace, which lasts for 1
✦ spell found in chapter 5
minute. You can use the same bonus action to activate both
this feature and your Shadowform.
Twist of Fate While using Vampiric Embrace, when you use a spell of 1st
Starting at 2nd level, your damaging cantrips that deal level or higher to deal damage to a creature on your turn, you
psychic or necrotic damage affect even creatures that avoid may choose another creature you can see within 60 feet of
the brunt of the effect. When a creature succeeds on a saving you. That creature regains hit points equal to the half the
throw against your cantrip, the creature takes half the damage taken by the original creature. If your spell affects
cantrip's damage (if any) but suffers no additional effect from multiple creatures at once, you choose which target is used to
the cantrip. determine the amount of healing.
Once you use this feature, you can't use it again until you
finish a long rest.

47
Rogue
For rogues, the only code is the contract, and their honor is
purchased in gold. Free from the constraints of a conscience,
these mercenaries rely on brutal and efficient tactics. Lethal
assassins and masters of stealth, they will approach their
marks from behind, piercing a vital organ and vanishing into
the shadows before the victim hits the ground. With the
rogue's cunning, speed, and lethality, the first strike is often
the last step before the killing blow.
Class Features
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per rogue level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords,
rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception,
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 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

48
The amount of the extra damage increases as you gain
levels in this class, as shown in the Sneak Attack column of
the rogue table.
Rogue
Proficiency Sneak Thieves' Cant
Level Bonus Attack Features During your rogue training you learned thieves' cant, a secret
Expertise, Sneak Attack, mix of dialect, jargon, and code that allows you to hide
1st +2 1d6
Thieves' Cant messages in seemingly normal conversation. Only another
creature that knows thieves' cant understands such
2nd +2 1d6 Cunning Action messages. It takes four times longer to convey such a
3rd +2 2d6 Rogue Specialization message than it does to speak the same idea plainly.
4th +2 2d6 Ability Score Improvement
In addition, you understand a set of secret signs and
symbols used to convey short, simple messages, such as
5th +3 3d6 Uncanny Dodge whether an area is dangerous or the territory of a thieves'
Expertise, Dirty Tricks
guild, whether loot is nearby, or whether the people in an area
6th +3 3d6
(1/rest) are easy marks or will provide a safe house for thieves on the
run.
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement Cunning Action
9th +4 5d6 Specialization Feature Starting at 2nd level, your quick thinking and agility allow you
to move and act quickly. You can take a bonus action on each
10th +4 5d6 Vigor, Dirty Tricks (2/rest) of your turns in combat. This action can be used only to take
11th +4 6d6 Reliable Talent the Dash, Disengage, or Hide action.
12th +4 6d6 Ability Score Improvement Rogue Specialization
13th +5 7d6 Specialization Feature At 3rd level, you choose a specialization that you emulate in
Blindsense, Dirty Tricks the exercise of your rogue abilities: Assassination, Outlaw, or
14th +5 7d6
(3/rest) Survival, all of which are detailed at the end of the class
15th +5 8d6 Slippery Mind
description. Your specialization choice grants you features at
3rd level and then again at 9th, 13th, and 17th level.
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Specialization Feature Ability Score Improvement
18th +6 9d6 Elusive When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
19th +6 10d6 Ability Score Improvement by 2, or you can increase two ability scores of your choice by
20th +6 10d6 Stroke of Luck 1. As normal, you can't increase an ability score above 20
using this feature.
Uncanny Dodge
Expertise Starting at 5th level, when an attacker that you can see hits
you with an attack, you can use your reaction to halve the
At 1st level, choose two of your skill proficiencies, or one of attack's damage against you.
your skill proficiencies and your proficiency with thieves'
tools. Your proficiency bonus is doubled for any ability check Dirty Tricks
you make that uses either of the chosen proficiencies. At 6th level, you learn how to weaken your foes with
At 6th level, you can choose two more of your proficiencies debilitating attacks. When you deal Sneak Attack damage,
(in skills or with thieves' tools) to gain this benefit. you can force the target to make a Constitution saving throw
Sneak Attack against a DC of 8 + your proficiency bonus + your Intelligence
modifier. On a failure, the creature is blinded, incapacitated,
Beginning at 1st level, you know how to strike subtly and or its speed is reduced to 0 (your choice), until the end of your
exploit a foe's distraction. Once per turn, you can deal an next turn.
extra 1d6 damage to one creature you hit with an attack if Once you use this feature, you must finish a short or long
you have advantage on the attack roll. The attack must use a rest before you can use it again. You can use this feature
finesse or a ranged weapon. twice between rests starting at 10th level and three times
You don't need advantage on the attack roll if another between rests starting at 14th level.
enemy of the target is within 5 feet of it, that enemy isn't
incapacitated, and you don't have disadvantage on the attack
roll.

49
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of Acknowledgment
certain area effects, such as an ancient red dragon's fiery This assassination rogue was inspired by
breath or an ice storm spell. When you are subjected to an SargeBriar's Tweaked Assassin rogue archetype.
effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you fail.
Deadly Poisons
Vigor When you choose this specialization at 3rd level, you gain
proficiency with the poisoner's kit.
At 10th level, you gain an additional bonus action you can use In addition, as a bonus action you can apply a dose of
on your turn. You can use this bonus action only for your deadly poison to your weapon or a piece of ammunition,
Cunning Action feature, and can't use both bonus actions to which lasts for 1 minute or until you hit with the weapon or
take the same action twice on the same turn. ammunition. The poison ignores immunity to the poisoned
condition, and its save DC is calculated as follows:
Reliable Talent
Poison save DC = 8 + your proficiency bonus +
By 11th level, you have refined your chosen skills until they
approach perfection. Whenever you make an ability check your Intelligence modifier
that lets you add your proficiency bonus, you can treat a d20 When you use this feature, choose one of the following:
roll of 9 or lower as a 10. Agonizing poison (injury). A creature subjected to this
Blindsense poison must succeed on a Constitution saving throw or be
poisoned for 1 minute. The poisoned creature is unable to
Starting at 14th level, if you are able to hear, you are aware of take reactions. The creature can repeat the saving throw at
the location of any hidden or invisible creature within 10 feet the end of each of its turns, ending the effect on a success.
of you. Crippling poison (injury). A creature subjected to this
poison must succeed on a Constitution saving throw or be
Slippery Mind poisoned for 1 minute. The poisoned creature's speed is
By 15th level, you have acquired greater mental strength. You halved. The creature can repeat the saving throw at the end
gain proficiency in Wisdom saving throws. of each of its turns, ending the effect on a success.
Wound poison (injury). A creature subjected to this poison
Elusive must succeed on a Constitution saving throw or be poisoned
for 1 minute. When the poisoned create makes a successful
Beginning at 18th level, you are so evasive that attackers weapon attack and rolls damage, it must roll twice and use
rarely gain the upper hand against you. No attack roll has the lower result. The creature can repeat the saving throw at
advantage against you while you aren't incapacitated. the end of each of its turns, ending the effect on a success.
You can use this feature a number of times equal to your
Stroke of Luck proficiency bonus, and regain all expended uses when you
At 20th level, you have an uncanny knack for succeeding finish a long rest. A creature can only be affected by one of
when you need to. If your attack misses a target within range, your deadly poisons at a time.
you can turn the miss into a hit. Alternatively, if you fail an Ambush
ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you Also at 3rd level, you have advantage on initiative rolls. You
finish a short or long rest. also have advantage on attack rolls against any creature that
hasn't taken a turn in combat yet.
Rogue Specialiations Master Poisoner
Rogues have many features in common, including their At 9th level, your deadly poisons are enhanced in the
emphasis on perfecting their skills, their precise and deadly following ways:
approach to combat, and their increasingly quick reflexes. When a creature successfully saves against your poison,
But different rogues steer those talents in varying directions, the poison doesn't end but is inactive until the end of the
embodied by the rogue specializations. Your choice of creature's next turn, when it can make another saving
specialization is a reflection of your focus — not necessarily throw as normal. The poison ends when the creature has
an indication of your chosen profession, but a description of made three successful saves against it.
your preferred techniques. When a creature fails a saving throw against one of your
Deadly Poisons, it takes 2d8 poison damage, or half as
Assassination much damage on a successful save, which ignores
Assassination rogues are deadly masters of poisons who resistance and immunity to poison damage. This damage
dispatch their victims with vicious strikes. increases to 3d8 at 17th level.
In addition, you can choose to use your poison save DC for
any poison you use, not just your Deadly Poisons.

50
Prey on the Weak
At 13th level, you are at your deadliest when your enemies
are at their weakest. When you make a successful weapon
attack against a creature that currently has disadvantage on
all attack rolls (for example, from being blinded or poisoned)
or cannot take actions (for example, from being
incapacitated), your attack deals an additional 1d6 damage.
Envenom
When you reach 17th level, you learn to deal a devastating
surprise attack against a chosen foe, crippling their
resistances. When you hit a creature with a weapon attack,
you can force it to make a Constitution saving throw against
your poison save DC. A surprised creature has disadvantage
on the saving throw. On a failure, the damage dealt to it by
the attack is doubled and it fails any saving throws against
poison until the end of the turn. This effect occurs before any
poisons applied with this attack.
Once you use this feature, you can't do so again until you
finish a long rest.
Outlaw
Outlaw rogues are daring swashbucklers who use agility and
guile to stand toe-to-toe with their enemies.
Hit and Run
When you choose this specialization at 3rd level, you learn
how to land a strike and then slip away without reprisal.
During your turn, if you make a melee attack against a
creature, that creature can't make opportunity attacks against
you for the rest of your turn.
Blade Flurry
Also at 3rd level, you can trade lethal precision for daring
agility. When you take the Attack action on your turn, your
walking speed increases by 10 feet until the end of the turn.
In addition, if you hit and would inflict Sneak Attack damage,
you can forgo half your Sneak Attack damage dice to make an
additional weapon attack as part of the same action. If this
attack hits, it deals additional damage dice equal to half your
Sneak Attack damage dice.
At 13th level, when you use Blade Flurry you can make two
additional weapon attacks as part of the same action, each of
which deals additional damage dice equal to half your Sneak
Attack damage dice.
Quick Draw
Starting at 9th level, you can draw a weapon as part of an
attack you make with it.
In addition, once on your turn when you miss with a
weapon attack, you can immediately make another attack
with a different light weapon as part of the same action.
Parry & Riposte
By 13th level, you have become a master duelist. When you
are hit by a weapon attack but before damage is rolled, you
can use your reaction to add your proficiency bonus to your
AC. If this causes the attack to miss you, you can immediately
make one weapon attack against your attacker as part of the
same reaction, if they are within range of your weapon.
Once you use this feature, you must finish a short or long
rest before you can use it again.

51
Killing Spree Shadow Magic Spells
When you reach 17th level, you can unleash a devastating Rogue Level Spells
whirlwind of strikes against your enemies. You can use your 3rd fog cloud, silent image
action to make a melee weapon attack against any number of
creatures you can see within 20 feet of you, with a separate 7th invisibility, misty step
attack roll for each target. Each successful attack 13th blink, major image
automatically deals Sneak Attack damage. You can then
teleport to an unoccupied space you can see within 5 feet of 19th dimension door, greater invisibility
one of the targets you attacked. Using Killing Spree counts as
dealing your Sneak Attack damage for this turn Nightstalker
Once you use this feature, you can't do so again until you Starting at 9th level, you are more adept at striking from the
finish a long rest. shadows. When you make an attack with advantage and the
attack hits, it deals an additional 1d6 damage.
Subtlety
Subtlety rogues are dark stalkers who harness the power of Shadow Focus
shadows to ambush unsuspecting prey. At 13th level, you can cast your Shadow Magic spells as a
bonus action. These spells are also enhanced in the following
Subterfuge ways:
When you choose this archetype at 3rd level, you gain You ignore the obscurement created by your fog cloud.
proficiency with the disguise kit and the forgery kit. When you cast silent image or major image, as a bonus
Additionally, you can unerringly mimic the speech patterns action you can change the nature of that illusion (using the
and accent of a creature that you hear speak for at least 1 spell's normal parameters for the illusion), provided that
minute, enabling you to pass yourself off as a native speaker you can see the illusion.
of a particular land, provided that you know the language. Your invisibility and greater invisibility spells also make
Shadow Magic you imperceptible to blindsight and tremorsense, in
Also at 3rd level, you gain the minor illusion cantrip if you addition to normal sight.
don't already know it. You can also cast more potent spells When you cast misty step or dimension door, you can
using shadow points. See chapter 10 of the Player's immediately turn invisible until the start of your next turn
Handbook for the general rules of spellcasting. To cast one of or until you attack, make a damage roll, or force someone
these spells, you use its casting time and other rules, but you to make a saving throw.
don't need to provide material components for it. Intelligence While using blink, if the result of your d20 roll is 10 or
is your spellcasting ability for spells cast using this feature. lower, you have half cover until the start of your next turn.
You have a number of shadow points equal to your rogue Secret Technique
level divided by 3, rounded up. You must spend a number of When you reach 17th level, you learn to conjure illusory
shadow points equal to the spell's level to cast it. When you doubles to strike at your foes. Immediately after you deal your
spend a shadow point, it is unavailable until you finish a short Sneak Attack damage to a creature on your turn, you can use
or long rest, at the end of which you regain all your expended your bonus action to target a second creature that you can
shadow points. see within 30 feet of the first creature. Make an attack roll
You are initially able to cast the spells fog cloud and silent with the same weapon against this creature; if the attack
image. At higher levels, you learn to cast additional spells, as succeeds, it deals psychic damage equal to your Sneak Attack
shown in the Shadow Magic Spells table. damage instead of the attack's normal damage.

52
Shaman
Shamans are spiritual guides and practitioners, not of the
divine, but of the very elements. Unlike some other mystics,
shamans commune with forces that are not strictly
benevolent. The elements are chaotic, and left to their own
devices, they rage against one another in unending primal
fury. It is the call of the shaman to bring balance to this
chaos. Acting as moderators among earth, fire, water, and air,
shamans summon totems that focus the elements to support
the shaman's allies or punish those who threaten them.
Class Features
As a shaman, you gain the following class features.
Hit Points
Hit Dice: 1d8 per shaman level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per shaman level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, History, Insight, Medicine,
Nature, Persuasion, Religion, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a mace or (b) any simple melee weapon
(a) scale mail or (b) leather armor
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a priest's pack or (b) an explorer's pack
A shield and a shamanic totem

53
Shaman
Proficiency Cantrips Spells ─Spell Slots per Spell Level─
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Kalimag, Spellcasting, Elemental
1st +2 2 4 2 — — — — — — — —
Attunement
2nd +2 Totemist 2 5 3 — — — — — — — —
3rd +2 Shaman Specialization 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —
5th +3 — 3 8 4 3 2 — — — — — —
6th +3 Specialization Feature 3 9 4 3 3 — — — — — —
7th +3 Totemist (2/rest) 3 10 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — —
9th +4 — 3 12 4 3 3 3 1 — — — —
10th +4 Totem Mastery 4 13 4 3 3 3 2 — — — —
11th +4 — 4 14 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — —
13th +5 — 4 16 4 3 3 3 2 1 1 — —
14th +5 Specialization Feature 4 17 4 3 3 3 2 1 1 — —
15th +5 Totemist (3/rest) 4 18 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 18 4 3 3 3 2 1 1 1 —
17th +6 — 4 19 4 3 3 3 2 1 1 1 1
18th +6 Specialization Feature 4 19 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 20 4 3 3 3 3 2 1 1 1
20th +6 Elemental Ascension 4 20 4 3 3 3 3 2 2 1 1

Kalimag Spell Slots


You can speak, read, and write Kalimag, the sacred language The Shaman table shows how many spell slots you have to
of elementals. Additionally, whenever you make a Charisma cast your shaman spells of 1st level and higher. To cast one of
check when interacting with elementals, your proficiency these spells, you must expend a slot of the spell's level or
bonus is doubled if it applies to the check. higher. You regain all expended spell slots when you finish a
long rest.
Spellcasting For example, if you know the 1st-level spell cure wounds
and have a 1st-level and a 2nd-level spell slot available, you
As a conduit for elemental power, you can cast shaman can cast cure wounds using either slot.
spells. See chapter 10 of the Player's Handbook for the
general rules of spellcasting, and chapter 5 for the shaman Spells Known of 1st Level and Higher
spell list and new spells. You know four 1st-level spells of your choice from the
shaman spell list.
Cantrips The Spells Known column of the Shaman table shows
At 1st level, you know two cantrips of your choice from the when you learn more shaman spells of your choice. Each of
shaman spell list. You learn additional shaman cantrips of these spells must be of a level for which you have spell slots,
your choice at higher levels, as shown in the Cantrips Known as shown on the table. For instance, when you reach 3rd level
column of the Shaman table. in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
choose one of the shaman spells you know and replace it
with another spell from the shaman spell list, which also
must be of a level for which you have spell slots.

54
Spellcasting Ability The totem is a magical object. It has an AC of 18 and a
Wisdom is your spellcasting ability for your shaman spells. number of hit points equal to five times your shaman level. It
Your magic comes from your devotion to the elements. You is immune to poison damage, psychic damage, and all
use your Wisdom whenever a shaman spell refers to your conditions. If it is forced to make an ability check or a saving
spellcasting ability. In addition, you use your Wisdom throw, treat all its ability scores as 10 (+0). It disappears if it
modifier when setting the saving throw DC for a shaman is reduced to 0 hit points or after 1 minute. You can dismiss it
spell you cast and when making an attack roll with one. early as an action.
You choose whether to summon a totem of air, earth, fire,
Spell save DC = 8 + your proficiency bonus + or water. At the end of your turn, you can choose to use one of
your Wisdom modifier the element's listed totem powers. Totem powers use your
shaman spell attack modifier and spell save DC, and have a
Spell attack modifier = your proficiency bonus + range of 30 feet. Totem powers that involve rolling 1d4 roll
your Wisdom modifier additional dice as you gain shaman levels: 2d4 at 5th level,
3d4 at 11th level, and 4d4 at 17th level.
Ritual Casting Air Totem Powers
You can cast a shaman spell as a ritual if that spell has the Totems of air can strike enemies with crackling lightning and
ritual tag and you have the spell prepared. heighten the agility of your allies.
Spellcasting Focus Stormlash. Make a ranged spell attack roll against a
You can use a shamanic totem as a spellcasting focus for your creature you can see within the totem's range. On a hit, the
shaman spells. target takes lightning damage equal to 1d4 + your Wisdom
modifier, and it can't take reactions until the start of its next
Elemental Attunement turn.
Windwalk. Choose a number of creatures you can see
Also at 1st level, you can align your spirit with one of the within the totem's range, up to your proficiency bonus. Each
elements. Choose one of the elemental attunements listed creature adds 10 feet to its movement speed, and its
below. You can change your attuned element whenever you movement doesn't provoke opportunity attacks, until the end
finish a long rest. of its next turn.
Air. When you make a Dexterity check, you can roll a d4
and add the number rolled to the ability check. You also gain Earth Totem Powers
a bonus to your AC against ranged weapon attacks equal to Totems of earth can incapacitate enemies with grasping vines
your Wisdom modifier (minimum of +1). and grant allies great resilience.
Earth. When you make a Strength check, you can roll a d4 Earthgrab. Choose a creature you can see within the
and add the number rolled to the ability check. While you totem's range, which must be within 5 feet of the ground. The
aren't wearing heavy armor, you also subtract your Wisdom creature must succeed on a Strength saving throw or be
modifier (minimum of 1) from any bludgeoning, piercing, and restrained by the vines until the end of your next turn.
slashing damage that you take. Stone Bulwark. Choose a number of creatures you can
Fire. When you make a Charisma check, you can roll a d4 see within the totem's range, up to your proficiency bonus.
and add the number rolled to the ability check. You also gain Each creature gains temporary hit points equal to 1d4 + your
a bonus to your initiative rolls equal to your Wisdom modifier Wisdom modifier.
(minimum of +1).
Water. When you make a Wisdom check, you can roll a d4
and add the number rolled to the ability check. You also
subtract your Wisdom modifier (minimum of 1) from any
acid, cold, fire, lightning, or thunder damage that you take.
Totemist
Beginning at 2nd level, you can summon an totem which
channels the power of the elements. Using a shamanic totem,
you can take an action to magically summon a Small
elemental totem in an unoccupied space on a horizontal
surface within 30 feet of you.
Once you summon a totem, you can't do so again until you
finish a short or long rest. Beginning at 7th level, you can use
your Totemist feature twice between rests, and beginning at
15th level, you can use it three times between rests. When
you finish a short or long rest, you regain your expended
uses. You can have only one elemental totem summoned at a
time; an existing totem is destroyed if you use this feature
again to summon a new one.

55
Fire Totem Powers Elemental Ascension
Totems of fire can bless your allies' weapons with searing When you reach 20th level, you can assume the form of a
flame, or radiate blazing heat to burn your enemies. mighty elemental avatar. You can use your action to cast
Fire Nova. Choose a number of creatures you can see investiture of flame, investiture of ice, investiture of stone, or
within the totem's range, up to your proficiency bonus. Each investiture of wind (found in Xanathar's Guide to Everything)
creature must make a Constitution saving throw. On a failed without expending a spell slot and without requiring
save a target takes 1d4 fire damage, or half as much damage concentration. While using this feature, you can use the
on a successful one. investiture's special action once on your turn for free, without
Flametongue. Choose a creature you can see within the using an action. In addition, when you cast a spell using a
totem's range. The next successful weapon attack that spell slot it is cast one spell level higher, to a maximum of 9th
creature makes, until the end of its next turn, deals additional level.
fire damage equal to 1d4 + your Wisdom modifier. Once you use this feature, you can't use it again until you
Water Totem Powers finish a long rest.
Totems of water can restore the vitality of your allies or
freeze your enemies with chilling ice. Shaman Specializations
Healing Stream. A creature you can see within the totem's While all shaman harness the power of the elements to use
range to regains hit points equal to 1d4 + your Wisdom their abilities, different shaman do so in different ways. The
modifier. This power can restore a creature to no more than specialization you choose reflects your approach.
half of its hit point maximum, and has no effect on undead or
constructs. Elemental
Icechill. Choose a number of creatures you can see within
the totem's range, up to your proficiency bonus. Each The primal magic of elemental shaman can be used to
creature must succeed on a Constitution saving throw or take damage enemies from afar with lightning strikes,
1d4 cold damage, and have its speed reduced by 10 feet until earthquakes, and lava bursts.
the end of your next turn.
Elemental Specialization Spells
Shaman Specialization Shaman Level Spells
At 3rd level, you choose a specialization which focuses your 3rd
flaming sphere, maximilian's
growing mastery over the elements. Choose Elemental, earthen grasp
Enhancement, or Restoration, all detailed at the end of the 5th erupting earth, lightning bolt
class description. The specialization you choose grants you
features at 3rd level and again at 6th, 10th, and 14th level. 7th ✦ thunderstorm, wall of fire
9th conjure elemental, control winds
Specialization Spells
Each specialization has a list of spells---its specialization ✦ spell found in chapter 5
spells---that you gain at the shaman levels noted in the Bonus Cantrip
specialization description. These spells count as shaman When you choose this specialization at 3rd level, you learn
spells for you, but don't count against the number of shaman one additional shaman cantrip of your choice.
spells you know. These spells can't be replaced when you
gain a level in this class. Primal Recovery
Ability Score Improvement Also at 3rd level, you can regain some of your magical energy
by sitting in meditation and communing with the elemental
When you reach 4th level, and again at 8th, 12th, 16th, and spirits. During a short rest, you choose expended spell slots
19th level, you can increase one ability score of your choice to recover. The spell slots can have a combined level that is
by 2, or you can increase two ability scores of your choice by equal to or less than half your shaman level (rounded up), and
1. As normal, you can't increase an ability score above 20 none of the slots can be 6th level or higher. You can't use this
using this feature. feature again until you finish a long rest.
For example, when you are a 4th-level shaman, you can
Totem Mastery recover up to two levels worth of spell slots. You can recover
Beginning at 10th level, you gain the following benefits: either a 2nd-level slot or two 1st-level slots.
The range at which you can summon your totem, and the Echo of the Elements
range of totem powers, increases to 60 feet. Beginning at 6th level, your spells surge with reverberating
You can use a bonus action to move your totem to an power. When you roll damage for a shaman spell and roll the
unoccupied space on a horizontal surface within 60 feet of highest number possible on any of the dice, roll those dice
you. again and add those rolls to the damage. You may only reroll
You can cast spells as though you were in your totem's each die once with this feature.
space, though you still use your own senses.

56
Primal Elementalist
When you reach 14th level, by force or friendship, you have
earned the loyalty of powerful elemental spirits. Any
elemental summoned or created by a spell that you cast gains
the following benefits while under your control:
Its hit point maximum is increased by an amount equal to
your shaman level.
When it makes an attack, you can replace its natural
attack modifier with your spell attack modifier.
It adds half your proficiency bonus to its damage rolls.
The damage from its attacks is considered magical.
In addition, whenever you start casting such a spell, you
can modify it so that its cast time becomes 1 action and it
doesn't require concentration. If you do so, the spell's
duration becomes 1 minute for that casting.
Elemental Overload
At 18th level, when you cast a spell, you can choose to
overload yourself with elemental might. During this turn, you
have advantage on any spell attack rolls made for the spell,
any saving throws made against the spell have disadvantage,
and the spell deals maximum damage. After using this
feature, you can't cast spells until the end of your next turn.
Once you use Elemental Overload, you can't use it again
until you finish a long rest.
Enhancement
Enhancement shaman call on the spirits to aid them in battle
directly, enhancing their blows with elemental power.
Enhancement Specialization Spells
Shaman Level Spells
3rd searing smite, thunderous smite
5th blur, enhance ability
9th haste, ✦ spirit beast
13th fire shield, stoneskin
17th destructive wave, ✦ sundering
✦ spell found in chapter 5

Totem Warrior
When you choose this specialization at 3rd level, you gain
proficiency with martial weapons. When wielding a weapon
you are proficient with, you can use it as a spellcasting focus
for your shaman spells.
In addition, you may use your Wisdom modifier instead of
Dexterity for the purposes of determining your AC. You still
must respect the limitations, conditions, and restrictions of
any armor you wear. In particular, if your armor limits the
maximum Dexterity modifier you may apply to your AC, that
limitation also applies to your Wisdom modifier.
Finally, you refer to the Enhancement Spellasting table to
determine your spells known and spell slots gained whenever
you gain a level in this class. You may prepare a number of
shaman spells equal to your Wisdom modifier + half your
shaman level, rounded down (minimum of one spell). You
otherwise follow the rules for shaman spellcasting as
described earlier in the class description.

57
Variant Rule: Light Maces
Enhancement Spellcasting To give dual-wielding enhancement shaman more
Cantrips Spells ─Spell Slots─ weapon variety, dungeon masters might consider
Level Known Known 1st 2nd 3rd 4th 5th giving maces the Light weapon property.

3rd 2 5 3 — — — —
4th 2 5 3 — — — —
Bonus Cantrips
5th 2 6 4 2 — — — Finally at 3rd level, you learn one of the following cantrips:
6th 2 6 4 2 — — — acid-bite blade, booming blade, chilling blade, or green-flame
blade. These cantrips don't count against your number of
7th 3 7 4 3 — — — cantrips known. You gain another cantrip from this list at 7th,
8th 3 7 4 3 — — — 11th, and 15th level, or another shaman cantrip of your
choice if you've already learned all four.
9th 3 8 4 3 2 — —
10th 3 8 4 3 2 — —
11th 3 9 4 3 3 — — Enhancement Weapon Strikes
12th 3 9 4 3 3 — — Many enhancement shaman call their weapon
attack cantrips by different names. For example,
13th 3 10 4 3 3 1 —
Acid-bite blade is called rockbiter;
14th 3 10 4 3 3 1 — Booming blade is called stormstrike;
15th 3 11 4 3 3 2 — Chilling blade is called frostbrand;
Green-flame blade is called lava lash.
16th 3 11 4 3 3 2 —
17th 3 12 4 3 3 3 1
18th 3 12 4 3 3 3 1 Windfury
19th 4 13 4 3 3 3 2 Beginning at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
20th 4 13 4 3 3 3 2 In addition, when you take the Attack action you may
replace one of the attacks with casting a shaman cantrip.
Enhanced Elements
Fighting Style When you reach 14th level, your relationship with the
Also at 3rd level, you adopt a particular style of fighting as elements is strengthened. When you finish a long rest you
your specialty. Choose one of the following options. You can't can choose two Elemental Attunement options.
take a Fighting Style option more than once, even if you later In addition, whenever you hit a creature with a melee
get to choose again. weapon, the creature takes an extra 1d8 damage of type acid,
Defense. While you are wearing armor, you gain a +1 cold, fire, lightning, or thunder (your choice).
bonus to AC.
Dueling. When you are wielding a melee weapon in one Stormkeeper
hand and no other weapons, you gain a +2 bonus to damage Beginning at 18th level, when you take the Attack action on
rolls with that weapon. your turn, you may replace one of the attacks with casting a
Great Weapon Fighting. When you roll a 1 or 2 on a shaman spell that has a casting time of 1 action. You may
damage die for an attack you make with a melee weapon that only replace at most one attack on your turn with a spell
you are wielding with two hands, you can reroll the die and using this ability or Windfury.
must use the new roll, even if the new roll is a 1 or a 2. The
weapon must have the two-handed or versatile property for
you to gain this benefit. Nature Damage?
Two-Weapon Fighting. When you engage in two-weapon
fighting, you can add your ability modifier to the damage of In World of Warcraft, the element of earth is often
associated with Nature damage. Since this damage
the second attack. type does not exist in D&D 5E, acid damage is
Versatile Weapon Fighting. When you are wielding a sometimes used to represent pure earth-aspected
single versatile weapon and no other weapons, you gain a +1 magic.
bonus to attack and damage rolls with that weapon. In
addition, you gain a +1 bonus to AC if you are wielding that
weapon with two hands.

58
Restoration Water Shield. The defended creature has advantage on
the next saving throw it makes before the end of its next turn.
By calling on their spiritual power, restoration shaman can You can use this feature a number of times equal to your
restore health to injured allies. Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Restoration Specialization Spells
Shaman Level Spells Deluge
3rd calm emotions, ✦ wellspring
Beginning at 6th level, whenever you use a spell of 1st level or
higher to restore hit points to more than one creature, all
5th aura of vitality, ✦ chain heal affected creatures regain additional hit points equal to 2 + the
7th aura of purity, control water spell's level.
9th maelstrom, ✦ tranquil rain Spirit Tide
✦ spell found in chapter 5 At 14th level, you can replenish the spirits of nearby allies
with a swell of restorative energy. As an action, choose a
Deep Healing number of creatures within 60 feet that you can see, up to
When you choose this specialization at 3rd level, you learn your proficiency bonus. For each target, roll 1d4 and choose
how to call upon the elements for aid when your allies are one of the following effects:
near death. When you would normally roll one or more dice The creature regains one expended spell slot, the level of
to restore hit points with a spell to a creature at 0 hit points, which equals their number rolled or lower (the creature's
you instead use the highest number possible for each die. choice).
In addition, you learn the spare the dying cantrip, which The creature regains hit points equal to your proficiency
doesn't count against the number of shaman cantrips you bonus, and can choose to spend hit dice to regain hit
know. For you, it has a range of 30 feet, and you can cast it as points as if they completed a short rest. It can spend a
a bonus action. number of hit dice up to the number you rolled (the
Elemental Aegis
creature's choice).
Also at 3rd level, you can invoke the elements to safeguard You can use this feature once, and regain the ability to use
your allies. When another creature you can see within 60 feet it again when you finish a long rest.
of you takes damage, you can use your reaction to reduce that
damage by 2d6 plus half your shaman level. In addition, you Resurging Elements
can choose to apply one of the following elemental effects: When you reach 18th level, you can extend the protective
Air Shield. If you used this reaction in response to a melee elemental energy you invoke to safeguard your allies. As a
attack, the attacker must make a successful Strength saving bonus action on your turn, you can expend a use of Elemental
throw or be pushed straight backwards 15 feet Aegis and ward a creature you can see within 60 feet. For 1
Earth Shield. The defended creature regains hit points minute, you can use your reaction to defend the warded
equal to the amount by which you reduced the damage. target with your Elemental Aegis feature without expending
Fire Shield. If you used this reaction in response to a its uses. You can only ward one creature at a time with this
melee attack, the attacker must make a successful Dexterity feature, but can continue to use Elemental Aegis to defend
saving throw or take fire damage equal to the amount by other creatures, expending uses as normal. You can use
which you reduced the damage, or half as much damage on a Resurging Elements again to ward a new creature, ending
successful save. the ward on the previous target.

59
Warlock
In the face of demonic power, most heroes see death.
Warlocks see only opportunity. Dominance is their aim, and
they have found a path to it in the dark arts. These voracious
spellcasters summon demonic minions to fight beside them.
At first, they command only the service of imps, but as a
warlock's knowledge grows, seductive succubi, loyal
voidwalkers, and horrific felhunters join the dark sorcerer's
ranks to wreak havoc on anyone who stands in their master's
way. Warlocks can ignite distant enemies in searing flame,
send them fleeing in terror and pain, or afflict them with
corrupting diseases and curses that steal the victim's vitality.
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 Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per warlock level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light
crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, Deception, History,
Intimidation, Investigation, Nature, and Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) an explorer's pack

60
Warlock
Proficiency Cantrips Spells Spell Slot
Level Bonus Features Known Known Slots Level
1st +2 Eredun, Pact Magic, Demon Summoning 2 2 1 1
2nd +2 Warlock Specialization 2 3 2 1
3rd +2 Demonic Pact 2 4 2 2
4th +2 Ability Score Improvement 3 5 2 2
5th +3 Soul Shards (3) 3 6 2 3
6th +3 Specialization Feature 3 7 2 3
7th +3 Demonic Power 3 8 2 4
8th +3 Ability Score Improvement 3 9 2 4
9th +4 Soul Shards (4) 3 10 2 5
10th +4 Specialization Feature 4 10 2 5
11th +4 Fel Arcanum (6th level) 4 11 3 5
Demonic Power Improvement,
12th +4 4 11 3 5
Ability Score Improvement
13th +5 Fel Arcanum (7th level) 4 12 3 5
14th +5 Specialization Feature 4 12 3 5
15th +5 Soul Shards (5), Fel Arcanum (8th level) 4 13 3 5
16th +5 Ability Score Improvement 4 13 3 5
17th +6 Fel Arcanum (9th level) 4 14 4 5
18th +6 Demonic Power Improvement 4 14 4 5
19th +6 Ability Score Improvement 4 15 4 5
20th +6 Dark Soul 4 15 4 5

Eredun Spell Slots


You can speak, read, and write Eredun, the profane language The Warlock table shows how many spell slots you have to
of demons. Additionally, whenever you make a Charisma cast your warlock spells of 1st through 5th level. The table
check when interacting with demons, your proficiency bonus also shows what the level of those slots is; all of your spell
is doubled if it applies to the check. slots are the same level. To cast one of your warlock spells of
1st level or higher, you must expend a spell slot. You regain
Pact Magic all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level
Your research into fel magic and the oaths you've sworn to spell slots. To cast the 1st-level spell witch bolt, you must
dark powers have given you facility with spells. See chapter spend one of those slots, and you cast it as a 3rd-level spell.
10 of the Player's Handbook for the general rules of
spellcasting, and chapter 5 for the warlock spell list and new Spells Known of 1st Level and Higher
spells. At 1st level, you know two 1st-level spells of your choice from
the warlock spell list.
Cantrips The Spells Known column of the Warlock table shows
You know two cantrips of your choice from the warlock spell when you learn more warlock spells of your choice of 1st
list. You learn additional warlock cantrips of your choice at level and higher. A spell you choose must be of a level no
higher levels, as shown in the Cantrips Known column of the higher than what's shown in the table's Slot Level column for
Warlock table. your level. When you reach 6th level, for example, you learn a
new warlock spell, which can be 1st, 2nd, or 3rd level.

61
Additionally, when you gain a level in this class, you can Demon Summoning
choose one of the warlock spells you know and replace it
with another spell from the warlock spell list, which also You can summon demonic minions from the Twisting Nether,
must be of a level for which you have spell slots. to aid you and do your bidding. Doing so requires you to
perform a 10-minute ritual, at the end of which you summon
Spellcasting Ability a felhunter, imp, succubus, or voidwalker to serve as your
Intelligence is your spellcasting ability for your warlock minion. If you choose the demonology specialization at 2nd
spells, so you use your Intelligence whenever a spell refers to level, you can also summon a felguard minion. You can
your spellcasting ability. In addition, you use your Intelligence perform this ritual once and regain the ability to do so when
modifier when setting the saving throw DC for a warlock you finish a long rest, unless you expend a warlock spell slot
spell you cast and when making an attack roll with one. to do so again. The stat blocks for these creatures can be
Spell save DC = 8 + your proficiency bonus +
found in appendix C.
In combat, the summoned demon acts during your turn. It
your Intelligence modifier can move and use its reaction on its own, but the only action
Spell attack modifier = your proficiency bonus +
it takes is the Dodge action, unless you take a bonus action
on your turn to command it to take another action. That
your Intelligence modifier action can be one in its stat block or some other action. If you
are incapacitated, the demon can take any action of its choice,
Ritual Casting not just Dodge.
You can cast any warlock spell you know as a ritual if that As an action, you can temporarily banish your minion. It
spell has the ritual tag. disappears into a pocket dimension where it awaits your
summons. Alternatively, you can banish it forever. As an
Spellcasting Focus action while it is temporarily dismissed, you can cause it to
You can use an arcane focus as a spellcasting focus for your reappear in any unoccupied space within 30 feet of you. If a
warlock spells. summoned demonic minion drops to 0 hit points, it is
immediately banished back to the Twisting Nether and must
be resummoned.
You can only have one summoned demonic minion at a
time; summoning a new one causes an existing minion to
immediately be banished back to the Twisting Nether.

62
Demonic Magic You regain all expended soul shards when you finish a long
After you summon a demonic minion, you temporarily learn a rest. You may also use your reaction to regain a soul shard
number of spells from the Demonic Magic feature in the when a living creature within 60 feet dies, harvesting a
minion's stat block. You learn all the spells that you can cast portion of their soul before it passes to the Shadowlands. A
with your warlock spell slots. These spells count as warlock creature must have a challenge rating of 1/4 or higher for
spells for you, but don't count against the number of warlock their soul to be harvested in this way.
spells you know. You know these spells until you summon a Soul Rites
new demonic minion, and learn its Demonic Magic spells. You can spend soul shards on any of the following soul rites.
For example, if you are a 5th level warlock and summon an Create Healthstone. As an action, you may expend a soul
imp minion, you temporarily learn the spells silent image, shard to create a healthstone, which you may keep or give
invisibility, and blink. You do not learn the spells confusion or away. As an action, anyone may crush a healthstone to regain
mislead, since they are too high level to cast with your hit points equal to 1d8 + your warlock level. The healthstone
warlock spell slots. is destroyed after use, or when you finish a long rest.
Warlock Specialization Create Soulstone. As an action, you may expend a soul
shard to create a soulstone, which you may keep or give away.
At 2nd level, you hone your study of profane magic towards a You may only have one soulstone in existence at a time; using
particular specialization. Choose Affliction, Demonology, or this rite again immediately destroys the previous soulstone.
Destruction, all detailed at the end of the class description. When the bearer of your soulstone is reduced to 0 hit points
The specialization you choose grants you features at 2nd but not killed outright, they may drop to 1 hit point instead,
level and again at 6th, 10th, and 14th level. and the soulstone is destroyed. If not used, the soulstone is
destroyed when you finish a long rest.
Demonic Pact Nether Ward. When you roll a saving throw, you can use
Beginning at 3rd level, you can enhance your demon your reaction and expend a soul shard to reroll the saving
summoning capabilities. Choose one of the following: throw. You can choose to use this rite after you make your
initial roll, but before the DM declares whether the saving
Pact of Supremacy throw succeeds or fails.
Your demonic minions add their proficiency bonus to their Soul Burn. You can spend a soul shard when you cast a
AC, and have an additional number of hit points equal to your warlock spell to make the spell ignore damage resistance and
warlock level. immunity.
Soul Conduit. You can use a soul shard to cast a warlock
Pact of Sacrifice spell you know without expending a spell slot. The spell must
You may use your action to reduce your current demonic be of level at most half your proficiency bonus.
minion to 0 hit points, making a pact of sacrifice to gain some
of its power. This pact gives you several benefits, and lasts Demonic Power
until you finish a long rest or summon another demonic Beginning at 7th level, you can draw even more magical
minion. power from your demonic minions. You can cast a Demonic
When you make a pact of sacrifice, your hit point Magic spell once without expending a warlock spell slot, and
maximum and current hit points increase by your warlock regain the ability to do so when you finish a long rest.
level. You also gain proficiency in the sacrificed demon's listed At 12th level, you can cast your current 1st level Demonic
skills and saving throws. Finally, once per turn when you deal Magic spell at will, without expending a spell slot.
damage with a spell, you can add your proficiency bonus to At 18th level, you can cast your current 2nd level Demonic
one damage roll of that spell. Magic spell at will, without expending a spell slot.
Ability Score Improvement Fel Arcanum
When you reach 4th level, and again at 8th, 12th, 16th, and At 11th level, your investigations into the darkest mysteries of
19th level, you can increase one ability score of your choice the Twisting Nether have allowed you to discover a forbidden
by 2, or you can increase two ability scores of your choice by magical secret called an arcanum. Choose one 6th-level spell
1. As normal, you can't increase an ability score above 20 from the warlock spell list as this arcanum.
using this feature. You can cast your arcanum spell once without expending a
Soul Shards spell slot. You must finish a long rest before you can do so
again.
At 5th level, you can harvest fragments of souls and capture At higher levels, you gain more warlock spells of your
them in magical gems known as souls shards. You may have choice that can be cast in this way: one 7th-level spell at 13th
a maximum of three soul shards, increasing to four soul level, one 8th-level spell at 15th level, and one 9th-level spell
shards at 9th level, and five soul shards at 15th level. You may at 17th level. You regain all uses of your Fel Arcanum when
expend your sould shards to may use to fuel the soul rites you finish a long rest.
listed below.

63
Dark Soul Siphon Life
At 20th level, you can draw on your inner reserve of mystical At 10th level, you have learned how to draw strength from the
power while calling on the terrible darkness of the Twisting misery of your foes. Whenever you use Corruption, you gain
Nether to regain expended spell slots. You can spend 1 temporary hit points equal to the number rolled.
minute performing a profane ritual to regain all your Endless Affliction
expended spell slots from your Pact Magic feature. Once you Starting at 14th level, whenever you use Corruption, you can
regain spell slots with this feature, you must finish a long rest roll a d6 and use it instead of expending a corruption die. In
before you can do so again. addition, if you use Corruption on a creature and it dies
before the end of your next turn, you can choose to regain an
Warlock Specializations expended soul shard.
While all warlocks harness the fel energies of the Twisting Demonology
Nether for their own purposes, they do so in different ways.
The specialization you choose reflects how you pursue this Demonology warlocks are masters of demons who compel
terrible power, and what you wish to accomplish with it. fiendish powers to aid them. They use these powers to
bolster the strength of their summoned demons, or even
Affliction claim them for their own use.
Affliction warlocks are masters of shadow magic who Expanded Spell List
specialize in spells that sap the life and will of their enemies. As a specialist in demonology, you may choose from an
Expanded Spell List expanded list of spells when you learn a warlock spell. The
As a specialist in affliction, you may choose from an following spells are added to the warlock spell list for you.
expanded list of spells when you learn a warlock spell. The Demonology Expanded Spells
following spells are added to the warlock spell list for you. Warlock Level Spells
Affliction Expanded Spells 3rd enhance ability, warding bond
Warlock Level Spells crusader's mantle (necrotic damage),
5th
3rd blindness/deafness, ✦ mind blast haste
5th slow, vampiric touch aura of purity, guardian of faith
7th
(necrotic damage)
7th blight, confusion
9th circle of power, planar binding
9th antilife shell, contagion
✦ spell found in chapter 5 Master Demonologist
When you adopt this specialization at 2nd level, your demonic
Corruption magic become more powerful. You treat your proficiency
When you adopt this specialization at 2nd level, you learn to bonus as if it was 2 higher for the purposes of determining
corrupt the efforts of others with dark magic. You have a your demon's statistics (and the bonus damage of Pact of
number of corruption dice equal to your Intelligence modifier, Sacrifice, if you select that feature at 3rd level).
which are d6s. When a creature that you can see within 60
feet of you makes an attack roll, an ability check, or a damage Soul Link
roll, you can use your reaction to expend a corruption die, When you reach 6th level, you can share your pain with your
rolling the die and subtracting the number rolled from the demonic thralls. Whenever you take damage while within 60
creature's roll. You can choose to use this feature after the feet of a demon you summoned with a warlock spell or class
creature makes its roll, but before the DM determines feature, you may choose to reduce the damage taken by half.
whether the attack roll or ability check succeeds or fails, or Your demon immediately takes the same amount of damage,
before the creature deals its damage. Using this feature which can't be reduced in any way. This feature doesn't
requires verbal and somatic components as if casting a spell. transfer any other effects that might accompany the damage.
A corruption die is expended when you use it. You regain
all of your expended corruption dice when you finish a short Master Summoner
or long rest. Your corruption dice change when you reach At 10th level, you learn the spell summon greater demon,
certain levels in this class. The dice become d8s at 6th level, which does not count against your number of spells known.
d10s at 10th level, and d12s at 14th level. You can cast it once at 5th level without expending a spell
slot, and regain the ability to do so when you finish a long
Shadow Embrace rest.
Beginning at 6th level, when you cast a spell that deals In addition, whenever you cast a spell that summons a
necrotic or psychic damage, you can add your corruption die demon, you can modify it so that it doesn't require
to one necrotic or psychic damage roll of that spell against concentration. If you do so, the spell's duration becomes 1
one of its targets. This does not expend a corruption die. minute for that casting, and the demon automatically fails any
In addition, you can cast warlock spells with a range of saving throws made to resist your control.
touch and make melee spell attacks against targets you can
see within 60 feet.
64
Fel Domination
Beginning at 14th level, when you use your Master
Summoner feature to cast summon greater demon without
expending a spell slot, you can choose to cast it at the level of
your highest Fel Arcanum.

Demonic Metamorphosis
Some demonology warlocks that choose Pact of
Sacrifice take on the fel features of their sacrificed
demons, growing howns, claws, even tattered
wings, their bodies wreathed in shadowy energy.

Destruction
Destruction warlocks are masters of chaos who call down
fire and fel to burn and demolish enemies. They are well-
versed in discharging a dizzying array of shadow, fel, fire, and
chaos magics that rattle souls and conflagrate bodies.
Expanded Spell List
As a specialist in destruction, you may choose from an
expanded list of spells when you learn a warlock spell. The
following spells are added to the warlock spell list for you.
Destruction Expanded Spells
Warlock Level Spells
3rd heat metal, ✦ living bomb
5th fire ball, protection from energy
7th fire shield, wall of fire
9th destructive wave, ✦ pyroblast
✦ spell found in chapter 5

Eradication
When you adopt this specialization at 2nd level, you learn one
damaging warlock cantrip of your choice, which does not
count against your number of cantrips known. Your Unleash Chaos
damaging warlock cantrips deal an additional die of damage.
When you reach 14th level, you may use your action to hurl a
Havoc roaring bolt of chaotic energy towards a target within 120
At 6th level, when you cast a spell that targets only one feet. Your target must make a Dexterity saving throw. On a
creature and doesn't have a range of self, you can use this failed save, it takes force damage equal to 5d12 + twice your
feature to target a second creature in range with the same warlock level, which ignores resistance and immunity to force
spell. damage. In addition, roll a d6 to determine what condition
To be eligible, a spell must be incapable of targeting more the target suffers until the end of your next round.
than one creature at the spell's current level. For example, 1: The target is blinded.
hold person cast at 3rd level or higher is not eligible, but 2: The target is charmed.
conflagrate is. 3: The target is frightened.
Once you use this feature, you can't use it again until you 4: The target is incapacitated.
finish a short or long rest. 5: The target is knocked prone.
6: The target suffers two conditions. Roll twice more,
Chaotic Energies rerolling any 6.
Beginning at 10th level, the chaotic energies you harness
improve the destructive potential of your spells. Whenever On a successful save, the target takes half damage and
you cast a spell that deals damage, the spell's damage dice suffers no additional effects.
increase in size by one step; d4 to d6, d6 to d8, d8 to d10, and Once you use this feature, you can't use it again until you
d10 to d12. If a spell already deals its damage in d12 dice, finish a long rest.
they don't increase any further.

65
Warrior
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.
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 Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per warrior level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
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 armor, 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

66
Warrior
Proficiency Maneuvers Maximum
Level Bonus Features Known Rage Points
1st +2 Fighting Style, Second Wind — —
2nd +2 Action Surge (one use), Rage 2 2
3rd +2 Warrior Specialization 2 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 3 4
6th +3 Rage (2/turn) 3 4
7th +3 Specialization Feature 4 5
8th +3 Ability Score Improvement 4 5
9th +4 Indomitable 4 6
10th +4 Specialization Feature 5 6
11th +4 Extra Attack (2) 5 7
12th +4 Ability Score Improvement 5 7
13th +5 Indomitable (two uses) 5 8
14th +5 Rage (3/turn) 6 8
15th +5 Specialization Feature 6 8
16th +5 Ability Score Improvement 6 9
17th +6 Action Surge (two uses), Indomitable (three uses) 6 9
18th +6 Specialization Feature 7 9
19th +6 Ability Score Improvement 7 10
20th +6 Extra Attack (3) 7 10

Fighting Style Protection


You adopt a particular fighting style as your specialty. Choose When a creature you can see attacks a target other than you
one of the following options. You can't take a Fighting Style that is within 5 feet of you, you can use your reaction to
option more than once, even if you later get to choose again. impose disadvantage on the attack roll. You must be wielding
a shield.
Archery Rapid Reloading
You gain a +2 bonus to attack rolls you make with ranged You ignore the loading property of ranged weapons you are
weapons. proficient in.
Defense In addition, when you roll a 1 on a damage die for an attack
While you are wearing armor, you gain a +1 bonus to AC. you make with a ranged weapon, you can reroll the die and
must use the new roll, even if the new roll is a 1.
Dueling Two-Weapon Fighting
When you are wielding a melee weapon in one hand and no When you engage in two-weapon fighting, you can add your
other weapons, you gain a +2 bonus to damage rolls with that ability modifier to the damage of the second attack.
weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you Additional Fighting Styles
make with a melee weapon that you are wielding with two If you own Tasha's Cauldron of Everything, you can
hands, you can reroll the die and must use the new roll, even ask your DM if you can take the optional fighter
if the new roll is a 1 or a 2. The weapon must have the two- fighting styles detailed within, in addition to the
handed or versatile property for you to gain this benefit. fighting styles listed here.

67
Versatile Weapon Fighting
When you are wielding a single versatile weapon and no
other weapons, you gain a +1 bonus to attack and damage
rolls with that weapon.
In addition, you gain a +1 bonus to AC if you are wielding
that weapon with two hands.
Second Wind
You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a
bonus action to regain hit points equal to 1d10 + your warrior
level. Once you use this feature, you must finish a short or
long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one
additional action on top of your regular action and a possible
bonus action. Once you use this feature, you must finish a
short or long rest before you can use it again. Starting at 17th
level, you can use it twice before a rest, but only once on the
same turn.
Rage
Also at 2nd level, you learn to harness the fury of battle to
unleash devastating techniques on your foes.
Rage Points
You start with 0 rage points and gain one rage point at the
beginning of each of your turns in combat, which you can
spend on special maneuvers detailed under "Rage
Maneuvers" at the end of the warrior class description. You
gain an additional rage point at the beginning of each of your
turns at 6th and 14th level.
Your warrior level determines the maximum number of
rage points you can have, as shown in the Maximum Rage
Points column of the Warrior table. Out of combat, any
unused rage points disappear after one minute.
Rage Maneuvers
You know a small number of special techniques called rage
maneuvers which you can use in battle. All rage maneuvers
cost two rage points to use and are declared when you hit a
target with a weapon attack, unless otherwise stated in the
maneuver's description. You can only use one maneuver with
a single attack, with the exception of Heroic Strike.
You begin by knowing two maneuvers of your choice. You
also know the Heroic Strike maneuver, which does not count
against your number of maneuvers known. You learn
additional maneuvers at the levels shown in the Maneuvers
Known column of the Warrior class table. Each time you gain
a warrior level, you can also replace one maneuver you know
with a different one.
Saving Throws
Some of your rage maneuvers require your target to make a
saving throw to resist the maneuver's effects. The saving
throw DC is calculated as follows:
Rage maneuver save DC = 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)

68
Warrior Specialization Arms Techniques
At 3rd level, you choose a specialization which enhances your While all warriors can use their rage to fuel special combat
combat styles and techniques. Choose Arms, Fury, or maneuvers, at 7th level you learn how to use more potent
Protection, all detailed at the end of the class description. martial techniques. You can use this feature two times,
The archetype you choose grants you features at 3rd level selecting any of the options listed below, and regain all
and again at 7th, 10th, 15th, and 18th level. expended uses of it when you finish a long rest. You gain an
additional use of this ability at 10th, 15th, and 18th level.
Ability Score Improvement Colossus Smash. After you make a successful weapon
attack you can use this technique to rend your target's
When you reach 4th level, and again at 8th, 12th, 16th, and defenses. The next time that creature is hit with an attack,
19th level, you can increase one ability score of your choice the creature has vulnerability to all of that attack's damage.
by 2, or you can increase two ability scores of your choice by Heroic Leap. You can use your action to leap up to your
1. As normal, you can't increase an ability score above 20 speed towards an unoccupied space, which doesn't provoke
using this feature. opportunity attacks. Each creature within 10 feet of you when
you land must make a Dexterity saving throw. On a failed
Extra Attack save, a creature takes thunder damage equal to 2d12 + your
Beginning at 5th level, you can attack twice, instead of once, warrior level and is knocked prone. On a success, a creature
whenever you take the Attack action on your turn. The takes half as much damage and isn't knocked prone.
number of attacks increases to three when you reach 11th Overpower. When you are hit by a weapon attack but
level in this class and to four when you reach 20th level in before damage is rolled, you can use your reaction to add
this class. your proficiency bonus to your AC. If this causes the attack to
miss you, you can immediately make one weapon attack
Indomitable against your attacker as part of the same reaction, if they are
within range of your weapon.
Beginning at 9th level, you can reroll a saving throw that you
fail. If you do so, you must use the new roll, and you can't use Titanic Might
this feature again until you finish a long rest. You can use this When you reach 10th level, you can empower your weapon
feature twice between long rests starting at 13th level and strikes with titanic strength. The first creature you hit on
three times between long rests starting at 17th level. each of your turns with a weapon attack takes extra damage
equal to 1d6 + half your warrior level.
Warrior Specializations Seasoned Soldier
Different warriors choose different towards the art of war. Starting at 15th level, when you roll initiative and have no
The specialization you choose reflects your approach. uses of Arms Techniques remaining, you regain one use.
Arms Battle Shout
Arms warriors are battle-hardened weapon masters, using When you reach 18th level, your commanding presence can
mobility and overpowering attacks to strike down their foes. sway the tide of battle. As a bonus action, you unleash a battle
cry that emboldens your allies. Up to ten other creatures of
Size Up your choice within 60 feet of you that can hear you are freed
When you choose this specialization at 3rd level, you gain of any effects causing the charmed or frightened conditions.
proficiency with the Insight skill. These creatures also gain advantage on attack rolls and
Additionally, if you spend at least 1 minute observing or saving throws until the start of your next turn.
interacting with another creature outside combat, you can Once you use this feature, you can't use it again until you
learn certain information about its capabilities compared to finish a long rest.
your own. The DM tells you if the creature is your equal, Fury
superior, or inferior in regard to two of the following
characteristics of your choice: Fury warriors are furious berserkers who unleash a flurry of
Strength score attacks to carve their opponents to pieces.
Dexterity score Furious Mien
Constitution score When you choose this specialization at 3rd level, you gain
Armor Class proficiency with the Intimidation skill. Additionally, you can
Current hit points always choose to make Intimidation checks with Strength
Total class levels (if any) rather than Charisma.
Warrior class levels (if any)
Berserker's Grip
Tactical Brilliance Also at 3rd level, you can use two-weapon fighting even when
Also at 3rd level, you are able to quickly adapt to the changing the melee weapons you are wielding aren't light, as long as
battlefield. You can take the Disengage or Help action as a they do not have the two-handed property.
bonus action on your turn in combat. In addition, whenever you score a critical hit with a weapon
In addition, the first rage maneuver you use on your turn attack, you gain one rage point.
costs one less rage point (minimum of one rage point).

69
Rampage Berserker Rage
At 7th level, you can throw aside all concern for defense to At 18th level, your fury has made you an implacable force of
attack with reckless abandon. When you make your first destruction. After you Rampage, you have advantage on
attack on your turn, you can decide to attack recklessly. Doing saving throws until the beginning of your next turn.
so gives you advantage on melee weapon attack rolls using
Strength during this turn, but attack rolls against you have Protection
advantage until your next turn. Protection warriors are stalwart protectors who use their
Titan's Grip shield to safeguard themselves and their allies.
When you reach 10th level, you can wield even larger Vigilant
weapons one-handed. You gain the following benefits: When you choose this specialization at 3rd level, you gain
When wielding a versatile weapon in one hand, you may proficiency with the Perception skill. Additionally, you have
use the two-handed damage die. advantage on Perception checks made to detect creatures
You may wield a two-handed melee weapon in one hand, attempting to hide from you.
treating it as a one-handed weapon. You have a -2 penalty
on attack rolls made when wielding a two-handed weapon Threatening
this way. Also at 3rd level, you know the rage maneuver Taunting
Strike, which doesn't count against your maneuvers known.
Bloodthirst Taunting Strike no longer prompts a Wisdom saving throw
Starting at 15th level, your melee weapon attacks score a and always affects its target. Once on your turn, you can use
critical hit on a roll of 19 or 20. In addition, whenever you Taunting Strike with no rage cost.
score a critical hit against a hostile creature with a melee
weapon attack, you regain hit points equal to 1d6 + your
Constitution modifier.

70
Intercept Defensive Strike
When you reach 7th level, you can react quickly to selflessly Until the beginning of your next turn, the first attack roll
protect your allies. Whenever an ally within your movement made against you each turn has disadvantage, provided you
speed is attacked by a creature you can see, you can use your can see the attacker.
reaction to move up to your speed to within 5 feet of the ally
and force the attack to target you instead. This movement Demoralizing Strike
doesn't provoke opportunity attacks. Until the beginning of The damage of your target's next melee attack before the end
your next turn, all attacks made against your ally have of your next turn is halved.
disadvantage while you remain within 5 feet of them.
You can use this feature a number of times equal to your Disarming Strike
proficiency bonus, and regain all expended uses when you Your target must succeed on a Strength saving throw or drop
finish a long rest. one item of your choice that it is holding; the object lands at
its feet.
Sword and Board
Beginning at 10th level, you are an expert at using your shield Dull Pain
for defense as well as offense. You gain the following abilities: When an attacker that you can see hits you with an attack,
Shield Block. You can use a bonus action to assume a you can spend one rage point to gain resistance to the
defensive stance with your shield. You gain the benefits of half attack's damage against you.
cover until the beginning of your next turn.
Shield Slam. When you take the Attack action while Forceful Strike
wielding a shield, you can use a bonus action to make a melee If your target is Large or smaller, it must succeed on a
weapon attack with your shield. This attack uses the same Strength saving throw or be pushed up to 15 feet away from
ability modifier as your primary attack. The damage die for you.
this attack is a d4, and it deals bludgeoning damage. Hamstring
If your shield offers an additional bonus to AC above its
normal bonus, you add the additional bonus to the cover Your target's movement speed is halved until the end of your
bonuses of Shield Block, and the attack and damage rolls of next turn.
Shield Slam. Heroic Strike
Safeguard After you roll damage with a weapon attack, you can spend
When you reach 15th level, whenever you or an ally within 5 one rage point to reroll the weapon's damage dice and use
feet of you is subject to an attack roll made with either result. You can spend additional rage to use this
disadvantage, even if that attack hits, its damage is halved. maneuver additional times on the same attack.
Survivor Intimidating Strike
At 18th level, you attain the pinnacle of resilience in battle. At Your target must succeed on a Wisdom saving throw or be
the start of each of your turns, you regain hit points equal to 5 frightened by you until the end of your next turn.
+ your Constitution modifier if you have no more than half of Mortal Strike
your hit points left. You don't gain this benefit if you have 0 hit Your weapon attacks, including this one, ignore your target's
points. damage resistances until the beginning of your next turn.
Rage Maneuvers Pummel
Unless stated otherwise, all maneuvers cost two rage points If your target makes a concentration check as a result of this
and are used when you hit a creature with a weapon attack. attack, they have disadvantage on that roll.
The maneuvers are presented in alphabetical order. Sunder Armor
Charge The next attack roll made against your target before the end
As a bonus action, you can use this maneuver to move up to of your next turn is made with advantage.
your speed toward a creature that you can see, which doesn't Taunting Strike
provoke opportunity attacks. You must end this move closer Your target must succeed on a Wisdom saving throw or have
to the creature than you started. If this maneuver is used in disadvantage on attack rolls against targets other than you
your first turn of combat, it generates two rage points instead until the end of your next turn. This maneuver can only be
of costing rage. used with melee weapon attacks.
Cleave Victory Rush
Choose another creature within 5 feet of the original target When you reduce a hostile target to 0 hit points, you can
and within range of your weapon. If the original attack roll spend one rage point (no action required) to gain temporary
would hit the second creature, it takes damage equal to your hit points equal to your Constitution modifier + your warrior
proficiency bonus + your Strength or Dexterity modifier (your level (minimum of 1). You can use this maneuver at most once
choice). per turn.

71
Chapter 3: Equipment

T
his chapter presents additional items and rules
pertaining to equipment specific to Warcraft
5E: Champions of Azeroth. This chapter Acknowledgments
supplements chapter 5 of the Player's The firearms presented here are a simplified
Handbook, which is still where you'll find version of the comprehensive firearms rules
information on most of your character's items written by Mage Hand Press, available for free on
and equipment. the Middle Finger of Vecna blog.

Starting Equipment
Instead of the starting gold and items granted by your class, New Weapon Properties
you may choose to start with a number of gold pieces based Many weapons have special properties related to their use, as
on your class and purchase equipment directly. shown in the weapons table. In addition to the weapon
properties found in the Player's Handbook, several new
Starting Wealth By Class properties are listed below.
Class Funds Firearm. All firearms produce a loud boom, audible out to
Druid 3d4 x 10 gp (75 gp) half a mile. Unlike other weapons, you don't add your ability
modifier to the damage roll of a firearm unless otherwise
Hunter 5d4 x 10 gp (125 gp) stated. Firearm ammunition costs 2 sp per shot, and cannot
Mage 4d4 x 10 gp (100 gp) be recovered once used.
Paladin 8d4 x 10 gp (200 gp)
Returning. When you make a ranged weapon attack with
this weapon and do not roll a natural 1 on the attack roll, it
Priest 2d4 x 10 gp (50 gp) returns to you at the end of the attack.
Rogue 3d4 x 10 gp (75 gp)
New Weapon Descriptions
Shaman 5d4 x 10 gp (125 gp)
Several new weapons and their special traits are listed below.
Warlock 2d4 x 10 gp (50 gp)
Warrior 8d4 x 10 gp (200 gp) Blunderbuss
Common especially among dwarves, the blunderbuss is a
firearm with a short, large caliber barrel which is flared at the
Weapons muzzle. Blunderbusses are especially deadly at close range.
Special. If you make an attack with a blunderbuss against
Azeroth contains several unique weapons not presented in a target that is within half its normal range, you deal 2d8
the Player's Handbook, from the elegant glaives of the night damage instead of its normal damage dice. In addition, being
elves to the deadly rifles of the dwarves. Some of these within 5 feet of a hostile creature doesn't impose
weapons are detailed below. disadvantage on ranged attack roll with a blunderbuss.

New Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Warclaw 15 gp 1d6 slashing 3 lb. Light, special
Simple Ranged Weapons
Ammunition (range 40/160), firearm, loading,
Blunderbuss 50 gp 2d6 piercing 8 lb.
special, two-handed
Ammunition (range 30/120), firearm, light
Pistol 75 gp 2d4 piercing 3 lb.
loading, special
Martial Melee Weapons
Throwing glaive 25 gp 1d6 slashing 3 lb. Finesse, light, returning, thrown (30/90)
Martial Ranged Weapons
Ammunition (range 80/320), firearm, heavy,
Rifle 150 gp 2d8 piercing 8 lb.
loading, two-handed

72
Pistol
Pistols are small firearms designed to be wielded in one Adventuring Gear
hand, paired, or even adjunct to another melee weapon. This section describes items that have special rules or
Special. You can engage in two-weapon fighting with a require further explanation.
pistol and another light weapon. When you do so, if you make Ammo pouch. This leather pouch can hold up to 20
your bonus action attack with a pistol, you subtract 2 from the rounds of firearm ammunition, such as bullets, shells, or
damage roll of the bonus attack (minimum of 1). shot.
Shamanic totem. A shamanic totem is a carved piece of
Rifle wood, bone, stone, or other material, designed to channel the
Rifles have longer barrels than pistols, making them more power of the elements. A shaman can use such an item as a
difficult to wield, but with greatly increased range and power. spellcasting focus, as described in chapter 10 of the Player's
Handbook.
Throwing Glaive
Not to be confused with the polearm of the same name, these
versatile blades can be used in melee or thrown at enemies,
where they return to their wielder seconds later. Throwing
glaives are especially favored by night elf warriors, though Adventuring Gear
other elven races and trolls are known to use them as well.
Item Cost Weight
Warclaw Ammo pouch 1 gp 1/2 lb.
Warclaws are common among orcs, shaman, and others who
revere the savage wilds. While most warclaws consist of Ammunition
several curved talons extending from a simple grip or Firearm rounds (20) 4 gp 2 lb.
gauntlet, some use a single long blade, a sharpened metal Holy symbol
ring, or other exotic designs.
Special. This weapon requires an action to don or doff. Libram 10 gp 5 lb.
While donned, you can't be disarmed of it and that hand is Shamanic totem 5 gp 3 lb.
considered empty for the purpose of using objects or
performing somatic components for spells. You can't wield a
weapon or hold a shield in the hand that is using a warclaw.

73
Chapter 4: Customization Options

W
hile the preceding chapters present plenty of Customizing Your Origin
character options for a complete and While the Ability Score Increases traits of Champions races
satisfying game setin in Azeroth, players and offer some flexibility, they still create optimal and suboptimal
DMs might wish for more. This chapter briefly race/class combinations. DMs that wish to encourage the
discusses a number of optional rules DMs widest variety of character concepts may decide to allow the
may choose to adopt for their games: variant "Customizing Your Origin" rules from Tasha's Cauldron of
rules concerning character creation and Everything, either partially or in full.
advancement; multiclassing requirements for Warcraft 5E:
Champions of Azeroth; and a large number of new feats Customizing Racial Trait DCs
specifically for this setting. These rules are optional, and Many racial traits require a saving throw, with a DC
DMs decide whether they are available in your game. determined from your proficiency bonus and an appropriate
ability score modifier, as usual. For all the reasons listed
Languages previously, DMs may wish to change or eliminate the specific
The languages most likely to be encountered by Champions ability dependence. You could allow any ability, or---the official
of Azeroth characters are listed in the Languages tables recommendation---set the DC equal to 12 + your proficiency
below; a more comprehensive list can be found on Wowpedia. bonus.
Additional languages will be listed in future supplements. Character Advancement
Common Languages 5E has a strict notion of character advancement, in which
Language Races most advancement choices are permanent when made. Many
Common Humans, Alliance races
DMs are more flexible, however, acknowledging that players
can make mistakes and that characters can change over time.
Darnassian Night elves This section presents variant rules codifying that philosophy.
Dwarven Dwarves
Retraining
Gnomish Gnomes With your DM's permission, you can change decisions made
Gutterspeak Forsaken undead during character creation or advancement: proficiencies,
class features, even your choice of subclass. Your DM can
Orcish Orcs, Horde races decide when they think this is appropriate, but a good
Taur-ahe Tauren recommendation is when your proficiency bonus increases.
Your DM might insist on a period of downtime for more
Zandali Trolls significant changes.
Rare Languages Improved Ability Score Improvements
Language Races DMs that wish for a higher-powered game that allows for
more character customization might use the following variant
Draconic Dragons version of the Ability Score Improvement class feature.
Eredun Demons Ability Score Improvement. When you reach 4th level,
and again at 8th, 12th, 16th, and 19th level, you can increase
Kalimag Elementals one ability score of your choice by 2, or increase one ability
Nerglish Murlocs score by 1 and take a feat of your choice. As normal, you can't
Ogre Ogre
increase an ability score above 20 using this feature.
This does result in more powerful characters, so DMs
Titan Titans should be prepared and balance their games accordingly!
Epic Capstones
Variant Rules Reaching 20th level is an amazing accomplishment both in-
Some of the following variant rules are adapted from those character and out-of-character. DMs that wish to further
presented in Tasha's Cauldron of Everything, while others are reward this amazing milestone might consider adding the
original to Champions of Azeroth. following 20th level feature to each class.
Heroic Paragon. Also at 20th level, two different ability
Character Creation scores of your choice increase by 2, as does the maximum for
these scores.
The character creation rules of Champions of Azeeroth were
designed to be more flexible than standard 5E. Still, players
may wish to create characters that break with cultural or
racial stereotypes. This section presents several changes to
character creation to support such concepts, or just give
more control of the character creation process to players.

74
Multiclassing Acknowledgments
The rules for multiclassing are described in chapter 6 of the A number of feats were inspired by or adapted
Player's Handbook, and can be used with Champions of from the following publicly-available resources:
Azeroth classes if characters meet the prerequisite ability
scores shown in the Multiclassing Prerequisites table. Additional Feats (CaelReader)
Characters that multiclass gain the proficiencies shown in Star Wars 5E
the Multiclassing Proficiencies table. Thirteen Expanded Feats (SwordMeow)

Multiclassing Prerequisites
Class Ability Score Minimum
Druid Wisdom 13 Feats
Hunter Dexterity 13 and Wisdom 13 As detailed in chapter 6 of the Player's Handbook, feats are
an optional way of enhancing your character. In addition to
Mage Intelligence 13 the feats from that book, this chapter provides a number of
Paladin Strength 13 and Charisma 13 additional Warcraft-inspired feats for characters. Feats other
than those presented in the Player's Handbook may be used
Priest Charisma 13 with the permission of your DM.
Rogue Dexterity 13
Shaman Wisdom 13
Close Combat Spellcaster
Warlock Intelligence 13
Prerequisite: The ability to cast at least one spell
Warrior Strength 13 or Dexterity 13
You're adept at casting spells in the thick of combat. You gain
the following benefits:
Multiclassing Proficiencies Being within 5 feet of a hostile creature doesn't impose
Class Proficiencies Gained disadvantage on your ranged spell attack rolls.
Your spell attacks ignore half cover and three-quarters
Druid Light armor cover against targets within 30 feet of you.
Light armor, medium armor, shields, You learn one cantrip that requires an attack roll from the
Hunter simple weapons, martial weapons, druid, mage, priest, shaman, or warlock spell list. Your
one skill from the class's skill list spellcasting ability for this cantrip depends on the spell
Mage —
list you choose from: Intelligence for mage or warlock;
Wisdom for druid or shaman; or Charisma for priest.
Light armor, medium armor, shields,
Paladin
simple weapons, martial weapons Close Quarters Shooter
Priest — You are trained in making ranged attacks at close quarters.
Light armor, one skill from the class's You gain the following benefits:
Rogue
skill list, thieves' tools Being within 5 feet of a hostile creature doesn't impose
Shaman
Light armor, medium armor, shields, disadvantage on your ranged weapon attack rolls.
simple weapons Your ranged weapon attacks ignore half cover and three-
Warlock —
quarters cover against targets within 30 feet of you.
Once per turn when you make a successful ranged
Warrior
Light armor, medium armor, shields, weapon attack against a target within 30 feet of you and
simple weapons, martial weapons roll damage, you can reroll the weapon's damage dice and
use either total.
Note that multiclassing is not encouraged for Warcraft 5E:
Champions content. Even moreso than in standard 5th Heavy Ranged Expert
Edition, these classes tend to have significant, impactful You can use the strength and range of heavy ranged weapons
features in their early levels, making multiclass "dips" to dispatch your foes. You gain the following benefits:
disproportionately powerful. Instead, the Multiclass Feats
section of this chapter presents an alternative approach to Attacking a prone creature doesn't impose disadvantage
obtaining features from other classes. on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-
quarters cover against targets greater than 30 feet away
from you.
Reminder: Your Game, Your Rules Once per turn, when you make a successful ranged attack
DMs, don't be afraid to change any of the rules or with a heavy ranged weapon against a target greater than
content in Champions of Azeroth to better fit your 30 feet away from you and roll damage, you can roll one of
own game. You don't need my permission! the weapon's damage dice an additional time and add it as
extra damage of the weapon's damage type.

75
Light Ranged Expert
What About Metamagic Adept?
You are practiced in the use of light ranged weapons, and can
use them to strike quickly and unexpectedly in combat. You In a game without the sorcerer class, a feat
granting metamagic can afford to be a bit more
gain the following benefits: generous than the Metamagic Adept feat from
You can draw a hand crossbow, pistol, or shortbow as part Tasha's Cauldron of Everything. That feat still
of an attack you make with the weapon. exists, however, and can be taken for additional
Once per turn when you make a ranged weapon attack, metamagic options and sorcery points.
you can move up to 5 feet as part of the attack, before you
make your attack roll. This movement doesn't provoke
opportunity attacks. Stronger Than You Look
When you use the Attack action on your turn, you can use
a bonus action to attack with a hand crossbow, pistol, or Prerequisite: Small size
shortbow you are holding. If you make this attack with a You are able to wield massive weapons despite your small
pistol while engaging in two-weapon fighting, you do not stature, to the surprise of your enemies. You gain the
subtract 2 from its damage roll. following benefits:
Metamagic Initiate Increase your Strength or Constitution score by 1, to a
Prerequisite: Spellcasting or Pact Magic feature maximum of 20.
You do not have disadvantage on attack rolls with heavy
Through innate talent or arduous practice, you have learned weapons as a result of your size.
how to twist and augment your spells in potent ways. You You have advantage on your first attack roll made with a
gain the following benefits: heavy weapon during combat.
You learn two Metamagic options of your choice from the Thrown Weapon Master
sorcerer class (detailed in the Player's Handbook and
Tasha's Cauldron of Everything). You can use only one You are an expert at the techniques of throwing weapons, and
Metamagic option on a spell when you cast it, unless the their application in combat. You gain the following benefits:
option says otherwise. Whenever you reach a level that
grants the Ability Score Improvement feature, you can Increase your Strength or Dexterity score by 1, to a
replace one of these Metamagic options with another one maximum of 20.
from the sorcerer class. Attacking at long range doesn't impose disadvantage on
You gain a number of sorcery points to spend on your ranged weapon attack rolls with thrown weapons.
Metamagic equal to your proficiency bonus (these points When you hit a creature with a ranged weapon attack with
are added to any sorcery points you have from another a thrown weapon, you have advantage on your next melee
source but can be used only on Metamagic). You regain all weapon attack against it before the end of your next turn.
spent sorcery points when you finish a long rest. You can engage in two-weapon fighting even when the
one-handed melee weapons you are wielding aren't light, if
at least one of them has the thrown property.

76
Versatile Weapon Master Demonic Resilience
You've mastered the art of using weapons in different ways, Prerequisite: Orc
altering your attack patterns mid-swing. While you are Your past exposure to demonic power has made you resistant
wielding a melee weapon with the versatile property with to fel energies. You gain the following benefits:
which you are proficient and no other weapons, you gain the
following benefits: Increase your Constitution score by 1, to a maximum of
You can don or doff a shield as a bonus action. 20.
If you miss a melee weapon attack you make on your turn You have resistance to fire damage and necrotic damage.
while wielding your weapon with two hands, you can Whenever a fiend forces you to make a Wisdom saving
immediately make a new melee weapon attack against the throw, you have advantage on the roll.
same target using your weapon with one hand. You can Dwarven Fortitude
only make this attack once per turn.
If you miss a melee weapon attack you make on your turn Prerequisite: Dwarf
while wielding your weapon with one hand, you can You have the blood of dwarf heroes flowing through your
immediately attempt to shove that creature. You can only veins. You gain the following benefits:
make this attempt once per turn.
Increase your Constitution score by 1, to a maximum of
20.
Whenever you take the Dodge action in combat, you can
Incompatible Feats spend one Hit Die to heal yourself. Roll the die, add your
Some feats may require minor changes to work Constitution modifier, and regain a number of hit points
with Champions content. For example, Magic equal to the total (minimum of 1).
Initiate (Player's Handbook) should refer to
Champions spellcasting classes, while Fighting Earthen Heritage
Initiate (Tasha's Cauldron of Everything) should
refer to the warrior class. Players and DMs should Prerequisite: Dwarf
feel free to make these sorts of obvious minor You are especially attuned to your earthen ancestry. You learn
adjustments on their own. the mold earth cantrip. You also learn the absorb elements
and earthbind spells, each of which you can cast once
without expending a spell slot. You regain the ability to cast
these two spells in this way when you finish a long rest. You
Racial Feats can also cast these spells using spell slots you have of the
While the racial feats presented in Xanathar's Guide to appropriate level. Wisdom is your spellcasting ability for all
Everything provide a rich selection of customization options three spells.
for standard Dungeons & Dragons races, those feats may not Gnomish Ingenuity
be appropriate for the races of Azeroth. This section contains
new or adapted feats for the races presented in chapter 1. Prerequisite: Gnome
You have a natural aptitude with artifice and magic. You learn
Blessings of the Loa the identify spell and can cast it at will, without expending a
Prerequisite: Troll spell slot or requiring material components. You also learn
You are favored by one or more of the great loa spirits. You knock and dispel magic, each of which you can cast once
learn one priest cantrip of your choice. You also learn the without expending a spell slot. You regain the ability to cast
bless and enhance ability spells, each of which you can cast those two spells in this way when you finish a long rest. You
once without expending a spell slot. You regain the ability to can also cast these spells using spell slots you have of the
cast these two spells in this way when you finish a long rest. appropriate level. Intelligence is your spellcasting ability for
You can also cast these spells using spell slots you have of the all three spells.
appropriate level. Charisma is your spellcasting ability for all Human Determination
three spells.
Prerequisite: Human
Boon Companion You are filled with a determination that can draw the
Prerequisite: Human unreachable within your reach. You gain the following
You're an inspiration to everyone. When an ally you can see benefits:
within 30 feet of you rolls a 1 on the d20 for an attack roll, an Increase one ability score of your choice by 1, to a
ability check, or a saving throw, you can use your reaction to maximum of 20.
let the ally reroll the die. The ally must use the new roll. When you make an attack roll, an ability check, or a saving
When you use this ability, you can't use your Human Spirit throw, you can do so with advantage. Once you use this
racial trait before the end of your next turn. ability, you can't use it again until you finish a short or long
rest.

77
I Can Fix That! Increase your Constitution score by 1, to a maximum of
20.
Prerequisite: Gnome You regain all spent Hit Dice at the end long rest.
You have a knack for fixing things. You learn the mending Whenever you would roll Hit Dice to regain hit points, you
cantrip. You also learn the cure wounds and lesser use the highest number possible for each die.
restoration spells, each of which you can cast once without Superior Shadowmeld
expending a spell slot. You regain the ability to cast these two
spells in this way when you finish a long rest. You can also Prerequisite: Night elf
cast these spells using spell slots you have of the appropriate With Elune's blessings, you can easily fade into the shadows.
level. Intelligence is your spellcasting ability for these spells. You gain the following benefits:
In addition, constructs can benefit from your spells that
restore hit points, even if the spell normally has no effect on Increase your Dexterity, Wisdom, or Charisma score by 1,
such creatures. to a maximum of 20.
When you are in an area of dim light or darkness, you can
Nature's Blessings use your action to become invisible until you move or take
Prerequisite: Night elf an action or a reaction.
You learn the magic of the primeval woods, which are revered Tauren Reincarnation
and protected by your people. You learn one druid cantrip of Prerequisite: Tauren
your choice. You also learn the longstrider and pass without
trace spells, each of which you can cast once without The Earth Mother can bring you back from the brink of
expending a spell slot. You regain the ability to cast these two death. You gain the following benefits:
spells in this way when you finish a long rest. You can also
cast these spells using spell slots you have of the appropriate Increase your Constitution score by 1, to a maximum of
level. Wisdom is your spellcasting ability for all three spells. 20.
When you begin your turn with 0 hit points, before making
Orcish Fury your death saving throw you can choose to gain a number
of hit points equal to your level plus your Constitution
Prerequisite: Orc modifier. Once you use this ability, you can't use it again
Your inner fury burns tirelessly. You gain the following until you finish a long rest.
benefits: If a spell, such as raise dead, has the sole effect of
restoring you to life (but not undeath), the caster doesn't
Increase your Strength or Constitution score by 1, to a need material components to cast the spell on you.
maximum of 20.
When you hit with an attack using a simple or martial
weapon, you can roll one of the weapon's damage dice an
additional time and add it as extra damage of the weapon's
damage type. Once you use this ability, you can't use it
again until you finish a short or long rest.
Immediately after you use your Relentless Endurance
trait, you can use your reaction to make one weapon
attack.
Strength of the Earth Mother
Prerequisite: Tauren
The Earth Mother has granted you great strength and
hardiness. You gain the following benefits:
Increase your Strength or Constitution score by 1, to a
maximum of 20.
Your hide is tough enough to turn blades. While you are
not wearing any armor, your Armor Class equals 13 + your
Constitution modifier. You can use a shield and still gain
this benefit.
When you successfully shove a creature with your
Hammering Horns racial trait, the target also takes
damage as if hit by your horns unarmed strike.
Superior Regeneration
Prerequisite: Troll
You possess more powerful regenerative capabilities. You
gain the following benefits:

78
Touch of the Grave Increase your Strength or Constitution score by 1, to a
maximum of 20.
Prerequisite: Undead You gain proficiency with smith's tools. If you are already
You surge with the dark magic used to reanimate you. You proficient with them, you add double your proficiency
gain the following benefits: bonus to checks you make with them.
When you craft a nonmagical item using smith's tools, it
Increase your Intelligence or Charisma score by 1, to a requires half the amount of materials and time to craft.
maximum of 20. With 10 minutes of work, you can temporarily improve a
You gain resistance to necrotic damage. melee weapon's balance or sharpness, giving it the ability
You learn one cantrip and one 1st level spell of your to deal fierce damage when needed the most. To use this
choice, both of which must be from the necromancy benefit, you must have smith's tools with you, and the
school of magic. You can cast the 1st level spell without weapon must be within reach. When this weapon deals
expending a spell slot, and regain the ability to do so when damage, its wielder can expend the improvement to roll
you finish a long rest. You can also cast this spell using one of the weapon's damage dice an additional time and
any spell slots you have. The spells' spellcasting ability is add it as extra damage of the weapon's damage type. You
the ability increased by this feat. must finish a short or long rest before you can improve a
weapon again, and any weapons you have modified lose
Will of the Forsaken this improvement when you finish a long rest.
Prerequisite: Undead Enchanter
You have learned how to channel your suffering into You have studied the mystical art of enchanting, giving you
unwavering resolve. You gain the following benefits: greater facility with magic and magical items. You gain the
Increase your Constitution score by 1, to a maximum of following benefits:
20. Increase your Intelligence, Wisdom, or Charisma score by
You can reroll a saving throw that you fail. If you do so, you 1, to a maximum of 20.
must use the new roll, and you can't use this feature again You gain proficiency in the Arcana skill. If you're already
until you finish a short or long rest. proficient in Arcana, you instead double your proficiency
bonus for any ability check you make with this skill.
Profession Feats You learn the detect magic spell, and can cast it once
As in World of Warcraft, characters may choose to pursue without expending a spell slot. You regain the ability to do
professions to obtain valuable materials or craft useful items. so when you finish a short or long rest. You can also cast
While this can mostly be achieved with skill and tool this spell using any spell slots you have.
proficiencies, some characters may wish to make a deeper Magic items with charges can never be destroyed as a
investment into their chosen professions---and reap result of you expending their last charge. In addition,
commensurate rewards. when such items regain expended charges, they regain
one additional charge. You must be attuned to the magic
Alchemist item to gain this benefit, or touching them if they do not
require attunement.
You have studied the secrets of alchemy and are an expert in
its practice. You gain the following benefits: Engineer
Increase your Intelligence or Wisdom score by 1, to a You are an expert at constructing dangerous devices---and
maximum of 20. avoiding their dangerous effects! You gain the following
You gain proficiency with alchemist's supplies. If you are benefits:
already proficient with them, you add double your Increase your Dexterity or Intelligence score by 1, to a
proficiency bonus to checks you make with them. maximum of 20.
As an action, you can identify one potion within 5 feet of You gain proficiency with tinker's tools. If you are already
you, as if you had tasted it. You must see the liquid for this proficient with them, you add double your proficiency
benefit to work. bonus to checks you make with them.
With 10 minutes of work, you can improve the potency of When you craft a nonmagical item using tinker's tools, it
one potion of healing of any rarity. To use this benefit, you requires half the amount of materials and time to craft.
must have alchemist's supplies with you, and the potion You have advantage on Dexterity saving throws against
must be within reach. The creature drinking the potion effects that you can see, such as traps and spells. To gain
can forgo the potion's die roll and regains the maximum this benefit, you can't be blinded, deafened, or
number of hit points that the potion can restore. You must incapacitated.
finish a short or long rest to use this ability again, and any
potions you have modified lose their improved potency Herbalist
when you finish a long rest.
You are adept at harnessing the useful properties of herbs
Blacksmith and other plants. You gain the following benefits:
You are a master blacksmith, able to more easily create Increase your Intelligence or Wisdom score by 1, to a
powerful weapons and armor. You gain the following benefits: maximum of 20.

79
You gain proficiency with herbalism kits. If you are already If you spend at least 1 minute observing or interacting
proficient with them, you add double your proficiency with another creature outside combat, you can learn
bonus to checks you make with them. certain information about its anatomy. You learn its
You automatically succeed on checks made to determine creature type and its damage vulnerabilities, damage
whether plants are edible or poisonous using your resistances, damage immunities, and condition
herbalism kit. immunities. In addition, you have advantage on the next
You can apply herbal remedies to help yourself or your attack roll you make against that creature before you
allies recover from maladies. During a short or long rest, finish your next long rest.
you can remove one poison or disease from a friendly
creature within reach. You must have an herbalism kit and Tailor
either a component pouch or access to local herbs to use You are a master tailor, and even know how to weave
this benefit. protective properties into clothing. You gain the following
Leatherworker benefits:
You have mastered the art of working with leather and hide, Increase your Dexterity, Intelligence, or Charisma score
and can use such materials to reinforce armor. You gain the by 1, to a maximum of 20.
following benefits: You gain proficiency with weaver's tools. If you are already
proficient with them, you add double your proficiency
Increase your Dexterity or Wisdom score by 1, to a bonus to checks you make with them.
maximum of 20. When you craft a nonmagical item using weaver's tools, it
You gain proficiency with leatherworker's tools. If you are requires half the amount of materials and time to craft.
already proficient with them, you add double your With 10 minutes of work, you can line a cloak or clothing
proficiency bonus to checks you make with them. with a special weave that is resistant to elemental energy.
When you craft a nonmagical item using leatherworker's To use this benefit, you must have weaver's tools with you,
tools, it requires half the amount of materials and time to and the cloth item must be within reach. When the item's
craft. wearer takes acid, cold, fire, lightning, or thunder damage,
With 10 minutes of work, you can reinforce armor with they can expend the improvement to gain resistance to
leather or hide, giving it the ability to lessen a terrible that damage. You must finish a short or long rest before
blow. To use this benefit, you must have leatherworker's you can improve a cloth item again, and any items you
tools with you, and the armor must be within reach. When have modified lose this improvement when you finish a
the armor's wearer is hit by an attack, they can expend the long rest.
improvement to gain resistance to any bludgeoning,
piercing, and slashing damage dealt by that attack. You Multiclass Feats
must finish a short or long rest before you can improve
armor again, and any armor you have modified lose this Many adventurers mix fighting styles and magical traditions
improvement when you finish a long rest. to forge their own destiny. The feats presented below allow
characters to gain features of other classes, and are intended
Miner to be used instead of multiclassing. You cannot take a class's
You have spent extensive time in the darkness of caves and multiclass feats if you have any levels of that class, and if you
other underground environments. You gain the following ever gain a level of that class, you must choose a new feat.
benefits: Druid Adept
Increase your Strength, Constitution, or Wisdom score by Prerequisite: Wisdom 13
1, to a maximum of 20.
When you make an Intelligence or Wisdom check related You have learned some of a druid's natural magic and affinity
to underground environments, your proficiency bonus is for the wilds, and gain the following benefits:
doubled if you are using a skill that you're proficient in. You learn one cantrip of your choice from the druid spell
You also can't become lost while underground, except by list, and you learn one 1st-level spell of your choice from
magical means. that list. Wisdom is your spellcasting ability for these
You gain tremorsense out to a range of 10 feet. spells. Whenever you gain a level, you can replace one of
Skinner these spells with another spell of the same level from the
druid spell list.
Your experience hunting and skinning beasts has made you You can cast this feat's 1st-level spell without a spell slot,
knowledgeable about the anatomy of all manner of creatures. and you must finish a long rest before you can cast it in
You gain the following benefits: this way again. You can also cast the spell using any spell
slots you have.
Increase your Dexterity or Wisdom score by 1, to a You learn one Wild Gift option with no prerequisites from
maximum of 20. the druid class. Wisdom is the spellcasting ability for any
You gain proficiency in the Survival skill. If you're already spells granted by a wild gift. You can replace this gift with
proficient in Survival, you instead double your proficiency another one whenever you gain a level.
bonus for any ability check you make with this skill.

80
Druid Mastery Hunter Mastery
Prerequisite: Druid Adept feat Prerequisite: Hunter Adept feat
You have continued your druid training, and gain the You have continued your hunter training, and gain the
following benefits: following benefits:
You learn another cantrip of your choice from the druid You learn an additional focus technique of your choice.
spell list, and you learn one spell of level at most half your You can replace one of your techniques whenever you gain
proficiency bonus from that list. Wisdom is your a level.
spellcasting ability for these spells. Whenever you gain a Your number of focus dice increases to half your
level, you can replace one of these spells with another proficiency bonus (rounded up). A focus die is expended
spell of level at most half your proficiency bonus from the when you use it, and you regain all expended focus dice
druid spell list. when you finish a short or long rest.
You can cast this feat's leveled spell without a spell slot,
and you must finish a long rest before you can cast it in Mage Adept
this way again. You can also cast the spell using any spell Prerequisite: Intelligence 13
slots you have of the appropriate level.
You have unlocked some of a mage's mastery of the arcane,
Hunter Adept and gain the following benefits:
Prerequisite: Dexterity 13 and Wisdom 13 You learn one cantrip of your choice from the mage spell
You have learned the wilderness lore of hunters, and gain the list, and you learn one 1st-level spell of your choice from
following benefits: that list. Intelligence is your spellcasting ability for these
spells. Whenever you gain a level, you can replace one of
Moving through nonmagical difficult terrain costs you no these spells with another spell of the same level from the
extra movement. mage spell list.
You learn two focus techniques of your choice, detailed at You can cast this feat's 1st-level spell without a spell slot,
the end of the hunter class description. If a technique you and you must finish a long rest before you can cast it in
use requires your target to make a saving throw to resist this way again. You can also cast the spell using any spell
its effects, the saving throw DC equals 8 + your slots you have.
proficiency bonus + your Wisdom modifier. You can When you finish a short rest, you can regain the free use
replace one of these techniques when you gain a level. of this feat's spell, or regain a spell slot of 1st level. After
You gain one focus die, which is a d6, which is used to fuel you use this benefit, you can't do so again until you finish a
your techniques. A focus die is expended when you use it. long rest.
You regain your expended focus die when you finish a
short or long rest.

81
Mage Mastery You learn one of the following Words of Power options
from the priest class: Holy Word: Serenity, Power Word:
Prerequisite: Mage Adept feat Shield, or Shadow Word: Pain. You can use this word
You have continued your mage training, and gain the once without cost, and regain the ability to do so when you
following benefits: finish a long rest. You can replace this word with another
of these three whenever you gain a level.
You learn another cantrip of your choice from the mage
spell list, and you learn one spell of level at most half your Priest Mastery
proficiency bonus from that list. Intelligence is your Prerequisite: Priest Adept feat
spellcasting ability for these spells. Whenever you gain a
level, you can replace one of these spells with another You have continued your priest training, and gain the
spell of level at most half your proficiency bonus from the following benefits:
mage spell list. You learn another cantrip of your choice from the priest
You can cast this feat's leveled spell without a spell slot, spell list, and you learn one spell of level at most half your
and you must finish a long rest before you can cast it in proficiency bonus from that list. Charisma is your
this way again. You can also cast the spell using any spell spellcasting ability for these spells. Whenever you gain a
slots you have of the appropriate level. level, you can replace one of these spells with another
Paladin Adept spell of level at most half your proficiency bonus from the
priest spell list.
Prerequisite: Strength 13 and Charisma 13 You can cast this feat's leveled spell without a spell slot,
You are bolstered with righteous might like a paladin, and and you must finish a long rest before you can cast it in
gain the following benefits this way again. You can also cast the spell using any spell
slots you have of the appropriate level.
You can use the paladin's Lay on Hands feature, with a
pool of hit points equal to your level. Rogue Adept
When you hit a creature with a melee weapon attack, you Prerequisite: Dexterity 13
can deal an additional 2d8 radiant damage. The damage
increases by 1d8 if the target is an undead or a fiend. You have learned some of a rogue's skill and cunning, and
Once you deal this damage, you must finish a long rest to gain the following benefits:
do so again. Choose one of the following actions: Dash, Disengage, or
Paladin Mastery Hide. You can perform the chosen action as a bonus
action on your turn. You can change the chosen action
Prerequisite: Paladin Adept feat whenever you gain a level.
You have continued your paladin training, and gain the Choose one of your skill proficiencies. Your proficiency
following benefits: bonus is doubled for any ability check you make that uses
this proficiency.
The pool of hit points for your Lay on Hands ability You can deal an extra 1d6 damage when you hit a target
increases to twice your level. with a finesse or ranged weapon attack and have
You can deal extra radiant damage with your Paladin advantage on the attack roll, or when another enemy of
Adept a feat a number of times equal to your level divided the target is within 5 feet of it, that enemy isn't
by 4 (rounded up). You regain all uses of this feature when incapacitated, and you don't have disadvantage on the
you finish a long rest. attack roll. Once you use deal this damage, you must finish
a short or long rest to do so again.
Priest Adept
Rogue Mastery
Prerequisite: Charisma 13
Prerequisite: Rogue Adept feat
Like a priest, you have dedicated yourself to a higher power,
an gain the following benefits: You have continued your rogue training, and gain the
following benefits:
You learn one cantrip of your choice from the priest spell
list, and you learn one 1st-level spell of your choice from You can take a bonus action on each of your turns in
that list. Charisma is your spellcasting ability for these combat. This action can be used only to take the Dash,
spells. Whenever you gain a level, you can replace one of Disengage, or Hide action.
these spells with another spell of the same level from the The extra damage dealt by your Rogue Adept feat
priest spell list. increases to a number of d6s equal to your level divided by
You can cast this feat's 1st-level spell without a spell slot, 4 (rounded up).
and you must finish a long rest before you can cast it in
this way again. You can also cast the spell using any spell Shaman Adept
slots you have. Prerequisite: Wisdom 13
You have learned to invoke the elements like a shaman, and
gain the following benefits:

82
You learn one cantrip of your choice from the shaman Warlock Mastery
spell list, and you learn one 1st-level spell of your choice
from that list. Wisdom is your spellcasting ability for these Prerequisite: Warlock Adept feat
spells. Whenever you gain a level, you can replace one of You have continued your warlock training, and gain the
these spells with another spell of the same level from the following benefits:
shaman spell list.
You can cast this feat's 1st-level spell without a spell slot, You learn another cantrip of your choice from the warlock
and you must finish a long rest before you can cast it in spell list, and you learn one spell of level at most half your
this way again. You can also cast the spell using any spell proficiency bonus from that list. Intelligence is your
slots you have. spellcasting ability for these spells. Whenever you gain a
As a bonus action, you can use one of the Elemental level, you can replace one of these spells with another
Attunements listed in the shaman class description. The spell of level at most half your proficiency bonus from the
attunement lasts for 10 minutes. Once you use this ability, warlock spell list.
you must finish a long rest before you can do so again. You can cast this feat's leveled spell without a spell slot,
and you must finish a long rest before you can cast it in
Shaman Mastery this way again. You can also cast the spell using any spell
Prerequisite: Shaman Adept feat slots you have of the appropriate level.
You have continued your shaman training, and gain the Warrior Adept
following benefits:
Prerequisite: Strength 13 or Dexterity 13
You learn another cantrip of your choice from the shaman You have the martial training of a warrior, and gain the
spell list, and you learn one spell of level at most half your following benefits:
proficiency bonus from that list. Wisdom is your
spellcasting ability for these spells. Whenever you gain a When you make a weapon attack on your turn, you can
level, you can replace one of these spells with another make an additional weapon attack. Once you use this
spell of level at most half your proficiency bonus from the ability, you must finish a long rest before you use it again.
shaman spell list. You learn two Rage Maneuvers, detailed at the end of the
You can cast this feat's leveled spell without a spell slot, warrior class description. You can use one of these
and you must finish a long rest before you can cast it in maneuvers once without cost, and regain the ability to do
this way again. You can also cast the spell using any spell so when you finish a short or long rest. If a maneuver you
slots you have of the appropriate level. use requires your target to make a saving throw to resist
its effects, the saving throw DC equals 8 + your
Warlock Adept proficiency bonus + your Strength or Dexterity modifier
Prerequisite: Intelligence 13 (your choice). You can replace one of these maneuvers
with another one whenever you gain a level.
You have delved into the dark mysteries of the warlocks, and
gain the following benefits: Warrior Mastery
You learn one cantrip of your choice from the warlock Prerequisite: Warrior Adept feat
spell list, and you learn one 1st-level spell of your choice You have continued your warrior training, and gain the
from that list. Intelligence is your spellcasting ability for following benefits:
these spells. Whenever you gain a level, you can replace
one of these spells with another spell of the same level You learn an additional rage maneuver of your choice. You
from the warlock spell list. can replace one of your maneuvers whenever you gain a
You can cast this feat's 1st-level spell without a spell slot, level.
and you must finish a long rest before you can cast it in You can use your rage maneuvers a number of times equal
this way again. You can also cast the spell using any spell to half your proficiency bonus (rounded up). You can use at
slots you have. most one rage maneuver in a turn, and regain all uses of
When you cast a damaging spell, you can add your this ability when you finish a short or long rest.
proficiency bonus to one damage roll of that spell. Once
you deal this damage, you must finish a short or long rest
to do so again.

83
Chapter 5: Spells

C
hampions of Azeroth follows the same rules for Moonbeam Cloudkill
magic and spellcasting that are presented in the Moonfire/SunfireCoA Commune with Nature
Player's Hanfbook. It's not the objective of this Protection from Poison Contagion
project to adapt every Warcraft spell faithfully RejuvenationCoA Control WindsXGtE
into 5E rules; mostly the existing 5E spells have SkywriteXGtE DawnXGtE
been sorted into their most relevant Champions Spike Growth Dream
classes, with new spells created where there isn't Summon BeastTCoE Force of NatureCoA
a good match for something important, or where there's a Warding WindXGtE Geas
major need. For simplicity, this project uses spells from the Web Greater Restoration
5E Player's Handbook, Xanathar's Guide to Everything, and Insect Plague
Tasha's Cauldron of Everything. DMs, feel free to add 3rd Level Legend Lore
additional spells, or change these spell lists altogether, at Aura of Vitality Lunar FuryCoA
your discretion---you might have a different idea of what Call Lightning Raise Dead
spells belong to which classes! CatnapXGtE Scrying
Clairvoyance Tree Stride
Daylight Wrath of NatureXGtE
Dispel Magic
Spell Sources Erupting EarthXGtE 6th Level
Spells without superscript can be found in the 5E Faerie SwarmCoA Conjure Fey
Player's Handbook. Marked spells come from the Feign Death Druid GroveXGtE
following sources: Magic Circle Find the Path
XGtE: Xanathar's Guide to Everything Mass Healing Word Flesh to Stone
TCoE: Tasha's Cauldron of Everything Meld into Stone Heal
CoA: Champions of Azeroth, presented later in NourishCoA Heroes' Feast
this chapter Plant Growth Investiture of StoneXGtE
Protection from Energy Investiture of WindXGtE
Remove Curse Primordial WardXGtE
Revivify StarfallCoA
Expeditious Retreat
Druid Spells Faerie Fire
Sleet Storm Sunbeam
Speak with Plants Transport via Plants
Fog Cloud Summon FeyTCoE Wall of Thorns
Cantrips (0 Level) Goodberry Tidal WaveXGtE Word of Recall
Acid Splash Guiding Bolt Ursol's VortexCoA
Control FlamesXGtE Healing Word Wall of SandXGtE 7th Level
Druidcraft Longstrider Wall of WaterXGtE Crown of StarsXGtE
GustXGtE Purify Food and Drink Water Breathing Etherealness
InfestationXGtE SnareXGtE Wind Wall Plane Shift
Mending Speak with Animals Regenerate
Message StarfireCoA 4th Level Resurrection
Mold EarthXGtE Thunderwave Aura of Life Sequester
Poison Spray
Aura of Purity Temple of the GodsXGtE
Primal SavageryXGtE 2nd Level Banishment WhirlwindXGtE
Produce Flame Alter Self Blight
Resistance Animal Messenger 8th Level
Control Water
Shape WaterXGtE Augury Divination Abi-Dalzim's Horrid
Spare the Dying Barkskin Dominate Beast WiltingXGtE
Thorn Whip Beast Sense Freedom of Movement Animal Shapes
WrathCoA Calm Emotions Giant Insect Antipathy/Sympathy
Darkvision Grasping Vine
1st Level Dust DevilXGtE
Control Weather
Guardian of NatureXGtE Earthquake
Absorb ElementsXGtE EarthbindXGtE Locate Creature Sunburst
Animal Friendship Enhance Ability Polymorph Tsunami
Beast BondXGtE Enlarge/Reduce StarsurgeCoA
Create or Destroy Water Eyes of the EagleCoA Stone Shape 9th Level
Cure Wounds Gentle Repose Wild GrowthCoA Foresight
Detect Magic Gust of Wind
Gate
Detect Poison and Disease Hold Person 5th Level Mass Heal
Earth TremorXGtE Lesser Restoration Antilife Shell Shapechange
Entangle Locate Animals or Plants Awaken Storm of Vengeance

84
Blindness/Deafness Tiny ServantXGtE Chain Lightning
Mage Spells Blur Tongues Circle of Death
Continual Flame Water Breathing Contingency
Cantrips (0 Level) Darkvision Disintegrate
Arcane BlastCoA Detect Thoughts 4th Level Drawmij's Instant Summons
Blade Ward Dragon's BreathXGtE Arcane Eye Eyebite
Control FlamesXGtE EarthbindXGtE Banishment Globe of Invulnerability
Create BonfireXGtE Enlarge/Reduce Blight Guards and Wards
Dancing Lights Find Traps Charm MonsterXGtE Investiture of FlameXGtE
Fire Bolt Flaming Sphere Compulsion Investiture of IceXGtE
Friends Hold Person Confusion Magic Jar
FrostbiteXGtE Invisibility Dimension Door Mass Suggestion
Light Knock Elemental BaneXGtE Mental PrisonXGtE
Mage Hand Levitate Fabricate Otiluke's Freezing Sphere
Mending Living BombCoA Fire Shield Programmed Illusion
Message Locate Object Freedom of Movement ScatterXGtE
Minor Illusion Magic Mouth Greater Invisibility Soul CageXGtE
Prestidigitation Magic Weapon Hallucinatory Terrain Tenser's TransformationXGtE
Produce Flame Maximilian's Earthen GraspXGtE Ice Storm True Seeing
Ray of Frost Melf's Acid Arrow Leomund's Secret Chest Wall of Ice
Resistance Mirror Image Locate Creature
Shocking Grasp Misty Step Magic OrbCoA 7th Level
ThunderclapXGtE Nystul's Magic Aura Mordenkainen's Private Comet StormCoA
Phantasmal Force Sanctum Crown of StarsXGtE
1st Level Scorching Ray Otiluke's Resilient Sphere Delayed Blast Fireball
Absorb ElementsXGtE See Invisibility Phantasmal Killer Etherealness
Alarm Shatter Polymorph Fire Storm
Armor of Agathys Silence Sickening RadianceXGtE Forcecage
Burning Hands Snilloc's Snowball SwarmXGtE Storm SphereXGtE Mirage Arcane
CatapultXGtE Spider Climb Vitriolic SphereXGtE Mordenkainen's Magnificent
Charm Person Suggestion Wall of Fire Mansion
Chromatic Orb Web Plane Shift
Color Spray 5th Level Prismatic Spray
Command 3rd Level Antilife Shell Project Image
Comprehend Languages Arcane BarrageCoA Bigby's Hand Reverse Gravity
Create or Destroy Water Bestow Curse Cloudkill Sequester
Detect Magic Blink Conjure Elemental Symbol
Disguise Self Clairvoyance Contact Other Plane Teleport
Expeditious Retreat Counterspell Dominate Person
Feather Fall Create Food and Water Far StepXGtE 8th Level
Find Familiar Dispel Magic Geas Antimagic Field
Fog Cloud Elemental Weapon Hold Monster Antipathy/Sympathy
Frostfire BoltCoA Fireball ImmolationXGtE Demiplane
Frost NovaCoA Fly Legend Lore Dominate Monster
Grease Glyph of Warding Mislead Ebon BoltCoA
Hellish Rebuke Haste Modify Memory Feeblemind
Ice KnifeXGtE Hypnotic Pattern Passwall Illusory DragonXGtE
Identify Ice BlockCoA Planar Binding Incendiary Cloud
Illusory Script Ice LanceCoA PyroblastCoA Maze
Mage Armor Leomund's Tiny Hut Rary's Telepathic Bond Mind Blank
Magic Missile Lightning Bolt Ring of FrostCoA Telepathy
Shield Magic Circle Scrying Trap the Soul
Silent Image Major Image Seeming
Sleep Melf's Minute MeteorsXGtE SupernovaCoA 9th Level
Tenser's Floating Disk Nondetection Synaptic StaticXGtE Astral Projection
Thunderwave Phantom Steed Telekinesis Blade of DisasterTCoE
Unseen Servant Protection from Energy Teleportation Circle Foresight
Remove Curse Wall of Force Gate
2nd Level Sending Imprisonment
Aganazzar's ScorcherXGtE Sleet Storm 6th Level InvulnerabilityXGtE
Alter Self Slow Arcane Gate Mass PolymorphXGtE
Arcane ExplosionCoA Stinking Cloud Blade Barrier Meteor Swarm
Arcane Lock Thunder StepXGtE Blast WaveCoA Prismatic Wall

85
Thermal VoidCoA Guardian of Faith 2nd Level Guardian of Faith
Time Stop Locate Creature Aid Hallucinatory Terrain
True Polymorph Staggering Smite Augury Locate Creature
Weird Blindness/Deafness Phantasmal Killer
Wish 5th Level Shadow of MoilXGtE
Blur
Banishing Smite Calm Emotions
Paladin Spells Circle of Power 5th Level
Crown of Madness
Commune Darkness Commune
1st Level DawnXGtE Darkvision DawnXGtE
Bless Destructive Wave Detect Thoughts Dispel Evil and Good
CeremonyXGtE Dispel Evil and Good Gentle Repose Dominate Person
Command Geas Hold Person Flame Strike
Compelled Duel Greater Restoration Holy FireCoA Geas
Cure Wounds Hallow Lesser Restoration Greater Restoration
Detect Evil and Good Holy WeaponXGtE Levitate Hallow
Detect Magic Mass Cure Wounds Locate Object Hold Monster
Detect Poison and Disease Raise Dead Mind BlastCoA Mass Cure Wounds
Divine Favor Mind SpikeXGtE Modify Memory
Guiding Bolt Priest Spells Phantasmal Force Raise Dead
Heroism Prayer of Healing Rary's Telepathic Bond
Scrying
Protection from Evil and Good Cantrips (0 Level) Protection from Poison
Purify Food and Drink Ray of Enfeeblement Summon CelestialTCoE
Blade Ward Synaptic StaticXGtE
Sanctuary Suggestion
Friends
Searing Smite Tasha's Mind WhipTCoE
Shield of Faith
Light
Zone of Truth
6th Level
Mending
Thunderous Smite Eyebite
Message
Wrathful Smite 3rd Level Forbiddance
Mind FlayCoA
Beacon of Hope Globe of Invulnerability
Mind SliverTCoE
2nd Level Bestow Curse Harm
Minor Illusion
Aid Clairvoyance Heal
Resistance
Beacon of LightCoA Daylight Heroes' Feast
Sacred Flame
Branding Smite Dispel Magic Holy NovaCoA
Spare the Dying
Calm Emotions Enemies AboundXGtE Mass Suggestion
Thaumaturgy
Find Steed Fear Mental PrisonXGtE
Word of RadianceXGtE
Gentle Repose Fly Tasha's Otherworldly GuiseTCoE
True Seeing
Lesser Restoration 1st Level Glyph of Warding
Prayer of Healing Hunger of Hadar Word of Recall
Arms of Hadar
Protection from Poison Hypnotic Pattern
Warding Bond
Bane
Intellect FortressTCoE
7th Level
Bless
Zone of Truth Magic Circle Crown of StarsXGtE
Cause FearXGtE
Major Image Divine Word
CeremonyXGtE
3rd Level Mass Healing Word Etherealness
Charm Person
Aura of Vitality Mind SearCoA Phantom SingularityCoA
Command
Beacon of Hope Remove Curse Plane Shift
Comprehend Languages
Blinding Smite Revivify Power Word PainXGtE
Cure Wounds
Crusader's Mantle Sending Resurrection
Detect Evil and Good
Daylight Slow Symbol
Detect Magic
Dispel Magic Speak with Dead
Divine ShieldCoA
Detect Poison and Disease
Summon ShadowspawnTCoE 8th Level
Dissonant Whispers
Remove Curse Tongues Dominate Monster
Feather Fall
Revivify Vampiric Touch Feeblemind
Guiding Bolt
Spirit Guardians Holy Aura
Healing Word
Tongues 4th Level Maddening DarknessXGtE
Illusory Script
Aura of Life Mind Blank
Inflict Wounds
4th Level Aura of Purity Power Word Stun
Inner FireCoA
Aura of Life Banishment Sunburst
Protection from Evil and Good
Aura of Purity Purify Food and Drink Charm MonsterXGtE Telepathy
Banishment Sanctuary Compulsion
Death Ward Confusion 9th Level
Shield of Faith
Divination Silent Image Death Ward Astral Projection
Find Greater SteedXGtE Sleep Divination Foresight
Guardian of Ancient KingsCoA Tasha's Hideous Laughter Divine StarCoA Mass Heal
Freedom of Movement Power Word Heal

86
Power Word Kill Heat Metal Geas Control FlamesXGtE
Psychic ScreamXGtE Hold Person Greater Restoration Create BonfireXGtE
True Resurrection Lesser Restoration ImmolationXGtE Dancing Lights
Weird Locate Object Legend Lore Fire Bolt
Maximilian's Earthen GraspXGtE MaelstromXGtE Friends
Shaman Spells Protection from Poison Raise Dead Light
PyrotechnicsXGtE Scrying Mage Hand
Cantrips (0 Level) Shatter SunderingCoA Message
SkywriteXGtE Transmute RockXGtE Mind SliverTCoE
Acid Splash
Snilloc's Snowball SwarmXGtE Tranquil RainCoA Minor Illusion
Acid-Bite BladeCoA
Warding WindXGtE Wall of Stone Poison Spray
Blade Ward
WellspringCoA Produce Flame
Booming BladeTCoE 6th Level Resistance
Chilling BladeCoA 3rd Level Bones of the EarthXGtE Shadow BoltCoA
Control FlamesXGtE
Call Lightning Chain Lightning Shape WaterXGtE
Create BonfireXGtE
Chain HealCoA Elemental BlastCoA
FrostbiteXGtE 1st Level
Clairvoyance Find the Path
Green-Flame BladeTCoE
Dispel Magic Flesh to Stone Absorb ElementsXGtE
GustXGtE
Elemental Weapon Heal AgonyCoA
Lightning StrikeCoA
Erupting EarthXGtE Heroes' Feast Alarm
Mending
Fly Investiture of FlameXGtE Arms of Hadar
Message
Haste Investiture of IceXGtE Bane
Mold EarthXGtE
Ice LanceCoA Investiture of StoneXGtE Burning Hands
Produce Flame
Magic Circle Investiture of WindXGtE Cause FearXGtE
Ray of Frost
Meld into Stone Move Earth Chaos BoltXGtE
Resistance
Protection from Energy Otiluke's Freezing Sphere Charm Person
Shape WaterXGtE
Remove Curse Primordial WardXGtE Command
Shocking Grasp
Revivify Wall of Ice Comprehend Languages
Spare the Dying
Sending Wind Walk Demon SkinCoA
ThunderclapXGtE
Sleet Storm Word of Recall Detect Evil and Good
Speak with Dead Detect Magic
1st Level 7th Level
Spirit BeastCoA Disguise Self
Absorb ElementsXGtE Thunder StepXGtE Dissonant Whispers
Fire Storm
Armor of Agathys Tidal WaveXGtE False Life
Plane Shift
Bless Wall of SandXGtE Fog Cloud
Regenerate
Burning Hands Wall of WaterXGtE Hellish Rebuke
Sequester
CeremonyXGtE Water Breathing Identify
Symbol
Create or Destroy Water Water Walk Temple of the GodsXGtE Illusory Script
Cure Wounds Wind Wall WhirlwindXGtE Inflict Wounds
Detect Magic Protection from Evil and Good
Detect Poison and Disease 4th Level 8th Level Ray of Sickness
Earth TremorXGtE Silent Image
Aura of Life Abi-Dalzim's Horrid
Elemental ShockCoA Sleep
Aura of Purity WiltingXGtE
Entangle Tasha's Caustic BrewTCoE
Banishment Antipathy/Sympathy
Feather Fall Unseen Servant
Control Water Control Weather
Fog Cloud Witch Bolt
Death Ward Earthquake
Healing Word
Divination Incendiary Cloud
Heroism
Elemental BaneXGtE Tsunami
2nd Level
Ice KnifeXGtE
Fire Shield Aganazzar's ScorcherXGtE
Lava BurstCoA
Freedom of Movement 9th Level Alter Self
Lightning ShieldCoA
Ice Storm Foresight Arcane Lock
Purify Food and Drink
Locate Creature Gate Blur
Sanctuary
Stone Shape Imprisonment ConflagrateCoA
Thunderwave
Stoneskin Mass Heal Continual Flame
Storm SphereXGtE Crown of Madness
2nd Level Storm of Vengeance
Summon ElementalTCoE Darkness
Aganazzar's ScorcherXGtE ThunderstormCoA Darkvision
Augury Watery SphereXGtE
Warlock Spells Detect Thoughts
Dust DevilXGtE EarthbindXGtE
EarthbindXGtE 5th Level Cantrips (0 Level) Find Steed (fiend only)
Enhance Ability Acid Splash Find Traps
Commune
Flaming Sphere Blade Ward Flaming Sphere
Conjure Elemental
Gentle Repose Chill Touch
Control WindsXGtE Hold Person
Gust of Wind

87
Invisibility Summon Greater DemonXGtE
Knock Vitriolic SphereXGtE Spell Descriptions
Locate Object
Magic Mouth 5th Level The spells are presented in alphabetical order.
Magic Weapon Cloudkill
Melf's Acid Arrow
Acid-Bite Blade
Mind SpikeXGtE
Contact Other Plane
Creation
Evocation cantrip
Nystul's Magic Aura Dominate Person Casting Time: 1 Action
Phantasmal Force EnervationXGtE Range: Self (5 feet)
Ray of Enfeeblement Geas Components: V, M (a melee weapon worth at least 1 sp)
Scorching Ray Hallow Duration: 1 round
See Invisibility Hold Monster You brandish the weapon used in the spell's casting and
Silence ImmolationXGtE make a melee attack with it against one creature within 5 feet
Suggestion Mislead of you. On a hit, the target suffers the weapon attack's normal
Web Modify Memory effects, and becomes coated in corrosive bile until the start of
3rd Level
Negative Energy FloodXGtE your next turn. If the target willingly attacks a creature other
Rary's Telepathic Bond than the caster before then, it immediately takes 1d8 acid
Animate Dead Scrying damage, and the spell ends.
Bestow Curse Seeming This spell's damage increases when you reach higher
Clairvoyance
6th Level
levels. At 5th level, the melee attack deals an extra 1d8 acid
Counterspell damage to the target, and the damage the target takes for
Dispel Magic Arcane Gate attacking increases to 2d8. Both damage rolls increase by
Enemies AboundXGtE Channel DemonfireCoA 1d8 at 11th level and 17th level.
Fear Circle of Death
Feign Death Contingency Agony
Fly Drawmij's Instant Summons 1st-level necromancy
Glyph of Warding Eyebite
Hand of Gul'danCoA Harm
Casting Time: 1 action
Hunger of Hadar Magic Jar
Range: 120 feet
Hypnotic Pattern Mass Suggestion
Components: V, S
Life TransferenceXGtE Mental PrisonXGtE
Duration: Concentration, up to 1 minute
Magic Circle Programmed Illusion You curse a creature that you can see within range with
Major Image Soul CageXGtE crippling pain. Immediately, and at the end of each of its
Melf's Minute MeteorsXGtE Summon FiendTCoE turns, the target must make a Constitution saving throw. On a
Nondetection Tasha's Otherworldly GuiseTCoE failed save, it takes 1d6 necrotic damage, of half as much
Phantom Steed True Seeing damage on a successful save. In addition, choose one ability
Rain of FireCoA when you cast the spell. The target has disadvantage on
Remove Curse 7th Level ability checks made with this ability until the spell ends.
Sending Finger of Death If the target drops to 0 hit points before this spell ends, you
ShadowburnCoA Fire Storm can use an action on a subsequent turn of yours to curse a
Speak with Dead Phantom SingularityCoA new creature. The spell ends after three successful saving
Stinking Cloud Plane Shift rolls are made against it.
Tiny ServantXGtE Project Image At Higher Levels. When you cast this spell using a spell
Tongues Sequester slot of 2nd level or higher, the damage increases by 1d6 for
Water Breathing Symbol each slot level above 1st.
4th Level 8th Level
Arcane Eye Demiplane
Banishment Dominate Monster
Compulsion Earthquake
Dimension Door Feeblemind
Elemental BaneXGtE Maddening DarknessXGtE
Evard's Black Tentacles Maze
Find Greater Steed (fiend only) Trap the Soul
Greater Invisibility
Hallucinatory Terrain 9th Level
Leomund's Secret Chest Astral Projection
Locate Creature Blade of DisasterTCoE
Mordenkainen's Private Gate
Sanctum Imprisonment
Phantasmal Killer Psychic ScreamXGtE
ShadowfuryCoA Rain of ChaosCoA
Shadow of MoilXGtE Weird

88
Arcane Barrage Blast Wave
3rd-level evocation 6th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: Self (15-foot radius)
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 round
You unleash three bursts of arcane power at targets you can You overwhelm creatures near you with a blast of debilitating
see within range. Make a ranged spell attack for each ray. On flame. Each creature within 15 feet of you must succeed on a
a hit, the target takes 4d4 force damage. The bursts all strike Constitution saving throw or take 4d8 fire damage, be pushed
simultaneously, and you can direct them to hit one creature 10 feet away from you, and be incapacitated until the end of
or several. your next turn. A creature that succeeds on its saving throw
At Higher Levels. When you cast this spell using a spell takes half as much damage and suffers no other effects. The
slot of 4th level or higher, the spell creates one more burst for fire ignites flammable objects in the area that aren't being
each slot level above 3rd. worn or carried.
At Higher Levels. When you cast this spell using a spell
Arcane Blast slot of 7th level or higher, the damage increases by 1d8 for
Evocation cantrip each slot level above 6th.
Casting Time: 1 action Chain Heal
Range: 90 feet 3rd-level evocation
Components: V, S
Duration: Instantaneous Casting Time: 1 action
You strike a creature or object you can see within range with Range: 60 feet
a blast of pure mana. Make a ranged spell attack against the Components: V, S
target, which ignores cover. On a hit, the target takes 1d8 Duration: Instantaneous
force damage. You create a beam of healing energy that surges toward a
The spell's damage increases by 1d8 when you reach 5th creature of your choice that you can see within range. Three
level (2d8), 11th level (3d8), and 17th level (4d8). beams then leap from that target to as many as three other
creatures, each of which must be within 30 feet of the first
Arcane Explosion target. A creature can be targeted by only one of the beams.
2nd-level evocation Each target regains hit points equal to 2d8 + your
Casting Time: 1 action spellcasting ability modifier. This spell has no effect on
Range: Self (15-foot radius) undead or constructs.
Components: V, S At Higher Levels. When you cast this spell using a spell
Duration: Instantaneous slot of 4th level or higher, the healing increases by 1d8 for
each slot level above 3th.
You emit a pulse of destructive arcane energy. Each creature
you choose within 15 feet of you must succeed on a Channel Demonfire
Constitution saving throw or take 2d10 force damage, and is 6th-level evocation
pushed 10 feet away from you. On a successful save, the Casting Time: 1 action
creature takes half as much damage and isn't pushed. In Range: Self
addition, unsecured objects that are completely within the Components: V, S, M (a pinch of sulfur)
area of effect are automatically pushed 10 feet away from you Duration: Concentration, up to 1 minute
by the spell's effect.
At Higher Levels. When you cast this spell using a spell You suffuse your body with searing demonfire, which you can
slot of 3rd level or higher, the damage increases by 1d10 for use to immolate your foes. When you cast the spell, and as an
each slot level above 2nd. action on your subsequent turns, you can choose three
different targets you can see within 120 feet of you. Make a
Beacon of Light ranged spell attack for each target. On a hit, the target takes
2nd-level abjuration 6d6 fire damage. Regardless of if these attacks hit or miss,
Casting Time: 1 bonus action you also take 1d6 fire damage, which can't be reduced or
Range: 60 feet prevented in any way.
Components: V, S At Higher Levels. When you cast this spell using a spell
Duration: Concentration, up to 1 minute slot of 7th level or higher, the damage increases by 1d6 for
each slot level above 6th.
You bless a creature you can see within range with a radiant
boon. Until the spell ends, whenever you cast a spell of 1st Chilling Blade
level or higher that restores hit points to a creature within 30 Evocation cantrip
feet of the beacon of light target, the blessed creature regains Casting Time: 1 Action
hit points equal to 1d6 + your spellcasting modifier. Range: Self (5 feet)
At Higher Levels. When you cast this spell using a spell Components: V, M (a melee weapon worth at least 1 sp)
slot of 3rd level or higher, the healing increases by 1d6 for Duration: 1 round
each slot level above 2nd.
89
You brandish the weapon used in the spell's casting and Conflagrate
make a melee attack with it against one creature within 5 feet 2nd-level evocation
of you. On a hit, the target suffers the weapon attack's normal
effects, and becomes engulfed by a freezing aura until the Casting Time: 1 action
start of your next turn. If the target willingly uses a reaction Range: 120 feet
before then, it immediately takes 1d8 cold damage, and the Components: V, S, M (a pinch of sulfur)
spell ends. Duration: Instantaneous
This spell's damage increases when you reach higher You set a creature you can see within range ablaze with
levels. At 5th level, the melee attack deals an extra 1d8 cold debilitating flame. The target must make a Constitution
damage to the target, and the damage the target takes for saving throw. On a failed save, it takes 4d8 fire damage, and
taking a reaction increases to 2d8. Both damage rolls is incapacitated until the end of your next turn. On a
increase by 1d8 at 11th level and 17th level. successful save, the target takes half as much damage and
Comet Storm
isn't incapacitated.
7th-level conjuration At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for
Casting Time: 1 action each slot level above 2nd.
Range: 60 feet
Components: V, S, M (seven hailstones) Demon Skin
Duration: Instantaneous 1st-level abjuration
Frozen chunks of ice plummet to the ground at seven Casting Time: 1 action
different points you can see within range. Each creature in a Range: Self
5-foot-radius sphere centered on each point you choose must Components: V, S, M (tanned demon hide)
make a Dexterity saving throw. A creature takes 6d6 Duration: 8 hours
bludgeoning damage and 6d6 cold damage on a failed save, You reinforce yourself with demonic resilience. Your base AC
or half as much damage on a successful one. Any creature becomes 10 + your Dexterity modifier + your Constitution
that fails its saving throw is also knocked prone. A creature in modifier. In addition, your hit point maximum and current hit
the area of more than one frozen burst is affected only once. points increase by 2. The spell ends if you don armor or if you
The spell damages objects in the area that aren't being dismiss the spell as an action.
worn or carried, and extinguishes nonmagical flames. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your hit point maximum and
slot of 8th level or higher, you summon an additional comet current hit points increase by an additional 2 for each slot
for each slot level above 7th. level above 1st.

90
Divine Shield You unleash a bolt of pure elemental energy against a target
3rd-level abjuration you can see within range, which must make a Dexterity
saving throw. A target takes takes 5d6 cold damage, 5d6 fire
Casting Time: 1 bonus action damage, and 5d6 lightning damage on a failed save, or half as
Range: Self much damage on a successful one.
Components: V, S, M (a glass bead blessed by a priest) At Higher Levels. When you cast this spell using a spell
Duration: 1 round slot of 7th level or higher, the cold, fire, and lightning damage
You surround yourself with an impenetrable barrier of divine all increase by 1d6 for each slot level above 6th.
energy. Until the beginning of your next turn, you are immune Elemental Shock
to all damage, and can't take reactions.
At Higher Levels. When you cast this spell using a spell 1st-level evocation
slot of 4th level or higher, it lasts for an additional full round Casting Time: 1 action
for each slot level above 3rd. Range: 90 feet
Components: V, S
Divine Star Duration: Instantaneous
4th-level evocation You overwhelm a creature you can see within range with
Casting Time: 1 action elemental energy. Choose one of the shocks listed below, and
Range: Self (60-foot line) then make a ranged spell attack against the target. If the
Components: V, S attack hits, the creature takes 2d10 damage and suffers the
Duration: Instantaneous listed effect.
You fire a holy bolt forward in a line 6 feet long and 5 feet Earth Shock. The spell deals acid damage, and the next
wide in a direction you choose. For each creature in the line, attack roll the target makes before the end of your next turn
you decide whether it is hurt or healed by the holy bolt. Roll has disadvantage.
5d8. Creatures to be harmed must succeed on a Dexterity Flame Shock. The spell deals fire damage, and the target
saving throw or take radiant damage equal to the amount is set ablaze. Until a creature takes an action to douse the
rolled, or half as much damage on a successful save. fire, the target takes 1d10 fire damage at the start of each of
Creatures to be healed instead regain hit points equal to half its turns.
the amount rolled. Frost Shock. The spell deals cold damage, and the target's
At Higher Levels. When you cast this spell using a spell speed is halved until the end of your next turn.
slot of 5th level or higher, the amount rolled increases by 1d8 Wind Shock. The spell deals thunder damage, and the
for each slot level above 4th. target is pushed up to 10 feet away from you in a straight line.
At Higher Levels. When you cast this spell using a spell
Ebon Bolt slot of 2nd level or higher, the damage increases by 1d10 for
8th-level necromancy each slot level above 2nd. The secondary effects are
Casting Time: 1 action unaffected.
Range: 120 feet Endless Quiver
Components: V, S 1st-level conjuration
Duration: Concentration, up to 1 minute
You launch a jagged shard of icy darkness at a creature you Casting Time: 1 action
can see within range. Make a ranged spell attack against the Range: Touch
target. On a hit, the target takes 8d8 cold damage and 8d8 Components: V, S, M (one piece of ammunition for the target
necrotic damage. In addition, until the spell ends the target weapon worth at least 1 cp, consumed)
deals half damage with its weapon attacks, and you have Duration: 10 minutes
advantage on saving throws, as you steal the target's strength You touch a ranged weapon, which is then capable of
and vitality. producing its own ammunition. For the duration of the spell,
The creature can make a Constitution saving throw at the that ranged weapon ignores the ammunition property.
end of each of its turn, ending the spell on a success. If this Instead, if you load no ammunition in the weapon, it produces
spell kills the creature, or if the creature dies before the spell its own, automatically creating one piece of magic
ends, you have advantage on saving throws until the spell ammunition when you make a ranged attack with it. The
ends. ammunition created by the weapon vanishes the instant after
it hits or misses a target.
Elemental Blast
6th-level evocation Eyes of the Eagle
Casting Time: 1 action 2nd-level transmutation
Range: 90 feet Casting Time: 1 action
Components: V, S, M (a stone touched by elementals of air, Range: Touch
fire, and water) Components: V, S, M (a feather from an eagle)
Duration: Instantaneous Duration: Concentration, up to 1 hour

91
You touch a willing creature to give it the ability to see at You emit a freezing blast of ice around you, capable of rooting
great distances. Until the spell ends, the target has advantage your foes in place. Each creature on the ground within 15
on Wisdom (Perception) checks. Additionally, they may see feet of you must succeed on a Constitution saving throw or be
up to 1 mile away with no difficulty, able to discern even fine restrained by the ice until the end of your next turn. A
details as though looking at something no more than 100 feet creature restrained by the ice can use its action to make a
away. Strength check against your spell save DC. On a success, it
frees itself.
Faerie Swarm
3rd-level conjuration Force of Nature
Casting Time: 1 action 5th-level conjuration
Range: 120 feet Casting Time: 1 action
Components: V, S Range: 60 feet
Duration: Concentration, up to 1 minute Components: V, S, M (three tree seeds, consumed)
You summon faerie magic to harry and distract a creature Duration: Concentration, up to 1 minute
you can see within range. The target must make a Dexterity You summon two animated trees which appear in unoccupied
saving throw. It takes 6d6 force damage on a failed save, or spaces that you can see within range. These treants use the
half as much damage on a successful one. If the target fails Lesser Treant stat block.
its saving throw, its movement speed is halved and they have The treants are allies to you and your companions. In
disadvantage on attack rolls for the spell's duration. At the combat, the creatures share your initiative count, but it take
end of each of its turns, the target repeats the saving throw. their turns immediately after yours. They obey your verbal
On a failed save it takes 3d6 force damage, and on a commands (no action required by you). If you don't issue any,
successful one it takes half as much damage and the spell they takes the Dodge action and use their move to avoid
ends. danger. The treants disappear when they drop to 0 hit points
At Higher Levels. When you cast this spell using a spell or when the spell ends.
slot of 4th level or higher, the immediate and recurring At Higher Levels. When you cast this spell using a spell
damage increase by 1d6 for each slot level above 3rd. slot of 6th level or higher, you summon a total number of
treants equal to half the spell's level. In addition, use the
Flare higher level wherever the spell's level appears in the stat
3rd-level transmutation block.
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (flint and tinder)
Duration: 1 round Lesser Treant
Medium plant, unaligned
You summon a burst of bright light at a point you can see
within range, illuminating the area within 30 feet of that point
until the end of your next turn. During this time, the area is Armor Class 10 + the level of the spell (natural armor)
brightly lit, and invisible creatures and objects within it are Hit Points 40 + 10 for each spell level above 5th
revealed. In addition, Dexterity (Stealth) checks made within Speed 30 ft.
the illuminated area are made with disadvantage.
STR DEX CON INT WIS CHA
Frostfire Bolt
1st-level evocation 16 (+3) 6 (-2) 14 (+2) 10 (+0) 10 (+0) 6 (-2)
Casting Time: 1 action
Range: 120 feet Vulnerabilities Fire
Components: V, S Damage Resistances Bludgeoning, Piercing
Senses passive Perception 10
Duration: Instantaneous Languages understands the languages you speak
You weave together a bolt of fire and frost magic and hurl it at Challenge — Proficiency Bonus equals your bonus
a target you can see within range. Make a ranged spell attack
against the target. On a hit, the target takes 2d6 cold damage False Appearance. While the treant remains motionless,
and 2d6 fire damage. it is indistinguishable from a normal tree.
At Higher Levels. When you cast this spell using a spell Siege Monster. The treant deals double damage to
slot of 2nd level or higher, the cold and fire damage both objects and structures.
increase by 1d6 for each slot level above 1st.
Actions
Frost Nova Slam. Melee Weapon Attack: your spell attack modifier
1st-level evocation to hit, reach 5 ft., one target. Hit: 2d6 + 3 + the spell's
Casting Time: 1 bonus action level bludgeoning damage.
Range: Self (15-foot radius)
Components: V, S
Duration: 1 round

92
Guardian of Ancient Kings
4th-level abjuration
Casting Time: 1 reaction, which you take when a creature
you can see within range takes damage
Range: 60 feet
Components: V, S
Duration: 1 round
When a creature you can see within range takes damage, you
can use your reaction to summon a holy bulwark to protect
them. The creature gains resistance to all damage until the
end of its next turn, including against the triggering damage.
Hand of Gul'dan
3rd-level conjuration
Casting Time: 1 action Imp Swarm
Range: 60 feet
Components: V, S, M (a fragment of igneous rock) Medium swarm of tiny fiends (demons), chaotic evil
Duration: Concentration, up to 10 minutes
Armor Class 12 + the level of the spell (natural armor)
You conjure a demonic meteor to crash into a point you can Hit Points 30 + 10 for each spell level above 3rd
see within range. Each creature within 10 feet of that point Speed 20 ft.
must make a Dexterity saving throw. A target takes 2d6 fire
damage on a failed save, or half as much damage on a
successful one. The spell damages objects in the area and STR DEX CON INT WIS CHA
ignites flammable objects that aren't being worn or carried. 6 (-2) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 10 (+0)
As the meteor explodes, a swarm of imps bursts forth to
aid you for the spell's duration, using the Imp Swarm stat Damage Resistances* Bludgeoning, Piercing, Slashing
block. The swarm begins in the space where the meteor fell, Condition Immunities Charmed, Frightened, Grappled,
even if it is occupied. Paralyzed, Petrified, Prone, Restrained, Stunned
The swarm is an ally to you and your companions. In Senses darkvision 60 ft., passive Perception 12
combat, the swarm shares your initiative count, but it takes Languages Eredun, Common, Orcish
its turn immediately after yours. It obeys your verbal Challenge — Proficiency Bonus equals your bonus
commands (no action required by you). If you don't issue any,
it takes the Dodge action and uses its move to avoid danger. Swarm. The swarm can occupy another creature's
The swarm disappears when it drops to 0 hit points or when space and vice versa, and the swarm can move
the spell ends, banished back to the Twisting Nether. through any opening large enough for a Tiny imp. The
At Higher Levels. When you cast this spell using a spell swarm can't regain hit points or gain temporary hit
slot of 4th level or higher, the meteor's damage increases by points. When the swarm is at half HP or less, the
1d6 for each slot level above 3rd. In addition, use the higher damage of its attacks and Implosion are halved.
level wherever the spell's level appears in the Imp Swarm stat Demon Sight. Magical darkness doesn't impede the
block. swarm's darkvision.
Holy Fire Actions
2nd-level evocation Multiattack. The swarm makes a number of attacks
Casting Time: 1 action equal to half this spell's level.
Range: 120 feet Firebolts. Ranged Spell Attack: your spell attack
Components: V, S modifier to hit, range 60 ft., one target. Hit: 2d6 + 2 +
Duration: Concentration, up to 1 minute the spell's level fire damage.
You smite a creature you can see within range with righteous Claws. Melee Weapon Attack: your spell attack
flame. Immediately, and at the end of each of its turns, the modifier to hit, reach 5 ft., one target. Hit: 2d6 + 2 +
target must make a Dexterity saving throw. It takes 1d6 fire the spell's level slashing damage.
damage and 1d6 radiant damage on a failed save, or half as
much damage on a successful one and the spell ends. For the Implosion. The swarm violently explodes in a fiery
blast, reducing it to 0 hot points. Each creature within
spell's duration, the burning target sheds bright light in a 10- 10 feet of the swarm must make a Dexterity saving
foot radius and dim light for an additional 10 feet. These throw. A target takes 2d6 fire damage on a failed save,
magical flames can't be extinguished by nonmagical means. plus an additional 1d6 for each spell level above 3rd. A
At Higher Levels. When you cast this spell using a spell target takes half as much damage on a successful
slot of 3rd level or higher, the fire and radiant damage both save. If the swarm occupies a creature's space, that
increase by 1d6 for each slot level above 2nd. creature has disadvantage on its saving throw.

93
Holy Nova Lava Burst
6th-level evocation 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: 90 feet
Components: V, S Components: V, S, M (a fragment of igneous rock)
Duration: Instantaneous Duration: Instantaneous
A wave of holy energy bursts forth from you, searing your You hurl molten stone and flame at a target you can see
enemies while restoring your allies. Roll 5d6. Each hostile within range. Make a ranged spell attack against the target.
creature within 30 feet of you must succeed on a Constitution On a hit, the target takes 2d6 bludgeoning damage and 2d6
saving throw or take radiant damage equal to the amount fire damage.
rolled, or half as much damage on a successful save. Each At Higher Levels. When you cast this spell using a spell
friendly creature within 30 feet of you regains hit points equal slot of 2nd level or higher, the bludgeoning and fire damage
to the amount rolled. both increase by 1d6 for each slot level above 1st.
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the amount rolled increases by 1d6 Lightning Shield
for each slot level above 6th. 1st-level evocation
Ice Block Casting Time: 1 action
3rd-level abjuration Range: Self
Components: V, S, M (A bit of fur and a rod of amber, crystal,
Casting Time: 1 reaction, which you take when you take or glass)
damage Duration: Concentration, up to 10 minutes
Range: Self You summon motes of lightning to orbit your body. Until the
Components: V, S spell ends, whenever a creature hits you with a melee attack,
Duration: Concentration, up to 1 minute it takes 1d4+1 lightning damage. In addition, once per turn
You can use your reaction when you take damage to surround when you deal damage to a creature with an attack or spell,
yourself with a protective layer of ice, gaining resistance to you can deal an additional 1d4+1 lightning damage to that
the triggering damage. For the rest of the spell's duration you creature.
are immune to all damage and are considered to be behind At Higher Levels. When you cast this spell using a spell
full cover. During this time you can't take actions or reactions, slot of 2nd level or higher, the damage increases by 1 for each
and your speed is reduced to 0. slot level above 2nd.
Ice Lance Lightning Strike
3rd-level evocation Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 90 feet
Components: V, S, M (a small shard of glass or crystal) Components: V, S
Duration: Instantaneous Duration: Instantaneous
You fling a massive icicle toward a target of your choice You hurl a bolt of lightning at a target within range. Make a
within range. Make a ranged spell attack against the target. ranged spell attack against the target. You have advantage on
On a hit, the target takes 6d10 cold damage. If the target is the attack roll if the target is wearing armor made of metal or
on the ground or also adjacent to a wall, or a similar large, is made primarily of metal. On a hit, the target takes 1d8
immobile object, it is pinned to that surface and restrained lightning damage. The spell's damage increases by 1d8 when
until the end of your next turn. A pinned creature can end this you reach 5th level (2d8), 11th level (3d8), and 17th level
effect early by using its action to make a successful Strength (4d8).
check against your spell save DC.
At Higher Levels. When you cast this spell using a spell Living Bomb
slot of 4th level or higher, the damage increases by 1d10 for 2nd-level evocation
each slot level above 3rd. Casting Time: 1 action
Inner Fire Range: 60 feet
1st-level abjuration Components: V, S, M (a piece of oil-soaked string)
Duration: 1 round
Casting Time: 1 action You ignite a creature you can see within range, making them
Range: Touch a ticking bomb waiting to explode. The target must make a
Components: V, S, M (a candle wick) Constitution saving throw. On a failed save, the target takes
Duration: 8 hours 2d8 fire damage and becomes a living bomb. On a successful
You touch a willing creature who isn't wearing armor, and it is save, the target takes half as much damage and suffers no
protected by your faith and conviction until the spell ends. additional effects.
The target's base AC becomes 10 + your Charisma modifier.
The spell ends if the target dons armor or if you dismiss the
spell as an action.
94
If the target failed its saving throw, then at the beginning of Mind Blast
its next turn it explodes in a fiery blast. Each creature within 2nd-level evocation
10 feet of the target must make a successful Dexterity saving
throw or take 2d8 fire damage, or half as much damage on a Casting Time: 1 action
success. The original target instead takes the full amount of Range: 120 feet
damage, without making a saving throw. Components: S
At Higher Levels. When you cast this spell using a spell Duration: 1 round
slot of 3rd level or higher, the initial and secondary damage You overload the senses of a creature you can see within
increases by 1d8 for each slot level above 2nd. range with a psychic onslaught. The target must make a
Lunar Fury
Wisdom saving throw. On a failed save, it takes 3d10 psychic
damage and has disadvantage on ability checks until the end
5th-level evocation of your next turn. On a successful save, the target takes half
Casting Time: 1 action as much damage and suffers no additional effects.
Range: 120 feet At Higher Levels. When you cast this spell using a spell
Components: V, S slot of 3rd level or higher, the damage increases by 1d10 for
Duration: 1 round each slot level above 2nd.
You assail a creature you can see within range with an aspect Mind Flay
of Elune's power. Choose whether to invoke the new moon, Evocation cantrip
half moon, or full moon. The creature must make a Wisdom
saving throw. On a failed save, it suffers the damage and the Casting Time: 1 action
effect listed below, based on your choice. On a success, it Range: 120 feet
suffers half as much damage and no other effect. Components: S
New Moon. The target takes 8d8 psychic damage and is Duration: Instantaneous
frightened of you until the end of your next turn. You fire a beam of psychic energy at a creature that you can
Half Moon. The target takes 8d8 force damage and is see within range. The target must succeed on a Wisdom
charmed by you until the end of your next turn. saving throw or take 1d8 psychic damage. If you used this
Full Moon. The target takes 8d8 radiant damage and is spell against that target on your previous turn, it instead
blinded until the end of your next turn. takes 1d12 psychic damage.
At Higher Levels. When you cast this spell using a spell The spell's damage increases by one die when you reach
slot of 6th level or higher, the damage increases by 1d8 for 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th
each slot level above 3rd. level (4d8 or 4d12).
Magic Orb Mind Sear
4th-level conjuration 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self (60-foot line) Range: 120 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You fire an orb of elemental power forward in a line 6 feet Choose one creature within range, which begins to glow with
long and 5 feet wide in a direction you choose. Choose one of an eerie darkness. It suffers no ill effects, but you may use
the elemental orbs listed below. Each creature within 5 feet your bonus action to cause them to radiate corrosive shadow
of this line must succeed on a Dexterity saving throw or take energy. All other creatures within 15 feet of the initial target
4d10 damage and suffer the listed effect. On a successful must make a successful Wisdom saving throw or take 3d6
save, the creature takes half as much damage and suffers no psychic damage. A creature that succeeds on its saving throw
additional effect. takes half this amount of damage. On each of your turns until
Arcane Orb. The spell deals force damage, and the target the spell ends, you can use your bonus action to repeat this
is pushed 15 feet directly away from the line. shadowy pulse, dealing damage to all creatures within 15 feet
Frozen Orb. The spell deals cold damage, and the target's of the initial target. The spell ends if your initial target is ever
speed is halved until the end of your next turn. more than 120 feet away from you.
Scorching Orb. The spell deals fire damage, and the target At Higher Levels. When you cast this spell using a spell
is set ablaze. Until a creature takes an action to douse the slot of 4th level or higher, the damage increases by 1d6 for
fire, the target takes 1d10 fire damage at the start of each of each slot level above 3rd.
its turns.
At Higher Levels. When you cast this spell using a spell Moonfire/Sunfire
slot of 5th level or higher, the damage increases by 1d10 for 2nd-level evocation
each slot level above 4th. The secondary effects are Casting Time: 1 action
unaffected. Range: 120 feet
Components: V, S
Duration: 1 round

95
You sear a target you can see within range with burning Phantom Singularity
moonfire or sunfire. The target must make a Dexterity saving 7th-level necromancy
throw. It takes 2d10 force damage (moonfire) or radiant
damage (sunfire) on a failed save, or half as much damage on Casting Time: 1 action
a successful one. If the target fails its saving throw, it takes an Range: 60 feet
additional 2d10 damage of the same damage type at the end Components: V, S, M (a piece of obsidian)
of its next turn. Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a spell This spell creates a sphere centered on a point you choose
slot of 3rd level or higher, the immediate and delayed damage within range. The sphere can have a radius of up to 20 feet.
increase by 1d10 for each slot level above 2nd. The area within this sphere is filled with horrifying darkness
Nourish
that saps the will and life of creatures within it. As a bonus
action, you can move the sphere up to 20 feet.
3rd-level evocation The sphere's area is filled with magical darkness, which
Casting Time: 1 action spreads around corners. A creature with darkvision can't see
Range: 60 feet through this darkness. Nonmagical light, as well as light
Components: V, S created by spells of 7th level or lower, can't illuminate the
Duration: 1 round area. Any creature that enters the spell's area for the first
You infuse a creature you can see within range with time on a turn or starts its turn there must make a Wisdom
invigorating energy. That creature regains hit points equal to saving throw. The creature takes 6d6 psychic damage on a
2d6 + your spellcasting ability modifier immediately. Until the failed save, or half as much damage on a successful one. A
beginning of your next turn, the creature has advantage on creature that fails its saving throw is frightened until the
saving throws, at which time the spell ends and they regain beginning of its next turn.
another 2d6 hit points. This spell has no effect on undead or For the spell's duration, you regain 3d6 hit points at the
constructs. beginning of each of your turns, provided this spell damaged
At Higher Levels. When you cast this spell using a spell a creature since the end of your last turn.
slot of 3rd level or higher, the initial and delayed healing At Higher Levels. When you cast this spell using a spell
increase by 1d6 for each slot level above 2nd. slot of 8th level or higher, the damage and healing increase by
1d6 for each slot level above 7th.

96
Pyroblast
5th-level evocation
Casting Time: 1 action Bound Greater Infernal
Range: 120 feet Large fiend (demon), chaotic evil
Components: V, S, M (an igneous rock and sulfur)
Duration: Instantaneous Armor Class 20
Hit Points 100
You hurl an immense fiery boulder towards a target you can Speed 30 ft.
see within range. Make a ranged spell attack dealing 3d8
bludgeoning damage against the target. This attack is
automatically a critical hit if it is successful. STR DEX CON INT WIS CHA
Hit or miss, the boulder then explodes. The target and each 20 (+5) 8 (-1) 20 (+5) 2 (-4) 10 (+0) 2 (-4)
creature within 10 feet of it must make a Dexterity saving
throw. A target takes 6d8 fire damage on a failed save, or half
as much damage on a successful one. Damage Resistance fire; bludgeoning, piercing, and
slashing from nonmagical weapons
At Higher Levels. When you cast this spell using a spell Damage Immunities poison
slot of 6th level or higher, the fire damage increases by 1d8 Condition Immunities charmed, exhaustion, frightened,
for each slot level above 5th. paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Rain of Chaos Languages understands Eredun and the languages you
9th-level conjuration speak
Casting Time: 1 action Challenge — Proficiency Bonus equals your bonus
Range: 120 feet
Components: V, S, M (a fragment of igneous rock) Immutable Form. The infernal is immune to any spell or
Duration: Concentration, up to 10 minutes effect that would alter its form.
Blazing meteors of brimstone and felfire plummet to the Magic Resistance. The infernal has advantage on saving
ground at three different points you can see within range. throws against spells and other magical effects.
Each creature in a 20-foot-radius sphere centered on each Magic Weapons. The infernal's weapon attacks are
point you choose must make a Dexterity saving throw. The magical.
sphere spreads around corners. A creature takes 5d6 fire Siege Monster. The infernal deals double damage to
damage and 5d6 bludgeoning damage on a failed save, or half objects and structures.
as much damage on a successful one. A creature in the area
of more than one meteor strike is affected only once. The Immolation Aura. When a creature begins its turn
spell damages objects in the area and ignites flammable within 5 feet of the infernal, or enters that area for the
objects that aren't being worn or carried. first time on a turn, it must make a Constitution saving
On your next turn, towering infernals appear at each of the throw against your spell save DC. A target takes 5d6
fire damage on a failed save, or half as much damage
three points where the meteorites fell, using the Bound on a successful one.
Greater Infernal stat block. Each infernal begins in the space
where a meteor fell, even if it is occupied, but must use its Actions
movement to move to an unoccupied space. Multiattack. The infernal makes two slam attacks.
The infernals are allies to you and your companions. In
combat, the infernals share your initiative count, but take Slam. Melee Weapon Attack: your spell attack modifier
their turns immediately after yours. They obey your verbal to hit, reach 5 ft., one target you can see. Hit: 2d12 +
commands (no action required by you). If you don't issue any, 5 bludgeoning damage.
they take the Dodge action and use their move to avoid
danger. The infernals disappear when they drop to 0 hit
points or when the spell ends, crumbling into rubble. When you cast the spell, choose a point you can see under the
Rain of Fire
cloud. A bolt of hellfire rains down from the cloud to strike
that point. Each creature within 5 feet of that point must
3rd-level conjuration make a Dexterity saving throw. A creature takes 3d10 fire
Casting Time: 1 action damage on a failed save, or half as much damage on a
Range: 120 feet successful one. On each of your turns until the spell ends, you
Components: V, S, M (a pinch of sulfur) can use your action to call down hellfire in this way again,
Duration: Concentration, up to 1 minute targeting the same point or a different one.
A cloud of roiling darkness appears in the shape of a cylinder The spell damages also objects within 5 feet of a hellfire
that is 10 feet tall with a 60-foot radius, centered on a point strike and ignites flammable objects that aren't being worn or
you can see within range directly above you. The spell fails if carried.
you can't see a point in the air where the dark cloud could At Higher Levels. When you cast this spell using a spell
appear (for example, if you are in a room that can't slot of 4th level or higher, the damage increases by 1d10 for
accommodate the cloud). each slot level above 3rd.

97
Shadowfury
4th-level evocation
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S
Duration: 1 round
You unleash a wave of necrotic energy to overwhelm nearby
foes. Each creature within 15 feet of you must succeed on a
Rejuvenation Constitution saving throw or take 4d6 necrotic damage, and
2nd-level evocation be incapacitated until the end of your next turn. A creature
that succeeds on its saving throw takes half as much damage
Casting Time: 1 action and isn't incapacitated.
Range: 60 feet At Higher Levels. When you cast this spell using a spell
Components: V, S slot of 5th level or higher, the damage increases by 1d6 for
Duration: Concentration, up to 1 minute each slot level above 4th.
You imbue a creature you can see within range with Shadow Bolt
restorative magic. The creature regains hit points equal to Evocation cantrip
1d6 + your spellcasting ability modifier immediately. Until the
spell ends, the creature regains 1d6 hit points at the Casting Time: 1 action
beginning of each of its turns. This spell has no effect on Range: 120 feet
undead or constructs. Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Instantaneous
slot 3rd level of or higher, the initial and recurring healing You hurl a bolt of necrotic shadow at a creature or object
increase by 1d6 for every two slot levels above the 2nd. within range. Make a ranged spell attack against the target.
Ring of Frost On a hit, the target takes 1d8 necrotic damage. You have
5th-level evocation advantage on the attack roll if the target is in dim light or
darkness. The spell's damage increases by 1d8 when you
Casting Time: 1 action reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Range: 120 feet
Components: V, S, M (a silver ring) Spirit Beast
Duration: Concentration, up to 1 minute 3rd-level transmutation
You summon a ring of icy mist that freezes enemies that Casting Time: 1 action
cross its borders. The ring is centered on a point in range Range: Self
that you can see, is 20 feet in diameter, 20 feet high, and 1 Components: V, S, M (a trophy from a dire beast)
foot thick. When the ring appears, each creature within its Duration: Concentration, up to 1 hour
area must make a Constitution saving throw. For the spell's You transform into a spirit beast, a spectral creature capable
duration, a creature that enters the ring's area for the first of moving swiftly and stealthily. You decide the exact form of
time on a turn or ends its turn within 5 feet of the ring must your spirit beast, though wolves and raptors are particularly
also make this saving throw. On a failed save, a creature common among Azeroth's shaman.
takes 4d8 cold damage and is restrained until the beginning The transformation lasts for the spell's duration, or until
of its next turn. On a successful save, a creature takes half as you drop to 0 hit points or die. Your game statistics are
much damage and suffers no additional effects. replaced by the spirit beast statistics, but you retain your
At Higher Levels. When you cast this spell using a spell alignment, personality, and Intelligence, Wisdom, and
slot of 6th level or higher, the damage increases by 1d8 for Charisma scores. You also retain all of your skill and saving
each slot level above 5th. throw proficiencies, in addition to gaining those of the spirit
Shadowburn beast. If the spirit beast has the same proficiency as you and
3rd-level evocation the bonus in its stat block is higher than yours, use the spirit
beast's bonus instead of yours.
Casting Time: 1 action When you transform, you assume the beast's hit points.
Range: 120 feet When you revert to your normal form, you return to the
Components: V, S number of hit points you had before you transformed.
Duration: Instantaneous However, if you revert as a result of dropping to 0 hit points,
You unleash a shadowy blaze on a creature you can see any excess damage carries over to your normal form. As long
within range. The target must make a Dexterity saving throw. as the excess damage doesn't reduce your normal form to 0
A target takes takes 4d6 fire damage and 4d6 necrotic hit points, you aren't knocked unconscious.
damage on a failed save, or half as much damage on a You are limited in the actions you can perform and can't
successful one. speak, cast spells, or take any other action that requires
At Higher Levels. When you cast this spell using a spell hands or speech. Your gear melds into the new form. You
slot of 4th level or higher, the fire and necrotic damage both can't activate, use, wield, or otherwise benefit from any of
increase by 1d6 for each slot level above 3rd. your equipment while transformed.

98
Whether you hit or miss, each creature within 5 feet of the
target must make a Dexterity saving throw (other than the
Spirit Beast target itself). Each of these creatures takes 1d10 force
damage on a failed save, or half as much damage on a
Medium beast successful one.
At Higher Levels. When you cast this spell using a spell
Armor Class 12 + PB (natural armor) slot of 2nd level or higher, the damage for both effects of the
Hit Points five times your level spell increases by 1d10 for each slot level above 1st.
Speed 50 ft.
Starsurge
STR DEX CON INT WIS CHA
4th-level evocation
15 (+2) 15 (+2) 15 (+2) — — —
Casting Time: 1 action
Range: 120 feet
Components: V, S
Saving Throws STR +2 plus PB, DEX +2 plus PB, CON
+2 plus PB
Duration: Instantaneous
Skills Acrobatics +2 plus PB, Athletics +2 plus PB, You summon a beam of celestial radiance to strike a target
Stealth +2 plus PB you can see within range. The target must make a Dexterity
Senses Darkvision 60 ft. saving throw. A target takes takes 5d6 force damage and 5d6
Challenge — Proficiency Bonus (PB) equals your bonus radiant damage on a failed save, or half as much damage on a
successful one.
Spirit Walk. Your movement is unaffected by difficult At Higher Levels. When you cast this spell using a spell
terrain, and spells and other magical effects can slot of 5th level or higher, the force and radiant damage both
neither reduce the your speed nor cause you to be increase by 1d6 for each slot level above 4th.
paralyzed or restrained.
Sundering
Actions 5th-level evocation
Shred. Melee Weapon Attack: your spell attack Casting Time: 1 action
modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB
slashing damage.
Range: Self (60-foot line)
Components: V, S
Invisibility. You turn invisible until you attack, make a Duration: Instantaneous
damage roll, force someone to make a saving throw, You strike the earth, and explosively sunder the ground in a
or the spell ends. line originating from you that is 60 feet long and 5 feet wide.
The line follows the elevation of the ground, even travelling
up walls or down cliffs. Each target within 5 feet of this line
Starfall must succeed on a Dexterity saving throw or take 6d8
6th-level conjuration bludgeoning damage, and be knocked prone. A creature that
succeeds on its saving throw takes half as much damage and
Casting Time: 1 action isn't knocked prone.
Range: Self (60-foot radius) In addition, the ground in the sundered line becomes
Components: V, S (drops of rainwater untouched by daylight) difficult terrain until cleared. Each 5-foot-square portion of
Duration: Concentration, up to 1 minute the area requires at least 1 minute to clear by hand.
You call down waves of stars to strike your enemies. When At Higher Levels. When you cast this spell using a spell
you cast the spell, and as a bonus action on your subsequent slot of 6th level or higher, the damage increases by 1d8 for
turns, you can choose three different targets you can see each slot level above 5th.
within 60 feet of you. Each target must make a Dexterity
saving throw. A target takes 4d8 force damage on a failed Supernova
save, or half as much damage on a successful one. 5th-level evocation
At Higher Levels. When you cast this spell using a spell Casting Time: 1 action
slot of 7th level or higher, the damage increases by 1d8 for Range: 120 feet
each slot level above 6th. Components: V, S
Duration: Instantaneous
Starfire
1st-level evocation You gesture to a point you can see within range, which then
Casting Time: 1 action explodes with concussive arcane force. Each creature in a 10-
Range: 120 feet foot-radius sphere centered on that point must make a
Components: V, S, M Dexterity saving throw. On a failed save, a target takes 6d10
Duration: Instantaneous force damage, is pushed 10 feet away from the center of the
sphere, and is knocked prone. On a successful save, a target
You launch a brilliant bolt of starfire at one target within takes half as much damage and suffers no other effects.
range. Make a ranged spell attack against the target. The At Higher Levels. When you cast this spell using a spell
target takes 2d10 force damage on a hit, or half as much slot of 6th level or higher, the damage increases by 1d6 for
damage on a miss. each slot level above 5th.

99
Thermal Void Components: V, S, M (a bear's claw)
9th-level evocation Duration: Instantaneous
Casting Time: 1 action A 20-foot-radius sphere or whirling air forms at a point you
Range: 150 feet can see within range that batters and pulls the creatures
Components: V, S within. Each creature in the sphere must make a Constitution
Duration: Instantaneous saving throw. On a failed save, the creature takes 4d8
bludgeoning damage and is pulled in a straight line toward
You remove all heat from the area around a point you choose the center of the sphere, ending in an unoccupied space as
within range, instantly lowering the temperature to lethal close to the center as possible (even if that space is in the air).
levels. Each creature in a 30-foot-radius sphere centered on On a successful save, the creature takes half as much damage
that point must make a Constitution saving throw. On a failed and isn't pulled.
save, a creature taked 15d8 cold damage and is petrified, as At Higher Levels. When you cast this spell using a spell
their body is frozen solid. On a successful save, a creature slot of 4th level or higher, the damage increases by 1d8 for
takes half as much damage and suffers no additional effects. each slot level above 3th.
If this damage reduces a creature to 0 hit points, it is
reduced to shards of ice, leaving behind everything it was Wellspring
wearing and carrying. If a creature petrified by this spell is 2nd-level evocation
reduced to 0 hit points, it is similarly shattered. In both cases, Casting Time: 1 action
the creature can be restored to life only by means of a true Range: Self (15-foot cone)
resurrection or a wish spell. Components: V, S
Thunderstorm Duration: Instantaneous
4th-level evocation You emit a wave of soothing energy. Each creature in a 15-
Casting Time: 1 action foot cone regains hit points equal to 1d6 + your spellcasting
Range: Self (15-foot radius) ability modifier. This spell has no effect on undead or
Components: V, S constructs.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the healing increases by 1d6 for
You erupt with thunderous might, knocking enemies away each slot level above 2nd.
from you. Each creature within 15 feet of you must succeed
on a Constitution saving throw or take 5d8 thunder damage, Wild Growth
and be pushed 15 feet away from you. A creature that 4th-level evocation
succeeds on its saving throw takes half as much damage and Casting Time: 1 action
isn't pushed. Range: 60 feet
In addition, unsecured objects that are completely within Components: V, S
the area of effect are automatically pushed 10 feet away from Duration: 1 round
you by the spell's effect, and the spell emits a thunderous
boom audible out to 300 feet. Revitalizing energy blossoms forth from a point of your
At Higher Levels. When you cast this spell using a spell choice within range. Choose up to six creatures in a 30-foot-
slot of 5th level or higher, the damage increases by 1d8 for radius sphere centered on that point. Each target regains hit
each slot level above 6th. points equal to 1d6 + your spellcasting ability modifier. At the
beginning of each affected creature's next turn, they regain an
Tranquil Rain additional 1d6 hit points. This spell has no effect on undead
5th-level conjuration or constructs.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: 60 feet slot of 5th level or higher, the initial and delayed healing
Components: V, S, M (pure rainwater) increase by 1d6 for each slot level above 4th.
Duration: Concentration, up to 1 minute Wrath
Healing rain falls from the sky in a 20-foot-radius, 40-foot- Evocation cantrip
high cylinder centered on a point you can see within range. Casting Time: 1 action
Until the spell ends, whenever you or a creature you can see Range: 120 feet
enters the area for the first time on a turn or starts its turn Components: V, S
there, you can choose to restore 2d6 hit points to it. This Duration: Instantaneous
spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell You hurl a bolt of celestial energy at a creature or object
slot of 6th level or higher, the healing increases by 1d6 for within range. Make a ranged spell attack against the target.
every two slot levels above 5th. On a hit, the target takes 1d8 force or radiant damage,
chosen when you cast this spell. This spell's damage
Ursol's Vortex increases by 1d8 when you reach 5th level (2d8), 11th level
3rd-level evocation (3d8), and 17th level (4d8).
Casting Time: 1 action
Range: 60 feet

100
Appendix A: Druid Forms
Spirit of Life Spirit of the Claw
Medium humanoid Medium beast

Armor Class 12 + PB (natural armor) Armor Class 14 + PB (natural armor)


Speed 25 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 15 (+2) — — — 15 (+2) 11 (+0) 15 (+2) — — —

Saving Throws Con +2 plus your PB Saving Throws Str +2 plus PB, Con +2 plus PB
Challenge — Proficiency Bonus (PB) equals your bonus Skills Athletics +2 plus PB, Intimidation +2 plus PB
Damage Resistance bludgeoning, piercing, and slashing
Humanoid Aspect. Your form is relatively unchanged: from nonmagical weapons
you can speak, manipulate objects, cast spells, and Senses Darkvision 60 ft.
continue using your normal equipment. Challenge — Proficiency Bonus (PB) equals your bonus

Harmony. Whenever you use a druid spell of 1st level Keen Hearing and Smell. You have advantage on
or higher to restore hit points to a creature, the Wisdom (Perception) checks that rely on hearing or
creature regains additional hit points equal to your smell.
Wisdom modifier.
Ironhide. When you shapeshift into a beast of the claw,
Actions you gain temporary hit points equal to your druid level
Slam. Melee Weapon Attack: your spell attack modifier + your Wisdom modifier. These temporary hit points
to hit, reach 5 ft., one target. Hit: 1d6 + PB vanish when you leave this form.
bludgeoning damage.
Actions
Incarnation Maul. Melee Weapon Attack: your spell attack modifier
Allies within 30 feet of you regain the maximum to hit, reach 5 ft., one target. Hit: 1d8 + PB slashing
number of hit points possible from any healing done damage.
to them.
Incarnation
Whenever you take bludgeoning, piercing, or slashing
damage, reduce the damage taken by your Wisdom
modifier (minimum 1). If the damage was done from a
melee attack, the attacker takes unresistable slashing
damage equal to your Wisdom modifier (minimum 1).

101
Spirit of the Fang
Medium beast

Armor Class 12 + PB
Speed 40 ft.

STR DEX CON INT WIS CHA


11 (+0) 15 (+2) 15 (+2) — — —

Saving Throws Dex +2 plus PB


Spirit of the Stars
Medium humanoid
Skills Acrobatics +2 plus PB, Stealth +2 plus PB
Senses Darkvision 60 ft.
Challenge — Proficiency Bonus (PB) equals your bonus Armor Class 12 + PB (natural armor)
Speed 30 ft.
Keen Hearing and Smell. You have advantage on
Wisdom (Perception) checks that rely on hearing or
STR DEX CON INT WIS CHA
smell.
15 (+2) 11 (+0) 15 (+2) — — —
Prowl. You can attempt to hide even when you are only
lightly obscured by foliage, heavy rain, falling snow,
mist, and other natural phenomena, and have Saving Throws Con +2 plus PB
advantage on Dexterity (Stealth) rolls in such Senses Darkvision 60 ft.
circumstances. Challenge — Proficiency Bonus (PB) equals your bonus
Ravage. Once per turn, you can deal an extra 1d6 Humanoid Aspect. Your form is relatively unchanged:
damage when you hit a target with a Shred attack and you can speak, manipulate objects, cast spells, and
have advantage on the attack roll, or when another continue using your normal equipment.
enemy of the target is within 5 feet of it, that enemy
isn't incapacitated, and you don't have disadvantage Astral Influence. You can add your Wisdom modifier to
on the attack roll. The extra damage increases by 1d6 one damage roll of any druid spell you cast.
when your proficiency bonus increases.
Actions
Actions Moon Talons. Melee Weapon Attack: your spell attack
Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB
modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB force damage.
slashing damage.
Incarnation
Incarnation The area within 30 feet of you becomes dim light.
Once on your turn when you miss with a weapon Enemies in this area have disadvantage on saving
attack, you can make another weapon attack as part of throws against your druid spells. Allies gain 10
the same action. In addition, your melee weapon temporary hit points when they begin their turn in this
attacks score a critical hit on a roll of 19 or 20. area or enter it for the first time on their turn.

102
Spirit of the Talon Spirit of the Waves
Small beast Medium beast

Armor Class 12 + PB Armor Class 12 + PB (natural armor)


Speed 5 ft., fly 60 ft. Speed Swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 11 (+0) — — — 15 (+2) 11 (+0) 15 (+2) — — —

Saving Throws Dex +2 plus PB Saving Throws Str +2 plus PB, Con +2 plus PB
Skills Acrobatics +2 plus PB, Athletics +2 plus PB Skills Acrobatics +2 plus PB, Athletics +2 plus PB
Senses Darkvision 120 ft. Senses Blindsight 60 ft.
Challenge — Proficiency Bonus (PB) equals your bonus Challenge — Proficiency Bonus (PB) equals your bonus

Keen Sight. You have advantage on Wisdom Keen Hearing. You have advantage on Wisdom
(Perception) checks that rely on sight. (Perception) checks that rely on hearing.
Flyby. You don't provoke opportunity attacks when you Water Breathing. You can breathe only underwater.
fly out of an enemy's reach.
Actions
Actions Bite. Melee Weapon Attack: your spell attack modifier
Talons. Melee Weapon Attack: your spell attack to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing
modifier to hit, reach 5 ft., one target. Hit: 1d4 + PB damage.
slashing damage.
Incarnation
Incarnation Your swim speed is doubled and cannot be reduced. In
Your flying speed is doubled and cannot be reduced. addition, your melee weapon attacks deal an additional
In addition, you have advantage on Dexterity checks 2d8 damage.
and saving throws, and attack rolls made against you
have disadvantage.

103
Appendix B: Hunter Companions
Beast of the Land Beast of the Sky
Medium beast, unaligned Small beast, unaligned

Armor Class 12 + PB Armor Class 12 + PB


Hit Points 5 + five times your hunter level (the beast Hit Points 4 + four times your hunter level (the beast
has a number of Hit Dice [d8s] equal to your hunter has a number of Hit Dice [d6s] equal to your hunter
level) level)
Speed 40 ft., climb 40 ft. Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0) 7 (-2) 15 (+2) 14 (+2) 8 (-1) 15 (+2) 11 (+0)

Saving Throws Dex +2 plus PB, Con +2 plus PB Saving Throws Dex +2 plus PB, Wis +2 plus PB
Skills Athletics +2 plus PB, Perception +2 plus PB Skills Acrobatics +2 plus PB, Perception +2 plus PB
Senses darkvision 60 ft., passive Perception 12 + PB Senses darkvision 60 ft., passive Perception 12 + PB
Languages understands the languages you speak Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus Challenge — Proficiency Bonus (PB) equals your bonus

Keen Hearing and Smell. The beast has advantage on Keen Sight. The beast has advantage on Wisdom
Wisdom (Perception) checks that rely on hearing or (Perception) checks that rely on sight.
smell.
Actions
Actions Shred. Melee Weapon Attack: your focus attack
Maul. Melee Weapon Attack: your focus attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB
modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.
slashing damage.

104
Appendix C:
Warlock Minions
Lesser Demons
The following demons may be summoned through the use of
the warlock's Demon Summoning feature. While they are in
some ways lesser compared to their kin, they draw great
power from the warlock that summoned them.

Felguard Minion
Medium fiend (demon), lawful evil

Armor Class 14 (fel armor)


Hit Points 5 + five times your warlock level (the
demon has a number of Hit Dice [d8s] equal to your
warlock level)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 14 (+2) 8 (-1) 14 (+2) 14 (+2)

Saving Throws Con +2 plus PB, Wis +2 plus PB


Skills Athletics +2 plus PB, Intimidation +2 plus PB
Damage Resistance bludgeoning, piercing, and slashing
from nonmagical weapons
Senses darkvision 60 ft., passive Perception 12
Languages Eredun, Common, Orcish
Challenge — Proficiency Bonus (PB) equals your bonus

Demonic Magic. A warlock who summons a felguard


minion temporarily learns the spells listed below, as
detailed in the Demon Summoning feature in the
warlock class description in Chapter 2.
1st level: command
2nd level: hold person
3rd level: crusader's mantle (necrotic damage)
4th level: freedom of movement
5th level: hold monster
Fel Armaments. The felguard's weapon attacks are
magical.
Intercept. When the felguard hits a creature with an
opportunity attack, the creature's speed becomes 0
for the rest of the turn.
Legion Strike. Once on each of the felguard's turns it
makes a Slash attack, it can make another Slash attack
against a different creature that is within 5 feet of
both the original target and the felguard.
Actions
Slash. Melee Weapon Attack: your spell attack modifier
to hit, reach 5 ft., one target you can see. Hit: 1d6 +
PB slashing damage.

105
Felhunter Minion Imp Minion
Medium fiend (demon), neutral evil Tiny fiend (demon), chaotic evil

Armor Class 13 (fel hide) Armor Class 12


Hit Points 5 + five times your warlock level (the Hit Points 4 + four times your warlock level (the
demon has a number of Hit Dice [d8s] equal to your demon has a number of Hit Dice [d6s] equal to your
warlock level) warlock level)
Speed 40 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 6 (-2) 6 (-2) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 10 (+0)

Saving Throws Dex +2 plus PB, Wis +2 plus PB Saving Throws Dex +2 plus PB, Wis +2 plus PB
Skills Perception +2 plus PB, Survival +2 plus PB Skills Sleight of Hand +2 plus PB, Stealth +2 plus PB
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Languages understands Eredun and the languages you Languages Eredun, Common, Orcish
speak Challenge — Proficiency Bonus (PB) equals your bonus
Challenge — Proficiency Bonus (PB) equals your bonus
Demonic Magic. A warlock who summons an imp
Demonic Magic. A warlock who summons a felhunter minion temporarily learns the spells listed below, as
minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the
detailed in the Demon Summoning feature in the warlock class description in Chapter 2.
warlock class description in Chapter 2.
1st level: silent image
1st level: detect magic 2nd level: invisibility
2nd level: see invisibility 3rd level: blink
3rd level: dispel magic 4th level: confusion
4th level: locate creature 5th level: mislead
5th level: dispel evil and good
Demon Sight. Magical darkness doesn't impede the
Disrupt Magic. If the felhunter damages a creature that imp's darkvision.
then has to make a Constitution saving throw to
Master's Gaze. While the imp is within 100 feet of you,
maintain concentration on a spell, that saving throw is
you can communicate telepathically. Additionally, you
made with disadvantage.
can use an action to see through the imp's eyes and
Magic Resistance. The felhunter has advantage on hear what it hears until the start of their next turn.
saving throws against spells and other magical effects. During this time, you are deaf and blind with regard to
your own senses.
Sense Magic. The felhunter is always considered to be
under the effects of the spell detect magic. Actions
Actions Firebolt. Ranged Spell Attack: your spell attack
modifier to hit, range 60 ft., one target you can see.
Shadow Bite. Melee Weapon Attack: your spell attack
Hit: 1d6 + PB fire damage.
modifier to hit, reach 5 ft., one target you can see. Hit:
1d6 + PB necrotic damage. Claw. Melee Weapon Attack: your spell attack modifier
to hit, reach 5 ft., one target you can see. Hit: 1d6 +
Maul. Melee Weapon Attack: your spell attack modifier
PB slashing damage.
to hit, reach 5 ft., one target you can see. Hit: 1d6 +
PB slashing damage. Invisibility. The imp magically turns invisible until it
attacks, or until its concentration ends (as if
concentrating on a spell). Any equipment the imp
wears or carries is invisible with it.

106
Succubus Minion
Medium fiend (demon), chaotic evil

Armor Class 13 (natural armor)


Hit Points 5 + five times your warlock level (the
demon has a number of Hit Dice [d8s] equal to your
warlock level)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 12 (+1) 8 (-1) 14 (+2) 14 (+2) Voidwalker Minion
Medium fiend (demon), neutral evil
Saving Throws Dex +2 plus PB, Wis +2 plus PB
Skills Deception +2 plus PB, Persuasion +2 plus PB
Senses darkvision 60 ft., passive Perception 12 Armor Class 14 (void armor)
Languages Eredun, Common, Orcish, Telepathy 60 ft. Hit Points 5 + five times your warlock level (the
Challenge — Proficiency Bonus (PB) equals your bonus demon has a number of Hit Dice [d8s] equal to your
warlock level)
Speed 30 ft.
Demonic Magic. A warlock who summons a succubus
minion temporarily learns the spells listed below, as
detailed in the Demon Summoning feature in the STR DEX CON INT WIS CHA
warlock class description in Chapter 2.
14 (+2) 8 (-1) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
1st level: charm person
2nd level: suggestion
3rd level: tongues Saving Throws Con +2 plus PB, Wis +2 plus PB
4th level: charm monster Skills Insight +2 plus PB, Perception +2 plus PB
5th level: dominate person Damage Resistance bludgeoning, piercing, and slashing
from nonmagical weapons
Shapechanger. The succubus can use its action to Senses darkvision 60 ft., passive Perception 12
polymorph into a Small or Medium humanoid, or back Languages understands Eredun and the languages you
into its true form. Other than its size, its statistics are speak, Telepathy 60 ft.
the same in each form. Any equipment it is wearing or Challenge — Proficiency Bonus (PB) equals your bonus
carrying isn't transformed.
Demonic Magic. A warlock who summons a voidwalker
Soothing Mien. When summoned, the succubus gains
minion temporarily learns the spells listed below, as
the effect of a sanctuary spell, which uses your spell
detailed in the Demon Summoning feature in the
save DC and can end early as normal. The succubus
warlock class description in Chapter 2.
regains this effect whenever you complete a short or
long rest. 1st level: heroism
2nd level: blindness/deafness
Actions 3rd level: fear
Lash of Pain. Melee Weapon Attack: your spell attack 4th level: stoneskin
modifier to hit, reach 10 ft., one target you can see. 5th level: antilife shell
Hit: 1d6 + PB necrotic damage.
Threatening Presence. Any creature damaged by the
Rake. Melee Weapon Attack: your spell attack modifier voidwalker's attacks has disadvantage on any attack
to hit, reach 5 ft., one target you can see. Hit: 1d6 + roll it makes on a target other than the voidwalker,
PB slashing damage. until the end of the voidwalker's next turn.
Seduction. The succubus may use its action to Actions
magically enthrall another creature it can see within
30 feet. The target must succeed on a Wisdom saving Suffering. Melee Weapon Attack: your spell attack
throw against your spell save DC or be charmed by modifier to hit, reach 5 ft., one target you can see. Hit:
both you and the succubus until the end of the 1d6 + PB necrotic damage.
demon's next turn. During this time, the charmed
Slam. Melee Weapon Attack: your spell attack modifier
creature has disadvantage on all attack rolls.
to hit, reach 5 ft., one target you can see. Hit: 1d6 +
Once a creature succeeds on a saving throw against PB bludgeoning damage.
this effect, a succubus can't use this feature on that
Shadow Bulwark. The voidwalker gains temporary hit
creature again until you finish a long rest.
points equal to your warlock level + your Intelligence
modifier.

107
Greater Demons
The following demons may be summoned through the use of Bound Infernal
the spell summon greater demon, despite their lack of Large fiend (demon), chaotic evil
challenge rating. When you cast this spell using a spell slot of
5th level or higher, the demon assumes the higher level for Armor Class 13 + the level of the spell (natural armor)
that casting wherever it uses the spell's level in its stat block. Hit Points 50 + 15 for each spell level above 4th
Speed 30 ft.

Bound Doomguard STR DEX CON INT WIS CHA


Large fiend (demon), lawful evil 16 (+3) 8 (-1) 20 (+5) 2 (-4) 10 (+0) 2 (-4)

Armor Class 12 + the level of the spell (fel armor) Damage Resistance fire; bludgeoning, piercing, and
Hit Points 40 + 15 for each spell level above 4th slashing from nonmagical weapons
Speed 30 ft., fly 60 ft. Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
STR DEX CON INT WIS CHA Senses darkvision 120 ft., passive Perception 10
Languages understands Eredun and the languages you
16 (+3) 14 (+2) 16 (+3) 16 (+3) 10 (+0) 8 (-2) speak
Challenge — Proficiency Bonus equals your bonus
Damage Resistance necrotic; bludgeoning, piercing,
and slashing from nonmagical weapons Immutable Form. The infernal is immune to any spell or
Condition Immunities charmed, exhaustion, frightened effect that would alter its form.
Senses darkvision 120 ft., passive Perception 10
Languages Eredun, understands the languages you Magic Resistance. The infernal has advantage on saving
speak throws against spells and other magical effects.
Challenge — Proficiency Bonus equals your bonus
Magic Weapons. The infernal's weapon attacks are
magical.
Demon's Sight. Magical darkness doesn't impede the
doomguard's darkvision. Siege Monster. The infernal deals double damage to
objects and structures.
Magic Resistance. The doomguard has advantage on
saving throws against spells and other magical effects. Immolation Aura. When a creature begins its turn
within 5 feet of the infernal, or enters that area for the
Magic Weapons. The doomguard's weapon attacks are first time on a turn, it must make a Constitution saving
magical. throw against your spell save DC. A target takes 2d6 +
Fearsome Aura. When a creature, other than you, the spell's level fire damage on a failed save, or half as
begins its turn within 5 feet of the doomguard, or much damage on a successful one.
enters that area for the first time on a turn, it must Actions
make a Wisdom saving throw against your spell save
DC or be frightened until the start of its next turn. Multiattack. The infernal makes a number of attacks
equal to half the spell's level.
Actions
Slam. Melee Weapon Attack: your spell attack modifier
Multiattack. The doomguard makes a number of to hit, reach 5 ft., one target you can see. Hit: 1d12 +
attacks equal to half the spell's level. 3 + the spell's level bludgeoning damage.
Fel Blade. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target you can see. Hit:
2d6 + 3 + the spell's level slashing damage.
Doom Bolt. Ranged Spell Attack: your spell attack
modifier to hit, range 120 ft., one target you can see.
Hit: 1d12 + 3 + the spell's level necrotic damage.

108
Thanks For
Reading
Champions of Azeroth has been a joy to design
and write, and I hope it serves you well! If you
have any feedback at all, or just want to reach
out to chat about D&D or Warcraft, please do so.
Reach me on Discord at Silverblade#9212, and
on Reddit at u/Silverblade1234.

This project would not have been possible


without the hard work of others. For more
resources or information about D&D or
Warcraft, or the Warcraft 5E project that inspired
this one, please visit the following resources:

Dungeons & Dragons official site


World of Warcraft official site
Champions of Azeroth
Warcraft 5E Reddit, Discord

To make your own homebrew documents that


look as fabulous as this, please visit GM Binder!

WWW.GMBINDER.COM

You might also like