Champions of Azeroth

by Silverblade1234

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Champions of Azeroth

Credits




  • Based on 5th Edition Dungeons & Dragons by
    Wizards of the Coast

  • Based on the Warcraft franchise by
    Blizzard Entertainment

  • Inspired by the Warcraft 5E adaptation by
    Jihia, Tangerine, and many others (Reddit, Discord)

Last Updated: May 30, 2021

Contents

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.

Introduction

Warcraft 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

My design principles for Champions of Azeroth are:

  • Start with D&D 5E, change things only when necessary, and add on everything else needed for a Warcraft adaptation. In practice, this generally means starting with a 5E class, add some extra Warcraft flavor and/or utility features, and write new Warcraft subclasses.
  • Keep it simple. There is a tremendous amount of content in Warcraft, and you could go mad trying to do a totally faithful implementation of any Warcraft class. I tried to pick simple core fantasies and mechanics to build around, even if that means leaving a lot of inspiration unused.
  • Stick to 5E design principles and mechanics. 5E does things certain ways (e.g., favoring advantage over static roll bonuses), and by now has done a lot of things in a lot of different ways. Use those principles and mechanics whenever possible, and don't go against them.
  • Make sure that things using 5E vocabulary are unchanged, and things named similarly should be recognizable. Warlocks should have the same core design as 5E warlocks, mages should be based on wizards, barkskin is still the same terrible spell, etc. There are inevitably going to be exceptions, but they should be few and far between.
  • Don't neglect utility or roleplay. Given the Warcraft inspiration, it can be tempting to just focus on cool combat features. But part of the joy of a 5E adaptation is getting to interact with Azeroth outside of video game fighting. I want to make sure that the design engages with the full 5E experience, not just combat.

On Balance

Relative to 5E, the goal of Champions of Azeroth material is to be more internally consistent while not changing the upper bounds of character power. In other words, while the average Champions character might be more powerful than the average 5E character, there should be less variance between the power of average Champions characters, and nothing should exceed the optimized builds already possible in 5E. Note that power here doesn't just refer to damage numbers, but also to utility, support, etc. In particular, several classes lacking baseline support/utility capabilities have gained them (warrior and rogue, for example)---such buffs were a good way to deliver classic Warcraft fantasy, while also elevating these classes to my desired balance level.

What This Is

Champions of Azeroth provides a plethora of new content to play 5E in Azeroth (or its various associated planes, worlds, and so on). It provides completely new Warcraft-inspired races and classes, as well as new equipment, feats, spells, and more. It is not a complete replacement for 5E---you'll still use 5E rules, spells, equipment, monsters, etc. That material is not reproduced here. You'll need at least the 5E Player's Handbook to play, but the Dungeon Master's Guide, Monster Manual, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything are also recommended.

Stuff Is Missing!

It sure is! To make things more manageable for myself, I'm going to divide my revised content up by World of Warcraft expansion. This document contains only "classic" content, and future supplements will add additional races, classes, feats, etc. pertaining (roughly) to specific expansions.

Contact and Feedback

Submit Feedback


I welcome any and all feedback on any of my work. You can reach me via the above form, on Discord at Silverblade#9212, and on Reddit at u/Silverblade1234.

Acknowledgements

This project wouldn't be possible without the WC5E project. I have tremendous respect and gratitude for that project, as well as its creators, contributors, and community. My own Warcraft homebrew efforts began by helping out with that project, and its influence on my work is undoubtedly still apparent, even after many iterations. If you haven't checked it out yet, I highly recommend you do so!

A big thanks in particular to Auvreannia, who was a great source of inspiration, sounding board, and proofreader for my work. Thanks also to Lev and friends, who provided very detailed feedback on the final products. This project would have suffered greatly without their assistance and support.

Additional Resources

Chapter 1: Races

Azeroth 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.


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.

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.


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.

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.


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.

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.


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.

Chapter 2: Classes

As 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 are adapted from D&D 5E to implement and evoke World of Warcraft classes. In some cases the adaptation is obvious and straightforward; the rogue, for example, is essentially the same as the 5E rogue. In other cases the adaptation takes a 5E class and adds on essential new features, such as how the warrior is essentially a 5E fighter with rage. But sometimes a 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 World of Warcraft class specializations. Classes rarely implement World of Warcraft mechanics directly, but instead try to capture the fantasy and experience of the game using sound 5E principles.

Race/Class Restrictions?

In World of Warcraft, certain classes are limited to certain races. Given that the exact list has changed over time, Champions of Azeroth does not attempt to present any such rules. DMs are encouraged to work with players to make sure their characters are appropriate for their particular game, using race/class restrictions specific to their game's specific era—or even none at all!

 The original 9 World of Warcraft classes are presented here. Additional classes and subclasses will be presented in future supplements: the demon hunter in Champions of Outland, the death knight in Champions of Northrend, and the monk in Champions of Pandaria.

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























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
Druid
Level
─Spell Slots per Spell Level─
Proficiency
Bonus
Features Gifts Known Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting, Spirit Shape 2 2
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

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Chapter 10 of the Player's Handbook for the general rules of spellcasting, and Chapter 5 for the druid spell list and new spells.

Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you 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.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

Spirit Shape

You can use your action to magically assume the shape of one of several mighty beast spirits. You can use this feature twice. You regain expended uses when you finish a short or long rest.

You can initially assume the form of a Spirit of the Claw and Spirit of the Fang. At 4th level you can assume the form of a Spirit of the Waves, and at 8th level you can assume the form of a Spirit of the Talon. Your druid specialization may allow you to shapeshift into additional forms. The stat blocks for your druid forms can be found in appendix A.

You can stay in a spirit form for a number of hours equal to half your druid level (minimum of one hour). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the spirit form, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the spirit. If the spirit has the same proficiency as you and the bonus in its stat block is higher than yours, use the spirit's bonus instead of yours.
  • When you transform, your current and maximum hit points do not change, and any damage taken while in a spirit form carries over to your normal form.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your spirit form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
Spirit Forms

Different druid traditions manifest their spirit shapes in different ways. Some common manifestations are listed below, or you can work with your DM to determine your own spirit shapes.

  • Spirits of Life include treants and other plant-like forms.
  • Spirits of the Claw include mighty beasts like bears and ankylosauruses.
  • Spirits of the Fang include deadly beasts like panthers and lions.
  • Spirits of the Stars include moonkin and astral forms.
  • Spirits of the Talon include winged beasts like crows and hawks.
  • Spirits of the Waves include aquatic beasts like sea lions and orca.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the spirit's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Wild Gifts

Your growing affinity with nature has changed you. You have learned secret techniques called wild gifts, blessings of nature that empower, change, or draw on your shapeshifting abilities in different ways. A level prerequisite refers to your level in this class.

At 2nd level, you gain two wild gifts of your choice. Your gift options are detailed at the end of the class description. When you gain certain druid levels, you gain additional gifts of your choice, as shown in the Gifts Known column of the Druid table.

Additionally, when you gain a level in this class, you can choose one of the gifts you know and replace it with another gift that you could learn at that level.

Druid Specialization

At 3rd level, you choose to identify with an ancient and powerful druidic tradition. Choose Balance, Feral, or Restoration, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.


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.

Balance Specialization

Balance druids unleash the power of the sun, moon, and stars on their enemies.

Balance Specialization Spells

Druid Level  Spells
3rd moonbeam, ✦ moonfire/sunfire
5th daylight, ✦ faerie swarm
7th hallucinatory terrain, ✦ starsurge
9th  ✦ force of nature, ✦ lunar fury

spell found in chapter 5

Bonus Cantrip

When you choose this specialization at 3rd level, you learn one additional druid cantrip of your choice.

Natural Recovery

Also at 3rd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again 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.

Spirit of the Stars

At 6th level, you can use Spirit Shape to adopt the form of a powerful Spirit of the Stars. Transforming into this form does not count against the uses of your Spirit Shape feature.

Celestial Blessing

At 10th level, you have been blessed by the sun and moon. When you finish a short or long rest, choose one of the following blessings, which lasts until you finish your next rest.

Blessing of the Sun. Empowered by the shining sun, you have advantage on Wisdom (Perception) checks that rely on sight. In addition, whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it.

Blessing of the Moon. Empowered by the ever-changing 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 darkness as if it were dim light. In addition, when you make a saving throw to resist the effects of a spell and don't have disadvantage on the roll, you can use your reaction to give yourself advantage on it.

Twin Moons

Starting at 14th level, when you cast a druid cantrip or druid spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the druid must provide them for each target.

Feral Specialization

Feral druids assume the forms of great and deadly beasts to protect their allies and hunt their foes.

Feral Specialization Spells

Druid Level  Spells
3rd compelled duel, expeditious retreat
5th enhance ability, ✦ eyes of the eagle
9th haste, ✦ ursol's vortex
13th dominate beast, freedom of movement
17th awaken, tree stride

spell found in chapter 5

Shapeshifting Focus

When you choose this specialization at 3rd level, you refer to the Feral Spellasting table to determine your cantrips known and spell slots gained whenever you gain a level in this class. You may prepare a number of druid spells equal to your Wisdom modifier + half your druid level, rounded down (minimum of one spell). You otherwise follow the rules for druid spellcasting as described earlier in the class description.

Feral Spellcasting
Level
─Spell Slots─
Cantrips
Known
1st 2nd 3rd 4th 5th
3rd 2 3
4th 2 3
5th 2 4 2
6th 2 4 2
7th 3 4 3
8th 3 4 3
9th 3 4 3 2
10th 3 4 3 2
11th 3 4 3 3
12th 3 4 3 3
13th 3 4 3 3 1
14th 3 4 3 3 1
15th 3 4 3 3 2
16th 3 4 3 3 2
17th 3 4 3 3 3 1
18th 3 4 3 3 3 1
19th 4 4 3 3 3 2
20th 4 4 3 3 3 2

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 turn has disadvantage on any attack roll that isn't against you, until the end of your next turn.

Spirit of the Fang. You have aligned yourself with the deadly Spirits of the Fang, and gain the following benefits:

  • Transforming into a Spirit of the Fang does not count against the uses of your Spirit Shape feature.
  • While in Spirit of the Fang form, you add half your own Dexterity modifier to the following: attack and damage rolls; Dexterity checks and saving throws; and armor class.
  • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Bonus Gifts

Finally at 3rd level, you gain an additional wild gift, which does not count against your number of wild gifts known. You also gain additional wild gifts at 7th, 11th, and 15th level.

Strength of the Wild

Beginning at 6th level, once on your turn when you make a weapon attack, you can make an additional weapon attack as part of the same action.

In addition, your attacks in spirit shape count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Finally, you learn to channel your spiritual power in new and savage ways. While shapeshifted, you may use your spell slots to do the following:

Ferocious Bite. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Frenzied Regeneration. You can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Omen of Clarity

At 10th level, you can use this feature on your turn (no action required) to be able to cast spells even while shapeshifted, until the end of your turn. During this time, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. In addition, while using this feature you can treat spells with a casting time of 1 action as if their casting time is 1 bonus action instead.

 Once you use this feature, you can't use it again until you finish a short or long rest.

Heart of the Wild

When you reach 14th level, you have been blessed with the power of the Ancients. You gain one of the following features, depending on your favored form:

Spirit of the Claw: Nature's Guardian. Your Spirit of the Claw form gains resistance to all damage except psychic damage.

Spirit of the Fang: Razor Claws. When you deal extra damage to a target with your Spirit of the Fang's Ravage feature, it must make a Constitution saving throw. On a failed save, its speed is halved and it has disadvantage on ability checks until the end of its next turn, at which time it takes your Ravage damage again.

Restoration Specialization

Restoration druids use the soothing power of nature to heal and restore.

Restoration Specialization Spells

Druid Level  Spells
3rd  ✦ rejuvenation, spike growth
5th  ✦ nourish, plant growth
7th aura of life, ✦ wild growth
9th commune with nature, ✦ tranquil rain

spell found in chapter 5

Nature's Cure

At 3rd level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Lifebloom

Also at 3rd level, you learn to instinctually harness the rejuvenating magic of nature. You have a pool of healing energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.

Spirit of Life

At 6th level, you can use Spirit Shape to adopt the form of a powerful Spirit of Life. Transforming into this form does not count against the uses of your Spirit Shape feature.

Innervate

When you reach 10th level, you can infuse allies with life magic to bolster their spirits. As an action, you choose a creature within 60 feet that you can seeand confer one of the following benefits of your choice to that creature:

  • For 10 minutes, the creature can roll a d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll, as if under the effect of the bless spell.
  • Roll a d4. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Overgrowth

At 14th level, your spirit overflows with life energy. When you a heal a target with Lifebloom, roll 1d6, and add the result to the total amount healed and temporary hit points gained.

Wild Gifts

If a wild gift has prerequisites, you must meet them to learn it. You can learn the gift at the same time that you meet its prerequisites. A level prerequisite refers to your druid level.

Adaptation

Prerequisite: 9th level

Your spirit forms are acclimated to extreme environments (detailed in Chapter 5 of the Dungeon Master's Guide). When you use your Spirit Shape feature to adopt a spirit form, you can choose one of the following benefits, which lasts until you transform again:

  • Arctic adaptation. You have resistance to cold damage and are acclimated to extremely cold weather.
  • Desert adaptation. You have resistance to fire damage and are acclimated to extremely hot weather.
  • Jungle adaptation. You have advantage on saving throws against poison and disease, and you have resistance against poison damage.

Affinity of the Claw

You gain proficiency in the Athletics and Intimidation skills. If you're already proficient in one of these skills, including while in Spirit of the Claw form, your proficiency bonus is doubled for any check you make with it.

Affinity of the Fang

You gain proficiency in the Acrobatics and Stealth skills. If you're already proficient in one of these skills, including while in Spirit of the Fang form, your proficiency bonus is doubled for any check you make with it.

Celestial Inspiration

Prerequisite: 9th level

You can cast druid cantrips while using your Spirit Shape feature, ignoring their components.

Disentanglement

Prerequisite: 5th level

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Eyes of Elune

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. You also have advantage on ability checks and saving throws made against illusions.

Feline Grace

Prerequisite: 5th level

You have advantage on Dexterity checks and saving throws to avoid being knocked prone.

You can also cast the feather fall spell at will. You ignore this spell's components, and can cast it even while using your Spirit Shape feature.

Forest Tongue

Prerequisite: 13th level

You can cast speak with plants at will, ignoring its components. You can cast this spell even while using your Spirit Shape feature. Additionally, whenever you make a Charisma check when interacting with plants or plant creatures, your proficiency bonus is doubled if it applies to the check.

Ironbark

Prerequisite: 9th level

You can cast barkskin on yourself at will, without requiring concentration or expending a spell slot. When you do so, your minimum AC is increased to 16 + half your proficiency bonus.

Leader of the Pack

Prerequisite: 5th level

You can use your action to grant your allies a portion of your own lethal cunning. For the next hour, each creature you choose within 30 feet of you (including yourself) gains the benefits of the Spirit of the Fang's Prowl trait.

After you use this feature, you must finish a short or long rest to use it again.

Master of the Wilds

Prerequisite: 17th level

You can use Spirit Shape to transform into any beast of CR 2 or lower. Doing so follows the normal rules for Spirit Shape, except that you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

Master Shapeshifter

You can Spirit Shape on your turn as a bonus action, rather than as an action.

Nature's Ally

Prerequisite: 13th level

You can cast charm monster at will---targeting a beast, fey, or plant---without expending a spell slot or material components. You must finish a long rest before you can use this gift on the same creature again.

Roar of the Protector

Prerequisite: 5th level

As a bonus action, you can bolster the resolve of your allies 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 you, up to a number equal to your Wisdom modifier (minimum of one). Each creature gains temporary hit points equal to your druid level + your Wisdom modifier.

After you use this feature, you must finish a short or long rest to use it again.

Stampeding Roar

Prerequisite: 5th level

As a bonus action, you can stir your allies to action 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 you, up to a number equal to your Wisdom modifier (minimum of one). Each creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

After you use this feature, you must finish a short or long rest to use it again.

Thousand Forms

Prerequisite: 13th level

You can cast the alter self spell at will. You ignore this spell's components, and can cast it even while using your Spirit Shape feature.

Versatile Shifter

Prerequisite: 9th level

When you use your Spirit Shape feature, you can choose to increase or decrease the size of your spirit form by one category---from Medium to Large, for example, or from Medium to Small.

Waking Dream

You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as meditating and keeping watch. If you choose to sleep as part of a long rest, you regain all your spent Hit Dice at the end of the long rest.

Wild Charge

Prerequisite: 5th level

As a bonus action on your turn, you can teleport up to your speed to an unoccupied space you can see.

After you use this feature, you must finish a short or long rest to use it again.

Wild Companion

You gain the ability to summon a nature spirit that assumes an animal form. You can use your action to cast the find familiar spell, without material components. Once you use this gift, you can't use it again until you finish a long rest, unless you expend a use of Spirit Shape slot to use it again.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level (minimum of one hour).

Wild Speech

You can cast speak with animals at will, ignoring its components. You can cast this spell even while using your Spirit Shape feature, in which case you can also communicate with any creature that you share a common language with.

Wings of the Moon

Prerequisite: 17th level

You can use your bonus action to give yourself a flying speed equal to your current walking speed, until the end of your next turn.
























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
Hunter
Level Proficiency
Bonus
Features Techniques
Known
Focus
Dice
Focus
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

You can move quickly, alertly, and stealthily, both alone and with companions. Moving through nonmagical difficult terrain costs you no extra movement. In addition, you gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn't slow your group's travel pace.
  • Your group doesn't suffer the penalty to passive Wisdom (Perception) scores imposed by traveling at a fast pace.
  • Your group can travel stealthily even at a normal pace.

Hunting Tactics

Also at 1st level, you decide whether you hunt your quarry alone, or wander the wilds with a loyal animal companion by your side. Choose one of the following features.

Lone Wolf

You are able to focus your cunning and expertise fully on your chosen quarry, to deadly effect. As a bonus action, you can mark a creature you can see within 120 feet as your quarry. If you possess physical traces of a creature such as blood, a lock of hair, a body part, or the like, you can mark a creature even if they aren't visible or within range. For the next hour, you gain the following benefits:

  • Once per round, when you hit the marked target with a weapon attack, you can deal an additional 1d4 damage to it. This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the marked creature.

You may maintain only one mark at a time; if you use this feature to mark a new creature, your previous mark fades immediately. You may end a mark at any time (no action required). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

At 6th level, your mark lasts until you finish a long rest. Whenever a creature you have marked forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, you have advantage on the roll. You also gain an additional focus die.

At 14th level, your mark lasts indefinitely. If you miss with an attack roll against a marked target, you can turn the miss into a hit. You must finish a long rest before you can use this ability on the same creature again. You also gain another additional focus die.

Animal Companion

You have a beast companion that accompanies you on your adventures and fights alongside you. Your pet is either a Beast of the Land or a Beast of the Sky, though you determine what kind of specific animal it is (for example, a wolf, bear, or any other animal your DM deems appropriate). The stat blocks for these creatures can be found in appendix B, and use your proficiency bonus (PB) in several places. You also choose one of the special traits listed in the "Pet Talents" side bar for it.

Pet Talents

Your pet knows one of the special talents below at 1st level, and learns an additional talent at 6th level. The pets of beast master hunters learn a talent when that specialization is chosen at 3rd level.

Armored hide. The beast has +2 to its AC, and resistance to nonmagical bludgeoning, piercing, and slashing damage.

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, it must succeed on a Strength saving throw against your hunter focus save DC or be knocked prone.

Constrictor. When the beast deals damage with its innate attack, the target is grappled (escape DC equal to your hunter focus save DC). Until this grapple ends, the beast can't attack a different target. The beast can grapple a creature at most one size larger than itself.

Dire. The beast is one size larger, and has an additional number of hit points equal to twice your hunter level.

Enhanced senses. The beast doubles the proficiency bonus added to its Wisdom (Perception) rolls and can't be surprised. It also has either tremorsense (Beast of the Land) or blindsight (Beast of the Sky) out to a range of 60 feet.

Pack tactics. The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

Poisonous. Once per turn, the beast may try to poison a creature damaged by its innate attack. The creature must make a Constitution saving throw against your hunter focus save DC or be poisoned until the end of the beast's next turn.

Protector. The first creature the beast attacks on its turn has disadvantage on any attack roll it makes on a target other than the beast, until the end of the beast's next turn.

Prowl. The beast may add your proficiency bonus to its Dexterity (Stealth) rolls. In addition, any hit the beast scores against a creature that is surprised is a critical hit.

Swift. Add 20 feet to the beast's walking speed (Beast of the Land) or flying speed (Beast of the Sky). In addition, the beast doesn't provoke opportunity attacks when it moves out of an enemy's reach.

 In combat, the beast 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. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If your animal companion dies, it revives at the end of a 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.

You may only have one animal companion at a time. If you befriend a beast (for example, through the use of the Animal Handling skill or animal friendship spell) and wish to make it your animal companion, you can do so at the end of a short rest, at which point your previous pet leaves peacefully. You choose whether your new animal companion is a Beast of the Land or a Beast of the Sky, along with new talents for it.

At 6th level, your pet's innate attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may also choose another pet talent for it. Finally, you may cast beast sense on your animal companion at will.

At 14th level, when your pet is reduced to 0 hit points but not killed outright, you can choose for it to be restored to half its maximum hit points instead. Your pet can't use this ability again until you finish a long rest.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Rapid Reloading

You ignore the loading property of ranged weapons you are proficient in.

In addition, when you roll a 1 on a damage die for an attack 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.

Additional Fighting Styles

If you own Tasha's Cauldron of Everything, you can ask your DM if you can take the optional ranger fighting styles detailed within, in addition to the fighting styles listed here.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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.

Focus

When you reach 2nd level, you learn to use cunning techniques that are fueled by special dice called focus dice.

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 all of your expended dice when you finish a short or long rest.

You gain additional focus dice as you level, as shown in the Focus Dice column of the Hunter table. Your focus dice become d8s at 5th level, d10s at 9th level, and d12s at 17th level, as shown in the Focus Die Size column of the Hunter table.

Focus Techniques

You learn two focus techniques of your choice, which are 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 some way. You can use only one technique per attack.

You learn additional techniques at the levels shown in the Techniques Known column of the Hunter table. Each time you gain a hunter level, you can also replace one technique you know with a different one.

Saving Throws

Some of your focus techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

Focus save DC = 8 + your proficiency bonus +

your Wisdom modifier

Focus attack modifier = your proficiency bonus +

your Wisdom modifier

Hunter Specialization

At 3rd level, you choose an archetype that you strive to emulate: Beast Mastery, Marksmanship, or Survival, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Wild Lore

Also at 3rd level, your connection with the wilds allows you to cast certain spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for new spells. You can use a druidic focus as a spellcasting focus for your Wild Lore spells. If a Wild Lore spell requires a spell attack roll or saving throw, it uses your focus attack modifier or focus save DC.

You can use this feature to cast spells a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you complete a long rest. You can also use your Wild Lore feature by expending one focus die per level of the spell you wish to cast. This does not count against your normal uses of this feature.

You are initially able to cast animal friendship, and are able to cast additional spells as you gain hunter levels, as shown in the table below. Your choice of hunter specialization also grants you additional Wild Lore spells.

Wild Lore Spells

Hunter Level   Spells
3rd   animal friendship
5th   locate animals or plants
9th   ✦ flare
13th   locate creature
17th   commune with nature

spell found in chapter 5

Wild Lore and You

Different hunters manifest their Wild Lore spellcasting in different ways, based on their heritage and training. For example, night elf marksmanship hunters commonly call upon ethereal sentinel owls to accomplish their divination spells, while troll survival hunters might 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.

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.

Animal Aspect

At 6th level, you learn to emulate a beast of the wild. Choose one of the aspects listed below. You learn an additional aspect at 10th and 14th level.

Aspect of the Chameleon

You can use the Hide action as a bonus action, and you can try to hide when you are only lightly obscured from the creature from which you are hiding.

Aspect of the Cheetah

Your speed increases by 10 feet, and you can use the Dash action as a bonus action.

Aspect of the Fox

Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Aspect of the Monkey

You can use the Disengage action as a bonus action, and oppportunity attacks against you are made with disadvantage.

Aspect of the Turtle

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Aspect of the Viper

You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

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, provided you have moved at most half your speed since the beginning of your most recent turn. You are still automatically detected if any effect or action causes you to no longer be hidden.

In addition, when traveling at a slow pace for an hour or more, Wisdom (Perception) checks made to detect your group have disadvantage.

Readiness

Starting at 13th level, when you roll initiative and have no focus dice remaining, you regain one focus die.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against an enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Hunter Specializations

Different hunters choose to pursue their prey in different ways. Your specialization determines what methods and techniques you employ to hunt your quarry.

Beast Mastery

Prerequisite: Animal Companion chosen at 1st level

Beast mastery hunters are masters of the wild who tame and train powerful beasts to assist them in their travels.

Kindred Spirits

When you choose this specialization at 3rd level, you gain proficiency in the Animal Handling skill.

In addition, you can cast the spells listed in the Beast Mastery Lore Spells table with your Wild Lore feature, at the hunter levels listed.

Beast Mastery Lore Spells

Hunter Level   Spells
3rd   speak with animals
5th   beast sense
9th   feign death
13th   dominate beast
17th   awaken

Master of Beasts

Also at 3rd level, you treat your proficiency bonus as if it was 2 higher for determining your animal companion's statistics. In addition, your pet gains one of the special traits listed in the "Pet Talents" side bar, in addition to the special traits gained at 1st and 6th level.

Spirit Bond

At 7th level, whenever you roll a focus die for a focus technique, your animal companion regains hit points equal to the result rolled.

Beast Cleave

When you reach 11th level, when your animal companion attacks on its turn, it can make another attack against a different creature that is within 5 feet of the original target and within its attack range. Your pet can make this additional attack at most once per turn.

Bestial Wrath

At 15th level, you can use your action to endow your animal companion with the fury of the Ancients. For 1 minute, your pet gains the following benefits:

  • It gains 50 temporary hit points, which are lost after 1 minute.
  • It has advantage on saving throws.
  • It adds your focus die to its damage rolls (no focus dice 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.

Careful Aim

At 7th level, whenever you roll a focus die for a focus technique, you can choose to roll again. You must use the new roll.

Volley

Starting at 11th level, you are able to unleash a hail of arrows, bolts, or bullets on crowds of enemies. You can use your action to make a ranged weapon attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Rapid Fire

At 15th level, you can use your bonus action to dramatically increase your coordination and reflexes. For 1 minute, you gain the following benefits:

  • Once on your turn when you make a ranged weapon attack, you can make an additional ranged weapon attack against the same target with the same weapon.
  • You have advantage on Dexterity saving throws.

Once you use this feature, you can't use it again until you finish a long rest.

Survival

Survival hunters are rugged trackers who use animal venom, explosives, and traps as deadly weapons.

Born to be Wild

When you choose this specialization at 3rd level, you gain proficiency in the Survival skill.

In addition, you can cast the spells listed in the Survival Lore Spells table with your Wild Lore feature, at the hunter levels listed.

Survival Lore Spells

Hunter Level   Spells
3rd   detect poison and disease
5th   enhance ability
9th   speak with plants
13th   freedom of movement
17th   tree stride

Survivalist's Cunning

Also at 3rd level, you have learned how to create a variety of explosive devices and cunning traps for use in combat. At the end of a long rest, choose two Survival Gear options from the list at the end of this specialization. You can use each option twice, and regain all uses when you complete a long rest.

You can choose an additional Survival Gear option at 7th level (three options) and 15th level (four options).

Natural Mending

At 7th level, whenever you roll a focus die for a focus technique, you gain temporary hit points equal to the result rolled.

Guerilla Tactics

Beginning at 11th level, your survival gear has increased effectiveness. You gain the following benefits:

  • The damage dice of your traps and bombs doubles to 4d8.
  • The range of your bombs increases to 60 feet, and their effect radius increases to 20 feet.
  • When you target a creature with a trap, it has disadvantage on the first saving throw it makes against the trap.

Alpha Predator

At 15th level, you can use your bonus action to greatly improve your hunting prowess for a short time. For 1 minute, you may perform one focus technique that you know for free on your turn, using but not expending a focus die. During this time, enemy creatures within 20 feet of you have disadvantage on saving throws against your focus techniques.

Once you use this feature, you can't use it again until you finish a long rest.

Survival Gear

The survival gear options are presented in alphabetical order.

Dart Trap. When a creature ends its movement on the ground within 5 feet of you, you can use your reaction to surprise it with a trap that shoots poisonous darts. The creature must make a Constitution saving throw against your focus save DC. On a failed save, the creature takes 2d8 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and suffers no additional effects. At the end of each of its turns, a poisoned creature can repeat the saving throw, ending the condition on a success.

Explosive Trap. When a creature ends its movement on the ground within 5 feet of you, you can use your reaction to surprise it with an explosive trap that explodes with a powerful blast. The creature must make a Dexterity saving throw against your focus save DC. On a failed save, the creature takes 2d8 fire damage, is pushed 15 feet away from you in a straight line, and is knocked prone. On a successful save, the creature takes half as much damage and suffers no additional effects.

Flash Bomb. When you take the Attack action on your turn, you can replace one of your attacks by throwing a flash bomb at a point you can see within 30 feet, which blinds creatures with searing light. Each creature within a 10 foot radius of that point must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage, and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no additional effects.

Freezing Trap. When a creature ends its movement on the ground within 5 feet of you, you can use your reaction to surprise it with a freezing trap that encases it in solid ice. The creature must make a Constitution saving throw against your focus save DC. On a failed save, the creature takes 2d8 cold damage and is petrified for 1 minute or until it takes any further damage. On a successful save, the creature takes half as much damage and suffers no additional effects. At the end of each of its turns, a petrified creature can repeat the saving throw, ending the condition on a success.

Icy Bomb. When you take the Attack action on your turn, you can replace one of your attacks by throwing an icy bomb at a point you can see within 30 feet, which covers the ground in slick ice. Each creature within a 10 foot radius of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage, and is knocked prone. On a successful save, a creature takes half as much damage and suffers no additional effects. Until the end of your next turn, the area is considered difficult terrain, and any creature that enters the area or ends its turn there must succeed on a Dexterity saving throw or fall prone.

Poison Bomb. When you take the Attack action on your turn, you can replace one of your attacks by throwing a poison bomb at a point you can see within 30 feet, which creates a lingering, poisonous cloud. Each creature within a 10 foot radius of that point must make a successful Constitution saving throw or take 2d8 poison damage. On a successful save, the creature takes half as much damage. Until the end of your next turn, the area is heavily obscured. Creatures that enter the area or end their turn there must make a Constitution saving throw. A creature takes 2d8 poison on a failed save, or half as much damage on a successful one.

Steel Trap. When a creature ends its movement on the ground within 5 feet of you, you can use your reaction to surprise it with a steel trap that clamps shut with its metal teeth. The creature must make a Dexterity saving throw against your focus save DC. On a failed save, the creature takes 2d8 piercing damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and suffers no additional effects. A restrained creature can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your focus save DC.

Wildfire Bomb. When you take the Attack action on your turn, you can replace one of your attacks by throwing a 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.

Focus Techniques

The focus techniques are presented in alphabetical order.

Aimed Shot

Prerequisite: Marksmanship specialization

When you make a ranged weapon attack, you can expend a focus die to take deadly aim. The attack ignores half cover and three-quarters cover, and you add the focus die to the attack's damage roll.

Arcane Shot

Prerequisite: Marksmanship specialization

When you make a ranged weapon attack, you can expend a focus die to empower your ammunition with arcane magic. Instead of making an attack roll, your target must make a Dexterity saving throw. On a failed save, your target takes damage as if it were hit by the attack, plus the focus die's roll. On a successful save, a target takes half as much damage. This attack deals force damage instead of the attack's normal damage type.

Bursting Attack

When you hit a creature with a weapon attack, you can expend one focus die to attempt to drive the target back. You add the focus die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Call of the Wild

When you make an ability check with a hunter class skill, you can expend one focus die. Roll the focus die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Coordinated Assault

Prerequisite: Survival specialization

When you take the Attack action on your turn, you can forgo one of your attacks and direct your pet or an ally to strike. When you do so, choose a friendly creature who can see or hear you and expend one focus die. That creature can immediately use its reaction to make one weapon attack, adding the focus die to the attack's damage roll.

Deterrence

On your turn, you can use a bonus action and expend one focus die, rolling the die. Until the beginning of your next turn, weapon attack rolls against you are made with disadvantage, and damage you take from weapon attacks is reduced by the focus die roll.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one focus die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Disorienting Attack

When you hit a creature with a weapon attack, you can expend one focus die to disrupt its spellcasting. You add the focus die to the attack's damage roll. If the creature has to make a Constitution saving throw to maintain concentration on a spell as a result of this attack, that saving throw is made with disadvantage.

Exhilaration

On your turn, you can use a bonus action and expend one focus die to gain temporary hit points equal to the focus die roll + half your hunter level.

First Strike

You can expend a focus die when you roll initiative to add the focus die roll to the total. During your first turn in combat, you have advantage on attack rolls against creatures that have not yet acted.

Hydra's Bite

When you hit a creature with a weapon attack, you can expend one focus die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within range of your weapon. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die plus your Strength of Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.

Intimidation

Prerequisite: Beast Mastery specialization

When your animal companion deals damage with a weapon 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.

Kill Command

Prerequisite: Beast Mastery specialization

When your animal companion makes a weapon attack, you can expend one focus to direct it to strike with deadly ferocity. The attack roll is made with advantage, and your pet adds the focus die to the attack's damage roll.

Misdirecting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to redirect your target's attention. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against an ally you choose within 30 feet of you, that the target can see, until the end of your next turn.

Mongoose Bite

Prerequisite: Survival specialization

When you hit a creature with a weapon attack, you can expend one focus die to impede your target's ability to react. You add the focus die to the attack's damage roll, and your target can't take reactions until the start of your next turn.

Posthaste

When you move, you can expend one focus die, rolling the die and adding the number rolled to your AC until you stop moving. You also double your movement speed this turn.

Serpent Sting

When you hit a creature with a weapon attack, you can expend one focus die to attempt to poison the creature with a deadly toxin. The creature hit by the attack takes additional poison damage equal to the focus die roll, and must make a Constitution saving throw. On a failed save, the creature is poisoned for 1 minute. The creature can make a new Constitution saving throw at the end of each of its turns. On a success, the creature is no longer poisoned.

Steady Strike

When you make a weapon attack roll against a creature, you can expend one focus die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Trip Attack

When you hit a creature with a weapon attack, you can expend one focus die to attempt to knock the target down. You add the focus die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Wing Clip

When you hit a creature with a weapon attack, you can 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 speed is halved until the end of your next turn.























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
Mage
Level
─Spell Slots per Spell Level─
Proficiency
Bonus
Features Cantrips
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

As a student of arcane magic, you can cast powerful spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for the mage spell list and new spells.

Cantrips

At 1st level, you know three cantrips of your choice from the mage spell list. You learn additional mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level mage spells of your choice. This book holds the mage spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Mage table shows how many spell slots you have to cast your mage spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.

 You prepare the list of mage spells that are available for you to cast. To do so, choose a number of mage spells from your spellbook equal to your Intelligence modifier + your mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

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, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of mage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your mage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability.

 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.

Spell save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ritual Casting

You can cast a mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your mage spells.

Learning Spells of 1st Level and Higher

Each time you gain a mage level, you can add two mage spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Mage table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

Evocation

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your mage level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level mage, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. 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.

Copying a Spell into the Book. When you find a mage spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same 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.

Arcane Brilliance

At 3rd level, your brilliant intellect allows you to achieve feats of staggering genius. You can expend a use of this feature to do any of the following:

  • You can cast a spell in your spellbook even if you don't have it prepared, but otherwise following the normal rules for casting it.
  • When you cast a mage spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it.
  • When you make an Intelligence check but before the outcome is determined, you can choose to make the roll again, using the better result.

You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a long rest.

At 11th level, when you finish a short rest, you regain one expended use of this feature.

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.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level mage spell and a 2nd-level mage spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level mage spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Mage Specializations

Mages in Azeroth focus their studies on one of three schools of magic---Arcane, Fire, and Frost. Each imparts advanced techniques for harnessing magic in increasingly powerful ways. The specialization you choose reflects your approach.

Arcane

Arcane mages manipulate the pure essence of magic itself, augmenting their spellcasting and turning the magic of their foes against them.

Bonus Cantrip

When you choose this specialization at 2nd level, you gain the prestidigitation cantrip, which doesn't count against the number of mage cantrips you know.

Arcane Power

Also at 2nd level, you learn how to salvage some of your spent magic for later use. When you cast a spell using a spell slot, you gain a number of arcane charges equal to half the spell's level, rounded up. You can have a maximum of five arcane charges at once, and all accumulated charges dissipate when you finish a short or long rest.

Before you roll damage for a spell, you can spend arcane charges to set a number of the spell's damage dice equal to their maximum value, up to the number of arcane charges spent. When you spend arcane charges on a spell, that spell does not also generate arcane charges.

Savant

Beginning at 6th level, when you use your Evocation feature, the combined level of spell slots you may recover increases by half your proficiency bonus.

Prismatic Barrier

When you reach 10th level, you learn how to siphon arcane energy from harmful magic for your own benefit. When you make a saving throw against a spell, you can use your reaction to give yourself advantage on the roll. On a failed save, you suffer the spell's effect, but take only half damage (if any). On a successful save, you take no damage from the spell. Regardless of whether your saving throw succeeds or fails, you gain arcane charges as if you had cast the spell.

After using this feature, you can use it again only after finishing a short or long rest.

Overpowered

At 14th level, you have mastered the use of your arcane charges for both offense and defense. When you spend arcane charges, you may maximize a number of damage dice equal to twice the number of arcane charges spent.

In addition, your accumulated arcane energy protects you. Whenever you make a saving throw, you gain a bonus to the roll equal to your current number of arcane charges.

Fire

Fire mages ignite enemies with balls of fire and combustive flames, harnessing the unrivaled destructive power of fire to utterly destroy their enemies.

Bonus Cantrip

When you choose this specialization at 2nd level, you gain the control flames cantrip, which doesn't count against the number of mage cantrips you know.

Pyromaniac

Also at 2nd level, you learn how to enhance the volatile power of your fiery magic. Whenever you cast a spell that deals fire damage, the spell's fire damage dice increase in size by one 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 further.

Critical Mass

Beginning at 6th level, when a creature rolls a natural 1 on a saving throw made against a spell you cast that deals damage, they take double damage from the spell.

Cauterize

At 10th level, if you are reduced to 0 hit points, you can use your reaction to draw on the fiery energy that burns within you. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your mage level + your Intelligence modifier.

Once you use this feature, you can't use it again until you finish a long rest.

Hot Streak

When you reach 14th level, you learn how to unleash the true destructive potential of your fire magic. When you roll fire damage for a spell and roll the highest number possible on any of the dice, roll those dice and add those rolls to the damage. You may only reroll each die once with this feature.

Frost

Frost mages freeze enemies in their tracks and shatter them with icy magic, aided by summoned elementals or conjured wards.

Bonus Cantrip

When you choose this specialization at 2nd level, you gain the shape water cantrip, which doesn't count against the number of mage cantrips you know.

Frost Adept

Also at 2nd level, you learn to manifest your icy magic in an especially potent form. Choose one of the following features.

Conjure Ice Barrier. When you cast an spell of 1st level or higher that deals frost damage, you can simultaneously use a strand of the spell's magic to create an ice barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your mage level + your Intelligence modifier. Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

While the ice barrier has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast spell of 1st level or higher that deals cold damage, the barrier regains a number of hit points equal to twice the level of the spell.

Once you create the ice barrier, you can't create it again until you finish a long rest.

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 can chill creatures.

In addition, whenever a creature you have chilled takes cold damage from one of your spells, add your Intelligence modifier to the damage (minimum 1).

Frost Mastery

When you reach 10th level, your signature manifestation of frost magic become even more potent. You gain one of the following features, depending on your choice at 2nd level.

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 damage, instead of restoring hit points to your ice barrier, you 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 takes cold damage equal to 1d6 + twice the level of the spell.

Summon Water Elemental: Unbound Elemental. Your summoned water elemental gains the following benefits:

  • Any creature hit by its Slam attack is grappled, with an escape DC equal to your spell save DC. The elemental can only grapple one creature at a time.
  • Creatures hit by its waterbolt are pushed up to 10 feet away from the elemental in a straight line.
  • When it uses its Freeze action, creatures that fail their saving throw take cold damage equal to 2d6 + your proficiency bonus, and are restrained until the end of the elemental's next turn. Creatures that succeed on their save take half damage and suffer no other effects.

Frigid Winds

At 14th level, your magical attacks against frozen foes become far deadlier. Your spell attack rolls have advantage against creatures you have chilled, and such creatures have disadvantage on saving throws against your spells.


Summoned Water Elemental

Medium elemental, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 5 + five times your mage level (the elemental has a number of Hit Dice [d8s] equal to your mage level)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 7 (-2) 15 (+2) 8 (-1)

  • Saving Throws Con +2 plus PB, Wis +2 plus PB
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages of its summoner but can't speak
  • Challenge —  Proficiency Bonus (PB) equals your bonus

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeoning damage.

Waterbolt. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d6 + PB cold damage.

Freeze (Recharges after a Short or Long Rest). The water elemental may unleash a surge of freezing magic. All creatures within 10 feet of the elemental must make a 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.
























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
Paladin
Level
─Spell Slots per Spell Level─
Proficiency
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

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the dreadlord Mal'Ganis, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

 As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Additional Fighting Styles

If you own Tasha's Cauldron of Everything, you can ask your DM if you can take the optional paladin fighting styles detailed within, in addition to the fighting styles listed here.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

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 impose disadvantage on the attack roll. You must be wielding a shield.

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.

Spellcasting

By 2nd level, you have learned to draw on holy magic through prayer and study to cast paladin spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for the paladin spell list and new spells.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination, chosen from your libram. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your faith. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Crusader Strike

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Paladin Specialization

When you reach 3rd level, you commit to the path that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you pledge yourself to the ideal of Holy, Protection, or Retribution.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Specialization Spells

Each specialization has a list of associated spells. You gain access to these spells at the levels specified in the oath description. They are automatically added to your libram, and you always have them prepared. Specialization spells don't count against the number of spells you can prepare each day.

If you gain a specialization spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

 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.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Bestow Faith. As a bonus action, you can bless a creature you can see within 60 feet with a fortifying boon, using your Channel Divinity. Until the beginning of your next turn, that creature has advantage on saving throws. At the beginning of your next turn, the creature is healed to half its hit point maximum if it has less than that amount. Undead or constructs cannot regain hit points from this feature

Light of Dawn. As an action, you can use your Channel Divinity to radiate light that banishes darkness and heals injured allies. Magical darkness is dispelled in a 30-foot cone in front of you, and allies within that area regain hit points equal to 2d6 + your paladin level, up to half of their hit point maximum. Undead or constructs cannot regain hit points from this feature.

Holy Specialization Spells

Paladin Level  Spells
3rd bless, healing word
5th  ✦ beacon of light, prayer of healing
9th daylight, mass healing word
13th aura of purity, ✦ divine star
17th holy weapon, mass cure wounds

spell found in chapter 5

Lightbringer

By 7th level, you have learned to use your natural healing abilities more effectively, especially in combat. You gain the following benefits:

  • You can use your Lay on Hands ability on creatures you can see within 30 feet of you.
  • When you use Lay on Hands to restore hit points to a creature, it regains hit points equal to twice the number of points expended.
  • When you use your action to use Lay on Hands, you can make one weapon attack as a bonus action.

Divine Purpose

Starting at 15th level, when you would normally roll one or more dice to restore hit points with a spell or paladin class feature (such as your Light of Dawn Channel Divinity), you instead use the highest number possible for each die.

Avenging Crusader

At 20th level, as an action, you can transform into an avatar of radiance. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Any magical darkness in the area of bright light is dispelled when you activate this feature. You also gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells.

Once you use this feature, you can't use it again until you finish a long rest.

Protection

Protection paladins use holy magic to shield themselves and defend their allies, serving as stalwart champions against the forces of darkness.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Aegis of Light. As a bonus action, you can use your Channel Divinity to create a protective barrier of Light that shields your allies from harm. Until the beginning of your next turn, you and your allies within 10 feet have resistance to all damage.

Judgment. As an action, you can channel holy power to smite a foe, using your Channel Divinity. Make a melee attack with your weapon against a creature you can see within 60 feet. On a hit, the target suffers the attack's normal effects plus extra radiant damage equal to 1d8 + your paladin level, and the creature deals only half damage with weapon attacks until the beginning of your next turn.

Protection Specialization Spells

Paladin Level  Spells
3rd compelled duel, protection from evil
 and good
5th enhance ability, warding bond
9th  ✦ divine shield, spirit guardians
13th  ✦ guardian of ancient kings, guardian
 of faith
17th circle of power, dispel evil and good

spell found in chapter 5

Righteous Fury

By 7th level, your holy might sears your foes. Whenever you deal radiant damage to a creature with an attack, or a creature fails the saving throw of a spell you cast that deals radiant damage, that target has disadvantage on any attack roll that isn't against you until the start of your next turn.

Holy Shield

Starting at 15th level, whenever a creature makes a melee attack against you and misses, they take radiant damage equal to 1d8 plus half your paladin level.

Avenging Guardian

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-foot radius, and dim light shines 30 feet beyond that. Any magical darkness in the area of bright light is dispelled when you activate this feature. You also gain the following benefits:

  • Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
  • Whenever an allied creature starts its turn in the bright light, the creature gains 10 temporary hit points.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

Once you use this feature, you can't use it again until you finish a long rest.

Retribution

Retribution paladins are righteous crusaders who judge and punish opponents with weapons and Holy magic.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Divine Storm. As an action, you can use your Channel Divinity to lash out in holy fury with a melee weapon. Each creature you choose within 10 feet of you must succeed on a Dexterity saving throw or take damage as if it were hit by your weapon, plus an extra 2d8 radiant damage. On a successful save, a target takes half as much damage.

Shield of Vengeance. When you are damaged by a creature within 60 feet of you that you can see, you can use your reaction to retaliate with holy fire, using your Channel Divinity. You gain resistance to the triggering attack's damage, and the creature that damaged you must make a Dexterity saving throw. It takes radiant damage equal to 2d10 + your paladin level on a failed save, or half as much damage on a successful one.

Retribution Specialization Spells

Paladin Level  Spells
3rd divine favor, searing smite
5th  ✦ holy fire, righteous smite
9th blinding smite, haste
13th locate creature, staggering smite
17th banishing smite, hold monster

spell found in chapter 5

Zeal

By 7th level, your strikes are so powerful that they cleave to nearby foes. Once on each of your turns when you make a melee weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

In addition, when you cast a specialization spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 round for that casting, ending at the end of your next turn (or earlier, if the spell specifies).

Eye for an Eye

Starting at 15th level, when an enemy creature within your melee range makes a successful attack against you or an ally, you may use your reaction to make a melee weapon attack against them.

Avenging Wrath

At 20th level, as an action, you can transform into an avatar of retribution. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Any magical darkness in the area of bright light is dispelled when you activate this feature. You also gain the following benefits:

  • Radiant wings sprout from your back and grant you a flying speed of 60 feet.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can't use it again until you finish a long rest.























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
Priest
Level
─Spell Slots per Spell Level─
Proficiency
Bonus
Faith
Points
  Features Cantrips
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
6th +3 6   Words of Power, Specialization
  Feature
4 4 3 3
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

As a conduit for divine power, you can cast priest spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for the priest spell list and new spells.

Cantrips

At 1st level, you know three cantrips of your choice from the priest spell list. You learn additional priest cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Priest table.

Preparing and Casting Spells

The Priest table shows how many spell slots you have to cast your priest spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of priest spells that are available for 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.

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, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of priest spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your priest spells, since the power of your magic relies on your ability to project your faith, devotion, and will into the world. You use your Charisma whenever a priest spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a priest spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Ritual Casting

You can cast a priest spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your priest spells.

Light and Shadow

All priests can channel the powers of light and darkness, though the specifics differ by tradition and belief. You know the spells bless and bane. You always have these spells prepared, and they don't count against the number of spells you can prepare each day.

In addition, you can cast one of these spells once without expending a spell slot and without requiring concentration. You must then finish a short or long rest to do so again.

Enlightenment

At 2nd level, your devotion has unlocked a deep wellspring of power within yourself. This wellspring is represented by faith points, which allow you to create a variety of potent effects.

Faith Points

You have 2 faith points, and you gain more as you reach higher levels, as shown in the Faith Points column of the Priest table. You can never have more faith points than shown on the table for your level. You regain all spent faith points when you finish a long rest.

Flexible Casting

You can use your faith points to gain additional spell slots, or sacrifice spell slots to gain additional faith points. You learn other ways to use your faith points as you reach higher levels.

Creating Spell Slots. You can transform unexpended faith points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Faith Points. As a bonus action on your turn, you can expend one spell slot and gain a number of faith points equal to the slot's level.

Creating Spell Slots

Spell Slot Level   Faith Point Cost
1st   2
2nd   3
3rd   5
4th   6
5th   7

Priest Specialization

Also at 2nd level, you choose a priest specialization. Your specialization describes how you manifest your spiritual power: Discipline, Holy, or Shadow, all of which are detailed at the end of the class description.

Your choice grants you specialization spells and other features when you choose it at 2nd level, and additional features at 6th, 14th, and 18th level.

Specialization Spells

Each specialization has a list of spells---its specialization spells---that you gain at the priest 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 priest spell list, the spell is nonetheless a priest spell for you.

Words of Power

At 3rd level, you learn to pronounce magical words of great power, granted to you by whatever faith, philosophy, or patron you follow. You gain three of the following Words of Power options of your choice. You gain another one at 6th, 10th, and 17th level. You can use only one Word of Power each turn.

Holy Word: Chastise

As a bonus action, you can spend 2 faith points to chastise a creature you can see within 60 feet. That creature must make a Wisdom saving throw. On a failure, it is incapacitated until the end of your next turn.

Holy Word: Sanctify

When you would normally roll one or more dice to restore hit points with a spell, you can spend 3 faith points and instead use the highest number possible for each die.

Holy Word: Serenity

When a creature you can see within 60 feet fails a Constitution saving throw to maintain concentration on a spell, you can expend 1 faith point and use your reaction to make the creature succeed instead.

Power Word: Barrier

When a creature within 60 feet makes a saving throw, you may use your reaction and spend 3 faith points to allow that creature to reroll the saving throw. You can choose to use this feature after the creature makes its roll, but before the DM declares whether the saving throw succeeds or fails.

Power Word: Fortitude

As a bonus action, you may spend 2 faith points and grant a creature you can see within 60 feet temporary hit points equal to 1d6 + your priest level.

Power Word: Shield

When a creature you can see within 60 feet is hit by an attack, you may use your reaction and spend 1 faith point to add your proficiency bonus to their AC until the start of their next turn, including against the triggering attack.

Shadow Word: Death

When a creature within 60 feet of you takes damage from an attack or spell, you can spend 2 faith points and use your reaction to deal necrotic damage to it equal to 1d10 + your 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 prevented in any way.

Shadow Word: Pain

You can spend 1 faith point when you cast a spell on a creature to inflict torment, provided the spell hit the target with an attack or it failed a saving throw against the spell. At the beginning of the target's next turn, it takes a number of d4s of necrotic damage equal to your proficiency bonus.

Shadow Word: Void

When you deal psychic or necrotic damage to a creature with a spell, you can spend 3 faith points to cripple its resolve. That creature has disadvantage on the next saving throw it makes before the end of your next turn.

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.

Divine Restoration

At 20th level, you regain 4 expended faith points whenever you finish a short rest.

Priest Specializations

Priests in Azeroth serve all manner of religions and patrons, from the Holy Light to the endless Void. While all are united by faith in a higher power, they manifest that faith in different ways. The specialization you choose reflects your approach.

Discipline

Discipline priests use magic to shield allies as well as heal their wounds, while punishing their enemies with spells.

Discipline Specialization Spells

Priest Level  Spells
3rd hold person, silence
5th beacon of hope, dispel magic
7th aura of purity, ✦ divine star
9th circle of power, wall of force

spell found in chapter 5

Atonement

Starting at 2nd level, you heal your allies even as you punish your foes. Whenever you cast a spell of 1st level or higher that deals damage, you can choose another creature you can 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.

Confessor

Also at 2nd level, you gain proficiency in the Insight skill. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Rapture

At 6th level, you can use your bonus action to empower yourself with righteous conviction. For 1 minute, or until you are incapacitated or die, your Words of Power have their faith point cost reduced by 1.

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 long rest.

Contrition

When you reach 14th level, when you use a Power Word on a creature, your Atonement healing to that creature is doubled until the end of your next turn.

Pain Supression

At 18th level, you may use your action to safeguard a creature you can see within 60 feet against harm and other ill effects. For 1 minute, the creature gains resistance to all damage, and has advantage on all saving throws.

Once you use this feature, you can’t use it again until you finish a long rest.

Holy

Holy priests are the foremost practitioners of the healing arts, who use their divine power to bless allies and mend wounds. Yet these holy champions are also capable of smiting foes and carrying out sacred justice with radiant might.

Holy Specialization Spells

Priest Level  Spells
3rd  ✦ holy fire, lesser restoration
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead

spell found in chapter 5

Disciple of Life

Starting at 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Miracle Worker

Also at 2nd level, you gain proficiency in the Medicine skill. In addition, whenever you successfully stabilize a dying creature, that creature also regains 1 hit point.

Circle of Healing

At 6th level, you learn how to radiate holy energy to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your priest level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

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 long rest.

Echo of Light

When you reach 14th level, you are able to draw even more power from your Holy Words. After you invoke a Holy Word, the next spell you cast of 1st level or higher before the end of your next turn is cast one spell level higher, to a maximum of 9th level.

Guardian Spirit

At 18th level, you can call upon the spirits to guide a fallen ally back to their body. When a creature you can see within 60 feet would drop to 0 hit points as a result of taking damage, or would be subjected to an effect that would kill it instantaneously without dealing damage, you can use your reaction to prevent that damage or effect. If the creature was below half their hit point maximum, they are healed to that value. Finally, the creature is immune to all damage until the start of their next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Shadow

Shadow priests use dark arts to eradicate their enemies, harnessing the baleful magic of the Void, the Shadowlands, and other forbidden sources of power.

Shadow Specialization Spells

Priest Level  Spells
3rd  ✦ mind blast, phantasmal force
5th  ✦ mind sear, vampiric touch
7th Evard's black tentacles, phantasmal killer
9th contact other plane, dominate person

spell found in chapter 5

Twist of Fate

Starting at 2nd level, your damaging cantrips that deal psychic or necrotic damage affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Master Manipulator

Also at 2nd level, you gain proficiency in the Deception skill. You have advantage on all checks and rolls to conceal your motives, emotions, or thoughts, such as when you roll Charisma (Deception) to oppose a creature's Wisdom (Insight) check against you, or when you make a Wisdom saving throw to resist the full effect of a detect thoughts spell.

Shadowform

At 6th level, you may use your bonus action to wreathe yourself in shadowy energy. For 1 minute, or until you are incapacitated or die, you enjoy the following benefits:

  • You can add your Charisma modifier to one damage roll of any priest spell you cast that deals necrotic or psychic damage.
  • You can cast damaging priest spells with a range of touch and make melee spell attacks against targets you can see within 60 feet.
  • You are considered to be behind half cover, as swirling shadows protect you.

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 long rest.

Shadowy Apparitions

When you reach 14th level, you are able to conjure shadowy visions of yourself that can distract and hinder your enemies. Whenever you spend faith points to invoke a Shadow Word, a dark illusion appears around you. These apparitions last for 1 minute or until they are destroyed, and you can have at most three of them present at once. While any apparitions are present, you are considered to be under the effects of a mirror image spell, with the number of images equal to the number of apparitions.

In addition to their defensive benefit, you may also use your bonus action to command an apparition to assault a foe. Make a ranged spell attack against a creature you can see within 60 feet. On a success, the creature takes necrotic damage equal to 1d6 + half your priest level. Regardless of whether the attack hits or misses, the apparition is destroyed.

Vampiric Embrace

At 18th level, you learn how to use your spells to steal the life from your enemies to restore your allies. You use your bonus action to activate this Vampiric Embrace, which lasts for 1 minute. You can use the same bonus action to activate both this feature and your Shadowform.

While using Vampiric Embrace, when you use a spell of 1st level or higher to deal damage to a creature on your turn, you may choose another creature you can see within 60 feet of you. That creature regains hit points equal to the half the damage taken by the original creature. If your spell affects multiple creatures at once, you choose which target is used to determine the amount of healing.

Once you use this feature, you can't use it again until you finish a long rest.
























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
Rogue
Level Proficiency
Bonus
Sneak
Attack
Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Rogue Specialization
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise, Dirty Tricks (1/rest)
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Specialization Feature
10th +4 5d6 Vigor, Dirty Tricks (2/rest)
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Specialization Feature
14th +5 7d6 Blindsense, Dirty Tricks (3/rest)
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Specialization Feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

 The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the rogue table.

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Rogue Specialization

At 3rd level, you choose a specialization that you emulate in the exercise of your rogue abilities: Assassination, Outlaw, or Survival, all of which are detailed at the end of the class description. Your specialization choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

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.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Dirty Tricks

At 6th level, you learn how to weaken your foes with debilitating attacks. When you deal Sneak Attack damage, you can force the target to make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failure, the creature is blinded, incapacitated, or its speed is reduced to 0 (your choice), until the end of your next turn.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between rests starting at 10th level and three times between rests starting at 14th level.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Vigor

At 10th level, you gain an additional bonus action you can use on your turn. You can use this bonus action only for your Cunning Action feature, and can't use both bonus actions to take the same action twice on the same turn.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

Rogue Specialiations

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue specializations. Your choice of specialization is a reflection of your focus — not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Assassination

Assassination rogues are deadly masters of poisons who dispatch their victims with vicious strikes.

Acknowledgment

This assassination rogue was inspired by SargeBriar's Tweaked Assassin rogue archetype.

Deadly Poisons

When you choose this specialization at 3rd level, you gain proficiency with the poisoner's kit.

In addition, as a bonus action you can apply a dose of deadly poison to your weapon or a piece of ammunition, which lasts for 1 minute or until you hit with the weapon or ammunition. The poison ignores immunity to the poisoned condition, and its save DC is calculated as follows:

Poison save DC = 8 + your proficiency bonus +

your Intelligence modifier

When you use this feature, choose one of the following:

Agonizing poison (injury). A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned creature is unable to take reactions. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Crippling poison (injury). A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned creature's speed is halved. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Wound poison (injury). A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. When the poisoned create makes a successful weapon attack and rolls damage, it must roll twice and use the lower result. The creature can repeat the saving throw at 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 proficiency bonus, and regain all expended uses when you finish a long rest. A creature can only be affected by one of your deadly poisons at a time.

Ambush

Also at 3rd level, you have advantage on initiative rolls. You also have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.

Master Poisoner

At 9th level, your deadly poisons are enhanced in the following ways:

  • When a creature successfully saves against your poison, the poison doesn't end but is inactive until the end of the creature's next turn, when it can make another saving throw as normal. The poison ends when the creature has made three successful saves against it.
  • When a creature fails a saving throw against one of your Deadly Poisons, it takes 2d8 poison damage, or half as much damage on a successful save, which ignores resistance and immunity to poison damage. This damage 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.

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.

Killing Spree

When you reach 17th level, you can unleash a devastating whirlwind of strikes against your enemies. You can use your action to make a melee weapon attack against any number of creatures you can see within 20 feet of you, with a separate attack roll for each target. Each successful attack automatically deals Sneak Attack damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you attacked. Using Killing Spree counts as dealing your Sneak Attack damage for this turn

Once you use this feature, you can't do so again until you finish a long rest.

Subtlety

Subtlety rogues are dark stalkers who harness the power of shadows to ambush unsuspecting prey.

Subterfuge

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the forgery kit. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Shadow Magic

Also at 3rd level, you gain the minor illusion cantrip if you don't already know it. You can also cast more potent spells using shadow points. See chapter 10 of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. Intelligence is your spellcasting ability for spells cast using this feature.

You have a number of shadow points equal to your rogue level divided by 3, rounded up. You must spend a number of shadow points equal to the spell's level to cast it. When you spend a shadow point, it is unavailable until you finish a short or long rest, at the end of which you regain all your expended shadow points.

You are initially able to cast the spells fog cloud and silent image. At higher levels, you learn to cast additional spells, as shown in the Shadow Magic Spells table.

Shadow Magic Spells

Rogue Level   Spells
3rd   fog cloud, silent image
7th   invisibility, misty step
13th   blink, major image
19th   dimension door, greater invisibility

Nightstalker

Starting at 9th level, you are more adept at striking from the shadows. When you make an attack with advantage and the attack hits, it deals an additional 1d6 damage.

Shadow Focus

At 13th level, you can cast your Shadow Magic spells as a bonus action. These spells are also enhanced in the following ways:

  • You ignore the obscurement created by your fog cloud.
  • When you cast silent image or major image, as a bonus action you can change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
  • Your invisibility and greater invisibility spells also make you imperceptible to blindsight and tremorsense, in addition to normal sight.
  • When you cast misty step or dimension door, you can immediately turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.
  • While using blink, if the result of your d20 roll is 10 or lower, you have half cover until the start of your next turn.

Secret Technique

When you reach 17th level, you learn to conjure illusory doubles to strike at your foes. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can use your bonus action to target a second creature that you can see within 30 feet of the first creature. Make an attack roll with the same weapon against this creature; if the attack succeeds, it deals psychic damage equal to your Sneak Attack damage instead of the attack's normal damage.























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
Shaman
Level
─Spell Slots per Spell Level─
Proficiency
Bonus
Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Kalimag, Spellcasting, Elemental Attunement 2 4 2
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

You can speak, read, and write Kalimag, the sacred language of elementals. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Spellcasting

As a conduit for elemental power, you can cast shaman spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for the shaman spell list and new spells.

Cantrips

At 1st level, you know two cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.

Spell Slots

The Shaman table shows how many spell slots you have to cast your shaman spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the shaman spell list.

The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level 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.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells. Your magic comes from your devotion to the elements. You use your Wisdom whenever a shaman spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a shamanic totem as a spellcasting focus for your shaman spells.

Elemental Attunement

Also at 1st level, you can align your spirit with one of the elements. Choose one of the elemental attunements listed below. You can change your attuned element whenever you finish a long rest.

Air. When you make a Dexterity check, you can roll a d4 and add the number rolled to the ability check. You also gain a bonus to your AC against ranged weapon attacks equal to your Wisdom modifier (minimum of +1).

Earth. When you make a Strength check, you can roll a d4 and add the number rolled to the ability check. While you aren't wearing heavy armor, you also subtract your Wisdom modifier (minimum of 1) from any bludgeoning, piercing, and slashing damage that you take.

Fire. When you make a Charisma check, you can roll a d4 and add the number rolled to the ability check. You also gain a bonus to your initiative rolls equal to your 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.

 The totem is a magical object. It has an AC of 18 and a number of hit points equal to five times your shaman level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 1 minute. You can dismiss it early as an action.

You choose whether to summon a totem of air, earth, fire, or water. At the end of your turn, you can choose to use one of the element's listed totem powers. Totem powers use your shaman spell attack modifier and spell save DC, and have a range of 30 feet. Totem powers that involve rolling 1d4 roll additional dice as you gain shaman levels: 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

Air Totem Powers

Totems of air can strike enemies with crackling lightning and heighten the agility of your allies.

Stormlash. Make a ranged spell attack roll against a creature you can see within the totem's range. On a hit, the target takes lightning damage equal to 1d4 + your Wisdom modifier, and it can't take reactions until the start of its next turn.

Windwalk. Choose a number of creatures you can see within the totem's range, up to your proficiency bonus. Each creature adds 10 feet to its movement speed, and its movement doesn't provoke opportunity attacks, until the end of its next turn.

Earth Totem Powers

Totems of earth can incapacitate enemies with grasping vines and grant allies great resilience.

Earthgrab. Choose a creature you can see within the totem's range, which must be within 5 feet of the ground. The creature must succeed on a Strength saving throw or be restrained by the vines until the end of your next turn.

Stone Bulwark. Choose a number of creatures you can see within the totem's range, up to your proficiency bonus. Each creature gains temporary hit points equal to 1d4 + your Wisdom modifier.

Fire Totem Powers

Totems of fire can bless your allies' weapons with searing flame, or radiate blazing heat to burn your enemies.

Fire Nova. Choose a number of creatures you can see within the totem's range, up to your proficiency bonus. Each creature must make a Constitution saving throw. On a failed save a target takes 1d4 fire damage, or half as much damage on a successful one.

Flametongue. Choose a creature you can see within the totem's range. The next successful weapon attack that creature makes, until the end of its next turn, deals additional fire damage equal to 1d4 + your Wisdom modifier.

Water Totem Powers

Totems of water can restore the vitality of your allies or freeze your enemies with chilling ice.

Healing Stream. A creature you can see within the totem's range to regains hit points equal to 1d4 + your Wisdom modifier. This power can restore a creature to no more than half of its hit point maximum, and has no effect on undead or constructs.

Icechill. Choose a number of creatures you can see within the totem's range, up to your proficiency bonus. Each creature must succeed on a Constitution saving throw or take 1d4 cold damage, and have its speed reduced by 10 feet until the end of your next turn.

Shaman Specialization

At 3rd level, you choose a specialization which focuses your growing mastery over the elements. Choose Elemental, Enhancement, or Restoration, all detailed at the end of the class description. The specialization you choose grants you features at 3rd level and again at 6th, 10th, and 14th level.

Specialization Spells

Each specialization has a list of spells---its specialization spells---that you gain at the shaman levels noted in the specialization description. These spells count as shaman spells for you, but don't count against the number of shaman spells you know. These spells can't be replaced when you gain a level in this class.

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.

Totem Mastery

Beginning at 10th level, you gain the following benefits:

  • The range at which you can summon your totem, and the range of totem powers, increases to 60 feet.
  • You can use a bonus action to move your totem to an unoccupied space on a horizontal surface within 60 feet of you.
  • You can cast spells as though you were in your totem's space, though you still use your own senses.

Elemental Ascension

When you reach 20th level, you can assume the form of a mighty elemental avatar. You can use your action to cast investiture of flame, investiture of ice, investiture of stone, or investiture of wind (found in Xanathar's Guide to Everything) without expending a spell slot and without requiring concentration. While using this feature, you can use the investiture's special action once on your turn for free, without using an action. In addition, when you cast a spell using a spell slot it is cast one spell level higher, to a maximum of 9th level.

Once you use this feature, you can't use it again until you finish a long rest.

Shaman Specializations

While all shaman harness the power of the elements to use their abilities, different shaman do so in different ways. The specialization you choose reflects your approach.

Elemental

The primal magic of elemental shaman can be used to damage enemies from afar with lightning strikes, earthquakes, and lava bursts.

Elemental Specialization Spells

Shaman Level  Spells
3rd flaming sphere, maximilian's
 earthen grasp
5th erupting earth, lightning bolt
7th  ✦ thunderstorm, wall of fire
9th conjure elemental, control winds

spell found in chapter 5

Bonus Cantrip

When you choose this specialization at 3rd level, you learn one additional shaman cantrip of your choice.

Primal Recovery

Also at 3rd level, you can regain some of your magical energy by sitting in meditation and communing with the elemental spirits. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your shaman level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level shaman, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Echo of the Elements

Beginning at 6th level, your spells surge with reverberating power. When you roll damage for a shaman spell and roll the highest number possible on any of the dice, roll those dice again and add those rolls to the damage. You may only reroll each die once with this feature.


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.

Enhancement Spellcasting
Level
─Spell Slots─
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th
3rd 2 5 3
4th 2 5 3
5th 2 6 4 2
6th 2 6 4 2
7th 3 7 4 3
8th 3 7 4 3
9th 3 8 4 3 2
10th 3 8 4 3 2
11th 3 9 4 3 3
12th 3 9 4 3 3
13th 3 10 4 3 3 1
14th 3 10 4 3 3 1
15th 3 11 4 3 3 2
16th 3 11 4 3 3 2
17th 3 12 4 3 3 3 1
18th 3 12 4 3 3 3 1
19th 4 13 4 3 3 3 2
20th 4 13 4 3 3 3 2

Fighting Style

Also at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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.

Variant Rule: Light Maces

To give dual-wielding enhancement shaman more weapon variety, dungeon masters might consider giving maces the Light weapon property.

Bonus Cantrips

Finally at 3rd level, you learn one of the following cantrips: acid-bite blade, booming blade, chilling blade, or green-flame blade. These cantrips don't count against your number of cantrips known. You gain another cantrip from this list at 7th, 11th, and 15th level, or another shaman cantrip of your choice if you've already learned all four.

Enhancement Weapon Strikes

Many enhancement shaman call their weapon attack cantrips by different names. For example,

  • Acid-bite blade is called rockbiter;
  • Booming blade is called stormstrike;
  • Chilling blade is called frostbrand;
  • Green-flame blade is called lava lash.

Windfury

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

In addition, when you take the Attack action you may replace one of the attacks with casting a shaman cantrip.

Enhanced Elements

When you reach 14th level, your relationship with the elements is strengthened. When you finish a long rest you can choose two Elemental Attunement options.

In addition, whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage of type acid, cold, fire, lightning, or thunder (your choice).

Stormkeeper

Beginning at 18th level, when you take the Attack action on your turn, you may replace one of the attacks with casting a shaman spell that has a casting time of 1 action. You may only replace at most one attack on your turn with a spell using this ability or Windfury.

Nature Damage?

In World of Warcraft, the element of earth is often associated with Nature damage. Since this damage type does not exist in D&D 5E, acid damage is sometimes used to represent pure earth-aspected magic.

Restoration

By calling on their spiritual power, restoration shaman can restore health to injured allies.

Restoration Specialization Spells

Shaman Level  Spells
3rd calm emotions, ✦ wellspring
5th aura of vitality, ✦ chain heal
7th aura of purity, control water
9th maelstrom, ✦ tranquil rain

spell found in chapter 5

Deep Healing

When you choose this specialization at 3rd level, you learn how to call upon the elements for aid when your allies are near death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which doesn't count against the number of shaman cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Elemental Aegis

Also at 3rd level, you can invoke the elements to safeguard your allies. When another creature you can see within 60 feet of you takes damage, you can use your reaction to reduce that damage by 2d6 plus half your shaman level. In addition, you can choose to apply one of the following elemental effects:

Air Shield. If you used this reaction in response to a melee attack, the attacker must make a successful Strength saving throw or be pushed straight backwards 15 feet

Earth Shield. The defended creature regains hit points equal to the amount by which you reduced the damage.

Fire Shield. If you used this reaction in response to a melee attack, the attacker must make a successful Dexterity saving throw or take fire damage equal to the amount by which you reduced the damage, or half as much damage on a successful save.

Water Shield. The defended creature has advantage on the next saving throw it makes before the end of its next turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Deluge

Beginning at 6th level, whenever you use a spell of 1st level or higher to restore hit points to more than one creature, all affected creatures regain additional hit points equal to 2 + the spell's level.

Spirit Tide

At 14th level, you can replenish the spirits of nearby allies with a swell of restorative energy. As an action, choose a number of creatures within 60 feet that you can see, up to your proficiency bonus. For each target, roll 1d4 and choose one of the following effects:

  • The creature regains one expended spell slot, the level of which equals their number rolled or lower (the creature's choice).
  • The creature regains hit points equal to your proficiency bonus, and can choose to spend hit dice to regain hit points as if they completed a short rest. It can spend a number of hit dice up to the number you rolled (the creature's choice).

You can use this feature once, and regain the ability to use it again when you finish a long rest.

Resurging Elements

When you reach 18th level, you can extend the protective elemental energy you invoke to safeguard your allies. As a bonus action on your turn, you can expend a use of Elemental Aegis and ward a creature you can see within 60 feet. For 1 minute, you can use your reaction to defend the warded target with your Elemental Aegis feature without expending its uses. You can only ward one creature at a time with this feature, but can continue to use Elemental Aegis to defend other creatures, expending uses as normal. You can use Resurging Elements again to ward a new creature, ending the ward on the previous target.
























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
Warlock
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Spell
Slots
Slot
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
12th +4 Demonic Power Improvement,
Ability Score Improvement
4 11 3 5
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

You can speak, read, and write Eredun, the profane language of demons. Additionally, whenever you make a Charisma check when interacting with demons, your proficiency bonus is doubled if it applies to the check.

Pact Magic

Your research into fel magic and the oaths you've sworn to dark powers have given you facility with spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for the warlock spell list and new spells.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

 Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ritual Casting

You can cast any warlock spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Demon Summoning

You can summon demonic minions from the Twisting Nether, to aid you and do your bidding. Doing so requires you to perform a 10-minute ritual, at the end of which you summon a felhunter, imp, succubus, or voidwalker to serve as your minion. If you choose the demonology specialization at 2nd level, you can also summon a felguard minion. You can perform this ritual once and regain the ability to do so when you finish a long rest, unless you expend a warlock spell slot to do so again. The stat blocks for these creatures can be found in appendix C.

In combat, the summoned demon 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 demon can take any action of its choice, not just Dodge.

As an action, you can temporarily banish your minion. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can banish it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. If a 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.

Demonic Magic

After you summon a demonic minion, you temporarily learn a number of spells from the Demonic Magic feature in the minion's stat block. You learn all the spells that you can cast with your warlock spell slots. These spells count as warlock spells for you, but don't count against the number of warlock spells you know. You know these spells until you summon a new demonic minion, and learn its Demonic Magic spells.

For example, if you are a 5th level warlock and summon an imp minion, you temporarily learn the spells silent image, invisibility, and blink. You do not learn the spells confusion or mislead, since they are too high level to cast with your warlock spell slots.

Warlock Specialization

At 2nd level, you hone your study of profane magic towards a particular specialization. Choose Affliction, Demonology, or Destruction, all detailed at the end of the class description. The specialization you choose grants you features at 2nd level and again at 6th, 10th, and 14th level.

Demonic Pact

Beginning at 3rd level, you can enhance your demon summoning capabilities. Choose one of the following:

Pact of Supremacy

Your demonic minions add their proficiency bonus to their AC, and have an additional number of hit points equal to your warlock level.

Pact of Sacrifice

You may use your action to reduce your current demonic minion to 0 hit points, making a pact of sacrifice to gain some of its power. This pact gives you several benefits, and lasts until you finish a long rest or summon another demonic minion.

When you make a pact of sacrifice, your hit point maximum and current hit points increase by your warlock level. You also gain proficiency in the sacrificed demon's listed skills and saving throws. Finally, once per turn when you deal damage with a spell, you can add your proficiency bonus to one damage roll of that spell.

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.

Soul Shards

At 5th level, you can harvest fragments of souls and capture them in magical gems known as soul shards. You may have a maximum of three soul shards, increasing to four soul shards at 9th level, and five soul shards at 15th level. You may expend your sould shards to may use to fuel the soul rites listed below.

 You regain all expended soul shards when you finish a long rest. You may also use your reaction to regain a soul shard when a living creature within 60 feet dies, harvesting a portion of their soul before it passes to the Shadowlands. A creature must have a challenge rating of 1/4 or higher for their soul to be harvested in this way.

Soul Rites

You can spend soul shards on any of the following soul rites.

Create Healthstone. As an action, you may expend a soul shard to create a healthstone, which you may keep or give away. As an action, anyone may crush a healthstone to regain hit points equal to 1d8 + your warlock level. The healthstone is destroyed after use, or when you finish a long rest.

Create Soulstone. As an action, you may expend a soul shard to create a soulstone, which you may keep or give away. You may only have one soulstone in existence at a time; using this rite again immediately destroys the previous soulstone. When the bearer of your soulstone is reduced to 0 hit points but not killed outright, they may drop to 1 hit point instead, and the soulstone is destroyed. If not used, the soulstone is destroyed when you finish a long rest.

Nether Ward. When you roll a saving throw, you can use your reaction and expend a soul shard to reroll the saving throw. You can choose to use this rite after you make your initial roll, but before the DM declares whether the saving throw succeeds or fails.

Soul Burn. You can spend a soul shard when you cast a warlock spell to make the spell ignore damage resistance and immunity.

Soul Conduit. You can use a soul shard to cast a warlock spell you know without expending a spell slot. The spell must be of level at most half your proficiency bonus.

Demonic Power

Beginning at 7th level, you can draw even more magical power from your demonic minions. You can cast a Demonic Magic spell once without expending a warlock spell slot, and regain the ability to do so when you finish a long rest.

At 12th level, you can cast your current 1st level Demonic Magic spell at will, without expending a spell slot.

At 18th level, you can cast your current 2nd level Demonic Magic spell at will, without expending a spell slot.

Fel Arcanum

At 11th level, your investigations into the darkest mysteries of the Twisting Nether have allowed you to discover a forbidden magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Fel Arcanum when you finish a long rest.

Dark Soul

At 20th level, you can draw on your inner reserve of mystical power while calling on the terrible darkness of the Twisting Nether to regain expended spell slots. You can spend 1 minute performing a profane ritual to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Warlock Specializations

While all warlocks harness the fel energies of the Twisting Nether for their own purposes, they do so in different ways. The specialization you choose reflects how you pursue this terrible power, and what you wish to accomplish with it.

Affliction

Affliction warlocks are masters of shadow magic who specialize in spells that sap the life and will of their enemies.

Expanded Spell List

As a specialist in affliction, 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.

Affliction Expanded Spells
Warlock Level  Spells
3rd blindness/deafness, ✦ mind blast
5th slow, vampiric touch
7th blight, confusion
9th antilife shell, contagion

spell found in chapter 5

Corruption

When you adopt this specialization at 2nd level, you learn to corrupt the efforts of others with dark magic. You have a number of corruption dice equal to your Intelligence modifier, 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 roll, you can use your reaction to expend a corruption die, rolling the die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. Using this feature requires verbal and somatic components as if casting a spell.

A corruption die is expended when you use it. You regain all of your expended corruption dice when you finish a short or long rest. Your corruption dice change when you reach certain levels in this class. The dice become d8s at 6th level, d10s at 10th level, and d12s at 14th level.

Shadow Embrace

Beginning at 6th level, when you cast a spell that deals necrotic or psychic damage, you can add your corruption die to one necrotic or psychic damage roll of that spell against one of its targets. This does not expend a corruption die.

In addition, you can cast warlock spells with a range of touch and make melee spell attacks against targets you can see within 60 feet.

Siphon Life

At 10th level, you have learned how to draw strength from the misery of your foes. Whenever you use Corruption, you gain temporary hit points equal to the number rolled.

Endless Affliction

Starting at 14th level, whenever you use Corruption, you can roll a d6 and use it instead of expending a corruption die. In addition, if you use Corruption on a creature and it dies before the end of your next turn, you can choose to regain an expended soul shard.

Demonology

Demonology warlocks are masters of demons who compel fiendish powers to aid them. They use these powers to bolster the strength of their summoned demons, or even claim them for their own use.

Expanded Spell List

As a specialist in demonology, 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.

Demonology Expanded Spells
Warlock Level  Spells
3rd enhance ability, warding bond
5th crusader's mantle (necrotic damage),
haste
7th aura of purity, guardian of faith
 (necrotic damage)
9th circle of power, planar binding

Master Demonologist

When you adopt this specialization at 2nd level, your demonic magic become more powerful. You treat your proficiency bonus as if it was 2 higher for the purposes of determining your demon's statistics (and the bonus damage of Pact of Sacrifice, if you select that feature at 3rd level).

Master Summoner

At 10th level, you learn the spell summon greater demon, which does not count against your number of spells known. 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 rest.

In addition, whenever you cast a spell that summons a demon, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting, and the demon automatically fails any saving throws made to resist your control.

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 damaging warlock cantrips deal an additional die of damage.

Havoc

At 6th level, when you cast a spell that targets only one creature and doesn't have a range of self, you can use this feature to target a second creature in range with the same spell.

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, hold person cast at 3rd level or higher is not eligible, but conflagrate is.

Once you use this feature, you can't use it again until you finish a short or long rest.

Chaotic Energies

Beginning at 10th level, the chaotic energies you harness improve the destructive potential of your spells. Whenever you cast a spell that deals damage, the spell's damage dice increase in size by one 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 further.

Unleash Chaos

When you reach 14th level, you may use your action to hurl a roaring bolt of chaotic energy towards a target within 120 feet. Your target must make a Dexterity saving throw. On a failed save, it takes force damage equal to 5d12 + twice your warlock level, which ignores resistance and immunity to force damage. In addition, roll a d6 to determine what condition the target suffers until the end of your next round.

  • 1: The target is blinded.
  • 2: The target is charmed.
  • 3: The target is frightened.
  • 4: The target is incapacitated.
  • 5: The target is knocked prone.
  • 6: The target suffers two conditions. Roll twice more, rerolling any 6.

On a successful save, the target takes half damage and suffers no additional effects.

Once you use this feature, you can't use it again until you finish a long rest.























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
Warrior
Level Proficiency
Bonus
Features Maneuvers
Known
Maximum
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

You adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

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 impose disadvantage on the attack roll. You must be wielding a shield.

Rapid Reloading

You ignore the loading property of ranged weapons you are proficient in.

In addition, when you roll a 1 on a damage die for an attack 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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Additional Fighting Styles

If you own Tasha's Cauldron of Everything, you can ask your DM if you can take the optional fighter fighting styles detailed within, in addition to the fighting styles listed here.


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)

Warrior Specialization

At 3rd level, you choose a specialization which enhances your combat styles and techniques. Choose Arms, Fury, or Protection, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

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. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

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 this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Warrior Specializations

Different warriors choose different towards the art of war. The specialization you choose reflects your approach.

Arms

Arms warriors are battle-hardened weapon masters, using mobility and overpowering attacks to strike down their foes.

Size Up

When you choose this specialization at 3rd level, you gain proficiency with the Insight skill.

Additionally, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Warrior class levels (if any)

Tactical Brilliance

Also at 3rd level, you are able to quickly adapt to the changing battlefield. You can take the Disengage or Help action as a bonus action on your turn in combat.

In addition, the first rage maneuver you use on your turn costs one less rage point (minimum of one rage point).

Arms Techniques

While all warriors can use their rage to fuel special combat maneuvers, at 7th level you learn how to use more potent martial techniques. You can use this feature two times, selecting any of the options listed below, and regain all expended uses of it when you finish a long rest. You gain an additional use of this ability at 10th, 15th, and 18th level.

Colossus Smash. After you make a successful weapon attack you can use this technique to rend your target's defenses. The next time that creature is hit with an attack, the creature has vulnerability to all of that attack's damage.

Heroic Leap. You can use your action to leap up to your speed towards an unoccupied space, which doesn't provoke opportunity attacks. Each creature within 10 feet of you when you land must make a Dexterity saving throw. On a failed save, a creature takes thunder damage equal to 2d12 + your warrior level and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone.

Overpower. 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.

Titanic Might

When you reach 10th level, you can empower your weapon strikes with titanic strength. The first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your warrior level.

Seasoned Soldier

Starting at 15th level, when you roll initiative and have no uses of Arms Techniques remaining, you regain one use.

Battle Shout

When you reach 18th level, your commanding presence can sway the tide of battle. As a bonus action, you unleash a battle cry that emboldens your allies. Up to ten other creatures of your choice within 60 feet of you that can hear you are freed of any effects causing the charmed or frightened conditions. These creatures also gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Fury

Fury warriors are furious berserkers who unleash a flurry of attacks to carve their opponents to pieces.

Furious Mien

When you choose this specialization at 3rd level, you gain proficiency with the Intimidation skill. Additionally, you can always choose to make Intimidation checks with Strength rather than Charisma.

Berserker's Grip

Also at 3rd level, you can use two-weapon fighting even when the melee weapons you are wielding aren't light, as long as they do not have the two-handed property.

In addition, whenever you score a critical hit with a weapon attack, you gain one rage point.

Rampage

At 7th level, you can throw aside all concern for defense to attack with reckless abandon. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Titan's Grip

When you reach 10th level, you can wield even larger weapons one-handed. You gain the following benefits:

  • When wielding a versatile weapon in one hand, you may use the two-handed damage die.
  • You may wield a two-handed melee weapon in one hand, treating it as a one-handed weapon. You have a -2 penalty on attack rolls made when wielding a two-handed weapon this way.

Bloodthirst

Starting at 15th level, your melee weapon attacks score a critical hit on a roll of 19 or 20. In addition, whenever you score a critical hit against a hostile creature with a melee weapon attack, you regain hit points equal to 1d6 + your Constitution modifier.

Berserker Rage

At 18th level, your fury has made you an implacable force of destruction. After you Rampage, you have advantage on saving throws until the beginning of your next turn.

Protection

Protection warriors are stalwart protectors who use their shield to safeguard themselves and their allies.

Vigilant

When you choose this specialization at 3rd level, you gain proficiency with the Perception skill. Additionally, you have advantage on Perception checks made to detect creatures attempting to hide from you.

Threatening

Also at 3rd level, you know the rage maneuver Taunting Strike, which doesn't count against your maneuvers known. Taunting Strike no longer prompts a Wisdom saving throw and always affects its target. Once on your turn, you can use Taunting Strike with no rage cost.

Intercept

When you reach 7th level, you can react quickly to selflessly protect your allies. Whenever an ally within your movement speed is attacked by a creature you can see, you can use your reaction to move up to your speed to within 5 feet of the ally and force the attack to target you instead. This movement doesn't provoke opportunity attacks. Until the beginning of your next turn, all attacks made against your ally have disadvantage while you remain within 5 feet of them.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Sword and Board

Beginning at 10th level, you are an expert at using your shield for defense as well as offense. You gain the following abilities:

Shield Block. You can use a bonus action to assume a defensive stance with your shield. You gain the benefits of half cover until the beginning of your next turn.

Shield Slam. When you take the Attack action while wielding a shield, you can use a bonus action to make a melee weapon attack with your shield. This attack uses the same ability modifier as your primary attack. The damage die for this attack is a d4, and it deals bludgeoning damage.

If your shield offers an additional bonus to AC above its normal bonus, you add the additional bonus to the cover bonuses of Shield Block, and the attack and damage rolls of Shield Slam.

Safeguard

When you reach 15th level, whenever you or an ally within 5 feet of you is subject to an attack roll made with disadvantage, even if that attack hits, its damage is halved.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Rage Maneuvers

Unless stated otherwise, all maneuvers cost two rage points and are used when you hit a creature with a weapon attack. The maneuvers are presented in alphabetical order.

Charge

As a bonus action, you can use this maneuver to move up to your speed toward a creature that you can see, which doesn't provoke opportunity attacks. You must end this move closer to the creature than you started. If this maneuver is used in your first turn of combat, it generates two rage points instead of costing rage.

Cleave

Choose another creature within 5 feet of the original target and within range of your weapon. If the original attack roll would hit the second creature, it takes damage equal to your proficiency bonus + your Strength or Dexterity modifier (your choice).

Defensive Strike

Until the beginning of your next turn, the first attack roll made against you each turn has disadvantage, provided you can see the attacker.

Demoralizing Strike

The damage of your target's next melee attack before the end of your next turn is halved.

Disarming Strike

Your target must succeed on a Strength saving throw or drop one item of your choice that it is holding; the object lands at its feet.

Dull Pain

When an attacker that you can see hits you with an attack, you can spend one rage point to gain resistance to the attack's damage against you.

Forceful Strike

If your target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet away from you.

Hamstring

Your target's movement speed is halved until the end of your next turn.

Heroic Strike

After you roll damage with a weapon attack, you can spend one rage point to reroll the weapon's damage dice and use either result. You can spend additional rage to use this maneuver additional times on the same attack.

Intimidating Strike

Your target must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn.

Mortal Strike

Your weapon attacks, including this one, ignore your target's damage resistances until the beginning of your next turn.

Pummel

If your target makes a concentration check as a result of this attack, they have disadvantage on that roll.

Sunder Armor

The next attack roll made against your target before the end of your next turn is made with advantage.

Taunting Strike

Your target must succeed on a Wisdom saving throw or have disadvantage on attack rolls against targets other than you until the end of your next turn. This maneuver can only be used with melee weapon attacks.

Victory Rush

When you reduce a hostile target to 0 hit points, you can spend one rage point (no action required) to gain temporary hit points equal to your Constitution modifier + your warrior level (minimum of 1). You can use this maneuver at most once per turn.

Chapter 3: Equipment

This chapter presents additional items and rules pertaining to equipment specific to Warcraft 5E: Champions of Azeroth. This chapter supplements chapter 5 of the Player's Handbook, which is still where you'll find information on most of your character's items and equipment.

Starting Equipment

Instead of the starting gold and items granted by your class, you may choose to start with a number of gold pieces based on your class and purchase equipment directly.

Starting Wealth By Class

Class Funds
Druid 3d4 x 10 gp (75 gp)
Hunter 5d4 x 10 gp (125 gp)
Mage 4d4 x 10 gp (100 gp)
Paladin 8d4 x 10 gp (200 gp)
Priest 2d4 x 10 gp (50 gp)
Rogue 3d4 x 10 gp (75 gp)
Shaman 5d4 x 10 gp (125 gp)
Warlock 2d4 x 10 gp (50 gp)
Warrior 8d4 x 10 gp (200 gp)

Weapons

Azeroth contains several unique weapons not presented in the Player's Handbook, from the elegant glaives of the night elves to the deadly rifles of the dwarves. Some of these weapons are detailed below.

Acknowledgments

The firearms presented here are a simplified version of the comprehensive firearms rules written by Mage Hand Press, available for free on the Middle Finger of Vecna blog.

New Weapon Properties

Many weapons have special properties related to their use, as shown in the weapons table. In addition to the weapon properties found in the Player's Handbook, several new properties are listed below.

Firearm. All firearms produce a loud boom, audible out to half a mile. Unlike other weapons, you don't add your ability modifier to the damage roll of a firearm unless otherwise stated. Firearm ammunition costs 2 sp per shot, and cannot be recovered once used.

Returning. When you make a ranged weapon attack with this weapon and do not roll a natural 1 on the attack roll, it returns to you at the end of the attack.

New Weapon Descriptions

Several new weapons and their special traits are listed below.

Blunderbuss

Common especially among dwarves, the blunderbuss is a firearm with a short, large caliber barrel which is flared at the muzzle. Blunderbusses are especially deadly at close range.

Special. If you make an attack with a blunderbuss against a target that is within half its normal range, you deal 2d8 damage instead of its normal damage dice. In addition, being within 5 feet of a hostile creature doesn't impose 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
 Blunderbuss 50 gp  2d6 piercing 8 lb.  Ammunition (range 40/160), firearm, loading,
 special, two-handed
 Pistol 75 gp  2d4 piercing 3 lb.  Ammunition (range 30/120), firearm, light
 loading, special
Martial Melee Weapons
 Throwing glaive 25 gp  1d6 slashing 3 lb.  Finesse, light, returning, thrown (30/90)
Martial Ranged Weapons
 Rifle 150 gp  2d8 piercing 8 lb.  Ammunition (range 80/320), firearm, heavy,
 loading, two-handed

Pistol

Pistols are small firearms designed to be wielded in one hand, paired, or even adjunct to another melee weapon.

Special. You can engage in two-weapon fighting with a pistol and another light weapon. When you do so, if you make your bonus action attack with a pistol, you subtract 2 from the damage roll of the bonus attack (minimum of 1).

Rifle

Rifles have longer barrels than pistols, making them more difficult to wield, but with greatly increased range and power.

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 other elven races and trolls are known to use them as well.

Warclaw

Warclaws are common among orcs, shaman, and others who revere the savage wilds. While most warclaws consist of several curved talons extending from a simple grip or gauntlet, some use a single long blade, a sharpened metal ring, or other exotic designs.

Special. This weapon requires an action to don or doff. While donned, you can't be disarmed of it and that hand is 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.

Adventuring Gear

This section describes items that have special rules or require further explanation.

Ammo pouch. This leather pouch can hold up to 20 rounds of firearm ammunition, such as bullets, shells, or shot.

Shamanic totem. A shamanic totem is a carved piece of wood, bone, stone, or other material, designed to channel the power of the elements. A shaman can use such an item as a spellcasting focus, as described in chapter 10 of the Player's Handbook.

Adventuring Gear
Item Cost Weight
Ammo pouch 1 gp 1/2 lb.
Ammunition
 Firearm rounds (20) 4 gp 2 lb.
Holy symbol
 Libram 10 gp 5 lb.
Shamanic totem 5 gp 3 lb.

Chapter 4: Customization Options

While the preceding chapters present plenty of character options for a complete and satisfying game setin in Azeroth, players and DMs might wish for more. This chapter briefly discusses a number of optional rules DMs may choose to adopt for their games: variant rules concerning character creation and advancement; multiclassing requirements for Warcraft 5E: Champions of Azeroth; and a large number of new feats specifically for this setting. These rules are optional, and DMs decide whether they are available in your game.

Languages

The languages most likely to be encountered by Champions of Azeroth characters are listed in the Languages tables below; a more comprehensive list can be found on Wowpedia. Additional languages will be listed in future supplements.

Common Languages
Language Races
Common Humans, Alliance races
Darnassian Night elves
Dwarven Dwarves
Gnomish Gnomes
Gutterspeak Forsaken undead
Orcish Orcs, Horde races
Taur-ahe Tauren
Zandali Trolls
Rare Languages
Language Races
Draconic Dragons
Eredun Demons
Kalimag Elementals
Nerglish Murlocs
Ogre Ogre
Titan Titans

Variant Rules

Some of the following variant rules are adapted from those presented in Tasha's Cauldron of Everything, while others are original to Champions of Azeroth.

Character Creation

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.

Customizing Your Origin

While the Ability Score Increases traits of Champions races offer some flexibility, they still create optimal and suboptimal race/class combinations. DMs that wish to encourage the widest variety of character concepts may decide to allow the "Customizing Your Origin" rules from Tasha's Cauldron of Everything, either partially or in full.

Customizing Racial Trait DCs

Many racial traits require a saving throw, with a DC determined from your proficiency bonus and an appropriate ability score modifier, as usual. For all the reasons listed previously, DMs may wish to change or eliminate the specific ability dependence. You could allow any ability, or---the official recommendation---set the DC equal to 12 + your proficiency bonus.

Character Advancement

5E has a strict notion of character advancement, in which most advancement choices are permanent when made. Many DMs are more flexible, however, acknowledging that players can make mistakes and that characters can change over time. This section presents variant rules codifying that philosophy.

Retraining

With your DM's permission, you can change decisions made during character creation or advancement: proficiencies, class features, even your choice of subclass. Your DM can decide when they think this is appropriate, but a good recommendation is when your proficiency bonus increases. Your DM might insist on a period of downtime for more significant changes.

Improved Ability Score Improvements

DMs that wish for a higher-powered game that allows for more character customization might use the following variant version of the Ability Score Improvement class feature.

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 increase one ability score by 1 and take a feat of your choice. As normal, you can't increase an ability score above 20 using this feature.

This does result in more powerful characters, so DMs should be prepared and balance their games accordingly!

Epic Capstones

Reaching 20th level is an amazing accomplishment both in-character and out-of-character. DMs that wish to further reward this amazing milestone might consider adding the following 20th level feature to each class.

Heroic Paragon. Also at 20th level, two different ability scores of your choice increase by 2, as does the maximum for these scores.

Multiclassing

The rules for multiclassing are described in chapter 6 of the Player's Handbook, and can be used with Champions of Azeroth classes if characters meet the prerequisite ability scores shown in the Multiclassing Prerequisites table. Characters that multiclass gain the proficiencies shown in the Multiclassing Proficiencies table.

Multiclassing Prerequisites

Class  Ability Score Minimum
Druid  Wisdom 13
Hunter  Dexterity 13 and Wisdom 13
Mage  Intelligence 13
Paladin  Strength 13 and Charisma 13
Priest  Charisma 13
Rogue  Dexterity 13
Shaman  Wisdom 13
Warlock  Intelligence 13
Warrior  Strength 13 or Dexterity 13

Multiclassing Proficiencies

Class  Proficiencies Gained
Druid  Light armor
Hunter  Light armor, medium armor, shields,
 simple weapons, martial weapons,
 one skill from the class's skill list
Mage  —
Paladin  Light armor, medium armor, shields,
 simple weapons, martial weapons
Priest  —
Rogue  Light armor, one skill from the class's
 skill list, thieves' tools
Shaman  Light armor, medium armor, shields,
 simple weapons
Warlock  —
Warrior  Light armor, medium armor, shields,
 simple weapons, martial weapons

Note that multiclassing is not encouraged for Warcraft 5E: Champions content. Even moreso than in standard 5th Edition, these classes tend to have significant, impactful features in their early levels, making multiclass "dips" disproportionately powerful. Instead, the Multiclass Feats section of this chapter presents an alternative approach to obtaining features from other classes.

Reminder: Your Game, Your Rules

DMs, don't be afraid to change any of the rules or content in Champions of Azeroth to better fit your own game. You don't need my permission!

Acknowledgments

A number of feats were inspired by or adapted from the following publicly-available resources:

Feats

As detailed in chapter 6 of the Player's Handbook, feats are an optional way of enhancing your character. In addition to the feats from that book, this chapter provides a number of additional Warcraft-inspired feats for characters. Feats other than those presented in the Player's Handbook may be used with the permission of your DM.

Close Combat Spellcaster

Prerequisite: The ability to cast at least one spell

You're adept at casting spells in the thick of combat. You gain the following benefits:

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.
  • Your spell attacks ignore half cover and three-quarters cover against targets within 30 feet of you.
  • You learn one cantrip that requires an attack roll from the druid, mage, priest, shaman, or warlock spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from: Intelligence for mage or warlock; Wisdom for druid or shaman; or Charisma for priest.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. You gain the following benefits:

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover against targets within 30 feet of you.
  • Once per turn when you make a successful ranged weapon attack against a target within 30 feet of you and roll damage, you can reroll the weapon's damage dice and use either total.

Heavy Ranged Expert

You can use the strength and range of heavy ranged weapons to dispatch your foes. You gain the following benefits:

  • Attacking a prone creature doesn't impose disadvantage 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.
  • Once per turn, when you make a successful ranged attack with a heavy ranged weapon against a target greater than 30 feet away from you and roll damage, 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.

Light Ranged Expert

You are practiced in the use of light ranged weapons, and can use them to strike quickly and unexpectedly in combat. You gain the following benefits:

  • You can draw a hand crossbow, pistol, or shortbow as part of an attack you make with the weapon.
  • Once per turn when you make a ranged weapon attack, 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.
  • When you use the Attack action on your turn, you can use a bonus action to attack with a hand crossbow, pistol, or shortbow you are holding. If you make this attack with a pistol while engaging in two-weapon fighting, you do not subtract 2 from its damage roll.

Metamagic Initiate

Prerequisite: Spellcasting or Pact Magic feature

Through innate talent or arduous practice, you have learned how to twist and augment your spells in potent ways. You gain the following benefits:

  • You learn two Metamagic options of your choice from the sorcerer class (detailed in the Player's Handbook and Tasha's Cauldron of Everything). You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
  • You gain a number of sorcery points to spend on Metamagic equal to your proficiency bonus (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
What About Metamagic Adept?

In a game without the sorcerer class, a feat granting metamagic can afford to be a bit more generous than the Metamagic Adept feat from Tasha's Cauldron of Everything. That feat still exists, however, and can be taken for additional metamagic options and sorcery points.

Stronger Than You Look

Prerequisite: Small size

You are able to wield massive weapons despite your small stature, to the surprise of your enemies. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You do not have disadvantage on attack rolls with heavy weapons as a result of your size.
  • You have advantage on your first attack roll made with a heavy weapon during combat.

Thrown Weapon Master

You are an expert at the techniques of throwing weapons, and their application in combat. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with thrown weapons.
  • When you hit a creature with a ranged weapon attack with a thrown weapon, you have advantage on your next melee weapon attack against it before the end of your next turn.
  • 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.

Versatile Weapon Master

You've mastered the art of using weapons in different ways, altering your attack patterns mid-swing. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:

  • You can don or doff a shield as a bonus action.
  • If you miss a melee weapon attack you make on your turn while wielding your weapon with two hands, you can immediately make a new melee weapon attack against the same target using your weapon with one hand. You can only make this attack once per turn.
  • If you miss a melee weapon attack you make on your turn while wielding your weapon with one hand, you can immediately attempt to shove that creature. You can only make this attempt once per turn.
Incompatible Feats

Some feats may require minor changes to work with Champions content. For example, Magic Initiate (Player's Handbook) should refer to Champions spellcasting classes, while Fighting Initiate (Tasha's Cauldron of Everything) should refer to the warrior class. Players and DMs should feel free to make these sorts of obvious minor adjustments on their own.

Racial Feats

While the racial feats presented in Xanathar's Guide to Everything provide a rich selection of customization options for standard Dungeons & Dragons races, those feats may not be appropriate for the races of Azeroth. This section contains new or adapted feats for the races presented in chapter 1.

Blessings of the Loa

Prerequisite: Troll

You are favored by one or more of the great loa spirits. You learn one priest cantrip of your choice. You also learn the bless and enhance ability 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 can also cast these spells using spell slots you have of the appropriate level. Charisma is your spellcasting ability for all three spells.

Boon Companion

Prerequisite: Human

You're an inspiration to everyone. When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

When you use this ability, you can't use your Human Spirit racial trait before the end of your next turn.

Demonic Resilience

Prerequisite: Orc

Your past exposure to demonic power has made you resistant to fel energies. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have resistance to fire damage and necrotic damage.
  • Whenever a fiend forces you to make a Wisdom saving throw, you have advantage on the roll.

Dwarven Fortitude

Prerequisite: Dwarf

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Earthen Heritage

Prerequisite: Dwarf

You are especially attuned to your earthen ancestry. You learn 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 can also cast these spells using spell slots you have of the appropriate level. Wisdom is your spellcasting ability for all three spells.

Gnomish Ingenuity

Prerequisite: Gnome

You have a natural aptitude with artifice and magic. You learn the identify spell and can cast it at will, without expending a spell slot or requiring material components. You also learn knock and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence is your spellcasting ability for all three spells.

Human Determination

Prerequisite: Human

You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest.

I Can Fix That!

Prerequisite: Gnome

You have a knack for fixing things. You learn the mending cantrip. You also learn the cure wounds and lesser restoration 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 can also cast these spells using spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.

In addition, constructs can benefit from your spells that restore hit points, even if the spell normally has no effect on such creatures.

Nature's Blessings

Prerequisite: Night elf

You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace 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 can also cast these spells using spell slots you have of the appropriate level. Wisdom is your spellcasting ability for all three spells.

Orcish Fury

Prerequisite: Orc

Your inner fury burns tirelessly. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you hit with an attack 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:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You regain all spent Hit Dice at the end long rest.
  • Whenever you would roll Hit Dice to regain hit points, you use the highest number possible for each die.

Superior Shadowmeld

Prerequisite: Night elf

With Elune's blessings, you can easily fade into the shadows. You gain the following benefits:

  • Increase your Dexterity, Wisdom, or Charisma score by 1, to a maximum of 20.
  • When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Tauren Reincarnation

Prerequisite: Tauren

The Earth Mother can bring you back from the brink of death. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you begin your turn with 0 hit points, before making your death saving throw you can choose to gain a number of hit points equal to your level plus your Constitution modifier. Once you use this ability, you can't use it again until you finish a long rest.
  • If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Touch of the Grave

Prerequisite: Undead

You surge with the dark magic used to reanimate you. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You gain resistance to necrotic damage.
  • You learn one cantrip and one 1st level spell of your choice, both of which must be from the necromancy school of magic. You can cast the 1st level spell without expending a spell slot, and regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have. The spells' spellcasting ability is the ability increased by this feat.

Will of the Forsaken

Prerequisite: Undead

You have learned how to channel your suffering into unwavering resolve. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a short or long rest.

Profession Feats

As in World of Warcraft, characters may choose to pursue professions to obtain valuable materials or craft useful items. While this can mostly be achieved with skill and tool proficiencies, some characters may wish to make a deeper investment into their chosen professions---and reap commensurate rewards.

Alchemist

You have studied the secrets of alchemy and are an expert in its practice. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with alchemist's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
  • With 10 minutes of work, you can improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist's supplies with you, and the potion must be within reach. The creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore. You must finish a short or long rest to use this ability again, and any potions you have modified lose their improved potency when you finish a long rest.

Blacksmith

You are a master blacksmith, able to more easily create powerful weapons and armor. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with smith's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using smith's tools, it requires half the amount of materials and time to craft.
  • With 10 minutes of work, you can temporarily improve a melee weapon's balance or sharpness, giving it the ability to deal fierce damage when needed the most. To use this benefit, you must have smith's tools with you, and the weapon must be within reach. When this weapon deals damage, its wielder can expend the improvement to roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. You must finish a short or long rest before you can improve a weapon again, and any weapons you have modified lose this improvement when you finish a long rest.

Enchanter

You have studied the mystical art of enchanting, giving you greater facility with magic and magical items. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Arcana skill. If you're already proficient in Arcana, you instead double your proficiency bonus for any ability check you make with this skill.
  • You learn the detect magic spell, and can cast it once without expending a spell slot. You regain the ability to do so when you finish a short or long rest. You can also cast this spell using any spell slots you have.
  • Magic items with charges can never be destroyed as a result of you expending their last charge. In addition, when such items regain expended charges, they regain one additional charge. You must be attuned to the magic item to gain this benefit, or touching them if they do not require attunement.

Engineer

You are an expert at constructing dangerous devices---and avoiding their dangerous effects! You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with tinker's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using tinker's tools, it requires half the amount of materials and time to craft.
  • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Herbalist

You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with herbalism kits. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • You automatically succeed on checks made to determine whether plants are edible or poisonous using your herbalism kit.
  • You can apply herbal remedies to help yourself or your allies recover from maladies. During a short or long rest, you can remove one poison or disease from a friendly creature within reach. You must have an herbalism kit and either a component pouch or access to local herbs to use this benefit.

Leatherworker

You have mastered the art of working with leather and hide, and can use such materials to reinforce armor. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with leatherworker's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using leatherworker's tools, it requires half the amount of materials and time to craft.
  • With 10 minutes of work, you can reinforce armor with leather or hide, giving it the ability to lessen a terrible blow. To use this benefit, you must have leatherworker's tools with you, and the armor must be within reach. When the armor's wearer is hit by an attack, they can expend the improvement to gain resistance to any bludgeoning, piercing, and slashing damage dealt by that attack. You must finish a short or long rest before you can improve armor again, and any armor you have modified lose this improvement when you finish a long rest.

Miner

You have spent extensive time in the darkness of caves and other underground environments. You gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
  • When you make an Intelligence or Wisdom check related to underground environments, your proficiency bonus is doubled if you are using a skill that you're proficient in. You also can't become lost while underground, except by magical means.
  • You gain tremorsense out to a range of 10 feet.

Skinner

Your experience hunting and skinning beasts has made you knowledgeable about the anatomy of all manner of creatures. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Survival skill. If you're already proficient in Survival, you instead double your proficiency bonus for any ability check you make with this skill.
  • If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its anatomy. You learn its creature type and its damage vulnerabilities, damage resistances, damage immunities, and condition immunities. In addition, you have advantage on the next attack roll you make against that creature before you finish your next long rest.

Tailor

You are a master tailor, and even know how to weave protective properties into clothing. You gain the following benefits:

  • Increase your Dexterity, Intelligence, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with weaver's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using weaver's tools, it requires half the amount of materials and time to craft.
  • With 10 minutes of work, you can line a cloak or clothing with a special weave that is resistant to elemental energy. To use this benefit, you must have weaver's tools with you, and the cloth item must be within reach. When the item's wearer takes acid, cold, fire, lightning, or thunder damage, they can expend the improvement to gain resistance to that damage. You must finish a short or long rest before you can improve a cloth item again, and any items you have modified lose this improvement when you finish a long rest.

Multiclass Feats

Many adventurers mix fighting styles and magical traditions to forge their own destiny. The feats presented below allow characters to gain features of other classes, and are intended to be used instead of multiclassing. You cannot take a class's multiclass feats if you have any levels of that class, and if you ever gain a level of that class, you must choose a new feat.

Druid Adept

Prerequisite: Wisdom 13

You have learned some of a druid's natural magic and affinity for the wilds, and gain the following benefits:

  • You learn one cantrip of your choice from the druid spell list, and you learn one 1st-level spell of your choice from that list. Wisdom is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the druid spell list.
  • You can cast this feat's 1st-level spell without a spell slot, 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 slots you have.
  • You learn one Wild Gift option with no prerequisites from the druid class. Wisdom is the spellcasting ability for any spells granted by a wild gift. You can replace this gift with another one whenever you gain a level.

Druid Mastery

Prerequisite: Druid Adept feat

You have continued your druid training, and gain the following benefits:

  • You learn another cantrip of your choice from the druid spell list, and you learn one spell of level at most half your proficiency bonus from that list. Wisdom is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of level at most half your proficiency bonus from the druid spell list.
  • 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 this way again. You can also cast the spell using any spell slots you have of the appropriate level.

Hunter Adept

Prerequisite: Dexterity 13 and Wisdom 13

You have learned the wilderness lore of hunters, and gain the following benefits:

  • Moving through nonmagical difficult terrain costs you no extra movement.
  • You learn two focus techniques of your choice, detailed at the end of the hunter class description. If a technique you use requires your target to make a saving throw to resist its effects, the saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. You can replace one of these techniques when you gain a level.
  • You gain one focus die, which is a d6, which is used to fuel your techniques. A focus die is expended when you use it. You regain your expended focus die when you finish a short or long rest.

Hunter Mastery

Prerequisite: Hunter Adept feat

You have continued your hunter training, and gain the following benefits:

  • You learn an additional focus technique of your choice. You can replace one of your techniques whenever you gain a level.
  • Your number of focus dice increases to half your proficiency bonus (rounded up). A focus die is expended when you use it, and you regain all expended focus dice when you finish a short or long rest.

Mage Adept

Prerequisite: Intelligence 13

You have unlocked some of a mage's mastery of the arcane, and gain the following benefits:

  • You learn one cantrip of your choice from the mage spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the mage spell list.
  • You can cast this feat's 1st-level spell without a spell slot, 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 slots you have.
  • When you finish a short rest, you can regain the free use of this feat's spell, or regain a spell slot of 1st level. After you use this benefit, you can't do so again until you finish a long rest.

Mage Mastery

Prerequisite: Mage Adept feat

You have continued your mage training, and gain the following benefits:

  • You learn another cantrip of your choice from the mage spell list, and you learn one spell of level at most half your proficiency bonus from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of level at most half your proficiency bonus from the mage spell list.
  • 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 this way again. You can also cast the spell using any spell slots you have of the appropriate level.

Paladin Adept

Prerequisite: Strength 13 and Charisma 13

You are bolstered with righteous might like a paladin, and gain the following benefits

  • You can use the paladin's Lay on Hands feature, with a pool of hit points equal to your level.
  • When you hit a creature with a melee weapon attack, you can deal an additional 2d8 radiant damage. The damage increases by 1d8 if the target is an undead or a fiend. Once you deal this damage, you must finish a long rest to do so again.

Paladin Mastery

Prerequisite: Paladin Adept feat

You have continued your paladin training, and gain the following benefits:

  • The pool of hit points for your Lay on Hands ability increases to twice your level.
  • You can deal extra radiant damage with your Paladin Adept a feat a number of times equal to your level divided by 4 (rounded up). You regain all uses of this feature when you finish a long rest.

Priest Adept

Prerequisite: Charisma 13

Like a priest, you have dedicated yourself to a higher power, an 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 that list. Charisma is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the priest spell list.
  • You can cast this feat's 1st-level spell without a spell slot, 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 slots you have.
  • You learn one of the following Words of Power options from the priest class: Holy Word: Serenity, Power Word: Shield, or Shadow Word: Pain. You can use this word once without cost, and regain the ability to do so when you finish a long rest. You can replace this word with another of these three whenever you gain a level.

Priest Mastery

Prerequisite: Priest Adept feat

You have continued your priest training, and gain the following benefits:

  • You learn another cantrip of your choice from the priest spell list, and you learn one spell of level at most half your proficiency bonus from that list. Charisma is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of level at most half your proficiency bonus from the priest spell list.
  • 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 this way again. You can also cast the spell using any spell slots you have of the appropriate level.

Rogue Adept

Prerequisite: Dexterity 13

You have learned some of a rogue's skill and cunning, and gain the following benefits:

  • Choose one of the following actions: Dash, Disengage, or Hide. You can perform the chosen action as a bonus action on your turn. You can change the chosen action whenever you gain a level.
  • Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
  • You can deal an extra 1d6 damage when you hit a target with a finesse or ranged weapon attack and have advantage on the attack roll, or when another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. Once you use deal this damage, you must finish a short or long rest to do so again.

Rogue Mastery

Prerequisite: Rogue Adept feat

You have continued your rogue training, and gain the following benefits:

  • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
  • The extra damage dealt by your Rogue Adept feat increases to a number of d6s equal to your level divided by 4 (rounded up).

Shaman Adept

Prerequisite: Wisdom 13

You have learned to invoke the elements like a shaman, and gain the following benefits:

  • You learn one cantrip of your choice from the shaman spell list, and you learn one 1st-level spell of your choice from that list. Wisdom is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the shaman spell list.
  • You can cast this feat's 1st-level spell without a spell slot, 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 slots you have.
  • As a bonus action, you can use one of the Elemental Attunements listed in the shaman class description. The attunement lasts for 10 minutes. Once you use this ability, you must finish a long rest before you can do so again.

Shaman Mastery

Prerequisite: Shaman Adept feat

You have continued your shaman training, and gain the following benefits:

  • You learn another cantrip of your choice from the shaman spell list, and you learn one spell of level at most half your proficiency bonus from that list. Wisdom is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of level at most half your proficiency bonus from the shaman spell list.
  • 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 this way again. You can also cast the spell using any spell slots you have of the appropriate level.

Warlock Adept

Prerequisite: Intelligence 13

You have delved into the dark mysteries of the warlocks, and gain the following benefits:

  • You learn one cantrip of your choice from the warlock spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the warlock spell list.
  • You can cast this feat's 1st-level spell without a spell slot, 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 slots you have.
  • When you cast a damaging spell, you can add your 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.

Warlock Mastery

Prerequisite: Warlock Adept feat

You have continued your warlock training, and gain the following benefits:

  • You learn another cantrip of your choice from the warlock spell list, and you learn one spell of level at most half your proficiency bonus from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of level at most half your proficiency bonus from the warlock spell list.
  • 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 this way again. You can also cast the spell using any spell slots you have of the appropriate level.

Warrior Adept

Prerequisite: Strength 13 or Dexterity 13

You have the martial training of a warrior, and gain the following benefits:

  • When you make a weapon attack on your turn, you can make an additional weapon attack. Once you use this ability, you must finish a long rest before you use it again.
  • You learn two Rage Maneuvers, detailed at the end of the warrior class description. You can use one of these maneuvers once without cost, and regain the ability to do so when you finish a short or long rest. If a maneuver you use requires your target to make a saving throw to resist its effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You can replace one of these maneuvers with another one whenever you gain a level.

Warrior Mastery

Prerequisite: Warrior Adept feat

You have continued your warrior training, and gain the following benefits:

  • You learn an additional rage maneuver of your choice. You can replace one of your maneuvers whenever you gain a level.
  • You can use your rage maneuvers a number of times equal to half your proficiency bonus (rounded up). You can use at most one rage maneuver in a turn, and regain all uses of this ability when you finish a short or long rest.

Chapter 5: Spells

Champions of Azeroth follows the same rules for magic and spellcasting that are presented in the Player's Hanfbook. It's not the objective of this project to adapt every Warcraft spell faithfully into 5E rules; mostly the existing 5E spells have been sorted into their most relevant Champions classes, with new spells created where there isn't a good match for something important, or where there's a major need. For simplicity, this project uses spells from the 5E Player's Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything. DMs, feel free to add additional spells, or change these spell lists altogether, at your discretion---you might have a different idea of what spells belong to which classes!

Spell Sources

Spells without superscript can be found in the 5E Player's Handbook. Marked spells come from the following sources:

  • XGtE: Xanathar's Guide to Everything
  • TCoE: Tasha's Cauldron of Everything
  • CoA: Champions of Azeroth, presented later in this chapter

Druid Spells

Cantrips (0 Level)

  • Acid Splash
  • Control FlamesXGtE
  • Druidcraft
  • GustXGtE
  • InfestationXGtE
  • Mending
  • Message
  • Mold EarthXGtE
  • Poison Spray
  • Primal SavageryXGtE
  • Produce Flame
  • Resistance
  • Shape WaterXGtE
  • Spare the Dying
  • Thorn Whip
  • WrathCoA
1st Level

  • Absorb ElementsXGtE
  • Animal Friendship
  • Beast BondXGtE
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Earth TremorXGtE
  • Entangle

  • Expeditious Retreat
  • Faerie Fire
  • Fog Cloud
  • Goodberry
  • Guiding Bolt
  • Healing Word
  • Longstrider
  • Purify Food and Drink
  • SnareXGtE
  • Speak with Animals
  • StarfireCoA
  • Thunderwave
2nd Level

  • Alter Self
  • Animal Messenger
  • Augury
  • Barkskin
  • Beast Sense
  • Calm Emotions
  • Darkvision
  • Dust DevilXGtE
  • EarthbindXGtE
  • Enhance Ability
  • Enlarge/Reduce
  • Eyes of the EagleCoA
  • Gentle Repose
  • Gust of Wind
  • Hold Person
  • Lesser Restoration
  • Locate Animals or Plants

  • Moonbeam
  • Moonfire/SunfireCoA
  • Protection from Poison
  • RejuvenationCoA
  • SkywriteXGtE
  • Spike Growth
  • Summon BeastTCoE
  • Warding WindXGtE
  • Web
3rd Level

  • Aura of Vitality
  • Call Lightning
  • CatnapXGtE
  • Clairvoyance
  • Daylight
  • Dispel Magic
  • Erupting EarthXGtE
  • Faerie SwarmCoA
  • Feign Death
  • Magic Circle
  • Mass Healing Word
  • Meld into Stone
  • NourishCoA
  • Plant Growth
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sleet Storm
  • Speak with Plants
  • Summon FeyTCoE
  • Tidal WaveXGtE
  • Ursol's VortexCoA
  • Wall of SandXGtE
  • Wall of WaterXGtE
  • Water Breathing
  • Wind Wall
4th Level

  • Aura of Life
  • Aura of Purity
  • Banishment
  • Blight
  • Control Water
  • Divination
  • Dominate Beast
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Guardian of NatureXGtE
  • Locate Creature
  • Polymorph
  • StarsurgeCoA
  • Stone Shape
  • Wild GrowthCoA
5th Level

  • Antilife Shell
  • Awaken

  • Cloudkill
  • Commune with Nature
  • Contagion
  • Control WindsXGtE
  • DawnXGtE
  • Dream
  • Force of NatureCoA
  • Geas
  • Greater Restoration
  • Insect Plague
  • Legend Lore
  • Lunar FuryCoA
  • Raise Dead
  • Scrying
  • Tree Stride
  • Wrath of NatureXGtE
6th Level

  • Conjure Fey
  • Druid GroveXGtE
  • Find the Path
  • Flesh to Stone
  • Heal
  • Heroes' Feast
  • Investiture of StoneXGtE
  • Investiture of WindXGtE
  • Primordial WardXGtE
  • StarfallCoA
  • Sunbeam
  • Transport via Plants
  • Wall of Thorns
  • Word of Recall
7th Level

  • Crown of StarsXGtE
  • Etherealness
  • Plane Shift
  • Regenerate
  • Resurrection
  • Sequester
  • Temple of the GodsXGtE
  • WhirlwindXGtE
8th Level

  • Abi-Dalzim's Horrid
    WiltingXGtE
  • Animal Shapes
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Sunburst
  • Tsunami
9th Level

  • Foresight
  • Gate
  • Mass Heal
  • Shapechange
  • Storm of Vengeance

Mage Spells

Cantrips (0 Level)

  • Arcane BlastCoA
  • Blade Ward
  • Control FlamesXGtE
  • Create BonfireXGtE
  • Dancing Lights
  • Fire Bolt
  • Friends
  • FrostbiteXGtE
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Shocking Grasp
  • ThunderclapXGtE
1st Level

  • Absorb ElementsXGtE
  • Alarm
  • Armor of Agathys
  • Burning Hands
  • CatapultXGtE
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Command
  • Comprehend Languages
  • Create or Destroy Water
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Frostfire BoltCoA
  • Frost NovaCoA
  • Grease
  • Hellish Rebuke
  • Ice KnifeXGtE
  • Identify
  • Illusory Script
  • Mage Armor
  • Magic Missile
  • Shield
  • Silent Image
  • Sleep
  • Tenser's Floating Disk
  • Thunderwave
  • Unseen Servant
2nd Level

  • Aganazzar's ScorcherXGtE
  • Alter Self
  • Arcane ExplosionCoA
  • Arcane Lock

  • Blindness/Deafness
  • Blur
  • Continual Flame
  • Darkvision
  • Detect Thoughts
  • Dragon's BreathXGtE
  • EarthbindXGtE
  • Enlarge/Reduce
  • Find Traps
  • Flaming Sphere
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Living BombCoA
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Maximilian's Earthen GraspXGtE
  • Melf's Acid Arrow
  • Mirror Image
  • Misty Step
  • Nystul's Magic Aura
  • Phantasmal Force
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Silence
  • Snilloc's Snowball SwarmXGtE
  • Spider Climb
  • Suggestion
  • Web
3rd Level

  • Arcane BarrageCoA
  • Bestow Curse
  • Blink
  • Clairvoyance
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Elemental Weapon
  • Fireball
  • Fly
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Ice BlockCoA
  • Ice LanceCoA
  • Leomund's Tiny Hut
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Melf's Minute MeteorsXGtE
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Remove Curse
  • Sending
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Thunder StepXGtE

  • Tiny ServantXGtE
  • Tongues
  • Water Breathing
4th Level

  • Arcane Eye
  • Banishment
  • Blight
  • Charm MonsterXGtE
  • Compulsion
  • Confusion
  • Dimension Door
  • Elemental BaneXGtE
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Leomund's Secret Chest
  • Locate Creature
  • Magic OrbCoA
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Sickening RadianceXGtE
  • Storm SphereXGtE
  • Vitriolic SphereXGtE
  • Wall of Fire
5th Level

  • Antilife Shell
  • Bigby's Hand
  • Cloudkill
  • Conjure Elemental
  • Contact Other Plane
  • Dominate Person
  • Far StepXGtE
  • Geas
  • Hold Monster
  • ImmolationXGtE
  • Legend Lore
  • Mislead
  • Modify Memory
  • Passwall
  • Planar Binding
  • PyroblastCoA
  • Rary's Telepathic Bond
  • Ring of FrostCoA
  • Scrying
  • Seeming
  • SupernovaCoA
  • Synaptic StaticXGtE
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
6th Level

  • Arcane Gate
  • Blade Barrier
  • Blast WaveCoA

  • Chain Lightning
  • Circle of Death
  • Contingency
  • Disintegrate
  • Drawmij's Instant Summons
  • Eyebite
  • Globe of Invulnerability
  • Guards and Wards
  • Investiture of FlameXGtE
  • Investiture of IceXGtE
  • Magic Jar
  • Mass Suggestion
  • Mental PrisonXGtE
  • Otiluke's Freezing Sphere
  • Programmed Illusion
  • ScatterXGtE
  • Soul CageXGtE
  • Tenser's TransformationXGtE
  • True Seeing
  • Wall of Ice
7th Level

  • Comet StormCoA
  • Crown of StarsXGtE
  • Delayed Blast Fireball
  • Etherealness
  • Fire Storm
  • Forcecage
  • Mirage Arcane
  • Mordenkainen's Magnificent Mansion
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Sequester
  • Symbol
  • Teleport
8th Level

  • Antimagic Field
  • Antipathy/Sympathy
  • Demiplane
  • Dominate Monster
  • Ebon BoltCoA
  • Feeblemind
  • Illusory DragonXGtE
  • Incendiary Cloud
  • Maze
  • Mind Blank
  • Telepathy
  • Trap the Soul
9th Level

  • Astral Projection
  • Blade of DisasterTCoE
  • Foresight
  • Gate
  • Imprisonment
  • InvulnerabilityXGtE
  • Mass PolymorphXGtE
  • Meteor Swarm
  • Prismatic Wall

  • Thermal VoidCoA
  • Time Stop
  • True Polymorph
  • Weird
  • Wish

Paladin Spells

1st Level

  • Bless
  • CeremonyXGtE
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Divine Favor
  • Guiding Bolt
  • Heroism
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Searing Smite
  • Shield of Faith
  • Thunderous Smite
  • Wrathful Smite
2nd Level

  • Aid
  • Beacon of LightCoA
  • Branding Smite
  • Calm Emotions
  • Find Steed
  • Gentle Repose
  • Lesser Restoration
  • Prayer of Healing
  • Protection from Poison
  • Warding Bond
  • Zone of Truth
3rd Level

  • Aura of Vitality
  • Beacon of Hope
  • Blinding Smite
  • Crusader's Mantle
  • Daylight
  • Dispel Magic
  • Divine ShieldCoA
  • Remove Curse
  • Revivify
  • Spirit Guardians
  • Tongues
4th Level

  • Aura of Life
  • Aura of Purity
  • Banishment
  • Death Ward
  • Divination
  • Find Greater SteedXGtE
  • Guardian of Ancient KingsCoA

  • Guardian of Faith
  • Locate Creature
  • Staggering Smite
5th Level

  • Banishing Smite
  • Circle of Power
  • Commune
  • DawnXGtE
  • Destructive Wave
  • Dispel Evil and Good
  • Geas
  • Greater Restoration
  • Hallow
  • Holy WeaponXGtE
  • Mass Cure Wounds
  • Raise Dead

Priest Spells

Cantrips (0 Level)

  • Blade Ward
  • Friends
  • Light
  • Mending
  • Message
  • Mind FlayCoA
  • Mind SliverTCoE
  • Minor Illusion
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • Thaumaturgy
  • Word of RadianceXGtE
1st Level

  • Arms of Hadar
  • Bane
  • Bless
  • Cause FearXGtE
  • CeremonyXGtE
  • Charm Person
  • Command
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Dissonant Whispers
  • Feather Fall
  • Guiding Bolt
  • Healing Word
  • Illusory Script
  • Inflict Wounds
  • Inner FireCoA
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Shield of Faith
  • Silent Image
  • Sleep
  • Tasha's Hideous Laughter
2nd Level

  • Aid
  • Augury
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Gentle Repose
  • Hold Person
  • Holy FireCoA
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Mind BlastCoA
  • Mind SpikeXGtE
  • Phantasmal Force
  • Prayer of Healing
  • Protection from Poison
  • Ray of Enfeeblement
  • Suggestion
  • Tasha's Mind WhipTCoE
  • Zone of Truth
3rd Level

  • Beacon of Hope
  • Bestow Curse
  • Clairvoyance
  • Daylight
  • Dispel Magic
  • Enemies AboundXGtE
  • Fear
  • Fly
  • Glyph of Warding
  • Hunger of Hadar
  • Hypnotic Pattern
  • Intellect FortressTCoE
  • Magic Circle
  • Major Image
  • Mass Healing Word
  • Mind SearCoA
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Speak with Dead
  • Summon ShadowspawnTCoE
  • Tongues
  • Vampiric Touch
4th Level

  • Aura of Life
  • Aura of Purity
  • Banishment
  • Charm MonsterXGtE
  • Compulsion
  • Confusion
  • Death Ward
  • Divination
  • Divine StarCoA
  • Freedom of Movement

  • Guardian of Faith
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Shadow of MoilXGtE
5th Level

  • Commune
  • DawnXGtE
  • Dispel Evil and Good
  • Dominate Person
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Mass Cure Wounds
  • Modify Memory
  • Raise Dead
  • Rary's Telepathic Bond
  • Scrying
  • Summon CelestialTCoE
  • Synaptic StaticXGtE
6th Level

  • Eyebite
  • Forbiddance
  • Globe of Invulnerability
  • Harm
  • Heal
  • Heroes' Feast
  • Holy NovaCoA
  • Mass Suggestion
  • Mental PrisonXGtE
  • Tasha's Otherworldly GuiseTCoE
  • True Seeing
  • Word of Recall
7th Level

  • Crown of StarsXGtE
  • Divine Word
  • Etherealness
  • Phantom SingularityCoA
  • Plane Shift
  • Power Word PainXGtE
  • Resurrection
  • Symbol
8th Level

  • Dominate Monster
  • Feeblemind
  • Holy Aura
  • Maddening DarknessXGtE
  • Mind Blank
  • Power Word Stun
  • Sunburst
  • Telepathy
9th Level

  • Astral Projection
  • Foresight
  • Mass Heal
  • Power Word Heal

  • Power Word Kill
  • Psychic ScreamXGtE
  • True Resurrection
  • Weird

Shaman Spells

Cantrips (0 Level)

  • Acid Splash
  • Acid-Bite BladeCoA
  • Blade Ward
  • Booming BladeTCoE
  • Chilling BladeCoA
  • Control FlamesXGtE
  • Create BonfireXGtE
  • FrostbiteXGtE
  • Green-Flame BladeTCoE
  • GustXGtE
  • Lightning StrikeCoA
  • Mending
  • Message
  • Mold EarthXGtE
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Shape WaterXGtE
  • Shocking Grasp
  • Spare the Dying
  • ThunderclapXGtE
1st Level

  • Absorb ElementsXGtE
  • Armor of Agathys
  • Bless
  • Burning Hands
  • CeremonyXGtE
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Earth TremorXGtE
  • Elemental ShockCoA
  • Entangle
  • Feather Fall
  • Fog Cloud
  • Healing Word
  • Heroism
  • Ice KnifeXGtE
  • Lava BurstCoA
  • Lightning ShieldCoA
  • Purify Food and Drink
  • Sanctuary
  • Thunderwave
2nd Level

  • Aganazzar's ScorcherXGtE
  • Augury
  • Dust DevilXGtE
  • EarthbindXGtE
  • Enhance Ability
  • Flaming Sphere
  • Gentle Repose
  • Gust of Wind

  • Heat Metal
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Maximilian's Earthen GraspXGtE
  • Protection from Poison
  • PyrotechnicsXGtE
  • Shatter
  • SkywriteXGtE
  • Snilloc's Snowball SwarmXGtE
  • Warding WindXGtE
  • WellspringCoA
3rd Level

  • Call Lightning
  • Chain HealCoA
  • Clairvoyance
  • Dispel Magic
  • Elemental Weapon
  • Erupting EarthXGtE
  • Fly
  • Haste
  • Ice LanceCoA
  • Magic Circle
  • Meld into Stone
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Sleet Storm
  • Speak with Dead
  • Spirit BeastCoA
  • Thunder StepXGtE
  • Tidal WaveXGtE
  • Wall of SandXGtE
  • Wall of WaterXGtE
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level

  • Aura of Life
  • Aura of Purity
  • Banishment
  • Control Water
  • Death Ward
  • Divination
  • Elemental BaneXGtE
  • Fire Shield
  • Freedom of Movement
  • Ice Storm
  • Locate Creature
  • Stone Shape
  • Stoneskin
  • Storm SphereXGtE
  • Summon ElementalTCoE
  • ThunderstormCoA
  • Watery SphereXGtE
5th Level

  • Commune
  • Conjure Elemental
  • Control WindsXGtE

  • Geas
  • Greater Restoration
  • ImmolationXGtE
  • Legend Lore
  • MaelstromXGtE
  • Raise Dead
  • Scrying
  • SunderingCoA
  • Transmute RockXGtE
  • Tranquil RainCoA
  • Wall of Stone
6th Level

  • Bones of the EarthXGtE
  • Chain Lightning
  • Elemental BlastCoA
  • Find the Path
  • Flesh to Stone
  • Heal
  • Heroes' Feast
  • Investiture of FlameXGtE
  • Investiture of IceXGtE
  • Investiture of StoneXGtE
  • Investiture of WindXGtE
  • Move Earth
  • Otiluke's Freezing Sphere
  • Primordial WardXGtE
  • Wall of Ice
  • Wind Walk
  • Word of Recall
7th Level

  • Fire Storm
  • Plane Shift
  • Regenerate
  • Sequester
  • Symbol
  • Temple of the GodsXGtE
  • WhirlwindXGtE
8th Level

  • Abi-Dalzim's Horrid
    WiltingXGtE
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Incendiary Cloud
  • Tsunami
9th Level

  • Foresight
  • Gate
  • Imprisonment
  • Mass Heal
  • Storm of Vengeance

Warlock Spells

Cantrips (0 Level)

  • Acid Splash
  • Blade Ward
  • Chill Touch

  • Control FlamesXGtE
  • Create BonfireXGtE
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Light
  • Mage Hand
  • Message
  • Mind SliverTCoE
  • Minor Illusion
  • Poison Spray
  • Produce Flame
  • Resistance
  • Shadow BoltCoA
  • Shape WaterXGtE
1st Level

  • Absorb ElementsXGtE
  • AgonyCoA
  • Alarm
  • Arms of Hadar
  • Bane
  • Burning Hands
  • Cause FearXGtE
  • Chaos BoltXGtE
  • Charm Person
  • Command
  • Comprehend Languages
  • Demon SkinCoA
  • Detect Evil and Good
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • False Life
  • Fog Cloud
  • Hellish Rebuke
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Protection from Evil and Good
  • Ray of Sickness
  • Silent Image
  • Sleep
  • Tasha's Caustic BrewTCoE
  • Unseen Servant
  • Witch Bolt
2nd Level

  • Aganazzar's ScorcherXGtE
  • Alter Self
  • Arcane Lock
  • Blur
  • ConflagrateCoA
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • EarthbindXGtE
  • Find Steed (fiend only)
  • Find Traps
  • Flaming Sphere
  • Hold Person

  • Invisibility
  • Knock
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Melf's Acid Arrow
  • Mind SpikeXGtE
  • Nystul's Magic Aura
  • Phantasmal Force
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
  • Silence
  • Suggestion
  • Web
3rd Level

  • Animate Dead
  • Bestow Curse
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Enemies AboundXGtE
  • Fear
  • Feign Death
  • Fly
  • Glyph of Warding
  • Hand of Gul'danCoA
  • Hunger of Hadar
  • Hypnotic Pattern
  • Life TransferenceXGtE
  • Magic Circle
  • Major Image
  • Melf's Minute MeteorsXGtE
  • Nondetection
  • Phantom Steed
  • Rain of FireCoA
  • Remove Curse
  • Sending
  • ShadowburnCoA
  • Speak with Dead
  • Stinking Cloud
  • Tiny ServantXGtE
  • Tongues
  • Water Breathing
4th Level

  • Arcane Eye
  • Banishment
  • Compulsion
  • Dimension Door
  • Elemental BaneXGtE
  • Evard's Black Tentacles
  • Find Greater Steed (fiend only)
  • Greater Invisibility
  • Hallucinatory Terrain
  • Leomund's Secret Chest
  • Locate Creature
  • Mordenkainen's Private Sanctum
  • Phantasmal Killer
  • ShadowfuryCoA
  • Shadow of MoilXGtE

  • Summon Greater DemonXGtE
  • Vitriolic SphereXGtE
5th Level

  • Cloudkill
  • Contact Other Plane
  • Creation
  • Dominate Person
  • EnervationXGtE
  • Geas
  • Hallow
  • Hold Monster
  • ImmolationXGtE
  • Mislead
  • Modify Memory
  • Negative Energy FloodXGtE
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
6th Level

  • Arcane Gate
  • Channel DemonfireCoA
  • Circle of Death
  • Contingency
  • Drawmij's Instant Summons
  • Eyebite
  • Harm
  • Magic Jar
  • Mass Suggestion
  • Mental PrisonXGtE
  • Programmed Illusion
  • Soul CageXGtE
  • Summon FiendTCoE
  • Tasha's Otherworldly GuiseTCoE
  • True Seeing
7th Level

  • Finger of Death
  • Fire Storm
  • Phantom SingularityCoA
  • Plane Shift
  • Project Image
  • Sequester
  • Symbol
8th Level

  • Demiplane
  • Dominate Monster
  • Earthquake
  • Feeblemind
  • Maddening DarknessXGtE
  • Maze
  • Trap the Soul
9th Level

  • Astral Projection
  • Blade of DisasterTCoE
  • Gate
  • Imprisonment
  • Psychic ScreamXGtE
  • Rain of ChaosCoA
  • Weird

Spell Descriptions

The spells are presented in alphabetical order.

Acid-Bite Blade

Evocation cantrip


  • Casting Time: 1 Action
  • Range: Self (5 feet)
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and becomes coated in corrosive bile until the start of your next turn. If the target willingly attacks a creature other than the caster before then, it immediately takes 1d8 acid damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target, and the damage the target takes for attacking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Agony

1st-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You curse a creature that you can see within range with crippling pain. Immediately, and at the end of each of its turns, the target must make a Constitution saving throw. On a failed save, it takes 1d6 necrotic damage, of half as much damage on a successful save. In addition, choose one ability when you cast the spell. The target has disadvantage on ability checks made with this ability until the spell ends.

If the target drops to 0 hit points before this spell ends, you can use an action on a subsequent turn of yours to curse a new creature. The spell ends after three successful saving rolls are made against it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Arcane Barrage

3rd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You unleash three bursts of arcane power at targets you can see within range. Make a ranged spell attack for each ray. On a hit, the target takes 4d4 force damage. The bursts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one more burst for each slot level above 3rd.

Arcane Blast

Evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You strike a creature or object you can see within range with a blast of pure mana. Make a ranged spell attack against the target, which ignores cover. On a hit, the target takes 1d8 force damage.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Arcane Explosion

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You emit a pulse of destructive arcane energy. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw or take 2d10 force damage, and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Beacon of Light

2nd-level abjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You bless a creature you can see within range with a radiant boon. Until the spell ends, whenever you cast a spell of 1st level or higher that restores hit points to a creature within 30 feet of the beacon of light target, the blessed creature regains hit points equal to 1d6 + your spellcasting modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Blast Wave

6th-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: 1 round

You overwhelm creatures near you with a blast of debilitating flame. Each creature within 15 feet of you must succeed on a Constitution saving throw or take 4d8 fire damage, be pushed 10 feet away from you, and be incapacitated until the end of your next turn. A creature that succeeds on its saving throw takes half as much damage and suffers no other effects. The fire ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Chain Heal

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a beam of healing energy that surges toward a creature of your choice that you can see within range. Three beams then leap from that target to as many as three other creatures, each of which must be within 30 feet of the first target. A creature can be targeted by only one of the beams. Each target regains hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3th.

Channel Demonfire

6th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pinch of sulfur)
  • Duration: Concentration, up to 1 minute

You suffuse your body with searing demonfire, which you can use to immolate your foes. When you cast the spell, and as an action on your subsequent turns, you can choose three different targets you can see within 120 feet of you. Make a ranged spell attack for each target. On a hit, the target takes 6d6 fire damage. Regardless of if these attacks hit or miss, you also take 1d6 fire damage, which can't be reduced or prevented in any way.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Chilling Blade

Evocation cantrip


  • Casting Time: 1 Action
  • Range: Self (5 feet)
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and becomes engulfed by a freezing aura until the start of your next turn. If the target willingly uses a reaction before then, it immediately takes 1d8 cold damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for taking a reaction increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Comet Storm

7th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (seven hailstones)
  • Duration: Instantaneous

Frozen chunks of ice plummet to the ground at seven different points you can see within range. Each creature in a 5-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. A creature takes 6d6 bludgeoning damage and 6d6 cold damage on a failed save, or half as much damage on a successful one. Any creature that fails its saving throw is also knocked prone. A creature in the area of more than one frozen burst is affected only once.

The spell damages objects in the area that aren't being worn or carried, and extinguishes nonmagical flames.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you summon an additional comet for each slot level above 7th.

Conflagrate

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of sulfur)
  • Duration: Instantaneous

You set a creature you can see within range ablaze with debilitating flame. The target must make a Constitution saving throw. On a failed save, it takes 4d8 fire damage, and is incapacitated until the end of your next turn. On a successful save, the target takes half as much damage and isn't incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Demon Skin

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (tanned demon hide)
  • Duration: 8 hours

You reinforce yourself with demonic resilience. Your base AC becomes 10 + your Dexterity modifier + your Constitution modifier. In addition, your hit point maximum and current hit points increase by 2. The spell ends if you don armor or if you dismiss the spell as an action.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your hit point maximum and current hit points increase by an additional 2 for each slot level above 1st.

Divine Shield

3rd-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a glass bead blessed by a priest)
  • Duration: 1 round

You surround yourself with an impenetrable barrier of divine energy. Until the beginning of your next turn, you are immune to all damage, and can't take reactions.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it lasts for an additional full round for each slot level above 3rd.

Divine Star

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: Instantaneous

You fire a holy bolt forward in a line 6 feet long and 5 feet wide in a direction you choose. For each creature in the line, you decide whether it is hurt or healed by the holy bolt. Roll 5d8. Creatures to be harmed must succeed on a Dexterity saving throw or take radiant damage equal to the amount rolled, or half as much damage on a successful save. Creatures to be healed instead regain hit points equal to half the amount rolled.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount rolled increases by 1d8 for each slot level above 4th.

Ebon Bolt

8th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You launch a jagged shard of icy darkness at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 8d8 cold damage and 8d8 necrotic damage. In addition, until the spell ends the target deals half damage with its weapon attacks, and you have advantage on saving throws, as you steal the target's strength and vitality.

The creature can make a Constitution saving throw at the end of each of its turn, ending the spell on a success. If this spell kills the creature, or if the creature dies before the spell ends, you have advantage on saving throws until the spell ends.

Elemental Blast

6th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a stone touched by elementals of air, fire, and water)
  • Duration: Instantaneous

You unleash a bolt of pure elemental energy against a target you can see within range, which must make a Dexterity saving throw. A target takes takes 5d6 cold damage, 5d6 fire damage, and 5d6 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cold, fire, and lightning damage all increase by 1d6 for each slot level above 6th.

Elemental Shock

1st-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You overwhelm a creature you can see within range with elemental energy. Choose one of the shocks listed below, and then make a ranged spell attack against the target. If the attack hits, the creature takes 2d10 damage and suffers the listed effect.

Earth Shock. The spell deals acid damage, and the next attack roll the target makes before the end of your next turn has disadvantage.

Flame Shock. The spell deals fire damage, and the target is set ablaze. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns.

Frost Shock. The spell deals cold damage, and the target's speed is halved until the end of your next turn.

Wind Shock. The spell deals thunder damage, and the 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 slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd. The secondary effects are unaffected.

Endless Quiver

1st-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (one piece of ammunition for the target weapon worth at least 1 cp, consumed)
  • Duration: 10 minutes

You touch a ranged weapon, which is then capable of producing its own ammunition. For the duration of the spell, that ranged weapon ignores the ammunition property. Instead, if you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Eyes of the Eagle

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a feather from an eagle)
  • Duration: Concentration, up to 1 hour

You touch a willing creature to give it the ability to see at great distances. Until the spell ends, the target has advantage on Wisdom (Perception) checks. Additionally, they may see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away.

Faerie Swarm

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon faerie magic to harry and distract a creature you can see within range. The target must make a Dexterity saving throw. It takes 6d6 force damage on a failed save, or half as much damage on a successful one. If the target fails its saving throw, its movement speed is halved and they have disadvantage on attack rolls for the spell's duration. At the end of each of its turns, the target repeats the saving throw. On a failed save it takes 3d6 force damage, and on a successful one it takes half as much damage and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the immediate and recurring damage increase by 1d6 for each slot level above 3rd.

Flare

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (flint and tinder)
  • Duration: 1 round

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 brightly lit, and invisible creatures and objects within it are revealed. In addition, Dexterity (Stealth) checks made within the illuminated area are made with disadvantage.

Frostfire Bolt

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You weave together a bolt of fire and frost magic and hurl it at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 cold damage and 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold and fire damage both increase by 1d6 for each slot level above 1st.

Frost Nova

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: 1 round

You emit a freezing blast of ice around you, capable of rooting your foes in place. Each creature on the ground within 15 feet of you must succeed on a Constitution saving throw or be restrained by the ice until the end of your next turn. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Force of Nature

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (three tree seeds, consumed)
  • Duration: Concentration, up to 1 minute

You summon two animated trees which appear in unoccupied spaces that you can see within range. These treants use the Lesser Treant stat block.

The treants are allies to you and your companions. In combat, the creatures share your initiative count, but it take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don't issue any, they takes the Dodge action and use their move to avoid danger. The treants disappear when they drop to 0 hit points or when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a total number of treants equal to half the spell's level. In addition, use the higher level wherever the spell's level appears in the stat block.


Lesser Treant

Medium plant, unaligned


  • Armor Class 10 + the level of the spell (natural armor)
  • Hit Points 40 + 10 for each spell level above 5th
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 14 (+2) 10 (+0) 10 (+0) 6 (-2)

  • Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing
  • Senses passive Perception 10
  • Languages understands the languages you speak
  • Challenge —          Proficiency Bonus equals your bonus

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

Siege Monster. The treant deals double damage to objects and structures.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + 3 + the spell's level bludgeoning damage.

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
  • Range: 60 feet
  • Components: V, S, M (a fragment of igneous rock)
  • Duration: Concentration, up to 10 minutes

You conjure a demonic meteor to crash into a point you can see within range. Each creature within 10 feet of that point 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 ignites flammable objects that aren't being worn or carried.

As the meteor explodes, a swarm of imps bursts forth to aid you for the spell's duration, using the Imp Swarm stat block. The swarm begins in the space where the meteor fell, even if it is occupied.

The swarm is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. The swarm disappears when it drops to 0 hit points or when the spell ends, banished back to the Twisting Nether.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the meteor's damage increases by 1d6 for each slot level above 3rd. In addition, use the higher level wherever the spell's level appears in the Imp Swarm stat block.

Holy Fire

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You smite a creature you can see within range with righteous flame. Immediately, and at the end of each of its turns, the target must make a Dexterity saving throw. It takes 1d6 fire damage and 1d6 radiant damage on a failed save, or half as much damage on a successful one and the spell ends. For the spell's duration, the burning target sheds bright light in a 10-foot radius and dim light for an additional 10 feet. These magical flames can't be extinguished by nonmagical means.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire and radiant damage both increase by 1d6 for each slot level above 2nd.


Imp Swarm

Medium swarm of tiny fiends (demons), chaotic evil


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points 30 + 10 for each spell level above 3rd
  • Speed 20 ft.

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

  • Damage Resistances* Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Eredun, Common, Orcish
  • Challenge —          Proficiency Bonus equals your bonus

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny imp. The swarm can't regain hit points or gain temporary hit points. When the swarm is at half HP or less, the damage of its attacks and Implosion are halved.

Demon Sight. Magical darkness doesn't impede the swarm's darkvision.

Actions

Multiattack. The swarm makes a number of attacks equal to half this spell's level.

Firebolts. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 2d6 + 2 + the spell's level fire damage.

Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + 2 + the spell's level slashing damage.

Implosion. The swarm violently explodes in a fiery blast, reducing it to 0 hit points. Each creature within 10 feet of the swarm must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, plus an additional 1d6 for each spell level above 3rd. A target takes half as much damage on a successful save. If the swarm occupies a creature's space, that creature has disadvantage on its saving throw.

Holy Nova

6th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Instantaneous

A wave of holy energy bursts forth from you, searing your enemies while restoring your allies. Roll 5d6. Each hostile creature within 30 feet of you must succeed on a Constitution saving throw or take radiant damage equal to the amount rolled, or half as much damage on a successful save. Each friendly creature within 30 feet of you regains hit points equal to the amount rolled.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount rolled increases by 1d6 for each slot level above 6th.

Ice Block

3rd-level abjuration


  • Casting Time: 1 reaction, which you take when you take damage
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You can use your reaction when you take damage to surround yourself with a protective layer of ice, gaining resistance to the triggering damage. For the rest of the spell's duration you are immune to all damage and are considered to be behind full cover. During this time you can't take actions or reactions, and your speed is reduced to 0.

Ice Lance

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small shard of glass or crystal)
  • Duration: Instantaneous

You fling a massive icicle toward a target of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 6d10 cold damage. If the target is on the ground or also adjacent to a wall, or a similar large, immobile object, it is pinned to that surface and restrained until the end of your next turn. A pinned creature can end this effect early by using its action to make a successful Strength check against your spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Inner Fire

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a candle wick)
  • Duration: 8 hours

You touch a willing creature who isn't wearing armor, and it is protected by your faith and conviction until the spell ends. 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.

Lava Burst

1st-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a fragment of igneous rock)
  • Duration: Instantaneous

You hurl molten stone and flame at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 bludgeoning damage and 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bludgeoning and fire damage both increase by 1d6 for each slot level above 1st.

Lightning Shield

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A bit of fur and a rod of amber, crystal, or glass)
  • Duration: Concentration, up to 10 minutes

You summon motes of lightning to orbit your body. Until the spell ends, whenever a creature hits you with a melee attack, it takes 1d4+1 lightning damage. In addition, once per turn when you deal damage to a creature with an attack or spell, you can deal an additional 1d4+1 lightning damage to that creature.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1 for each slot level above 2nd.

Lightning Strike

Evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a bolt of lightning at a target within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal or is made primarily of metal. On a hit, the target takes 1d8 lightning damage. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Living Bomb

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of oil-soaked string)
  • Duration: 1 round

You ignite a creature you can see within range, making them a ticking bomb waiting to explode. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 fire damage and becomes a living bomb. On a successful save, the target takes half as much damage and suffers no additional effects.

 If the target failed its saving throw, then at the beginning of its next turn it explodes in a fiery blast. Each creature within 10 feet of the target must make a successful Dexterity saving throw or take 2d8 fire damage, or half as much damage on a success. The original target instead takes the full amount of damage, without making a saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial and secondary damage increases by 1d8 for each slot level above 2nd.

Lunar Fury

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

You assail a creature you can see within range with an aspect of Elune's power. Choose whether to invoke the new moon, half moon, or full moon. The creature must make a Wisdom saving throw. On a failed save, it suffers the damage and the effect listed below, based on your choice. On a success, it suffers half as much damage and no other effect.

New Moon. The target takes 8d8 psychic damage and is frightened of you until the end of your next turn.

Half Moon. The target takes 8d8 force damage and is charmed by you until the end of your next turn.

Full Moon. The target takes 8d8 radiant damage and is blinded until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Magic Orb

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: Instantaneous

You fire an orb of elemental power forward in a line 6 feet long and 5 feet wide in a direction you choose. Choose one of the elemental orbs listed below. Each creature within 5 feet of this line must succeed on a Dexterity saving throw or take 4d10 damage and suffer the listed effect. On a successful save, the creature takes half as much damage and suffers no additional effect.

Arcane Orb. The spell deals force damage, and the target is pushed 15 feet directly away from the line.

Frozen Orb. The spell deals cold damage, and the target's speed is halved until the end of your next turn.

Scorching Orb. The spell deals fire damage, and the target is set ablaze. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. The secondary effects are unaffected.

Mind Blast

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: 1 round

You overload the senses of a creature you can see within range with a psychic onslaught. The target must make a Wisdom saving throw. On a failed save, it takes 3d10 psychic damage and has disadvantage on ability checks until the end of your next turn. On a successful save, the target takes half as much damage and suffers no additional effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Mind Flay

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

You fire a beam of psychic energy at a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage. If you used this spell against that target on your previous turn, it instead takes 1d12 psychic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Mind Sear

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose one creature within range, which begins to glow with an eerie darkness. It suffers no ill effects, but you may use your bonus action to cause them to radiate corrosive shadow energy. All other creatures within 15 feet of the initial target must make a successful Wisdom saving throw or take 3d6 psychic damage. A creature that succeeds on its saving throw takes half this amount of damage. On each of your turns until the spell ends, you can use your bonus action to repeat this shadowy pulse, dealing damage to all creatures within 15 feet of the initial target. The spell ends if your initial target is ever more than 120 feet away from you.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Moonfire/Sunfire

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

You sear a target you can see within range with burning moonfire or sunfire. The target must make a Dexterity saving throw. It takes 2d10 force damage (moonfire) or radiant damage (sunfire) on a failed save, or half as much damage on a successful one. If the target fails its saving throw, it takes an additional 2d10 damage of the same damage type at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the immediate and delayed damage increase by 1d10 for each slot level above 2nd.

Nourish

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You infuse a creature you can see within range with invigorating energy. That creature regains hit points equal to 2d6 + your spellcasting ability modifier immediately. Until the beginning of your next turn, the creature has advantage on saving throws, at which time the spell ends and they regain another 2d6 hit points. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial and delayed healing increase by 1d6 for each slot level above 2nd.

Phantom Singularity

7th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of obsidian)
  • Duration: Concentration, up to 1 minute

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 20 feet. The area within this sphere is filled with horrifying darkness that saps the will and life of creatures within it. As a bonus action, you can move the sphere up to 20 feet.

The sphere's area is filled with magical darkness, which spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 7th level or lower, can't illuminate the area. Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Wisdom saving throw. The creature takes 6d6 psychic damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw is frightened until the beginning of its next turn.

For the spell's duration, you regain 3d6 hit points at the beginning of each of your turns, provided this spell damaged a creature since the end of your last turn.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage and healing increase by 1d6 for each slot level above 7th.

Pyroblast

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an igneous rock and sulfur)
  • Duration: Instantaneous

You hurl an immense fiery boulder towards a target you can 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.

Hit or miss, the boulder then explodes. The target and each 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.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 1d8 for each slot level above 5th.

Rain of Chaos

9th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a fragment of igneous rock)
  • Duration: Concentration, up to 10 minutes

Blazing meteors of brimstone and felfire plummet to the ground at three different points you can see within range. Each creature in a 20-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 5d6 fire damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one meteor strike is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

On your next turn, towering infernals appear at each of the three points where the meteorites fell, using the Bound Greater Infernal stat block. Each infernal begins in the space where a meteor fell, even if it is occupied, but must use its movement to move to an unoccupied space.

The infernals are allies to you and your companions. In combat, the infernals share your initiative count, but take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don't issue any, 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.

Rain of Fire

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of sulfur)
  • Duration: Concentration, up to 1 minute

A cloud of roiling darkness appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the dark cloud could appear (for example, if you are in a room that can't accommodate the cloud).


Bound Greater Infernal

Large fiend (demon), chaotic evil


  • Armor Class 20
  • Hit Points 100
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 2 (-4) 10 (+0) 2 (-4)

  • Damage Resistance fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands Eredun and the languages you speak
  • Challenge —          Proficiency Bonus equals your bonus

Immutable Form. The infernal is immune to any spell or effect that would alter its form.

Magic Resistance. The infernal has advantage on saving throws against spells and other magical effects.

Magic Weapons. The infernal's weapon attacks are magical.

Siege Monster. The infernal deals double damage to objects and structures.

Immolation Aura. When a creature begins its turn within 5 feet of the infernal, or enters that area for the first time on a turn, it must make a Constitution saving throw against your spell save DC. A target takes 5d6 fire damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The infernal makes two slam attacks.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d12 + 5 bludgeoning damage.

When you cast the spell, choose a point you can see under the cloud. A bolt of hellfire rains down from the cloud to strike that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down hellfire in this way again, targeting the same point or a different one.

The spell damages also objects within 5 feet of a hellfire strike and ignites flammable objects that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Rejuvenation

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You imbue a creature you can see within range with restorative magic. The creature regains hit points equal to 1d6 + your spellcasting ability modifier immediately. Until the spell ends, the creature regains 1d6 hit points at the beginning of each of its turns. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot 3rd level of or higher, the initial and recurring healing increase by 1d6 for every two slot levels above the 2nd.

Ring of Frost

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a silver ring)
  • Duration: Concentration, up to 1 minute

You summon a ring of icy mist that freezes enemies that cross its borders. The ring is centered on a point in range that you can see, is 20 feet in diameter, 20 feet high, and 1 foot thick. When the ring appears, each creature within its area must make a Constitution saving throw. For the spell's duration, a creature that enters the ring's area for the first time on a turn or ends its turn within 5 feet of the ring must also make this saving throw. On a failed save, a creature takes 4d8 cold damage and is restrained until the beginning of its next turn. On a successful save, a creature takes half as much damage and suffers no additional effects.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Shadowburn

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You unleash a shadowy blaze on a creature you can see within range. The target must make a Dexterity saving throw. A target takes takes 4d6 fire damage and 4d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire and necrotic damage both increase by 1d6 for each slot level above 3rd.

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 Constitution saving throw or take 4d6 necrotic damage, and be incapacitated until the end of your next turn. A creature that succeeds on its saving throw takes half as much damage and isn't incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Shadow Bolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a bolt of necrotic shadow at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. You have advantage on the attack roll if the target is in dim light or darkness. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spirit Beast

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a trophy from a dire beast)
  • Duration: Concentration, up to 1 hour

You transform into a spirit beast, a spectral creature capable of moving swiftly and stealthily. You decide the exact form of your spirit beast, though wolves and raptors are particularly common among Azeroth's shaman.

The transformation lasts for the spell's duration, or until you drop to 0 hit points or die. Your game statistics are replaced by the spirit beast statistics, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the spirit beast. If the spirit beast has the same proficiency as you and the bonus in its stat block is higher than yours, use the spirit beast's bonus instead of yours.

When you transform, you assume the beast's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You are limited in the actions you can perform and can't speak, cast spells, or take any other action that requires hands or speech. Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment while transformed.


Spirit Beast

Medium beast


  • Armor Class 12 + PB (natural armor)
  • Hit Points five times your level
  • Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2)

  • Saving Throws STR +2 plus PB, DEX +2 plus PB, CON +2 plus PB
  • Skills Acrobatics +2 plus PB, Athletics +2 plus PB, Stealth +2 plus PB
  • Senses Darkvision 60 ft.
  • Challenge —  Proficiency Bonus (PB) equals your bonus

Spirit Walk. Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the your speed nor cause you to be paralyzed or restrained.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.

Invisibility. You turn invisible until you attack, make a damage roll, force someone to make a saving throw, or the spell ends.

Starfall

6th-level conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S (drops of rainwater untouched by daylight)
  • Duration: Concentration, up to 1 minute

You call down waves of stars to strike your enemies. When you cast the spell, and as a bonus action on your subsequent turns, you can choose three different targets you can see within 60 feet of you. Each target must make a Dexterity saving throw. A target takes 4d8 force damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Starfire

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Instantaneous

You launch a brilliant bolt of starfire at one target within range. Make a ranged spell attack against the target. The target takes 2d10 force damage on a hit, or half as much damage on a miss.

 Whether you hit or miss, each creature within 5 feet of the target must make a Dexterity saving throw (other than the target itself). Each of these creatures takes 1d10 force damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for both effects of the spell increases by 1d10 for each slot level above 1st.

Starsurge

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You summon a beam of celestial radiance to strike a target you can see within range. The target must make a Dexterity saving throw. A target takes takes 5d6 force damage and 5d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the force and radiant damage both increase by 1d6 for each slot level above 4th.

Sundering

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: Instantaneous

You strike the earth, and explosively sunder the ground in a 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 must succeed on a Dexterity saving throw or take 6d8 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

In addition, the ground in the sundered line becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Supernova

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You gesture to a point you can see within range, which then explodes with concussive arcane force. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a target takes 6d10 force damage, is pushed 10 feet away from the center of the sphere, and is knocked prone. On a successful save, a target takes half as much damage and suffers no other effects.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Thermal Void

9th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

You remove all heat from the area around a point you choose within range, instantly lowering the temperature to lethal levels. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature taked 15d8 cold damage and is petrified, as their body is frozen solid. On a successful save, a creature takes half as much damage and suffers no additional effects.

If this damage reduces a creature to 0 hit points, it is reduced to shards of ice, leaving behind everything it was wearing and carrying. If a creature petrified by this spell is reduced to 0 hit points, it is similarly shattered. In both cases, the creature can be restored to life only by means of a true resurrection or a wish spell.

Thunderstorm

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You erupt with thunderous might, knocking enemies away from you. Each creature within 15 feet of you must succeed on a Constitution saving throw or take 5d8 thunder damage, and be pushed 15 feet away from you. A creature that succeeds on its saving throw takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 6th.

Tranquil Rain

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (pure rainwater)
  • Duration: Concentration, up to 1 minute

Healing rain falls from the sky in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within range. Until the spell ends, whenever you or a creature you can see enters the area for the first time on a turn or starts its turn there, you can choose to restore 2d6 hit points to it. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d6 for every two slot levels above 5th.

Ursol's Vortex

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet

  • Components: V, S, M (a bear's claw)
  • Duration: Instantaneous

A 20-foot-radius sphere or whirling air forms at a point you can see within range that batters and pulls the creatures within. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3th.

Wellspring

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You emit a wave of soothing energy. Each creature in a 15-foot cone regains hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Wild Growth

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

Revitalizing energy blossoms forth from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 1d6 + your spellcasting ability modifier. At the beginning of each affected creature's next turn, they regain an additional 1d6 hit points. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial and delayed healing increase by 1d6 for each slot level above 4th.

Wrath

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a bolt of celestial energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force or radiant damage, chosen when you cast this spell. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Appendix A: Druid Forms


Spirit of Life

Medium humanoid


  • Armor Class 12 + PB (natural armor)
  • Speed 25 ft.

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

  • Saving Throws Con +2 plus your PB
  • Challenge —  Proficiency Bonus (PB) equals your bonus

Humanoid Aspect. Your form is relatively unchanged: you can speak, manipulate objects, cast spells, and continue using your normal equipment.

Harmony. Whenever you use a druid spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your Wisdom modifier.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeoning damage.

Incarnation

Allies within 30 feet of you regain the maximum number of hit points possible from any healing done to them.


Spirit of the Claw

Medium beast


  • Armor Class 14 + PB (natural armor)
  • Speed 30 ft.

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

  • Saving Throws Str +2 plus PB, Con +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.
  • Challenge —  Proficiency Bonus (PB) equals your bonus

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Ironhide. When you shapeshift into a beast of the claw, you gain temporary hit points equal to your druid level + your Wisdom modifier. These temporary hit points vanish when you leave this form.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB slashing damage.

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).


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
  • Skills Acrobatics +2 plus PB, Stealth +2 plus PB
  • Senses Darkvision 60 ft.
  • Challenge —  Proficiency Bonus (PB) equals your bonus

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

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 advantage on Dexterity (Stealth) rolls in such circumstances.

Ravage. Once per turn, you can deal an extra 1d6 damage when you hit a target with a Shred attack and have advantage on the attack roll, or when another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The extra damage increases by 1d6 when your proficiency bonus increases.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.

Incarnation

Once on your turn when you miss with a weapon attack, you can make another weapon attack as part of the same action. In addition, your melee weapon attacks score a critical hit on a roll of 19 or 20.


Spirit of the Stars

Medium humanoid


  • Armor Class 12 + PB (natural armor)
  • Speed 30 ft.

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

  • Saving Throws Con +2 plus PB
  • Senses Darkvision 60 ft.
  • Challenge —  Proficiency Bonus (PB) equals your bonus

Humanoid Aspect. Your form is relatively unchanged: you can speak, manipulate objects, cast spells, and continue using your normal equipment.

Astral Influence. You can add your Wisdom modifier to one damage roll of any druid spell you cast.

Actions

Moon Talons. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB force damage.

Incarnation

The area within 30 feet of you becomes dim light. Enemies in this area have disadvantage on saving throws against your druid spells. Allies gain 10 temporary hit points when they begin their turn in this area or enter it for the first time on their turn.


Spirit of the Talon

Small beast


  • Armor Class 12 + PB
  • Speed 5 ft., fly 60 ft.

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

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

Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Flyby. You don't provoke opportunity attacks when you fly out of an enemy's reach.

Actions

Talons. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + PB slashing damage.

Incarnation

Your flying speed is doubled and cannot be reduced. In addition, you have advantage on Dexterity checks and saving throws, and attack rolls made against you have disadvantage.


Spirit of the Waves

Medium beast


  • Armor Class 12 + PB (natural armor)
  • Speed Swim 40 ft.

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

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

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Water Breathing. You can breathe only underwater.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing damage.

Incarnation

Your swim speed is doubled and cannot be reduced. In addition, your melee weapon attacks deal an additional 2d8 damage.

Appendix B: Hunter Companions


Beast of the Land

Medium beast, unaligned


  • Armor Class 12 + PB
  • Hit Points 5 + five times your hunter level (the beast has a number of Hit Dice [d8s] equal to your hunter level)
  • Speed 40 ft., climb 40 ft.

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

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

Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Maul. Melee Weapon Attack: your focus attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.


Beast of the Sky

Small beast, unaligned


  • Armor Class 12 + PB
  • Hit Points 4 + four times your hunter level (the beast has a number of Hit Dice [d6s] equal to your hunter level)
  • Speed 10 ft., fly 60 ft.

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

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

Keen Sight. The beast has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Shred. Melee Weapon Attack: your focus attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.

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.


Felhunter Minion

Medium fiend (demon), neutral evil


  • Armor Class 13 (fel hide)
  • Hit Points 5 + five times your warlock level (the demon has a number of Hit Dice [d8s] equal to your warlock level)
  • Speed 40 ft.

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

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

Demonic Magic. A warlock who summons a felhunter minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description in Chapter 2.

1st level: detect magic
2nd level: see invisibility
3rd level: dispel magic
4th level: locate creature
5th level: dispel evil and good

Disrupt Magic. If the felhunter damages a creature that then has to make a Constitution saving throw to maintain concentration on a spell, that saving throw is made with disadvantage.

Magic Resistance. The felhunter has advantage on saving throws against spells and other magical effects.

Sense Magic. The felhunter is always considered to be under the effects of the spell detect magic.

Actions

Shadow Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB necrotic damage.

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB slashing damage.


Imp Minion

Tiny fiend (demon), chaotic evil


  • Armor Class 12
  • Hit Points 4 + four times your warlock level (the demon has a number of Hit Dice [d6s] equal to your warlock level)
  • Speed 20 ft.

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

  • Saving Throws Dex +2 plus PB, Wis +2 plus PB
  • Skills Sleight of Hand +2 plus PB, Stealth +2 plus PB
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Eredun, Common, Orcish
  • Challenge —  Proficiency Bonus (PB) equals your bonus

Demonic Magic. A warlock who summons an imp minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description in Chapter 2.

1st level: silent image
2nd level: invisibility
3rd level: blink
4th level: confusion
5th level: mislead

Demon Sight. Magical darkness doesn't impede the imp's darkvision.

Master's Gaze. While the imp is within 100 feet of you, you can communicate telepathically. Additionally, you can use an action to see through the imp's eyes and hear what it hears until the start of their next turn. During this time, you are deaf and blind with regard to your own senses.

Actions

Firebolt. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

Claw. Melee Weapon Attack: your spell attack modifier 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.


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)

  • 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
  • Languages Eredun, Common, Orcish, Telepathy 60 ft.
  • Challenge —  Proficiency Bonus (PB) equals your bonus

Demonic Magic. A warlock who summons a succubus minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description in Chapter 2.

1st level: charm person
2nd level: suggestion
3rd level: tongues
4th level: charm monster
5th level: dominate person

Shapechanger. The succubus can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Soothing Mien. When summoned, the succubus gains the effect of a sanctuary spell, which uses your spell save DC and can end early as normal. The succubus regains this effect whenever you complete a short or long rest.

Actions

Lash of Pain. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 1d6 + PB necrotic damage.

Rake. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB slashing damage.

Seduction. The succubus may use its action to magically enthrall another creature it can see within 30 feet. The target must succeed on a Wisdom saving throw against your spell save DC or be charmed by both you and the succubus until the end of the demon's next turn. During this time, the charmed creature has disadvantage on all attack rolls.

Once a creature succeeds on a saving throw against this effect, a succubus can't use this feature on that creature again until you finish a long rest.


Voidwalker Minion

Medium fiend (demon), neutral evil


  • Armor Class 14 (void 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) 8 (-1) 14 (+2) 10 (+0) 14 (+2) 10 (+0)

  • Saving Throws Con +2 plus PB, Wis +2 plus PB
  • Skills Insight +2 plus PB, Perception +2 plus PB
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Eredun and the languages you speak, Telepathy 60 ft.
  • Challenge —  Proficiency Bonus (PB) equals your bonus

Demonic Magic. A warlock who summons a voidwalker minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description in Chapter 2.

1st level: heroism
2nd level: blindness/deafness
3rd level: fear
4th level: stoneskin
5th level: antilife shell

Threatening Presence. Any creature damaged by the voidwalker's attacks has disadvantage on any attack roll it makes on a target other than the voidwalker, until the end of the voidwalker's next turn.

Actions

Suffering. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB necrotic damage.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB bludgeoning damage.

Shadow Bulwark. The voidwalker gains temporary hit points equal to your warlock level + your Intelligence modifier.

Greater Demons

The following demons may be summoned through the use of the spell summon greater demon, despite their lack of challenge rating. When you cast this spell using a spell slot of 5th level or higher, the demon assumes the higher level for that casting wherever it uses the spell's level in its stat block.


Bound Doomguard

Large fiend (demon), lawful evil


  • Armor Class 12 + the level of the spell (fel armor)
  • Hit Points 40 + 15 for each spell level above 4th
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 16 (+3) 10 (+0) 8 (-2)

  • Damage Resistance necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Eredun, understands the languages you speak
  • Challenge —          Proficiency Bonus equals your bonus

Demon's Sight. Magical darkness doesn't impede the doomguard's darkvision.

Magic Resistance. The doomguard has advantage on saving throws against spells and other magical effects.

Magic Weapons. The doomguard's weapon attacks are magical.

Fearsome Aura. When a creature, other than you, begins its turn within 5 feet of the doomguard, or enters that area for the first time on a turn, it must make a Wisdom saving throw against your spell save DC or be frightened until the start of its next turn.

Actions

Multiattack. The doomguard makes a number of attacks equal to half the spell's level.

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.


Bound Infernal

Large fiend (demon), chaotic evil


  • Armor Class 13 + the level of the spell (natural armor)
  • Hit Points 50 + 15 for each spell level above 4th
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 20 (+5) 2 (-4) 10 (+0) 2 (-4)

  • Damage Resistance fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands Eredun and the languages you speak
  • Challenge —          Proficiency Bonus equals your bonus

Immutable Form. The infernal is immune to any spell or effect that would alter its form.

Magic Resistance. The infernal has advantage on saving throws against spells and other magical effects.

Magic Weapons. The infernal's weapon attacks are magical.

Siege Monster. The infernal deals double damage to objects and structures.

Immolation Aura. When a creature begins its turn within 5 feet of the infernal, or enters that area for the first time on a turn, it must make a Constitution saving throw against your spell save DC. A target takes 2d6 + the spell's level fire damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The infernal makes a number of attacks equal to half the spell's level.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d12 + 3 + the spell's level bludgeoning damage.

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.

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