Warcraft

DENIZEN DIRECTORY


A world at war must save a world worth fighting for.

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Warcraft

Denizen Directory


 

 

Arakkoa

Shadows gather when the raven swallows the day. Burning sky is extinguished as black wings fold gently about the heavens. Rest, my children, rest. For even the sun must sleep.

— Rukhmar’s lullaby

Arakkoa have caste systems; some dress in anything from robes to extravagant armor. Some of their castes appear to be guards and priests. The Adherents pair young a rakkoa together. Doing so means the fledgling members of the order can watch over each other and ensure that everyone follows the decrees Rukhmar. If one accomplishes a great feat, both would be showered with praise. Likewise, if one transgresses, both would be punished. “Clutch Brother” or “Clutch Sister” are symbolic terms, rather than literal ones.

Birds of a Feather

The arakkoa (“heirs of Arak” in Ravenspeech) are a bipedal, keenly intelligent avian race, native to Draenor (now Outland), which they call Rakshar (“the Sunstone”). They have an affinity for arcane magic and secrecy. Most are aggressive to both Alliance and Horde, although there are friendly members of the arakkoa to be found.

The winged arakkoa or high arakkoa, were the proud descendants of the once-grand Apexis civilization, a glorious empire of the sun that ruled vast territories alongside the ogre empire centuries ago. While many of the great works of their forebears remain a mystery, the arakkoa in the time of Draenor’s final days—proud, hateful and defiant—mastered their own form of sun magic. From atop the Spires of Arak, they gazed down on Draenor with scorn and sought to restore their people to the heights of their power.

A second group of arakkoa, called the Arakkoa Outcasts, were born from the treachery of their kin. Transformed into hunched shadows of their former selves by the Curse of Sethe and gifted with a mastery over shadow magic by the raven god Anzu, in Draenor’s final days they desperately sought to survive the genocidal efforts of those who had betrayed them. Without champions, and without hope, the Outcasts ultimately heeded the influence of an Old God and were lost to the darkness in which they’d once taken refuge.

Life in Arak

Both flying and cursed arakkoa have caste systems and are given a place in society before they are even given a name. The cursed arakkoa wear ragged cloaks about their bodies and two of their castes appear to be “sage” and “warrior.” High arakkoa, meanwhile, dress in

anything from robes to
extravagant armor. Some of their
castes appear to be guards and priests.

High Arakkoa pair young together. Doing so
means the fledgling members of the order can
watch over each other and ensure that everyone
follows the decrees Rukhmar. If one accomplishes a great feat, both would be showered with praise. Likewise, if one transgresses, both would be punished. “Clutch brother” or “clutch sister” is a symbolic term, rather than literal.

Flying arakkoa also carry with them dreamcatchers that are said protect them from Sethe’s curse. The dreamcatchers allegedly absorb the Curse of Sethe and then get rid of the darkness in the morning light. Outcast Arakkoa have repurposed the dreamcatcher not to ward off the Curse of Sethe, but to capture and harvest tiny amounts of essences from their lost gods.

A Blessing and a Curse

Originally, the arakkoa worshipped the sun goddess Rukhmar, who created them. Talon King Terokk, who was Rukhmar’s chosen, was believed to be the goddess himself and hence was highly revered by her followers, the Adherents.

Central to high arakkoan culture is reverence of Rukhmar and the sun. Hundreds of Solar Orbs are scattered around Skyreach, which cast a never-ending light so no arakkoa need go without the sun’s warmth, even on a cold and overcast day. In death all arakkoa seek to join Rukhmar in the skies above Draenor, and thus cremation is vastly preferred to burial. Some have their ashes scattered high in the skies, others are collected in ornate urns and placed in crypts. While devotees of Rukhmar prefer cremation, the outcasts have taken to darker last rites.

 

 

Believing they have been abandoned by the sun, cursed arakkoa prefer to hide in the forests or beneath awnings during daylight hours. Talonpriests take this a step further and never show their faces to the sun, wearing ritual masks that act as a focus for their communes with Anzu.

Some turned away from Rukhmar, but seem to still hold Terokk in high regard. The group of arakkoa once known as the Arakkoa Outcasts worshiped Anzu and Terokk, but by the time they became the Skettis faction in The Burning Crusade Anzu seems to have become looked down upon and only worshiped by the Grishna cult. In the past, a group known as the Ravenspeakers followed Ka’alu the Raven Mother, leader of all dread ravens and Anzu’s consort.

In Outland, the arakkoa of Skettis now worship the Summoned Old God, who is also worshiped by the Sethekk and their leader Talon King Ikiss (who thinks himself Terokk reborn). Before the worship of the Old God, the Sethekk followed Sethe. Some arakkoa of the Sethekk cult also mention something known as “Darkfire”.

Arakkoa Names

Arakkoan names sound much like a bird’s squaks and screeches, utilizing A, E, K, R, and S in their spelling.

Ex. Azik, Hazzik, Iktis, Iskar, Karokka, Krikka, Orneka, Sekara, Skizzik, Skraa, Skreah, Vakora, Zellek

Arakkoa Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size: Arakkoa stand tall, many of them standing up to 7 feet in height. The outcasts, however, have been transformed by the Curse of Sethe, which causes their frame to hunch, and can easily lose a foot in height. Your size is Medium

Speed:30 ft.

Bird’s Eye View.You have proficiency in the Perception skill. In addition, attacking at a long range doesn’t impose disadvantage on your ranged attack rolls. Dreamcatcher. If you are cursed or diseased during a long rest, you may roll a d20. If the result on the die is a 20, you may end an effect of your choice.

In addition, you may not be surprised during a long rest.

Observed Mimicry.When you spend 10 minutes listening to a language you do not know, you gain the ability to communicate simple terms using that language. If you spend at least 1 hour communicating this way, you learn to speak well enough to communicate for the day.

Once you finish a long rest, you will need to observe a language again to communicate with it.

If you spend one month studying the same language, you permanently learn the language and become fluent.

Languages.You speak, read, and write Common and Ravenspeech.

Arakkoa Outcast

Effigy of Illusion.You can cast disguise self at will, without expending a spell slot. Intelligence, Wisdom, or Charisma is your spellcasting modifier for these spells (you choose when you gain this feature).

Shadows Gather.While in dim light or darkness, you can take the Hide action as a bonus action.

High Arakkoa

Flight.Thanks to your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.

Rukhmar’s Grace.During the day time, when you regain hit points, you may choose a number of hit dice, up to your proficiency bonus, and reroll them. You must use the new totals.

Once you have used this trait, you may not do so again until you complete a short or long rest.

 

 

Botani

As lord of the Everbloom my charge was the weaponization of nature. You have likely seen the fruits of my labor in your journeys across my world. My discoveries have allowed my kind to control the invasive species of Draenor through subversive infestation. I speak of total systemic control of the invading organism - the mind and the body.

— Phylarch the Evergreen

Power of the Primals

The botani are a race of intelligent, bark-skinned humanoids native to Draenor. They are members of the group of creatures known as the Primals, who wage an eternal war against the stone giants known as the Breakers and seek to establish dominance over them and all other organic life.

In the aftermath of Botaan’s destruction, spores from the Sporemound’s corpse settled in the wilds, giving sentience to existing forms of plants. The jungles stirred as new beings took shape and walked the land. The most intelligent and prolific of these were the botani, who spread through Draenor’s wilderness. Faint memories of the Evergrowth lingered in their minds, but they did not know the full truth of the Sporemounds or their battles with Grond and the colossals. Even so, they worshipped their genesaur relatives as gods, seeing them as echoes of the great Sporemounds. The botani,

genesaur and other plant-creatures were known collectively as the Primals, and their devotion to protecting the forestlands inevitably caused them to clash with the Breakers, the descendants of Grond. For many long ages, the two factions engaged in sporadic battles with one another, neither side ever managing to destroy the other. :

Growth Mindset

Slender, deliberate, and calculating, these enigmatic living trees single-mindedly tend to the wilds of Draenor. Wise in the ancient ways, they seek lost artifacts of bygone ages to empower the explosive growth of their territory, often at the expense of Draenor’s other sentient denizens. The faint memories of the Evergrowth that lingered in the minds of the ancient botani had a profound impact on their culture. The bark-skinned beings reject the sense of self, believing that their individual souls are part of a collective spirit interlinking all plant life on Draenor.

The botani revere the enormous genesaur as gods, seeing them as echoes of the great Sporemounds, and only the highest-ranking botani may speak on behalf of the lumbering creatures. Using birthing pools of potent nature energies, the botani are able to transfer the spirits of fallen genesaur into new bodies.

The botani use wasps and ravagers to pollinate their blooms. The pollen these insects carry has a number of powerful properties, and the Laughing Skull orcs who dwell in Gorgrond have long learned a few secrets of the botani that they can use to grow their own plants. With a dash of a few secret ingredients one can feed an army with the food grown from the pollen, if one knows the secret ways, and there is no such thing as a hungry Laughing Skull for this reason.

Botani Names

Some Botani are referred by titles alongside their traditional names.

Titles can be things such as Eearthshaper, Grove Warden, Harvester, Poolkeeper, and so on.

Their true names tend to be one or two syllables, often ending with a vowel.

Ex. Basten, Gola, Iyu, Malkor, Nultra, Ommu, Telu

Botani Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:30 ft.

Ancient Growth Sap.During a long rest, you can spend an hour preparing a special sap that enhances the creature that imbibes it. For one minute, the target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If

 

 

there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage. Each day, you can prepare enough of this sap for a number of creatures equal to half of your proficiency bonus. A creature cannot benefit from this sap more than once between long rests.

Bark Skin.When you aren’t wearing armor, your base Armor Class is 12 + your Dexterity modifier.

Everbloom.You know the druidcraft cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Photosynthesis.When you complete a short rest in direct sunlight, you may regain an additional hit point for each hit dice spent to regain hit points. In addition, the druidcraft cantrip can be cast on your to restore a number of hit points equal to your proficiency bonus times your Constitution modifier. Once you are healed this way, you may not be affected by it again until you complete a long rest.

Languages.You speak, read, and write Common and Botani.

Draenei

As we attempt to gain the help of the peoples of this world against the Burning Legion, we must also learn to live peaceably amongst them. Please keep this in mind as your journey takes you throughout Azeroth. May the Light guide you.

— Prophet Velen

Lessons of the Past

The draenei culture is centered around two things: the Light and magic. The first is the result of their unique relationship with the naaru, while the second is the path that the eredar have always followed. As a result, draenei usually choose religious professions, such as priests or paladins, or magical ones, such as the mage. Some draenei such as the Auchenai have even mastered the art of talking to the dead. A few have started to follow the path of the shaman under the guidance of Farseer Nobundo, although for some draenei, the shamanistic teachings of the Broken were considered as heretical and a blasphemy against the Light.

As a people, the draenei have devoted themselves to preparing for the day when they will join the Army of the Light, when they will finally take the fight back to the Burning Legion and atone for the sins of their man’ari brethren. In spite of this overarching goal, the draenei still lead personal lives and pursue their own interests, just as other races do.

Have Faith in The Light

Draenei society is centered around the Holy Light of Creation. They were introduced to the Light by the naaru while sailing across the cosmos aboard Oshu’gun. Fleeing from the Burning Legion that consumed their original home, Argus, the enigmatic holy beings taught them the ways of the Light, though they already had a certain experience with it. The naaru explained that there were other forces in the cosmos that would stand against the Burning Legion, and that one day the naaru would forge them into a single unstoppable Army of the Light.

The naaru blessed the draenei with Light-given knowledge and power, bestowed a blessing upon them to signify their new connection to the Light. Thus, the power of the Light is embedded in the draenei so deeply that all of them can call upon their gift, using its power to heal themselves and others. As a result, the draenei have a more direct link to it through their relationship with the naaru. Lightforged draenei for example, infuse their bodies with the essence of the Light.

 

 

Arcane Artisans

The draenei have learned to shape crystals for all kinds of purposes ranging from power containment to data storage. The purple crystals often associated with draenei that decorate their buildings, weapons, and armor are known as arkonite crystals and are used to power everyday draenei society. On Draenor, arkonite pylons were used to generate power for the tombs outside Auchindoun, though they were sometimes repurposed to power small towns in emergencies.

The engineers of the draenei, known as the Artificers, excelled in working with arkonite crystals. However, the technology available now is only a shadow of what the draenei had on Argus.

Contrary to popular belief, the dimensional ships used by the draenei were not created by the draenei themselves. They are actually an example of naaru technology.

Appearance

Draenei are bipedal ungulates, whose females are on average 7’1” tall while males tend to reach 7’5” in height. Their skin tone is generally blue but can range from gray, white, teal, dark blue, purple and dark violet. Their blood is also blue. Draenei possess hooves and a tail, which tends to be thinner on females and which can be reinforced with plates on males. Tail lengths vary in both males and females though they are often on the longer side. They can also have horns or forehead plates on their heads. While males have tendrils growing out from their chin and neck, female tendrils are thinner and grow from behind their ears.

Draenei Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:30 ft.

Demonbane.You have advantage to all attack rolls made against fiends and they have disadvantage on saving throws against your spell and ability difficulty class.

Holy Resistance.You have resistance to necrotic and radiant damage.

Languages.You speak, read, and write Common and Draenei.

Broken

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.

Incorruptible.You have advantage on saving throws against being charmed, frightened, or magically being put to sleep.

Outland Survivor.You are proficient in one of the following skills: Nature, Perception, or Survival.

Exodar

Gift of the Naaru.As an action, you may choose one creature within 30 feet to regain hit points equal to your proficiency bonus at the start of each of their turns. This effect lasts for 30 seconds (5 rounds). You may use this feature once and regain the ability to use it after completing a short or long rest.

Heroic Presence.Your words have the power to bolster your comrades in the midst of battle. As an action, you may choose a number of creatures within 20 feet, equal to your proficiency bonus. You grant these creatures a number of temporary hit points equal to your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Lightforged

Light’s Judgment.You know the sacred flame cantrip. Your spellcasting ability for this cantrip is Intelligence, Wisdom, or Charisma (you choose when you gain this feature). You may cast this spell as a bonus action or in place of an opportunity attack, but may only do so a number of times equal to your proficiency bonus. You gain all expended uses when you finish a long rest.

Light’s Reckoning.When you are reduced to 0 hit points but not killed outright, you release a nova of the Light’s power in a 10 foot radius, dealing 1d6 radiant damage to all enemies and causing allies to regain 1d6 hit points. The damage and healing increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can use this feature once and you regain the ability when you finish a long rest.

 

 

Dragonkin

I cannot help but wonder if things would have turned out different if the titans had elevated even one more dragonflight.

— Alexstrasza

Dragonkin, or dragonkind, are all creatures descended from and including dragons. Nearly all dragonkin belong to one of the main or lesser dragonflights.

Dragonflights represent the overarching organizations that uphold the objectives of the dragons. They are typically led and made up primarily by their respective color’s dragons; though they also include lesser dragonkin such as drakonid, dragonspawn and even mortals. In early history, there were many dragonflights, yet there were five flights that held dominion over their brethren. It was these five flights that the Keepers chose to shepherd the budding world. The leaders of each group were called the Dragon Aspects. The five great dragonflights are identified by their coloration: black, blue, bronze, green, and red.

The Obsidian Citadel

My blessing upon you will seem humble compared to those which have been bestowed upon the others: the managing of time, of life, of dreams and magic. I offer you the earth. The soil, the ground, the deep places. But know that the earth is the basis of all things. It is where we are rooted. Where you must come from, if you are to go to. Here is whence true strength comes. From deep places…within the world, and within oneself. — Blessing of the Black Aspect

The black dragonflight was charged by the titan Khaz’goroth with warding the earth and protecting the various deep places of the world; granting them power

over the earth. They shaped the lands, raised mountains, and created valleys. The black dragonflight represented the strength of the earth itself.The dragonflight is made up not only of the black dragons, but of their mortal followers and dragonkin as well; the majority of which share scale colors with the flight.

The Nexus

I believe that you will find that my gift to you is not just a profound duty, which it is. But also a delight, which it is! Magic must be regulated, managed, and controlled. But it must also be appreciated and valued and not hoarded. Such is the contradiction you must deal with. May you be dutiful and joyous both.

— Blessing of the Blue Aspect

During the ordering of Azeroth, the titan Norgannon blessed this flight with power over the arcane and the duty of ensuring it would never be abused.

Magic is what most concerns the members of the blue dragonflight. Acquiring it, researching it, cataloging it. Blue dragons are masters of the arcane and they wield it with a natural, almost intrinsic, ease. Even the flight’s dragonspawn armies are flush with magical aptitude. The blues believe that with this power comes a certain responsibility and so members of the blue flight can often be found in positions policing and monitoring the use of magic by non-dragons.

Historically, blue dragons have had a reputation for spending their days in solitary contemplation of the secrets of the world, but in recent times blue dragons have proved to be more social due to the growing threats to all living creatures. Their approach towards mortals, specifically arcane spellcasters, can vary anywhere from amiable curiosity to outright hostility.

Of all the dragonflights, the blues are the ones most drawn to order and calmness.

 

 

The Caverns of Time

Unto you is charged the great task of keeping the purity of time. Know that there is only one true timeline, though there are those who would have it otherwise. You must protect it. Without the truth of time as it is meant to unfold, more will be lost than you can possibly imagine. The fabric of reality will unravel. It is a heavy task–the base of all tasks of this world, for nothing can transpire without time.

— Blessing of the Bronze Aspect

Generally stoic and detached from ‘current’ events, they are rare to interact with mortals unless they require help in safeguarding the one true timeline. They could once see the past and future with perfect clarity, and all the countless tributaries of alternate universes and timelines. They have also lost the ability to control the flow of time.

Bronze dragons exist to keep the time stream inviolate and the order of events progressing as the fates intended. Considered to be protectors, the bronze dragonflight find themselves greatly attracted to areas of civilization. They display great cunning in all things and are very patient by nature, always relying on observation and acting with a plan before being hasty.

The Emerald Dream

You are bound to the waking Dream of Creation. Nature is your realm, and all things have caught glimpses of the Emerald Dream when they sleep. You see them all, Ysera. And they see you, though they may not know it. Like the Life-Binder, you touch all living beings, and sing to them the songs of creation and interconnectedness.

— Blessing of the Green Aspect

The enchanted, ethereal green dragons live only to serve the forces of nature and uphold the balance between mortal creatures and the ever-evolving world.

Though most green dragons live within the mystical dimension known as the Emerald Dream, a few of the graceful creatures still roam the shadowy paths of Azeroth’s forests.

Dragons of the green flight are highly reclusive, and the most difficult to find on the mortal realm. The green dragonflight is a peaceful, meditative society and most greens spend their time in quiet contemplation and the study of dreams, interacting with creatures of myth and illusion. A surprisingly swift flight, they often move quickly, teleporting through the dream to wherever their thoughts lead. Time is meaningless inside the Dream and as a result, the green dragonflight is extremely long-lived.

The Ruby Lifeshrine

This is my gift: compassion for all living things. A drive to protect and nurture them. And the ability to heal that which others cannot, birth what others may not, and love even the unlovable–who surely need such grace more than any other souls.

— Blessing of the Red Aspect

Red dragons have always concerned themselves with maintaining the harmony and prosperity of life, the task entrusted to them by the Creators. They consider themselves the custodians and defenders of life on Azeroth, but they will not hesitate to kill a creature if its actions endanger other lives. Red dragons understand the secrets of life, and in turn, those of death, like none others do and have been granted great power over both. They are capable of rejuvenating and draining life, as well as performing a form of necromancy, though only as a last resort, as they are not fond of doing so.

Dracthyr

The dracthyr were created by Neltharion the Earth-Warder, Dragon Aspect of the black dragonflight. Neltharion was concerned at the rift between the Dragon Aspects and Primal Incarnates, and he knew a war was coming even though Alexstrasza thought she could soothe tensions with only words

While other dragonkin were sturdy and loyal, they lacked the cleverness and adaptability needed to fight the war that Neltharion felt was sure to come against those who defied the reign of the Aspects. They would embody the might of all five dragonflights, instilled with the potential of the mortal races that had begun to spread across the world. They were to be the ultimate soldiers.

 

 

The dracthyr see Neltharion as both their general and their father. Dracthyr keep signets on their horns which function like military dog tags. The dracthyr’s name is inscribed on the signet so that any dead bodies can be identified and remembered. Being created only to fight and kill, they may have initial trouble with other things such as crafting and the arts. As a race created to be soldiers, they weren’t taught the concept of vacations or weekends and need it explained to them.

Drakonid

Some drakonid are created from mortals, either empowered by the dragons they serve via intentional alteration, by prolonged exposure to their magical essence, or in specific cases, experimentation. Over time, drakonid have gained the ability to procreate by laying eggs and incubating them over time. Drakonid are soldiers, educated and trained to serve one of the five great dragonflights. They begin as cadets and eventually graduate out of that rank. However, old drakonid are allowed to retire.

Dragon Nomenclature

The black dragonflight occasionally have names ending in “ion” for males, or “ia” for females. Sometimes synonyms of the word “black”, or terms relating to fire and undesirable character traits their way into their names as well.

The blue dragonflight most often have names ending in “gos” for males, or “gosa” for females. Sometimes synonyms of the word “blue”, or terms relating to spellcasting find their way into their names as well.

The bronze dragonflight occasionally have names ending in “dormu” for males, or “dormi” for females, though exceptions exist. Sometimes terms relating to time find their way into their names as well.

The green dragonflight occasionally have names ending in “us” for males, or “ra” for females. Sometimes terms relating to sleep and dreams find their way into their names as well.

The red dragonflight most often have names ending in “strasz” for males, or “strasza” for females.

Dragonkin Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Dracthyr stand between 7 and 8 feet tall in their standard form. Drakonid grow to be nearly 9 1/2 feet. Your size is Medium

Speed:30 ft.

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.

Aspect.You are a descendent of one of the dragon aspects, granting latent abilities to each member of their clutch. You may cast each spell granted by your dragonflight once without expending a spell slot and regain the ability to do so upon finishing a long rest. Intelligence, Wisdom, or Charisma is your spellcasting modifier for these spells (you choose when you gain this feature).

Black Dragonflight.You know the mold earth cantrip. At 3rd level, you learn earth tremor as a 1st level spell. At 5th level, you learn (maximillian’s) earthen grasp as a 2nd level spell.

Blue Dragonflight.You know the prestidigitation cantrip. At 3rd level, you learn magic missile as a 1st level spell. At 5th level, you learn vortex warp as a 2nd level spell.

Bronze Dragonflight.You know the encode thoughts cantrip. At 3rd level, you learn gift of alacrity as a 1st level spell. At 5th level, you learn fortune’s favor as a 2nd level spell.

Green Dragonflight.You know the druidcraft cantrip. At 3rd level, you learn entangle as a 1st level spell. At 5th level, you learn locate animals or plants as a 2nd level spell.

Red Dragonflight.You know the spare the dying cantrip. At 3rd level, you learn healing word as a 1st level spell. At 5th level, you learn gentle repose as a 2nd level spell.

Languages.You speak, read, and write Common and Draconic.

 

 

Dracthyr

Evoker.The dracthyr tap into the magical essence of the dragon aspects that created them. Your dragon aspect must match the one chosen above.

Black Dragonflight.At 5th level, you learn erupting earth as a 3rd level spell. Whenever you cast a spell that deals bludgeoning or thunder damage, you may reroll any dice of this damage type that land on a 1 or a 2. If you choose to reroll, you must use the new total.

Blue Dragonflight.At 5th level, you learn counterspell as a 3rd level spell. When you complete a short rest, you may spend a number of hit dice to regain spell slots. The spell slots can have a combined level that is equal to or less than half your proficiency bonus, and none of the slots can be 6th level or higher.

Bronze Dragonflight.At 5th level, you learn haste as a 3rd level spell. You have advantage on saving throws versus spells and magical abilities that incapacitate and reduce movement speed. In addition, you do not suffer the lethargy from the haste spell.

Green Dragonflight.At 5th level, you learn plant growth as a 3rd level spell. When you sleep, you visit the Emerald Dream.

Red Dragonflight.At 5th level, you learn aura of vitality as a 3rd level spell. 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.

Flight.Thanks to your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.

Visage.As a bonus action, you can change between a humanoid form and your dracthyr form. You choose a type of humanoid when you select this subrace and it is the only form you can change between using this feature. Your height and weight change, along with your physical features, but your size must be either medium or small.

Drakonid

Dragonscale.When you aren’t wearing armor, your base Armor Class is 12 + your Dexterity modifier.

Gift of the Aspects.The flight you serve has granted you powers to protect yourself against any foe who might dare strike against your

Black Dragonflight.You have resistance to bludgeoning damage. Once per turn, when you deal damage with an attack, you may reroll one damage dice and use either total.

Blue Dragonflight.You have advantage on saving throws versus spells. You know the 1st level spell, absorb elements, and can use it without expending a spell slot a number of times equal to your proficiency bonus. You regain all uses upon finishing a long rest.

Bronze Dragonflight.You have advantage on saving throws versus spells and magical abilities that incapacitate and reduce movement speed. In addition, you do not suffer the lethargy from the haste spell. You can take a bonus action to dash, disengage, or dodge. You can only dodge this way a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.

Green Dragonflight.You have resistance to psychic damage and blindsight out to 10 feet.

Red Dragonflight.You have resistance to radiant damage. When you cast a spell or use an ability that restores hit points, you may reroll a number of dice up to your proficiency bonus. You must use the new total.

Powerful Build.You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Drogbar

I raise creatures born of the earth to help defend myself and my people. When I was captured, I ordered them to stay behind, but I fear the Bloodtotem may have captured them, or worse. In my current state, I can’t muster the strength to find them. If you find them, it would be much appreciated.

— Navarogg, Leader of the Stonedark

Down to Earth

The drogbar are a shamanistic humanoid species that dwell in the infinite caverns deep within Highmountain on the Broken Isles. Their brutish appearance can hide their cleverness. Drogbar are not violent by nature, despite their size.

Living in caves, the drogbar make the most of what they have. Rock is used for furniture; tables are an obvious application, while “resting stones” are chairs, and long, rectangular slabs are “sleeping stones”. With their powers over the earth, the drogbar know how to carve stone into containers such as cups and shallow bowls, to ones with lids. Entire waterwheels made of stone are used as a power source for simple engineering, fed by subterranean waterways that flow into the caves.

 

 

Drogbar Names

Drogbar seem to follow a naming convention, ending names in either -brul, -grul, or -rogg.

Drogbar Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Drogbar stand, hulking, but slightly hunched. They tend to grow to just over 7 feet tall. Your size is Medium.

Speed:30 ft.

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.

Powerful Build.You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Stone Shaper.You can spend one hour of downtime activity to shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. You can only have a number of objects created this way equal to your proficiency bonus. When you attempt to create more, the earliest creation crumbles from wear.

Tunneler.You have a burrow speed equal to half your walking speed.

Languages.You speak, read, and write Common and Drogbar.

Dwarves

If there’s one thing dwarves love, it’s drinking. And fighting. Two things.

— Pewter Drinking Cup

Stouthearted

Dwarves are a strong and hardy people steeped in tradition with a zest for combat, exploration, and many a fine ale. While the monarchs of the past are honored, so, too, are the explorers that continue searching for answers regarding the mysterious origins of their race. What the dwarven people lack in height, they make up for in heart and valor. All dwarves are known for being stubborn and admiring bravery. As discovered during the first contact between dwarves and humans, the two races share a common love for battle and storytelling. warves are fighters by nature and will do battle even to their deaths, preferring it to living as slaves, which they consider to be honorless. Like high elves, they can be far more patient than humans and are able to remain alert and ready to act even after hours of waiting.

Keep Your Feet on the Ground

Dwarves sometimes call themselves “the earth folk” and (with the apparent exception of Wildhammers) prefer solid footing, to the point of sometimes choosing walking over teleportation. They are experts at navigating through tunnels, judging their rise or fall, and determining which is the right direction to head in by studying the striations in the rock as well the traces left by other beings. They also can instinctively ferret out the best places to hide in caves. They retain their

 

 

earthen ancestors’ natural affinity to stoneworking and mining and are by nature fascinated with shaping gems and stone. For most of their history, they were content with remaining in their home of Dun Morogh and mining the mountains for riches and precious minerals.

The Council of Three Hammers

The War of the Three Hammers was a series of civil wars and conflicts, separated by a short period of peace, between the three rival dwarf clans of the city of Ironforge. Originally beginning as an internal conflict to decide the ruler of Ironforge, dwarf clans Bronzebeard, Wildhammer, and Dark Iron fought ferociously among themselves, resentful of cultural and ideological differences as well as past grievances. The conflict ultimately decided the political landscape in and around Ironforge for many centuries to come, and had major consequences for the future of the dwarf race.

Bloody and destructive, the war raged on for many years before finally the Bronzebeard clan, the most numerous and martial of the three, successfully drove the other two from the city, claiming it for themselves. Bitter from defeat, the Wildhammer and Dark Iron clans left the region and established their own nations nearby; the Wildhammers created Grim Batol to the east, and the Dark Irons founded their new kingdom of Thaurissan in the peaceful Redridge Mountains to the south. The War of the Three Hammers was one of the most significant events in shaping the future of the dwarven race.

Centuries after the war, the three dwarf clans would find themselves sharing the capital of Ironforge once again. A period of instability ensued with the return of the estranged Queen-Regent Moira Thaurissan, formerly Moira Bronzebeard, who laid claim to the thrones of both the Bronzebeard clan (being the daughter of the previous king) and the Dark Iron clan (being the wife of the previous emperor). After a brief conflict, the situation settled somewhat and a new form of government was installed on Ironforge: the Council of Three Hammers. With a representative from each clan, the council’s goal is to ensure that the three clans coexist peacefully.

Ironforge Dwarves

The Bronzebeard clan is preeminent among the various Ironforge dwarf clans of Khaz Modan (to the point that Ironforge dwarves are also known as the Bronzebeard dwarves). The dwarves of Ironforge are a proud, stern and determined people with streaks of kindness hidden under the gruff exteriors of their sturdy frames. Their love for battle, invention, and exploration impels them ever forward to discover and unearth the mysteries of their heritage.

The dwarves were stout allies of the humans during the Second War, joining the Alliance of Lordaeron after their homeland of Khaz Modan was invaded. The dwarves have managed to weather both the Horde invasion and the plague. Still, they are long-lived, slow and careful folk, and children are a rare blessing to them. The Ironforge dwarves also view their gnomish cousins with much love due to shared interests in invention, exploration, and the gathering of knowledge as evidenced by their invitation to the Gnomereganian refugees to live in Ironforge.

Wildhammer Dwarves

Just prior to the War of the Three Hammers, the Wildhammer clan, ruled by Thane Khardros Wildhammer, inhabited the foothills and crags around the base of Ironforge. They were one of the three great factions of dwarves under High King Modimus Anvilmar, controlling the strongest mountaineers that Khaz Modan had to offer.

Thaurissan, leader of the Dark Iron clan, and his sorceress wife, Modgud, launched a two-pronged assault against both Ironforge and Grim Batol. Eventually, Modgud broke through the gates and laid siege to the fortress itself. The Wildhammers fought desperately, Khardros himself wading through the roiling masses to slay the sorceress queen.

Once the immediate Dark Iron threat was eliminated, the Wildhammers returned home to Grim Batol.

 

 

However, the death of the Modgud had left an evil stain on the mountain fortress, and the Wildhammers found it uninhabitable. Khardros took his people north towards the lands of Lordaeron, settling within in a mountainous region of Northeron and in the lush forests of the Hinterlands. Later, the Wildhammers crafted the city of Aerie Peak in the Hinterlands, where the Wildhammers grew closer to nature and even bonded with the mighty gryphons of the area. Some of the Wildhammer clans settled closer to Grim Batol, in the area later known as the Twilight Highlands.

From the ominous and foreboding peaks of the Hinterlands and Northeron came the dwarven gryphon riders. Mounted upon their legendary beasts and wielding the mystic stormhammers forged deep within the secret chambers of their aviaries, these feral dwarves feared no enemy and relied upon no friend. They had allied themselves only with the elves of Quel’Thalas at the time, distrusting both their dwarven cousins and the humans alike.

Dark Iron Dwarves

For many years, Dark Iron clan served Ragnaros, Elemental Lord of Fire. While Emperor Dagran Thaurissan delighted in the power that Ragnaros had bestowed upon him he bristled at his servitude to the Firelord. When Ragnaros ordered Thaurissan to prepare the Dark Irons for a new war, the emperor was overjoyed. He had long dreamed of conquering the other dwarf clans, not only to rule over them but also to wield their combined power to break free of the Firelord’s control.

Some Dark Irons broke ties with the clan in order to seek out business relations with the Alliance and Horde. This group is known as the Thorium Brotherhood. The Dark Irons proclaimed the Brotherhood an enemy of the clan for their relations, and the two groups were sent into conflict. Once Emperor Dagran Thaurissan died in his throne room at Blackrock Depths, the Dark Iron clan’s leadership was transferred over to his wife Moira Bronzebeard. Moira would rule as the Queen-Regent until her son comes of age to be crowned emperor.

In the power vacuum that followed the Cataclysm, the petrified King Magni Bronzebeard’s estranged daughter, Moira, who had married into the much despised Dark Iron clan, briefly claimed Ironforge’s throne and effectively locked down the city. If not for the intervention of King Varian Wrynn of Stormwind and his son, Prince Anduin, her brash actions might have sparked another civil war. With Varian’s guidance, control of Ironforge has since been divided equally among the Bronzebeard, Wildhammer, and Dark Iron clans through the Council of Three Hammers. The Dark Iron clan thus was no longer united. One group of Dark Irons has joined the Alliance with their leader Moira Thaurissan, while the other group has followed Ragnaros into an alliance with Deathwing and joined the Twilight’s Hammer. Nevertheless, Shadowforge City remained the capital of the faction that has proclaimed loyalty to Moira.

Dark Iron dwarves are known for being manipulative, underhanded, greedy, cruel, and despotic but Franclorn Forgewright states that they were not always that way and that these evil traits may have been caused by the influence of Ragnaros. This may be true but certain individuals have shown themselves to be stalwart, valorous, and even honorable, despite their history of strife with the other dwarven clans. Predominantly, Dark Iron dwarves are known for their fiery tempers and fierce determination.

Dark Iron politics is both treacherous and brutal. There is only one punishment for crimes committed against the Dark Iron dwarves: death. Ancient tradition calls for the guilty to pay the blood price in the Ring of the Law by battling savage creatures gathered from across Azeroth.

Dark Iron dwarves easily stand out from the other two clans. They physically resemble Bronzebeard dwarves, but they are less stocky and more dexterous. Their skin comes in a variety of pale colors, even to the extent of being ash-white or charcoal-gray. Their hair also tends to follow this rule with pale blondes and browns, whites and grays, but the exception is that some grow fiery-red locks. Sometimes the ends of their hair glow like burning charcoal, matching their glowing orange eyes; this can apply to all hair colors.

 

 

Frostborn Dwarves

Years ago, Yorg Stormheart was found by a party of Frostborn as they returned from a trek across the Dragonblight during an extremely harsh blizzard. They followed a trail of blood-soaked snow and found a lone dwarf wandering that spoke a dialect they could not understand. He was a strange dwarf, something they never had seen before, a mountain dwarf. Not about to let their new-found cousin freeze to death, they took him along with them and continued on. Not long after, an extremely large jormungar burst out of the snow. It came out of nowhere and swallowed one of the Frostborn before they could react. Velog’s father thought they were all doomed before he heard a furious roar behind him, and turned to see the mountain dwarf growing in size, his skin getting a stone-like texture and his hands sizzling with lightning. Yorg had smashed the beast’s head with a stormhammer in his powerful state, the jormungar’s head barely connected to its body as it collapsed dead. The Frostborn were in wonder and awe, and Velog’s father named him Yorg, a name reserved for heroes of the Frostborn, as he had no name when they encountered him and he had earned this title.

It is ultimately revealed that Yorg Stormheart is in fact Muradin Bronzebeard, long thought to have been killed when Arthas Menethil took up the runeblade Frostmourne. Rather, Muradin was merely wounded and had lost his memory, and so was willing to take on the persona of Yorg Stormheart.

The Frostborn are native to the Storm Peaks. Brann Bronzebeard thinks they migrated from Uldaman to the Storm Peaks with many making Frosthold their home, since there are no records of them in Ulduar.

A tradition of the Frostborn is to name the weapon they use after the person they carry it for. They also write on their weapons what is most important to them, telling the world what and who they fight for.

The frostborn are similar to conventional dwarves, with an exception being that their skin comes in shades of blues, grays, and whites along with similar hair pigments.

Dwarf Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Dwarves are a stout people, built sturdy and wide. The average dwarf adult is about 4 1/2 feet tall. Your size is Medium.

Speed:25 ft.

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.

Mass Production.You are proficient in one set of artisan’s tools of your choice. When you craft items with these tools, you spend half the time as usual.

Might of the Mountain.Whenever you score a critical hit, you may roll one additional damage dice and add it to the total. Whenever you regain hit points due to a spell or abilty, roll a d20. If the result on the dice is a 20, you regain additional hit points equal to your level + your proficiency bonus.

Languages.You speak, read, and write Common and Dwarven.

Dark Iron

Fireblood.You can use your action to burn with the rage of your ancestors, causing you to be wreathed in spectral flames and your eyes to glow like burning coals. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you add your proficiency bonus to damage rolls, and gain advantage to saving throws against being charmed or frightened. Once you use this trait, you can’t use it again until you finish a long rest.

Forged in Flame.When determining your armor class, you may choose to use your Constitution modifier instead of Dexterity. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by half of your proficiency bonus.

Mole Machine.You gain a burrowing speed of 10 feet.

Frostborn

Frost Resistance.You have resistance to cold damage.

Storm Strike.Whenever you deal a critical hit with a melee weapon, you deal an additional 1d12 lightning damage after critical weapon damage is calculated.

Titanform.You double size in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category– from Medium to Large, for example. If there isn’t enough room for the target to double its size, you attain the maximum possible size in the space available. Until the spell ends, you also have advantage on Strength checks and Strength saving throws. your weapons also grow to

 

 

match its new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage. This transformation lasts for one minute. Once you have used this feature, you may not do so again until completing a short or long rest.

Ironforge

Dungeon Delver.While indoors, your movement speed increases by 5 feet.

Frost Resistance.You have resistance to cold damage.

Stoneform.You can use your action to turn your flesh as hard as stone. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have resistance to nonmagical bludgeoning, piercing, and slashing damage, and immunity to poison damage and the poisoned condition. Once you use this trait, you can’t use it again until you finish a long rest.

Wildhammer

Explorer.While outdoors, your movement speed increases by 5 feet.

Gryphon Rider.You are proficient in the animal handling skill. While mounted, you have advantage to saving throws made to avoid falling off your mount. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Stormhammer.You may throw any melee weapon with a range of 30/90 (20/60 if the weapon has the heavy trait). When you attack this way, you deal an additional 1d4 thunder damage and the weapon returns to your hand. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). You can use your Stormhammer a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Elves

Magic has long been a vice of the elves. It shaped us, and lifted us out of the darkness - but without balance, it also threatens to unmake us.

— Valewalker Farodin

An Immortal Legacy

An elf is a long-lived humanoid species native to Azeroth known for keen perception, grace, and great spellwork. They are one of the longest-lived species on Azeroth. The specific origins of elves remained lost to history for millennia, until it was confirmed that the first elves were originally dark trolls that were transformed by the Well of Eternity.

Originally, all elves were night elves, and over time an aristocratic subgroup within the Kaldorei was established, the Highborne, called the Quel’dorei. The Quel’dorei of Suramar sealed themselves away behind a magical barrier and eventually became the nightborne, the Shal’dorei. If any went against rule, they would be exiled, and their magical addiction would lead them to become Nightfallen and eventually withered.

The night elves retained their Kaldorei identity and established Darnassus in the world tree, Teldrassil, and wound up abandoning arcane magic for druidism.

But the Quel’dorei were exiled. These high elves established Quel’Thalas. During the events of the Troll Wars, the high elves trained 100 humans of the Empire of Arathor, eventually leading to the formation of the Kirin Tor of Dalaran, and likewise the intermingling of humans and elves to establish the half-elves.

During the the Scourge invasion of Quel’Thalas, lead by Arthas Menethil, 90% of the high elf population was destroyed along with the Sunwell, with some having been spared due to not being in the area at the time, such as the high elves of Dalaran. In the wake of this genocide, Kael’thas Sunstrider decided to rename the high elves of Quel’Thalas into blood elves, the sin’dorei.

Eventually in desperation, Kael’thas began to work with Illidan Stormrage, and with Grand Magister Rommath integrated the use of fel into blood elf society due to the loss of the Sunwell. Without the Sunwell, the addiction to magic caused blood elves to deteriorate into wretched.

After some time, the Sunwell was restored with the heart of a N’aaru, which was sensitive to void. When Alleria Windrunner re-appeared during the third invasion, she tried to go visit but the Sunwell reacted badly to her. She discovered other blood elves had begun investigating the void like she had, but were exiled from Quel’Thalas for their research. She managed to rescue them and bring them together as the void elves, the ren’dorei.

Children of the Blood

We must put this misery behind us. We must enter a new chapter! And so I say to you that, as of this day, we are no longer high elves! In honor of the blood that was shed throughout this kingdom, in honor of the sacrifices of our brothers and sisters, our parents, and our children, in honor of Anasterian… as of this day we will take the name of our royal lineage! As of this day, we are sin’dorei! For Quel’Thalas!

— Kael’thas Sunstrider

The term “blood elf” itself is a cultural identity: a show of respect and honor for the fall of the high elves, the destruction of the Sunwell, the near-annihilation of their kingdom, and their rebirth from its ashes. But it’s also a reference to their royal lineage—their bloodline. Blood elves are a proud, pragmatic people; they place great emphasis on their love for their homeland and have a reputation for isolationism, as many prefer to keep to their own kind. Blood elves are a resilient race of survivors, and their most prominent figures stand as

 

 

beacons of courage, tenacity, and the strength to fight on, regardless of what foes stand in their way. The blood elves use a phoenix as their main motif. The phoenix is found on their banners, weaponry, buildings, tents, and many other sightings. Metaphorically, the nature of the phoenix represents their “rebirth” from the ashes of their sundered brethren.

Since the destruction of the Sunwell at the hands of Arthas and the Scourge, the blood elves have been forced to deal with the sudden relapse of their addiction to arcane energy. A constant curse since the original Well of Eternity was destroyed, the addiction has become more powerful than ever. Blood elves spend their waking days struggling with their weakness, seeking either to sate it by siphoning magical energy from their surroundings, getting by with mana crystals, or to resist the urge to feed. Some even take to the consumption of bloodthistle plant and are referred to as “thistleheads”, who are looked down upon in blood elf society.

While the blood elves do not abstain from draining arcane power directly, they are careful to keep their addictions under control, keeping the power their new abilities offer while maintaining self-discipline. Those who lose control over their addiction change into Wretched, and invariably fall into insanity and corruption.

Blood elves are, biologically and physiologically, high elves (or quel’dorei—children of noble birth). As a general rule, they are slim, athletic, strong, and graceful. Furthermore, they all have large pointed ears that tend to be greeted with admiration (or mockery) by other races. They typically have fairly long hair, generally do not grow facial hair until old age, and generally stand slightly taller than their human gender counterparts.

Their eyes glow from their innate magic ability but can change color to denote the sources from which they draw power to maintain themselves. Traditionally, high elves have a blue glow to their eyes, which could sometimes become violet or purple due to consistent practice with, or absorption of, arcane magic. Those who have dabbled in fel magic cannot hide it, as their eyes show a green glow from its otherwordly power. This color can fade over time but can be a slow process. Lastly, those who draw power from the Light of the Sundwell have eyes that radiate yellow or gold hues.

Children of the Night

Magic has long been a vice of the elves. It shaped us, and lifted us out of the darkness - but without balance, it also threatens to unmake us. The shal’dorei are too proud to admit it, but they are the product of indulgence. They live without harmony. But I sense potential among the Nightfallen. Losing everything has humbled them. It has made them stronger.

— Valewalker Farodin

 

 

The shal’dorei are a powerful and mystical race of elves who live in Suramar. The nightborne race owes much of its unique physical characteristics to its long dependence on the Nightwell, an ancient source of power crafted by Suramar’s Highborne residents during the War of the Ancients. Over their lengthy isolation, the exposure of the nightborne to the Nightwell’s energies gradually transformed them from their original Kaldorei night elven appearance to their present darker, more night-based form.

Isolated in their city refuge under the impenetrable shield, the night elven empire arcane culture of Suramar continued uninterrupted in relative safety and serenity. The nightborne of Suramar have an air of superiority that often comes across, especially amongst loyalists and the elite (with exceptions) as pompous. They revel in their unparalleled magical civilization but having no exposure to the current races of Azeroth till the rebellion led an invading force to free Suramar, many still regard outside races and the world as it was back then, full of the unworthy, the uncultured, and low born far beneath the standards and levels of the nightborne civilization. These were the less admirable qualities of kaldorei civilization back then, and the shal’dorei continue in them as if nothing has changed and as if they still remain the center of the world.

An ancient Kaldorei tradition Tal’ashar is an honor duel to death still used by the nightborne, though in very rare occasions. It can be used to settle disputes and prove oneself worthy over an adversary, usually when key positions or appointments are made that the challenger isn’t satisfied with. The challenger or defender may appoint a champion to fight on their behalf. The victor also gets to keep the nobility titles of the defeated participant. To the nightborne, reputation and status are of the utmost concern, and morality and principles of right and wrong are viewed too often in that light. At their core, however, the nightborne, like their night elven kin, do not find themselves short of noble souls stepping up to take a stand against the crashing tide of darkness that threatens to sweep their beloved city and the rest of the world in fel fire.

The nightborne kept much of their traditional appearance, though the Nightwell had some affect on them. They stand around 7 feet tall like their night elf counterparts, but skin tones resemble colors of the night sky, ranging from dark blues and purples to more pale tones, like the glow that surrounds the moon. Nightborne hair colors are sometimes much brighter, with whites and platinums in the mix, but can also span the same palette as their skin tones. Glowing tattoos seem common among nightborne, though whether these are cosmetic or a result of the Nightwell’s energy is unknown. With a deeply rooted history in the practice or arcane magic, they tend to have a blue or violet glow to their eyes.

Children of the Stars

Darkness covered us in the beginning, and we could not see. We cried for guidance and the moon shone down bright upon us. Her soft light not only illuminated the night for us but also gave comfort. Her light touched us from within, enabling us to see even when the moon was not visible…

— Tyrande Whisperwind

Night elves (or kaldorei) are a powerful and mystical race whose origins extend back to ancient times, being one of the longest-lived and most ancient cultures in existence today. These then-immortal beings were among the first to study magic and let it loose throughout the world nearly ten thousand years before the First War. The founders of a magical and advanced civilization which at its peak spanned the breadth of ancient Kalimdor, the night elves came into a horrific conflict with the Burning Legion but achieved a Pyrrhic victory that ended in the Great Sundering, turning Kalimdor’s landmass into the continents of the present age. Until very recently, the night elves abandoned and completely outlawed the use of arcane magic, fearing its use would draw the Legion back to their world.

The main survivors of the Sundering crafted a radically different society centered around druidism, striving to live in harmony and co-existence with nature and its inhabitants, and essentially becoming “venerable guardians” of the natural world as well as the World Tree Nordrassil instead of ruling most of Azeroth as its foremost superpower, in addition reconnecting with the widespread worship of their moon goddess Elune.

The night elves established their newest capital Darnassus in the boughs of the World Tree Teldrassil off the coasts of northwestern Kalimdor in recent times,

 

 

where it stood as a living symbol of the night elves’ rich culture and glorious history.

For more than ten thousand years, the night elves have been bound to nature, shaping their culture into what it is now. Modern night elf society was founded on the very grounds of protecting nature, signified by their connection to the world tree. As one of the longest living races in Azeroth, night elves tend to be slow to change. Slow to anger and slow to cool off, the night elves experience emotions as deeply, or perhaps more so, than the younger races. While generally slow to respond emotionally, their minds have seen much and tend to have a honed wit and sense of humor.

The priests of the moon goddess, the Sisters of Elune, are the leaders of the night elf military, and her high priestess Tyrande Whisperwind is the official head of the night elf nation, formerly ruling from the Temple of the Moon in Darnassus. Moonwells are also deeply revered and commonly used by almost all segments of kaldorei society, primarily for their extraordinary healing and restorative properties.

The night elves also worship their ancestors. This worship takes the form of offerings, traditionally rice cakes that are blessed in the Temple of the Moon. Night elf burial is done naturally, returning the deceased to nature. Priestesses begin by ritualistically cleansing the body in a moonwell, and they use nature and arcane magic to mend the body for a final viewing. The priestesses sing arias from their temples highlighting the deceased’s life, after which the remains are placed on a flower-draped bier, carried to a grove, and placed on a patch of grass. A druid then spurs on the growth of plants around the corpse, creating a wide spectrum of colorful blooms which surround and then entirely encase the body. The souls of most deceased night elves are carried across the veil to the Shadowlands, like any other mortal race. However, some linger in the mortal realm as wisps.

Kaldorei stand around 7 feet tall with skin tones that fall into a broad range of the purple spectrum. Colors may vary from the darkest orchid to the faintest pink. Some individuals may even appear various hues of cerulean or bear a pale milky, opalescent shade of white. Some night elves bear tattoos, females generally have them on their face while males place them on the chest. Hair color has also extended into more variants over the dual tones attributed to dark trolls earlier in this section. Starting out with sapphire or even obsidian hair, night elf hair has sprouted into a panorama of azures and violet; followed closely by greens and even silver that boarder on white. Autumnal tinctures such as red, amber, blonde and brown were, for a time, common colors; though this striking feature was found primarily among the Highborne ruling class. Hairstyles among night elves are similar to those of the Quel’dorei and Sin’dorei, albeit a bit more wildly and free-flowing. Unlike most of their elven cousins, Kaldorei men often have thick, elaborate beards and bushy eyebrows.

Children of the Void

Long before the Sunwell was destroyed, high elves began to dabble in the powers of the void. Most would succumb to its maddening whispers, but research left behind would eventually lead to a breakthrough in harnessing this power.

Dar’Khan Drathir had been known as a traitor to Quel’Thalas and sought the void’s power, he had failed to open a rift to the dark beyond, leaving his research behind outside of Tranquellien and selling out his people to Arthas Menethil, who would bring ruin to the lands and destroy the Sunwell.

Looking for an alternative source of magic power, magister Umbric would discover the void, as well. He tried to convince the blood elves that it was essential to the defense of Silvermoon. He gained a following, but after the Sunwell was restored by the heart of a N’aaru, Grand Magister Rommath would banish him and his followers from the city, as it proved too great of a risk to the re-established Sunwell.

Umbric would lead his peoplw South, to the Ghostlands. He would stumble upon Dar’Khan’s old notes and build upon them, successfully leading his followers to Telogrus Rift, where they would remain on a fractured world, and slowly succumb to the maddening whispers of the void.

Meanwhile, Alleria Windrunner would be fighting through the Dark Portal, on Draenor, and join the Army of the Light with her husband to survive the planet’s devistation. The army would press their attack on the Burning Legion, leading to the discovery of a prison where the demons had been eradicated by the void. Searching for servivors, she became infected, herself.

 

 

Alleria began to look for ways to live with this affliction, learning about the Locus-Walker, a mysterious being who was a powerful master of the void.

The Army of the Light would press their attack on the legion and Alleria would wind up imprisoned with the Locus-Walker, who taught her to control the void. She would see visions and fight to leave before her training was over so that she could save her husband. After doing so, using the power of the void, she refused to denounce its power and was imprisoned by the army she had served.

Their ship would be shot down, leading to her escape, where she would still serve the Army of the Light by using the powers of the void. She would find the Locus-Walker again and they would test her powers against a dark N’aaru, whose power she would absorb.

She would eventually return to Azeroth, where she would learn that her people joined forces with the Horde, and she would try to convince them to switch sides, as the Alliance had once welcomed them before taking up the title of blood elves.

Her people found her to be a threat to the Sunwell, referencing the outcast group who had tried to feed off of void energies. Alleria tracked them down, finding the very same research that magister Umbric had used to open a portal to Telogrus Rift. She convinced the Locus-Walker to help her train this group of outcasts to harness the power of the void, and fight off the madness in order to use it for good.

Ren’dorei look identical to their counterparts, however, prolonged exposure to the void has caused a variance in appearance for some of the population. Some of them have pale shades of purple or blue skin, and hair that ranges from and inky, blue-black, to deep violets and magentas. In extreme cases, manifestations of void energy accentuate their hairstyles as tendrils of energy that resemble a starry-night sky.

Elf Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:30 ft.

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.

Keen Senses.You have proficiency in the Perception skill.

Blood Elf

Arcane Acuity.Starting at 1st level, you gain the ability to magically hone your senses on one target. As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute. Arcane Acuity ends early if the target dies, you die, or you are incapacitated. Until it ends, your critical threat range against the target increases by 1, making and attack roll of a 19-20 a critical hit.

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

Arcane Affinity.You gain the detect magic spell and may cast it at will, without expending a spell slot.

Arcane Torrent.As an action, you can draw on latent arcane energies within a 10 foot radius around yourself. Each creature within range, other than you, must succeed on a Wisdom saving throw or end the effects of 1 magical spell or ability. When you use this trait, you may regain a resource of which you have spent. This may be a spell slot of a level up to half your proficiency bonus, a warlock spell slot, ki or sorcery points equal to your proficiency bonus, a class feature such as bardic inspiration, superiority dice, rage, wild shape, etc., or even inspiration. Other such features may regain uses with permission from your GM, except for your Arcane Torrent trait.

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

Arcane Resistance.You have advantage on saving throws against spells and other magical effects.

Languages.You speak, read, and write Common and Thalassian.

Nightborne

Ancient History.You have proficiency in the History skill.

Arcane Pulse.As an action, you can create a burst of arcane energy that spreads in a 10 foot radius around yourself. Each creature within range, other than you, must make a Wisdom saving throw with a DC based on the spellcasting modifier you choose using the Magical Affinity trait. A target takes 1d6 force damage and becomes stunned on a failed save, otherwise it is unaffected.

This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

Arcane Resistance.You have advantage on saving throws against spells and other magical effects.

Magical Affinity.You gain 2 cantrips from either the bard, mage, sorcerer, warlock, or wizard spell list.

Intelligence, Wisdom, or Charisma (you choose when you gain this feature). You add your spellcasting modifier to the damage of these cantrips, and increase their difficulty classes by 1.

Languages.You speak, read, and write Common, Shalassian, and one extra language of your choice.

Night Elf

Blessing of Elune.You have proficiency in the Nature skill. During the day, you may make one additional

 

 

attack as a bonus action. During the night, you may take the dash or disengage action as a bonus action.

Quickness.Your movement speed is increased by 5 feet. In addition, while not wearing heavy armor you gain +1 to your AC. You can use a shield and still gain this benefit.

Shadowmeld.You may take the hide action without cover if you are in dim light or darkness. While hiding this way, you gain half cover in dim light, and three-quarters cover in darkness, each turn you choose not to move or take actions.

Wisp.When you are reduced to 0 hit points but not killed outright, your spirit can leave the body as a wisp. You may delay having to roll death saving throws for a number of turns equal to your proficiency bonus but damage to your body and magical damage to your wisp cause you to fail death saving throws, as normal. While in this form:

• You are immune to bludgeoning, piercing, and

slashing damage from nonmagical attacks

• You have a hover speed of 60 feet

• You cannot attack or cast spells, but may help your

allies by flanking creatures and performing the aid

action for Investigation or Perception checks.

Languages.You speak, read, and write Common and Darnassian.

Void Elf

Chill of the Night.You have resistance to necrotic damage.

Entropic Embrace.Starting at 3rd level, you can use your action to call upon the powers of the void. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, creatures of your choice, who start their turn within 10 feet of you, take necrotic damage equal to your proficiency bonus. You regain hit points equal to the amount of damage dealt this way. Once you use this trait, you can’t use it again until you finish a long rest.

Preternatural Calm.You can use your reaction to choose to succeed on a saving throw to maintain concentration. Once you use this trait, you can’t use it again until you finish a short or long rest.

Spatial Rift.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You may use this trait a number of times equal to your proficiency bonus and regain all expended uses after completing a long rest.

Languages.You speak, read, and write Common and Thalassian.

Ethereals

The Ethereum were the ruling class of ethereal on my homeworld of K’aresh. Tragically, we were forced to evacuate K’aresh shortly before the void lord, Dimensius, unleashed his void armies upon the world and utterly decimated all that stood in his way. Vengeance has become their only recourse and many saw that the Ethereum were plummeting into madness and left.

— Commander Ameer

Treading the chaotic spaces between worlds, the ethereals are astral travelers who dwell within the Twisting Nether. They are known to be collectors and traders of arcane items and artifacts. Now drawn to Outland, many ethereals are seeking to track down its treasures and steal them back into the Twisting Nether. The ethereals are driven by trade and economics, and accordingly, their political structures are centered around trade princes and political “companies”.

Originally, ethereals had physical form. When Dimensius the All-Devouring assaulted their homeworld of K’aresh, however, the arcane energies he unleashed on them ripped apart their bodies. Only their advanced

 

 

technology allowed them to survive - barely - as beings of pure energy. Ultimately, it was this very change that allowed them to battle Dimensius on an even-footing and travel through the Twisting Nether to find refuge. Their bodies can take many forms, able to be compacted into small sizes, or expanded to their true form: a mass of glowing energy with vaguely distinguishable head, eyes, and arms. When not covered in their magical wrappings, they are described as beings of pure energy; a mass of irregular power. They most often appear in their specially enchanted wrappings that keep their energy forms bound within their humanoid shapes.

Ethereal Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Ethereals stand around 7 feet tall. Your size is Medium.

Speed:30 ft.

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.

Arcane Collector.You are proficient in Arcana. In addition, when you reach 3rd level, you learn detect magic as a 1st level spell. At 5th level, you learn identify as a 1st level spell. You may cast each one of these spells once, with this trait and regain the ability to do so after you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Ethereal Connection.At 10th level, you may attune to one additional magical item and do not need to meet class, race, or spellcasting requirements to attune to any magical items.

Magic Bindings.Ethereals generally have magic bindings that contain their energy into a humanoid form. This allows them to interact with the worlds they visit much like the inhabitants do. You are able to remove and reapply your bindings at any time, but you cannot be wearing armor while doing so. The transformation takes 1 minute.

Unbound.

• You have a hover speed equal to your walking

speed.

• You can squeeze through a space as narrow as 1

inch wide

• You have advantage on ability checks you make to

initiate or escape a grapple.

• You cannot wear equipment, wield weapons or

items, or interact with objects other than your

bindings.

Languages.You speak, read, and write Common and K’areshi.

Furbolgs

Though they have no special love for war or murder, their tribes have become increasingly hostile as of late, many tribes have fallen to multiple forms of corruption, including but not limited to the corruptions of the Burning Legion, the Old Gods and the Primalists. Some tribes and individuals aren’t hostile and are tolerant of outsiders, with tribes such as the Timbermaw, Stillpine, and Winterfall.

The furbolg tribes worship the twin bear Ancients, Ursoc and Ursol, as gods. Ursoc and Ursol are patrons of those who favor balance of nature and the living beasts of the wild. Those who follow Ursol become shamans, while the others who follow on Ursoc become hunters or warriors and carve wood statues and structures.

Furbolgs resemble bears with a few humanoid characteristics — bipedal gait, dexterous hands, and the ability to speak. Fur color normally ranges from light brown to black, and white furbolgs from Northrend are called polar furbolgs. Fur color also denotes status in the tribe: shaman have gray fur, and black fur marks the most powerful furbolg fighters. Furbolgs are big and strong, averaging 7 to 10 feet in height and 3 feet in width. Many furbolgs continue to grow even after they reach maturity, adding layers of muscle. Furbolgs weigh 300 to 400 pounds on average, though some reach 500 pounds.

 

 

Furbolg Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:30 ft.

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.

Claws.You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Lessons of the Ancestors.Your kind hold great shamans and hunters of the past in high regard, sharing their wisdom through generations. You are proficient in one of the following skills: animal handling, nature, or survival. In addition, choose one of the following:

Blessing of Ursoc.You know the true strike cantrip. At 3rd level, you learn zephyr strike as a 1st level spell. At 5th level, you learn enhance ability as a 2nd level spell.

You may cast each one of these spells once, with this trait and regain the ability to do so after you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level.

Blessing of Ursol.You know the druidcraft cantrip. At 3rd level, you learn entangle as a 1st level spell. At 5th level, you (Maximilian’s) earthen grasp as a 2nd level spell. You may cast each one of these spells once, with this trait and regain the ability to do so after you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Powerful Build.You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages.You speak, read, and write Common and Furbolg.

Stillpine

Inoculated.You have resistance to poison damage and advantage on saving throws against being poisoned or diseased.

Timbermaw

Mistrusting.You have advantage on Charisma saving throws against spells and magical effects.

Winterfall

Winterpelt.You have resistance to cold damage and you do not suffer the effects of extreme cold temperatures.

Gnomes

The dwarves have kept us safe in their home for some time now, and for that we thank them. However, the traitorous Thermaplugg’s occupation of our home must at last come to an end. Gnomeregan has festered beneath the atomic weight of our ill-conceived plan for too long. The detonation of the radiation bombs drove us from our city, but now we possess the technology to take it back! We will regain what is ours… and bring Thermaplugg to justice!

— Gelbin Mekkatorque

A History Lesson

The first gnomes that came into existence were “mechagnomes”, small, metal clockwork-creatures created by the Watcher Mimiron. With the Great Sundering the remaining active earthen went into stasis and only the mechagnomes remained. Yet they too succumbed to the Curse of Flesh and the affliction had them degenerate into being later known simply as gnomes.

The first generation of gnomes carved out an existence in the snowy mountains west of Uldaman. They struggled to survive against the harsh elements, ice trolls and other dangers that roamed the land. As generations passed they dedicated themselves to technological advancement; these would be the means of sustaining themselves in a savage world. In only a few generations the gnomes lost all knowledge of their titan-forged heritage. What they gained was a new society. The gnomes carved out a series of highly fortified dwellings deep within the cold mountains of what would become known as Dun Morogh.

Thriving in the wondrous techno-city of Gnomeregan, the gnomes shared the resources of the forested peaks of Dun Morogh with their dwarven cousins for generations. Yet recently, a barbaric menace rose up from the bowels of the earth and invaded Gnomeregan. The troggs — believed to have been unearthed from the Uldaman excavation – erupted beneath Gnomeregan and began to slaughter every gnome within the city. Though the gnomish defense forces staged a valiant defense, they could not save their wondrous city.

At the command of the High Tinker Mekkatorque, the gnomes opened the pressure valves of their giant, grinding machines and released toxic radiation throughout the city. Though the radiation killed the troggs, the gnomes soon discovered that it killed their own people just as quickly. Nearly eighty percent of the gnomish race died within days. Those that survived evacuated the great city and fled to the protection of their dwarven cousins in Ironforge.

There they remain, devising radical strategies to retake their beloved city at any cost. As a gnome of proud standing, it falls to you to answer the challenge and lead your curious people to a brighter future.

 

 

Mind Over Matter

Gnomes are a race of ambitious folk that celebrate creativity and craft and whose lives are validated by a masterful command of the scientific laws of the universe. This outlook on life makes them feel that to be pitied is unbearable, even insulting, though they know their allies do not do this intentionally. They have been more of a race of scholars throughout their history, generally focused on escaping and avoiding conflict, being also known to offset their lack of physical strength with ingenuity and daring. However, the loss of Gnomeregan and years of hardship and survival amongst increased association with the dwarves have made the gnomes stronger and more comfortable with their physical prowess, giving them a combatant edge. Gnome melee fighters have become more common, and are in general more willing to talk back to Tall Folk than ever before.

Generally speaking, gnomes simply do not fight gnomes. In a world of hostile creatures and Tall Folk, it goes without saying that gnomes have to rely on each other. This is why gnomes don’t need primogeniture and why they abandoned monarchy centuries ago, instead electing their leaders by common consent based on their work’s benefit to the race as a whole. It is unthinkable for a gnome to act in a selfish manner in spite of the cost to their people.

Curing The Curse of Flesh

The gnomes of Mechagon Island and Mechagon City are now calling themselves mechagnomes, like their titan-forged counterparts, because of their mechanical augmentations.

Mechagon mechagnomes are descended from the regular gnomes of Gnomeregan. They span a variety of different types. The higher-caste gnomes lived in an advanced, aristocratic society inside a huge vault, where they had dedicated themselves to their ruler King Mechagon and his vision to turn anyone of flesh into more pure robotic parts. In this society, the more robot parts one had, the higher one’s social standing was.

However, another group of mechagnomes rejected this and dwelled in the outside Junker Wastes where they were beset by death robots. These mechagnomes had fewer mechanical parts and tended to be partially deteriorating.

What They Lack in Height

On average, female gnomes are 3’4” tall while males aren’t much larger, typically standing at close to 3’6” in height. Some gnomes do not grow to more than a “shortish” height of 2’6”. They have four fingers (three fingers, one thumb) on each hand, and five-toed feet.

Gnome Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Small

Speed:25 ft.

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.

Arcane Resistance.You have advantage on saving throws against spells.

Mastercrafters.You have proficiency in one set of artisan’s tools of your choice.

Nimble Fingers.You have proficiency with thieves’ tools.

Languages.You speak, read, and write Common and Gnomish.

Gnomeregan

Expansive Mind.You gain a pool of d6 equal to your proficiency bonus. Whenever you make an ability check, attack roll, or saving throw, you may roll one of your d6 and add it to the result of your d20 roll. You can choose to do this after you roll but before you know the outcome. You regain all expended uses upon completing a long rest.

Escape Artist.You have advantage to saving throws against traps and checks to escape being grappled.

 

 

Mechagnome

Hyper Organic Light Originator.You gain the dancing lights cantrip. When you cast this cantrip, you may choose to have creatures who start their turn within 5 feet of the lights receive disadvantage on attack rolls, and investigation and perception checks until the end of their turn. You may cast dancing lights this way a number of times equal to your proficiency bonus. You regain all expended uses upon completing a long rest.

Emergency Failsafe.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.

Goblins

I never cover up the things I’m proud of. If the world was gonna split in half tomorrow, I’d buy the Dark Portal, slap a toll booth on it, and charge refugees the last of their pocket change, the rings off their fingers, a bite of their sandwiches, and a contractual obligation to build me a rocket palace in the skies of Nagrand. It’s the goblin way! Supply and demand! Deal with it!

— Jastor Gallywix

Step 3: Profit

Shrewd, greedy, and ruthless, goblins have a long-standing reputation for being neutral in the rest of the world. Heroes of goblin society are not bastions of honor or integrity. Instead, goblins tend to admire the ruthless acquisition of profit, by any means necessary. Goblins are gifted engineers and accomplished seafarers, but are best known for their unabashed avarice.

The goblin’s capitalistic society is ruthless, but not lawless. Lawyers are known to exist and enforce the comprehensive contracts they make, lest they end up in costly lawsuits. Of course, goblins might try to weasel out of these contracts’ rules anyway in order to make more money.

Risky Business

Most advances have taken place in the field of war machines and weaponry, and the Horde had to employ technological “consultants” - goblins - to create the city of Orgrimmar. The permanent inclusion of goblins, with their emphasis on engineering and mechanical development, into the Horde has opened up tremendous technological potential. Today, the Horde is slowly realizing real gains through technology, both for military and domestic purposes.

Goblin warlocks pragmatically treat fel energy as a cheap, renewable, and reliable energy source, and they view the accompanying risk of losing one’s soul to interdimensional horrors as a case of “risk versus reward”.

Goblin priests use willpower to wield the Light, driven by greed. They administer blessings at a price and often ask for gold donations in the form of tithes.

Goblin shaman follow the motto of “Controlling the Elements for Fun and Profit”. They are an extension of their society’s single-minded devotion to making profit; to a goblin shaman, elementals are potential customers with whom they can negotiate and enter contracts.

 

 

Look A Little Green

Goblins are slight and wiry, and goblins stand 4 feet in height, on average. Some goblins do reach a “tallish” height of 4’6”. But female goblins are generally taller than males. They have three fingers and one thumb on one hand and four toes on one foot. They’re known for having varying shades of green skin, some more on the yellow side, others nearly teal. Goblins have large noses that are said to grow with age. They apparently also have green blood, sharp teeth and small, pointed nails. Although small, they are extremely strong for their size.

Goblins that have hair often have it as mohawks, ponytails, or spiky.

Goblin Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Small

Speed:30 ft.

Bargain Hunter.When purchasing items, you may choose to make a Deception, Intimidation, or Persuasion check against the shopkeeper’s Charisma saving throw. On a success, you pay fewer of the appropriate coins, equal to the roll of 1d4. On the roll of a 1, the shopkeeper refuses to do business with you. On the roll of a 20, you roll d6 instead. A shopkeeper may only be bargained with once every 24 hours. The coin amount increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). You may use this trait a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest.

Hoarder.You try your best to cram trinkets into your pack. Items that weigh 2 lbs or less amount to half their total weight. Life of Chemistry. You have proficiency with your choice of Alchemist’s Supplies or Tinker’s Tools.

Reckless Engineering.You know how to craft a few items that work in a pinch. During a long rest, you may craft a makeshift item below. You have a number of uses of the Reckless Engineering item equal to your proficiency bonus and regain all expended uses when you complete a long rest.

Goblin Health Potion:You create a number of potions equal to your proficiency bonus to distribute how you’d like. A creature may use this potion as a bonus action to regain 1d8 + your Intelligence modifier hit points and make a Constitution saving throw with a DC 10. On a failure, the creature suffers from the Poisoned condition for 1 minute but may repeat the save as an action on each of its turns to end it. Healing is increased by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Rocket Barrage:As an action, you make a ranged attack, using your Intelligence modifier for both the attack and bonus to damage rolls. The rocket deals 1d8 fire damage. On a critical hit, creatures within 5 feet of the target take half damage. On the roll of a 1, you take the damage, instead, and all creatures within 5 feet take damage equal to your Intelligence modifier. Rocket Barrage creates more than one rocket when you reach higher levels: two rockets at 5th level, three at 11th level, and four at 17th level. You can direct the rockets at the same target or at different ones. Make a separate attack roll for each one.

Rocket Boots:As a bonus action, you may make a standing jump with your choice of a 40 foot horizontal leap, 20 foot vertical leap, or a horizontal leap with a combination of a 10 foot vertical and 30 foot horizontal. When you do, make a Dexterity saving throw with a DC10. On a failure, you land prone.

Temporal Turner:As a bonus action, you can crank the Temporal Timer to double your movement speed and gain an additional action this turn. When you do, make a Wisdom saving throw with a DC10. On a failure, you are stunned until the beginning of your next turn.

Languages.You speak, read, and write Common and Goblin.

Hozen

You can take the derk out of the jib, but you shouldn’t put the jib in the derk.

— Ook Ook, Hozen Sage

Monkey Around

The hozen are uncannily dexterous foragers and hunters who dwell in tribes among treetops and mountains of Pandaria. They are a simple race driven by their passions.

The hozen are a short-lived race. Their elders are typically no more than twenty years old, usually fourteen or fifteen, and few hozen survive past their twentieth birthday. As a result, their relative maturity when compared to the other speaking races is quite minimal and their society lacks roots and rules as a result. Uncouth and impulsive, hozen nonetheless play, live and squabble together.

Grook ‘em in the Jerb

Hozen love to hunt and fish, and often will assault anyone and anything in their hunting grounds. The other races of Pandaria are therefore careful to avoid these areas, but this is often not enough to avoid conflict. The hozen’s notoriously short tempers grow even shorter when their hunger pushes entire clans, including elderly and young hozen, to ravage food sources outside of their territory, either gathering enough food or seeing enough hozen die in the process to ensure the survivors’ continued health.

 

 

Kick it with the Wikkets

There are some hozen that have made themselves homes amongst the pandaren, often acting as farmhands, or merchants. A hozen can start their own proper farm in the Heartland if they want to, and even earn a place as a member of the Tillers council. Some have begun training in Tian Monastery in the Jade Forest. Such individuals are accepted on their personal merits, and there is no prejudice placed on them by the pandaren due to the actions of their species as a whole.

Name-Name

Hozen have a rite of passage for their people that celebrates martial skill. Most hozen respect good fighters, or good “grookers” as they say. Those that have shown their strength in battle earn their “name name”. Instead of being addressed by their name once, they are addressed by their name twice, and this is shown as a title of respect.

Hozen Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Hozen are not particulary large creatures and their natural; hunch doesn’t help. They stand between 4 and 5 feet tall. Your size is Medium.

Speed:30 ft.

Aggressive.As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Arboreal.You have a climb speed equal to your walking speed.

Hunter.You are proficient in the Survival skill.

Prehensile Feet.As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.

Ravage.You have advantage on attacks if an ally is within 5 feet of the target.

Languages.You speak, read, and write Common and Hozen.

Humans

Sacrifice. To the young it means to change, but to the wizened it heralds an end. I know both meanings better than anyone else.

— Khadgar, Archmage of the Kirin Tor

Guardians of Tirisfal

The humans are descendants of the vrykul, a seed race who worshiped their creators, the Titans, as gods. The vrykul believed that their gods had “abandoned” them, and a certain time after that, some of their children were born “weak and ugly.” Their king ordered all such children to be killed: the punishment for not doing so was that the child’s parents would be executed alongside them. Despite the risks, not all parents obeyed this order and instead hid their children to grow up far away from Northrend. Legends say it was Tyr, one of the Keepers, who brought the humans to their new home, though the vrykul actually sent their offspring there because it was the location of Tyr’s tomb. Regardless, his legend and symbol would haunt and inspire the humans forever after.

The young race of humans struggled to survive using the limited supplies provided to them by their vrykul parents, who had abandoned them. They occasionally took to gathering around a fire whilst trying to read from scrolls telling of ancient heroes and leaders – tales from the civilization that had cast these creatures out. One of these scrolls spoke of a great leader, a paragon of order and justice, who sacrificed his right hand in a fight against an unfathomable evil. Although it was within this hero’s power to fix his hand after the fighting had ended, the hero instead chose to replace it with a closed fist made of the purest silver. In this way, the hero impressed upon those who followed him that true order and justice can only be accomplished through

 

 

personal sacrifice. This hero, who slipped into memory long ago, went by the name of Tyr.

For The Alliance

Eventually, humans started gathering and forming tribes, occupying the lands that would later be known as Lordaeron, the northern Eastern Kingdoms. Among the known tribes were the Arathi, the Alteraci, and the followers of Lordain, each with their own culture. Not yet accustomed to the divine Light or the potency of the arcane, they had primitive belief systems that incorporated simple nature magic, practicing crude forms of druidism and shamanism.

Concerned that the forest trolls were becoming too great a threat, the Arathi tribe of humans embarked on a campaign to conquer its rivals through combat and politics. By offering equality and peace to the people they conquered, the Arathi were able to form a powerful nation, Arathor. The capital of Strom was built, and the humans in the area that would later become Lordaeron, traveled to its protection.

The high elves of Quel’Thalas, meanwhile, were in open war with the trolls. On the verge of defeat, they sent ambassadors to Strom to plead for assistance from the human king, Thoradin. In exchange for support, the elves agreed to instruct One Hundred humans in the use of magic. With the help of the high elves, humans learned magic and waged a bitter war against the trolls that once spanned the entire length of the Eastern Kingdoms. Eventually, humanity won against the trolls and they lived in peace for several centuries. However, the increasingly prosperous and independent city-states of Arathor later declared their independence; splitting into separate kingdoms: Gilneas to the west, Alterac, Dalaran, and Lordaeron to the northwest, Kul Tiras to the southwest, and Stormwind to the far south. Strom itself was renamed Stromgarde and remained a significantly powerful kingdom.

Millennia later, disaster struck when the orcish Horde appeared on Azeroth, reducing Stormwind to ruins during the First War between orcs and humans. The city’s survivors, including the young prince, Varian Wrynn, fled to Lordaeron, where the leaders of the seven kingdoms resolved to unify once again in the Alliance of Lordaeron. Joined together, they succeeded in defeating the Horde during the Second War. Tensions grew among the kingdoms, however, as the costs for maintaining the Alliance rose much higher than originally anticipated. Unwilling to pay the taxes, the leaders of Gilneas and Stromgarde chose to withdraw their kingdoms. Further disaster came when the kingdom of Lordaeron was decimated by a mysterious plague that killed thousands of humans and converted them into undead servants of the Lich King. Even Lordaeron’s prince, Arthas Menethil, was manipulated by the Lich King, leading Arthas to kill his own father and direct the Scourge to eradicate humanity in his kingdom. Eventually, Arthas journeyed to Northrend, where he merged with his master.

With the recent invasion of the Burning Legion, which left the northern Kingdom of Lordaeron in ruins, Stormwind now stands as the strongest bastion of human civilization. The Alliance since then has been reorganized and gained new allies in the following years, with the humans of Stormwind standing resolute in their charge to maintain the honor and might of humanity. Following the heroic examples of the legendary Sir Lothar and King Llane, the knights and warriors of Stormwind are considered to be among the fiercest and most courageous warriors in the land.

Will to Survive

Humans seem to be a naturally proud and ambitious race. The humans of Azeroth have a very strong sense of triumphalism and have been known to be arrogant, overzealous, or vainglorious. Humans have also

 

 

regularly displayed noble and altruistic attitudes and actions. These qualities have led to human society producing notable heroic and villainous figures in recent history.

Most humans take comfort in having an orderly and just society. This is derived from their tales of a great leader named Tyr.

Humans prefer to live in villages, towns, and cities. Few humans understand the reverence of nature the night elves and tauren possess, and the most rural or rugged lifestyle a human has shown to possess is that of a farmer, bandit, or soldier. Human cities are extremely large, bustling, and lively. Outside city walls, in the countryside, the human peasantry provides basic resources to the rest of the kingdom; the peasant farms, mines, and chops wood. In the city, merchants trade goods while craftsmen practice and perform their trades and businessmen provide services. At the top of the social hierarchy are the nobility, who sit within their castles, making important political decisions on the running of the kingdom.

Children of the Sea

As the Horde made allies of the Zandalari, the Alliance reached out to Kul Tiras in order to gain their support and access to their powerful navy. However, they first needed to prove their worth to the nation’s ruling houses. Kul Tiras has degenerated severely in contemporary times; it is plagued with crime, piracy, corruption, a missing Kul Tiran fleet, Drust incursions, Old Gods radicalization of the tidesages, a burgeoning Kul Tiran civil war, and to compound further their problems, the Horde had recently raided Brennadam and invaded Stormsong Valley.

After reconciling the estranged Proudmoore family and stabilizing Kul Tiras’ troubled territories, the Alliance had once again regained the Kul Tirans’ trust and unified the maritime nation. Lady Ashvane secretly plotted to usurp Katherine Proudmoore’s rule over the island kingdom, but her attempt was ultimately thwarted by Alliance adventurers. Lady Jaina Proudmoore’s success in foiling House Ashvane’s coup d’état and recovering Kul Tiras’ missing fleet had also restored faith in Proudmoore leadership and she was subsequently named Lord Admiral for her accomplishments.

The Human Spirit

Humans are most known for their arcane magic and divine magic. These magics are used to heal and create in times of peace, and to harm and destroy in times of war.

Humans have a relatively good understanding of science and technology. However, the efforts of human engineers are laughable when compared to those of the dwarves’ and gnomes’.

The Silver Hand

Humans revere the Holy Light, who became a central part of all civilized human society, as their primary religion and a staple of worship, respect, and honor. The Church of the Holy Light is the religious institution at the head of this predominant human religion, and plays a significant role in all human societies.

Its members are dedicated to create a world of honor and justice, striving to aid others and be good in all actions. By embodying the tenets of their religion, the Church’s skilled clergy can wield holy magic called the Light.

Through the centuries, the Church constructed temples, shrines, and churches in the far-flung human lands as places of worship, with a hierarchy of religious leaders to oversee its devoted followers. These monuments stand in their cities, where their priests preside over followers, they heal and restore in times of peace, soothe the weary, protect in times of war, and crusade against what they consider evil.

Humans have an order of holy warriors, the paladins of the Order of the Silver Hand, who follow the Holy Light and crush evil and chaotic beings in its name. As the martial branch of the Church, they seek to be an example of the Light’s teachings as well as enforce the laws, protecting the weak and vanquishing the evil.

 

 

Tidesages

The Kul Tirans worship a goddess called the Tidemother, and most people on Kul Tiras look to the seas for guidance the same way others look to the Light. The Kul Tirans have always survived primarily on their wits and bravery, for while the Light rewards conviction, the ocean demands activity. The order called tidesages have a much deeper connection with the water. All seaworthy Kul Tiran vessels are blessed by the tidesages, who commune with the sea to guide the nation’s legendary fleet.

For the most part, the people of Kul Tiras do not bury their dead, but rather send them to the sea. The tidesages use an ornate bell named a Dead Ringer that calls the souls of the recently deceased to them, and release them through the Ritual of Release. The souls of the fallen are released into rivers that flow through the Shrine of the Storm and out into the open sea. Despite this, there is a large cemetery in Drustvar, indicating that the region has a different tradition and does bury their dead.

Jack of All Trades

Humans come from many backgrounds and show great physical variety among all the races. Most humans stand between 5 1/2 and 6 1/2 feet tall. The physique of humans is more muscular and sturdy than of elves, but much more slender than that of dwarves. The color and hue of human skin vary, ranging from a fair pink, to tanned, to a very dark brown. Hair becomes gray or white with sickness or age. Human eyes have been known to glow like those of the naturally magical elves if he or she is wielding powerful magic.

The humans of Kul Tiras often have a more robust and rugged look than their continental brethren. Their clothing is made for harsh weather, with high collars. They have a pride and connection with ships, and as such their buildings are inspired by them. Kul Tiras humans are further diversified by their chosen way of life. It is not uncommon for Kul Tirans to be smaller and slender, or larger and stocky, ranging anywhere from 5 to 7 feet tall. These differences stem from how well taken care of the individual was in the city or on the open sea, as there is a greater disparity than in Stormwind.

Human Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Hozen are not particulary large creatures and their natural; hunch doesn’t help. They stand between 4 and 5 feet tall. Your size is Medium.

Speed:30 ft.

Brush it Off.When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Human Spirit.You may choose either to have +1 to all ability scores that have not received a racial bonus or select one feat for which you meet the requirements. Consult with your GM before making this decision.

Jack of All Trades.You have proficiency in one instrument, gaming set, or set of tools of your choice.

Languages.You speak, read, and write Common and one extra language of your choice.

Kul Tiran

Child of the Sea.You are proficient with sea vehicles and are able to hold your breath for a number of minutes equal to twice your Constitution modifier plus your proficiency bonus.

Haymaker.You have the unarmed fighting style. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Stormwind

Diplomacy.You gain proficiency in one of the following skills: deception, intimidation, performance, or persuasion.

Will to Survive.When you have the grappled, incapacitated, paralyzed, restrained, or stunned condition, you may choose to end it as a reaction. You may use this ability once and regain the use when you finish a short or long rest.

 

 

Jinyu

Do not fear, little ones. Come shadow or light, the waters will always flow. Water is life. When the waters feel torment, then so shall we. I must speak to the waters to understand their turmoil.

— Wise Mari, Jinyu Waterspeaker

Swim Against the Current

The jinyu originated from murlocs who were fortunate enough to live near the enchanted pools of the Vale of Eternal Blossoms. The magic of the pools expanded their minds and grew their bodies until they became one of the great ancient cultures of Pandaria. They worshipped the August Celestials, and in return, the spirits offered them knowledge and guidance. For a time, there was peace. The Temple of the Jade Serpent particularly later became sacred to the jinyu, who now use its scrying pool to serve as their eyes and ears throughout the continent.

In the days before the Sundering, legend has it that all rivers flowed to Pandaria. Few were more aware of this than the clever jinyu. Over time the wisest of their people learned to commune with the waters of the river and listen for the future and news it would bring. These elders were respected by most races and earned their title of “Waterspeakers”.

Muddy the Waters

In time a jinyu empire emerged, ruling all of Pandaria from the Vale of Eternal Blossoms. At some point the hozen approached them for help; the jinyu felt sorry for them and taught them how to survive. The jinyu gave them their trust, but over time the hozen grew strong and bold and began taking the land for their own, leading them to turn against the ones that had helped them. The source of this hatred stems from a betrayal suffered by the jinyu at the hands of the hozen during the war against the Thunder King. The mogu fought against the jinyu empire in a battle that lasted forty days and forty nights. The power of the jinyu waterspeakers nearly defeated the mogu, but at the last moment they were slain by mogu footsoldiers, who hurled the jinyu’s own fishing spears back at them, piercing the waterspeakers’ shields and deciding the battle. During the final battle against the mogu, the hozen betrayed the jinyu, believing that they would receive preferential treatment under the reign of the mogu empire. The hozen would jump in with “dirty guerilla tactics” and catch the jinyu off-guard. This betrayal ensured the jinyu’s defeat.

Bigger Fish to Fry

Jinyu society is caste-based. Jinyu are chosen for their roles (such as warriors or priests) at a young age, and final say in all communal decisions is granted to the elder jinyu in a tribe. While this rigid structure can seem constricting, the elders’ roles are often deserved: they can speak and listen to the waters that flow throughout Pandaria, making them extremely wise and terribly powerful. Eggs are sorted early on based on the needs of the community. Many jinyu are cast as workers, diligently put to work building dams or other structures. Others are selected to be craftsmen and immediately undergo a rigid apprenticeship on hatching. Only warriors and priests are given access to the most food and finest shelters, and only the most successful of priests can ascend to the role of elder or waterspeaker. It is a taboo for the jinyu castes to intermingle.

Jinyu pray over heirlooms or tokens of their dead in order to properly lay them to rest, and move on. Hozen skulls are prized tokens among the jinyu. They use them to perform ceremonial rites, and the older the skull, the more potent its magic.

Calm the Waters

Resourcefulness is a trait admired by the jinyu. Unlike the fire and heat forges of the pandaren and mogu, the jinyu have mastered the art of water forging. They shape stone and metal by using the pressures and currents of water. Originally they would scavenge for polished stone and materials in the river. They developed an eye for the places that would provide the best quality baubles and rocks. Over the ages, they have learned to manipulate water through their magics to craft exceptional edifices of the rock and stone that defy rivalry. Their weapons and armor are as hard as any forged steel, and their walls often appear to be constructed without seams.

 

 

Deep Dive

The ankoan are an offshoot of the jinyu who left Pandaria a long time ago. Now their clans hunt in the depths of the ocean. They have been nearly hunted to extinction by the naga. The Waveblade clan has been fighting back against the naga for generations. However, they have recently taken the fight directly to the naga’s doorstep in Nazjatar.

The ankoan are a nomadic race of fierce hunters. They have a natural affinity for the sea, so training local wildlife like waverays was a natural strategy in their battles against the naga. Their purpose aligns with Neptulon, The Tidehunter—Elemental Lord of Water. For this reason, they worship his power. Ankoan believe the spirits of their ancestors continue to watch over them after death. To honor their dead, the ankoan place wooden burial shrines over their graves. However, the names of those who have died a dishonorable or cowardly death are purposefully forgotten.

Jinyu Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Jinyu are relatively tall creatures, standing around 7 feet tall. Your size is Medium

Speed:30 ft.

Amphibious.You can breathe air and water.

Emissary of the Sea.You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.

Swimming.You have a swim speed equal to your walking speed.

Ankoan

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.

Guardian of the Depths.Adapted to the frigid ocean depths, you have resistance to cold damage.

Languages.You speak, read, and write Common and Nazja.

Pearlfin

Waterspeaker.You know the shape water cantrip.

Intelligence, Wisdom, or Charisma is your spellcasting modifier for this spell (you choose when you gain this feature).

Water Forging.You can use water or the shape water cantrip to carve and mold materials for crafting.

Languages.You speak, read, and write Common and Mogu.

Mantid

We mantid are an elder race. The pandaren you associate with - they are but children. They have their role to play. Each cycle, our young swarm their walls. The pandaren slay the weak. The strong return. With each generation, we grow ever stronger. — Kil’ruk the Wind-Reaver

One of Many

The mantid are an intelligent and highly evolved race of insect-like creatures who have menaced the people of Pandaria since prehistoric times. While their society has a queen, they don’t operate as a hive mind. They are sentient beings, capable of constructing tall buildings and mastering weapons.

Mantid act with individual cunning, making them formidable in single combat and unstoppable when their numbers converge. Every mantid generation, the young hatch in incredible numbers and then swarm toward the rest of Pandaria, devouring anything in their path. Only the strongest return. Although the ancient mogu managed to protect their lands by building a gigantic wall between themselves and the mantid, the generational swarms require an all-hands defense of the wall or the very heart of Pandaria will be lost.

The mantid have poison that chews through the skin and infects the blood. It makes for slow, excruciating death when not treated.

Newly hatched mantid have only two instincts: kill and feed. They turn on one another, devouring the weak and leaving the strongest to mature. Those hatched during a swarm - the swarmborn - are turned loose on their enemies instead.

 

 

The Color of Energy

Amber is the cornerstone of mantid society. Harvested from the great kypari amber trees, they use this material in their architecture, their art, and their technology. Amber is fashioned by ambersmiths into sharpened blades and weapons. Some heroes among the mantid are even preserved in amber for a time in need. The kypari trees are sacred to the mantid and are regarded as living shrines steeped in their culture. They are the foundation of mantid society. Each tree carries with it a name bestowed upon it by the mantid. The mantid who live at that tree, be it in the roots, in the branches, in the nooks and crannies, share a name with that tree.

Masters of sound, the mantid long ago found a way to use amber to extend the range of their acoustic casting. In this way, they are able to communicate over vast distances. No army has successfully marched on mantid lands undetected, and even lone travelers are urged caution as their movements are no doubt being watched the moment they venture beyond the wall. The technology behind mantid sound beacons is incomprehensible for non-mantid races. They seem to rely on mantid physiology.

Kill or Be Killed

Mantid are born with little on their mind but a lust for battle. Participation in a swarm is not only a cultural rite of passage - it is the catalyst for their physical maturation. Only those who return from battle can develop from a swarmborn into a fully-aware, individual citizen. Most mantid shed their wings as a rite of passage once they grow strong enough to wield heavy armor and weapons.

The mantid view other races such as pandaren as “lesser creatures”, and take pleasure in slaughtering them by the thousand. However, they do not consider these lesser creatures to be entirely without purpose, nor is their defeat the mantid’s true aim. Rather, the mantid make use of their enemies’ defenses to cull the weak from their numbers and hone the skills of the strong. As the mantid say: “Battle is an efficient mentor.” The purpose of the cycle is not death. It is knowledge.

Mantid Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Mantid vary in size, depending on how far along they are in the maturation process. Adults have been known to be anywhere between 5 and 7 feet tall. Your size is Medium

Speed:30 ft.

Bite.You have sharp mandibles that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Flight.Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.

Antennae.Your insect features grant massive advantages to sensing vibration. You have advantage on Perception checks involving sound.

Secondary Arms.You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

Venomous Maw.When you attack with your bite, you can use a bonus action to force the target to make a Constitution saving throw. On a failure, they take 1d4 acid damage at the beginning of each of their turns for a number of rounds equal to your proficiency bonus. You cannot use this feature again until you finish a short or long rest.

Intelligence, Wisdom, or Charisma is your ability for this trait (choose when you select this race).

Languages.You speak, read, and write Common and Mantid.

 

 

Mogu

To be mogu is to rule. It is why we were created. Our words are laced with power! Those who do not bend to our will must be broken by our strength. There is no strength without unity. There is no unity without obedience. To obey your Emperor and demand obedience of your subjects is the natural order. When you fight amongst yourselves you fight against your very nature.

— Emporer Lei Shen, the Tunder King

Heart of Stone

For many ages, the mogu guarded the work of the titans, fighting against the mantid swarms. The mogu served the titanic watcher Ra-den when the titans left Azeroth. Those who answered directly to Ra were known as the Rajani. When the Old Gods used the Curse of Flesh on the mogu, they became terrified as their stone forms transformed them into mortal beings. They soon began to breathe, to bleed and to die. But with the flesh came the other curses of mortality: pride and greed, fear and anger. No longer united in purpose, the mogu fought amongst themselves. Powerful mogu warlords gathered up followers and made war on one another. Their battles scorched the land, terrifying the other mortal races.

Reverse the Curse

Possessed of immense size and strength, the mogu built an empire based on might, in which the weak – other races – were subjugated, and the strong – always mogu – ascended to power. Imposing stone monuments and titanic siege engines displayed the power of the mogu to the rest of the land. They turned their strength on the lesser inhabitants of Pandaria, shaping flesh to their whims as they shaped rock.

Unlike “lesser races” that need schooling in the arts of magic, the ability was innate in the mogu. From what is known about mogu usage of magic, it is clear that their magic users did not fall into known categories, such as mage or warlock. Special emphasis was placed on flesh-shaping or spirit-capture magic. The mogu are flesh-shapers and can create other creatures.

Death was not final for some mogu, instead being a mere stopover on the path to a new body. Spiritbinders used their foul magic to transfer these spirits from one shell to the next.

Balance of Power

The mogu empire was a meritocracy as well as an absolute monarchy/dictatorship, where the previous regime and/or dynasty must be overpowered and executed. As a part of mogu culture, when a clan’s leader is killed, it is customary for rivals to immediately murder his family and thus exterminate the clan lineage forever.

When the mogu still ruled over Pandaria, they were allied with the Zandalari. However, both the mogu and Zandalari held contempt for one another. The mutual contempt between the two would grow to polite indifference. They trusted the other not to attack because they were confident they would defeat the other. While Zandalari and mogu stood back to back, they did not watch the other and did not see the other falter.

Carved in Stone

A zandalari troll once met a mogu, a head and a half taller than she, ebon skinned, strongly built. He possessed a leonine aspect that was uniquely suited to Pandaria. When she’d first seen statuary depicting the mogu, she had thought it highly stylized. Meeting them in the flesh dispelled that notion.

Standing this tall would suggest that mogu are generally anywhere from 8 to 9 1/2 feet tall. Mogu “flesh” is the color of the stone they’re made from, often being gray but in some cases, mogu have been made from jade or terracotta. The features resembling hair are often of a different color, ranging from blacks and dark browns, to shades of red, golden-blonde, and whites. Regardless of the color, mogu always tend to bleed black.

 

 

Mogu Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

_Speed: _30 ft.

Creature Type.You are a Construct.

Living Construct.If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.

Powerful Build.You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Spiritbinding.Mogu practice binding spirits to inanimate objects. Starting at 3rd level, you gain the ability to bind a spirit to stone, summoning a small, dog-like construct. In combat, the Quilen 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.

The Quilen’s ability scores increase by 1 each level your proficiency bonus increases.

Stone Flesh.When determining your armor class, you may choose to use your Constitution modifier instead of Dexterity. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by half of your proficiency bonus.

Languages.You speak, read, and write Common and Mogu.

Quilen

Quilen

Quilen

Small Construct, Unaligned


Armor Class
10 + your proficiency bonus
Hit Points
five times your proficiency bonus + your character level + Constitution modifier
Speed
30ft.

STR DEX CON INT WIS CHA
10 (0) 10 (0) 14 (+2) 3 (-4) 12 (+1) 6 (-2)

Condition Immunities
None
Senses
passive Perception = 10 + Wisdom modifier + proficiency bonus
Languages
Your Quilen understands your commands but cannot communicate back.
Proficiency Bonus
Equals your proficiency bonus

Eternal Guardian. When your Quilen falls to 0 hit points or below, you gain temporary hit points equal to your level.

False Appearance. While the creature remains motionless, it is indistinguishable from a normal statue.

Stone Armor. When the Quilen falls below half of its maximum hit points, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Actions

Bite. Melee Weapon Attack: +PB to hit, reach 5ft., one target. Hit 1d4 + Strength modifier piercing damage.

 

 

Murlocs

Whenever I am in a dangerous situation, I remind myself that a wise murloc once said: “Mrglgl grrk rrgl brgldrk!”

— King Mrgl-Mrgl, D.E.H.T.A Researcher

I Am Murloc

Murlocs’ history is shrouded in mystery. This is due not only to the fact that these creatures appeared on Azeroth’s shores fairly recently but also because murlocs shun mortals, holding little tolerance for other races, and rarely, if ever, speak anything but their own garbled language. In recent times, these creatures have been moving in-land steadily from their oceanic dwelling places and inhabiting more areas of Lordaeron and the rest of Azeroth. This move in-land has resulted in them adapting to fresh-water lakes and rivers. Several clues point to the fact that their steady infiltration of the world’s landmasses may be a coordinated effort. Whether or not this enterprise has been undertaken strictly of their own accord is not yet known. In the last few years, the vile naga have begun reemerging from their watery abodes, causing historians to speculate that their migration may have triggered the murlocs’ slow encroachment onto land. Some also guessed that the murlocs might be working in concert with the sinister amphibians; the naga may not be the only nightmarish horrors lurking in the seemingly bottomless oceans of the world. Several

indicators from the murlocs themselves point to the possibility that the fish-men are but worshippers or underlings of perhaps several deep-sea monstrosities that currently lie sleeping, or at least waiting, in the murky fathoms — and even more disturbing, that the murlocs’ emergence is an indication of their incipient awakening.

It’s All Nerglish to Me

Murlocs may appear colorful and simple to the casual observer, and their supposed intelligence has been debated. Some argue that, since their guttural language is impossibly difficult to decipher, they have limited intelligence. However, their use of weaponry and uncanny fighting abilities imply a rather sinister racial intellect. Murlocs may not be as dumb as everyone thinks they are.

Murlocs pass down their history orally, which given how incomprehensible their language is to other races (although some are capable of learning and speaking it fluently), adds to the mystery surrounding them. Just adding to the confusion, murlocs do not measure time like most other races do, so pinpointing dates of important events is very difficult for historians. Nonetheless, most of the currently accepted knowledge of murlocs comes from outside observation.

Finer Than Frog’s Hair

Murlocs possess bulbous bodies, large mouths lined with rows of sharp fangs, clawed hands and feet, slime-

 

 

coated skin, and can breathe underwater. Murlocs come in all sorts of colorations, generally having an accent color for their hands, feet, and spines. Their skin has been known to come in nearly every color of the rainbow, with some neutrals such as gray or white in the mix, and while their heights do vary from 3.5 ft. to 6 ft, they normally stand at an average of just 4 ft.

Females tend to be slightly larger than the males, however. Depending on the variety, murlocs may lean towards a closer resemblance to frogs or to fish.

Murloc Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size: Small or Medium

Speed:30 ft.

Amphibious.You can breathe both air and water.

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.

Bite.You can use your fanged maw to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Pack Tactics.You have advantage on attacks if an ally is within 5 feet of the target.

Something Fishy.Murlocs have a variety of features, depending on their native region. Choose one of the following options when you select this race:

• Bioluminescent Bulb.You have a bioluminescent

bulb protruding from your forehead. As a free

action, you can cause it to shed bright in a 10 foot

radius and dim light for an additional 10 feet.

• Foul Pheromone.As an action, you can secrete a

potent-smelling pheromone that sticks to most

surfaces. For 1 minute, when a creature hits you

with a melee attack or attempts to grapple you,

they must succeed on a Constitution saving throw

or have disadvantage on attack rolls until the end

of their next turn.

Intelligence, Wisdom, or Charisma is your ability

for this trait (choose when you select this race).

• Saltspittle.You know the poison spray cantrip.

Intelligence, Wisdom, or Charisma is your

spellcasting ability for this trait (choose when you

lect this race).

• Winterfin.You have resistance to cold damage

and do not suffer the effects of extreme cold.

Swimming.You have a swim speed equal to your walking speed.

Underwater Warrior.While submerged in water, you may use your bonus action to make an additional weapon attack. When hit with an attack underwater, you may use your reaction to move up to half your

movement speed away from the target without provoking opportunity attacks.

Languages.You speak, read, and write Nerglish but only read and write Common and other learned languages.

Naga

I know your dreams, your lust for power. The hunger with which you pursue your desires. Kneel before me, and I will bestow talents beyond your wildest imagination. Refuse, and you will be crushed beneath the tides!

— Queen Azshara

Misplaced Trust

Ancient Kalimdor was the domain of the large Kaldorei Empire led by Queen Azshara. She ruled with her loyal followers known as the Highborne who were the highest-ranking caste of night elf nobility. These privileged nobles became obsessed with the Well of Eternity and abused its arcane magics until their activities caught the attention of Sargeras, the dark titan. He promised the Highborne that he would remake the planet Azeroth into a paradise, and that they would be rewarded with great power for serving him. The Highborne created a portal in the Well in the hope that Sargeras would be able to enter Azeroth himself.

The Highborne’s efforts had, instead, brought about the first invasion of the Burning Legion, thus beginning the War of the Ancients. Demons poured from the queen’s jeweled palace and laid waste to most of the city. Death and devastation followed the demonic army as it spread outward. The other night elves, together with many unlikely allies rallied in the

 

 

Kaldorei Resistance, put up a surprising defense, and managed to close the portal. This added magical stress was too great for the Well of Eternity, which imploded with disastrous consequences. The Well was driven downwards by the impact and collapsed in on itself until it was finally obliterated, piercing the planet’s molten core, and creating the raging Maelstrom and splitting ancienct Kalimdor into the world Azeroth knows today.

Poor Unfortunate Souls

In an desperate effort to save her people, Queen Azshara made a deal with the Old Gods offering to serve them in order to survive. Her plea was answered as the forms of her people changed, the majority into serpentine creatures. Transformed into the monstrous naga, the former night elves found they were able to survive the ocean’s depths. Even so, the naga knew they had little chance of reclaiming the lands that the Highborne had once dominated. Bitterly resentful at their enforced banishment to the sea, they resolved to bide their time until they could retake their rightful place in the surface world.

Free From the Sea

The naga once revered their Queen as a demigod, but since her defeat and imprisonment after releasing the Old God, N’Zoth, her people have begun to travel their separate ways. While many have stayed to rule over the Eternal Palace, others have gone to serve Neptulon, Elemental Lord of Water, or even find a place on the surface of Azeroth.

Slippery as a Snake

In general, naga are scaled humanoids with the lower bodies of large serpents. Naga can breathe water or air, and some naga have recently emerged from the ocean’s depths. Yet most naga have continued to dwell in the ocean’s depths, beneath the site of the original Well of Eternity.

As former Highborne, the naga’s past abuse of the Well has not been without additional consequences. The Highborne were obsessed with the Well, and the naga have been exposed to the Well’s residual magics for millennia. Consequently modern naga are addicted to magic.

Naga tend to be long-lived, much like the night elves, blood elves, and high elves. Some naga have even gained immortality as part of their mutations. However, most immortal naga are women rather than men. Naga women are tall and slender, with fine scales and angular features, and often have at least four arms, though not all do. For some reason naga women have proven better than naga men at maintaining pre-Sundering memories and personalities. As a result, naga women are intellectually and magically superior to their male counterparts, and naga society is matriarchal. While males are more suited for melee combat, female naga are incredible sorcerers, commanding the power of water and ice at their fingertips.

Bigger and physically stronger than naga women, naga men are relatively bestial in appearance. A male naga’s head resembles that of a dragon, and he has a muscular humanoid torso. The scales that cover his body are larger and thicker than those that cover the body of a naga woman.

Naga Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Naga range from about 6 to 7 feet tall from the ground to the top of their heads, however, at least another length slithers behind them. Your size is Medium.

Speed:30 ft.

Amphibious.You can breathe both air and water.

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.

Naga Caste.Naga culture separates each individual into castes, based on the abilities they exhibit in youth. When you create your character, choose one of the following:

Myrmidon.You are proficient with glaives, nets, spears, scimitars, and tridents. In addition, you may

 

 

choose one of the following fighting styles: dueling, great weapon fighting, interception, or thrown weapon fighting.

Sea Witch.You know two cantrips and one 1st level spell from the bard, mage, sorcerer, wizard, or warlock spell lists. You may cast this spell once, with this trait and regain the ability to do so after you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tide Priest.You know two cantrips and one 1st level spell from the druid, priest, or shaman spell lists. You may cast this spell once, with this trait and regain the ability to do so after you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Natural Weapons.Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.

Serpentine Body.You have a crawl and swim speed equal your walking speed. Moving this way does not count loose earth or foliage as difficult terrain. In addition, it only takes 5 feet of movement to stand from being prone.

Languages.You speak, read, and write Common and Nazja.

Orcs

To pretend it did not exist is to forget how dreadful the impact was. To make ourselves into victims, rather than claiming our participation in our own destruction. We chose this path, we orcs. We chose it right up until it was too late to turn back. And having made that choice, we can, with the knowledge that we have of the end of that dark and shameful road, choose not to take it.

— Thrall, Shaman of the Earthen Ring

Blood and Thunder

The orcs are a prolific and physically powerful race hailing from the once-lush world of Draenor, now known as the shattered realm of Outland. Originally a shamanistic people cultivating a primitive clan-based society, the orcs were corrupted by the Burning Legion

and manipulated into forming a bloodthirsty Horde that waged war on the peaceful draenei race. Rampant demonic corruption caused the orcs to be filled with bloodlust and turned their normally brown skin into shades of green. The few orcs who escaped the corruption became known as mag’har (“uncorrupted”).

For the Horde

After conquering Draenor, the Horde invaded the world of Azeroth through the Dark Portal and waged war upon the world’s native kingdoms, until Azeroth’s nations united into an Alliance of Lordaeron that managed to defeat the invaders. the shamanistic tradition of the orcs managed to rekindle from the ashes as a young shaman named Thrall arose to become warchief and lead his people in their darkest hour. He reunited the clans into a new Horde and led the orcs out of the Eastern Kingdoms they had been forced to invade and into the continent of Kalimdor, where the orcs finally freed themselves from demonic corruption and briefly united with Azeroth’s other races to stand against an invasion of the Burning Legion. Seeking to

 

 

begin a new existence on Kalimdor for themselves and other newfound member races of the Horde, the orcs founded the nation of Durotar and the great city of Orgrimmar.

Thrall was a dedicated shaman with close ties to the elements. When he noticed severe disturbances in the elemental spirits, Thrall knew that he had to step down as warchief in order to investigate the situation lest all of Azeroth fall into chaos. He believed that Garrosh was the clear choice for warchief. But the impulsive young Hellscream is much more aggressive than his diplomatic predecessor. Garrosh’s reckless thirst for power has led him to do the unthinkable: from beneath the Vale of Eternal Blossoms, he has seized the desiccated heart of an Old God to use as a tool of war, unleashing horrors upon the sacred valley. The brazen warchief has also turned against other members of the Horde to create a purely orcish force of his own. While some orcs have stood by Garrosh’s side, the majority of orcs stood with the rebellion against Garrosh’s vision of a “pure” Horde. While some orcs have stood by Garrosh’s side, the majority of orcs stood with the rebellion against Garrosh’s vision of a “pure” Horde.

Ancestral Guidance

With the aid of the renegade bronze dragon Kairozdormu and the Black Prince Wrathion, Garrosh managed to escape from his trial at the Temple of the White Tiger. Using a powerful relic, the Vision of Time, Kairozdormu transported himself and the former Warchief 35 years in the past, to visit the planet Draenor. Here, he convinced his father to rally the orc clans and prevent the corruption by the Burning Legion and lead then down an alternate timeline. Together, Garrosh and his father formed his ideal vision of an orcish horde, which they called the “Iron Horde” and connect their Dark Prtal to the Azeroth, from which Garrosh came.

With news of the Dark Portal being open, once again, the races of Azeroth sought to press the fight to Draenor, where they would defeat the Iron Horde, causing them to seek the power of fel magic, as if bound by fate. The alternate version of the warlock, Gul’dan would flee to Azeroth and summon the Burning Legion for a full-fledged onslaught. The losses from this war would set conflict in motion between the Alliance and the Horde, leading both factions to seek out new allies. The Horde was able to use this link to an alternate reality to recruit the uncorrupted Mag’har orcs to join the Horde and bring forces to Azeroth.

Strength and Honor

Orcish society has always been characterized by hardy and rugged living. As a result, they are staunch pragmatists, and never shy from killing if it will protect the future of the orc or his or her clan. All orcs, regardless of gender or station, are expected to pull their own weight and weakness is considered a grave liability. The weakness of one contaminates the strength of all, and it is punishable by the greatest humiliation an orc can receive: exile. However, different orc clans have different attitudes; the Frostwolves are notable for having brought a measure of mercy and compassion to the Horde, typically seen in kinder treatment towards peons, who were once viewed as a despicable sub-race. On the other hand, clans such as the Warsong remain who still cling to the rigid, spartan beliefs valued in the first Horde as it was first established on Draenor. Regardless of their clan affiliations, orcs prize honor over all other things in life — first to bring honor to their clan and secondly bringing honor to the self and to their sense of self-worth as an individual. Likewise, hospitality is considered one of the greatest honors that can be bestowed.

Test the Elements

As far back as orcish history has been recorded, shaman have been mentioned, and learning to speak with the elemental spirits of Draenor was a pivotal achievement in destiny for the orc clans. Some orcs were raised from birth to be stalwart, steadfast allies of the elemental spirits. When they came of age, fledgling shaman embarked on a pilgrimage to seek the blessings of the spirits and entered trances to attune their minds to the elements. The orcs who were welcomed by the elements returned to their clans as respected spiritual leaders whose counsel was highly valued, second only to the words of the clan chieftain. The bond between shaman crossed clan boundaries, allowing them peacefully mediate arguments and solve conflicts. However, not all orcs were found worthy during the ceremony. A few poor souls who were not strong or worthy enough accidentally glimpsed the realm of the Void and succumbed to terrible visions and unearthly

 

 

whispers during what should have been the triumph of their young life, driving them insane. The ones who survived fled or were exiled from their clans and were forced to live in seclusion.

Mak’gora

Mak’gora, meaning “duel of honor”, is an orcish custom whereby someone may challenge another person to individual combat. The ritualistic duel has been often used to obtain a position of leadership, such as a fight for the position of group leader, clan chieftain, or Warchief, but not necessarily. Mak’gora used to be traditionally a combat to the death, but under the new Horde on Azeroth, it became a non-lethal combat, though participants can choose to forgo this change. Refusing a Mak’gora can mean dishonor. When used as a fight to the death, being spared can be perceived as a grave insult for orcs.

Uncorrupted

Years prior to the demonic corruption of the orcs, a virulent plague known as the “red pox” spread among the clans, and they established a quarantine village on Draenor. Those that were quarantined managed to avoid the corruption that plagued even their parents and the rest of the world. These orcs came to be referred to as “Mag’har” — which in Orcish means “uncorrupted”.

When Garrosh travelled to the Draenor of the past, he prevented the corruption of most orcs, with few turning to the Fel as a last resort to fight the troops of Azeroth. Some of Azeroth’s troops would stay behind and aid the clans, earning their respect and their allegience.

While few of the Mag’har have survived in Outland, they thrive in the alternate timeline, on Draenor, which remains connected to the Dark Portal.

Mok’nathal

Ogres and orcs have a long history on Draenor, some of which lived peacefully, and others that didn’t. One clan of ogres built an empire, ruling the lands known as Nagrand for hundreds of years. However, this land was sacred to the orcs, being where their shaman would commune with the elements. After attacks from the Warsong and Shattered Hand clans, the ogre empire was weakened, and desperate. They would capture orcs, use them for forced labor, and even perform experiments on them. The most successful one was a breed of half-ogre, half-orcs, known as the Mak’nathal. When the Frostwolf and Whiteclaw clans saw the Mak’nathal raiding the lands for resources, they thought that they’d formed a partnership with the ogres. But once they lead attacks on the ogres, themselves, the saw otherwise. These clans decided to liberate the Mak’nathal, welcoming them into their lands, and into their ranks.

Appearance

Orcs in general have muscular physiques and on average, stand six and a half feet. A fair amount of sexual dimorphism exists between the orc sexes, with male orcs possessing more extreme orcish physical characteristics, most noticeably broader shoulders and larger tusks. Yet all the orcs are large, powerfully built creatures when compared to their human counterparts, regardless of gender. Males, particularly warriors, are often hunched to variable degrees, though others stand straight and tall. Males often have very long and unusual facial hair. Females tend to have eclectic hair styles and unusual piercings. Orcs have large heavy jaws from which protrude sharp, tusk-like teeth, heavy brows, a broad and flat snout-like nose, and pointed ears. The number, size and position of orcish tusks and teeth are particularly variable.

Originally, all orcs were either brown-skinned, ranging from a bark-like brown to reddish-brown; or grey-skinned, ranging from a light grey to a dark, sooty black. The first orcs to drink the blood of a pit lord rapidly completed their transition to green skin, which appears to have permanently altered them. Green skin is a trait that seems to pass from one generation to the next, but it is unknown if it will ever fade.

The naturally occurring eye colors of orcs include shades of brown, oranges, yellows, reds, greens, grey, violets, indigo, and in rare cases, pure blue. The color of

 

 

eyes may change into red color when orcs succumb to rage or bloodlust.

Orc hair colors tend to have a fair variety; black, brown, blues, reds, purples and with age, grey and white, however, shaven heads are common among orcs of both genders, at least compared to most other races.

Orc Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Most orcs are between 6 and 7 feet tall but Mok’nathal tend to stand a head taller. Your size is Medium.

Speed:30 ft.

Hardiness.You have advantage on saving throws against being incapacitated, paralyzed, restrained, or stunned.

Outrider.While mounted, your movement speed is increased by 10 feet.

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.

Savage Blood.You have advantage on saving throws against being poisoned and contracting disease.

Languages.You speak, read, and write Common and Orcish.

Durotar

Blood Fury.You can use your bonus action to channel the fury of your ancestors. For one minute, whenever you deal damage, you can roll one of the attack’s damage dice one additional time and add it to the damage. Once you use this trait, you can’t use it again until you finish a short or long rest.

Command.As an action, you may choose a number of creatures within 30 feet, equal to your proficiency bonus. You command these creatures to use their reaction to make one weapon attack against a creature within 5 feet or move up to half of their movement speed in any direction, without provoking opportunity attacks. Once you use this trait, you can’t use it again until you finish a short or long rest.

Mag’har

Ancestral Call.You may use your reaction to seek ancestral guidance, allowing you to reroll an ability check, attack roll, or saving throw. You may use this trait a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest.

Sympathetic Vigor.As an action, you may choose a number of creatures within 20 feet, equal to your proficiency bonus. You grant these creatures a number of temporary hit points equal to your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Mok’nathal

Beast Tamer.You are proficient in the animal handling skill. In addition, you may spend 1 hour attempting to tame a wild beast. The beast must be no larger than Medium and have a challenge rating of 1/4 or lower. Successfully taming a beast with a challenge rating of 0 requires a DC 12 animal handling check. The DC increases by 2 each time the challenge rating increases (DC 14 for a CR 1/8 and DC 16 for a CR 1/4). The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. If you have the Extra Attack feature, you can sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. You may only have one companion from this trait at any given time but does not affect other features. The beast tamed this way returns to the wild if you die or attempt to tame another beast using this trait.

Powerful Build.You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

 

 

Pandaren

The most important thing I’ve learned in all my journeys is… balance. Work and play. Good and bad. Right and wrong. Honor. Tradition. A good brew. And most especially… family. These are things that bring me balance. These are the things I fight for.

— Chen Stormstout

From Beyond the Mists

Couched in myth and legend, rarely seen and even more rarely understood, the enigmatic pandaren have long been a mystery to the other races of Azeroth. The noble history of the pandaren people stretches back thousands of years, well before the empires of man and before even the sundering of the world. If the pandaren’s own tales are to be trusted, they were around before both the kaldorei and furbolgs.

While the pandaren are predominantly a peace-loving race, their history is marked with turmoil and strife. The pandaren were among the races who settled in the lands surrounding the Vale of Eternal Blossoms roughly 15,000 years before the First War. Thanks to their wise and peaceful nature, they forged a strong bond with four Wild Gods who dwelled in the area, referring to the Wild Gods as the “August Celestials.” The pandaren formed a system of worship around the four, and in turn, the Celestials granted the pandaren knowledge and helped them hone their ties to philosophy and nature.

A Face Like Thunder

Long before the Great Sundering, Pandaria was scorched by the endless conflict of the mogu, fighting amongst themselves. Powerful mogu warlords gathered up followers and made war on one another. Their battles waged across the land, terrifying the other mortal races. During this Age of a Hundred Kings, Lei Shen, the Thunder King, gathered together his followers and rose to power, eliminating his rivals one by one.

The Thunder King saw great potential in the pandaren, and for this reason he did not trust them. After he conquered the land, the pandaren were forbidden to learn to read or write. Their leaders and philosophers were executed and all pandaren art and literature was burned. The pandaren were reduced to a race of slaves. During these dark times, pandaren monks tried to lift the spirits of their beleaguered brothers and sisters. They were the storytellers, the brewmasters, and the healers who helped knit their oppressed society together in the midst of darkness.

The Art of War

As the mogu empire began to fray, the pandaren saw an opportunity for a revolution. Because they had no weapons, they trained common people to fight with their unarmed fists and feet. They mastered the use of positive energy — or chi — to empower themselves. The revolution itself was a bloody affair that shattered an empire and left a terrible toll among combatant and civilian alike, but ultimately the mogu were overthrown and a new empire was founded. Although pandaren monks have since incorporated weapons into their attacks, they remain focused on chi as a source of power and are still devastating when fighting with open hands.

Agree to Disagree

Following the events of the Cataclysm, the mists around Pandaria lifted. The Alliance and the Horde both took to the newfound lands, bringing their turmoils with them. This angered remnants of an Old God, which the Pandaren called the “sha.” While most were upset at the strangers coming to their lands, they knew the only way to bring things back to normal was to work with them and rid their lands of the sha, once and for all. This lead the Pandaren to form a relationship with both sides and convinced many that they should travel to new lands, themselves.

Life Expereince

If a single trait could sum up the pandaren culture, it’s that they live in the moment. They embrace life with gusto. A pandaren does everything with vigor, focus, and intensity. Every meal is an event. Every moment with the family is cherished. Every project or work of art demands their full attention. Every nap is treated as if it

 

 

will be the last! The pandaren work hard, play hard, fight like animals, love with all their soul, tell impossibly tall tales, drink like they mean it, and sleep like the dead.

On the whole, pandaren are slow to anger and prefer measured solutions to problems. But underneath all of that practiced civility, there is a bear to contend with. When a pandaren focuses on combat, each blow rings with the weight of his or her entire body. Living “in the moment” also means getting lost in the fury of combat; a pandaren monk in the midst of battle has fists like wrecking balls and a roar that can be heard from horizon to horizon.

Honorable and filled with a love of good company, good food – and every now and then, a good friendly brawl – the pandaren have been content to live in seclusion, allowing their culture to flourish and thrive away from the influence of the outside world. However, every now and then, a pandaren is born with a thirst for adventure that rivals his or her thirst for a strong drink, and he or she strikes out to explore beyond Pandaria’s shores.

Appearance

Pandaren are humanoid bears with dark skin covered in fur from head to toe. Every pandaren has two colors of fur; one is always white but the other color ranges from black to brown to red. When pandaren grow old, their fur tends to run more to white. Some females artificially darken the area around their eyes. They have paws for hands and feet, with three fingers, a thumb and three toes. Each digit is tipped with a black claw. They refer to their hands directly as paws. While the species has a tail, there are two distinct forms. The common form is a round stub of fur, but the second form, which is long and thickens out by the end, is exclusive to females.

Pandaren are rather tall creatures, standing between 6 1/2 to 7 1/2 feet tall.

Pandaren are usually very rotund, which tend to be a point of pride in their society.

Pandaren Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:30 ft.

Epicurean.Eating food over a short or long rest causes you to either reduce your exhaustion level by one more than you would, otherwise. Or, you can make a saving throw with advantage against a disease.

Gourmand.You have proficiency with cook’s utensils. As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Inner Peace.You gain inspiration when you finish a short or long rest.

Padded.You may fall an additional 20 feet before accumulating fall damage.

Pressure Points.When you hit with an attack, you can make the target roll a Constitution saving throw against a DC of the ability score you are using to attack (DC = 8 + proficiency bonus + ability score modifier). If the target fails, they become incapacitated until the end of their next turn. You may use this trait a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest.

Languages.You speak, read, and write Common and Pandaren.

Saberon

Saberon are cat-like humanoids, standing around 7-8 feet tall. Their ranks include hunters and warriors, as well as witchdoctors and “shadowshapers”, both wielders of magic. The saberon have highly developed rituals and customs. Their hunters and warriors usually wear minimal clothing, often a simple loincloth, and may fight barehanded or with dual-wielded knife-like weapons. In contrast, their magic-users are lavishly decorated with complex garments, ornamentation, and feathers, and wield large and lengthy jawbones as weapons.

The Savage Wilds

Few creatures embody the savagery of Draenor as much as the saberon, who have adapted to nearly all of this world’s diverse environments. From icy caverns to the steamy jungles to maze-like rocky outcroppings, there’s not a niche that the ferocious saberon haven’t conquered. Saberon outwardly appear more advanced than beasts; they have a social structure and can shape simple tools into weapons. Adventurers should be especially wary of saberon hunting parties, whose coordinated attacks, sharp rending claws, and ability to shadowstep behind prey make them deadly indeed.

Saberon Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:35 ft.

 

 

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.

Cat’s Talent.You have proficiency in the Perception and Stealth skills.

Claws.You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Unarmed strikes made with your claws have the finesse trait.

Pounce.If you move at least 20 feet toward a target before making a melee weapon attack, you may reroll the damage dice on your first attack and take either total.

Shadowstep.You can dash, disengage, and hide as a bonus action. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You may use this trait a number of times equal to your proficiency bonus and regain all expended uses after completing a long rest.

Languages.You speak, read, and write Common and Saberon.

Sethrak

The sethrak are a race of serpent people living in Vol’dun on Zandalar. The sethrak worship the loa Sethraliss and wield lightning magic. The sethrak skycallers, gifted with the power to command the storm, use their magic to summon great spires that turn the earth into sand. Lightning strikes that hit sethrak spires are used to send messages across large distances in a manner similar to smoke signals.

The Skycallers’ Spire

During the war between the trolls and the aqir, thousands of years ago, Mythrax the Unraveler descended upon Vol’dun. He slaughtered troll and sethrak alike. Sethraliss sacrificed herself to save them, but though she struck Mythrax down Mythrax was still able to destroy the disc at the heart of Atul’Aman. After witnessing the destruction firsthand, the sethrak knew that something had to be done to prevent anyone from raising Mythrax again. Their leaders worked together to seal Mythrax within the great pyramid. Following Sethraliss’ death, the jungles of Vol’dun transformed into a vast desert, causing most of the trolls to abandon the region. This left only the sethrak, who continued to survive and thrive in Vol’dun, which they considered the holiest of holy grounds.

 

 

Sethrak Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:On average, Sethrak stand just over 6 feet tall, though they measure longer from head to tail. Your size is Medium.

Speed:30 ft.

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.

Desert Dweller.You have resistance to fire damage and ignore effects from extreme heat. Fangs. You can use your fangs to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Skycaller.You know the shocking grasp cantrip. Once you reach 5th level, you learn the call lightning spell. You may cast it once without expending a spell slot and regain the ability to do so upon finishing a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting modifier for these spells (you choose when you gain this feature).

Slither.Your crawl speed equals your walking speed. Moving this way does not count loose earth or foliage as difficult terrain.

In addition, it only takes 5 feet of movement to stand from being prone.

Languages.You speak, read, and write Common and Sethraki.

Tauren

The rolling plains of Mulgore stretch before you: our home, the cradle of the Earth Mother. Here she provides us with all we could ever need, a peaceful and verdant land. This is what you will fight to protect.

Your journey will take you far beyond her sheltering arms, to the farthest and cruelest regions of this world, and beyond. The first step on your true path begins now. Drink deep of the Water of Vision, and let the spirits guide you onward.

— Dyami Windsoar

Ancestors Watch Over Us

The tauren are the descendants of a bovine race known as the yaungol. Several millennia before the First War, the yaungol roamed central Kalimdor and lived in peace with the demigod Cenarius, but were eventually driven south due to not wanting to share hunting grounds with the trolls. There, they were forced to live under mogu rule during the reign of the Thunder King. Though they eventually regained their freedom along with the other slave races during the pandaren revolution, much of their ancient cultural heritage had been lost. Heated arguments led many yaungol to migrate back north. While one group traveled as far north as the Storm Peaks, where they took up the name taunka, the other group settled in the balmy areas surrounding the Well of Eternity. There, they reunited with Cenarius and rediscovered their ancient traditions. Those who studied with Cenarius learned the druidic magic of the natural world, while others mastered the art of wielding shamanic powers. The energies of the Well soon began to change these yaungol into a new race, who would later take up the name “tauren.”

Walk With The Earth Mother

The tauren are a noble race that embrace the natural world. They have shed their nomadic roots and united in their ancestral lands. Their race may be one of spirituality, reverence for nature, and respect for elders, but it also possesses powerful warriors that willingly fight when the situation demands it. A calm and steady people, the shu’halo strive to live honorable and dignified lives filled with respect for nature and the Earth Mother. Although strong and capable warriors when roused in battle, most tauren reserve combat for when all other options are exhausted. They prefer course of wise discussion and careful rumination before embarking on any great endeavor, and they have great respect for the wise, spiritual and elderly among their people. The tauren are not wrathful by nature, but sometimes a thirst for justice causes them to take up arms in anger.

Though the noble tauren are peaceful in nature, the rites of the Great Hunt are venerated as the heart of their spiritual culture. Every tauren, warrior or

 

 

otherwise, seeks identity as both a hunter and as a child of the Earthmother. Tauren, young or otherwise, seek to prove their bravery by setting themselves against the creatures of the wild. Hunting is a tauren’s greatest honor; at times they hunt for food, at times for honor, and at times to earn the Earthmother’s teachings. Hunters are important to the tribes as a strong part of tauren tradition and history, and are respected and revered if they serve their people well.

Sun and Moon Light the Way

The tauren worship the Earth Mother as their creator. According to the tauren myth, when the Earth Mother saw her children falling to the corrupting whispers from below the earth, she tore out her eyes and set them spinning endlessly across the sky. Her left eye became Mu’sha, the moon, and her right eye became An’she, the sun. Neither of both is better than the other, and together they see with balanced vision - they are the tauren’s own “Light.”

Due to night elven influence, tauren druids long revered only Mu’sha, as Mu’sha is considered to be the tauren equivalent of the kaldorei moon goddess, Elune. This lead to a series of theological discussions amongst the tauren, wondering if they had been neglecting the key aspect of balance in all things. As a result, an order of priests and paladins arose, wielding the power of the Light through An’she.

Winds Guide You

The tauren consider death to merely be the shadow of life and hold that the ending of things is as natural as the birth of them. Despite now having a permanent home in Thunder Bluff, the tauren choose not bury their dead, as they keep many traditions they held during their travels across Kalimdor. Rather, they prepare the body for its return to the elements and place it at one of their sacred grave sites. Only the most valiant tauren are laid to rest at Red Rocks, the tauren’s sacred burial ground. It is an honor bestowed upon the great warriors who helped found and defend Thunder Bluff and those who have given their lives for the greater good of their tribes and chieftains.

When a tauren is cremated, it is done with ceremony and ritual. The body of the deceased is ritually bathed and wrapped in a ceremonial blanket before being placed atop a pyre, after which a fire is lit beneath them. The ashes are offered to the winds and rivers, to become one with Earth Mother and Sky Father. As the ashes fall to the earth and the smoke rises to the sky, both the Earth Mother and Sky Father welcome the honored dead, and An’she and Mu’sha witness their passing. This death ritual speaks of the tauren’s origins as nomads, and if their loved ones are freed to the wind and fire, they can wander in death as they did in life if they so choose.

Highmountain Stands

The peaks and valleys of Highmountain have been home to four ancient tauren tribes for millennia. For generations, the tribes fought each other upon the mountain. Countless lives and even entire tribes were lost in the bloodshed, until one day, Huln of the Highmountain tribe found his people slaughtered by an unfamiliar foe. Though battling with grief, he managed to convince the warring tribes to unite under his own banner to face this new threat: the Burning Legion.

Joining with the Kaldorei Resistance alongside the furbolgs and earthen, Huln and his tauren played a crucial role in several battles during the War of the Ancients. For his bravery and his rescue of the moose, Eche’ro, Huln and his people received a blessing from the Wild God, Cenarius, so that they would always have the demigod’s favor: the Horns of Eche’ro. After the war, Huln returned home. With the aid of a powerful artifact known as the Hammer of Khaz’goroth, he banished the black dragon Deathwing from the region and liberated the dragon’s drogbar slaves. In Huln’s honor, the four tribes renamed their homeland “Highmountain.”

Taunka

The taunka are the descendants of a bovine race known as the yaungol. Several millennia before the First War, the yaungol roamed central Kalimdor and lived in peace with the demigod Cenarius, but were eventually driven south due to not wanting to share hunting grounds with the trolls. The more nomadic tribes traveled across the

 

 

entire continent, only stopping when they reached the frigid lands near the Storm Peaks. There, titan-forged machinery such as the Forge of Wills transformed these northern yaungol into a new subspecies, known as the “taunka.”

Bullheaded

Tauren are large bipedal ungulates, described as half-bovine beings. On average, tauren are towering, with females standing at 8 feet in height while males reach 9 feet. Their immense bodies are covered with fine, short fur that ranges in color from black to gray to white to red to brown to tan and any mottled combinations or variations thereof. When tauren grow old, their pelts start to become dotted with gray. Females and males alike are known to have a very large bulk and weight, long tails, large hooves, and three fingers (two fingers, one thumb) per hand. Both males and females have horns of varying size and shape.

Differences amongst regional tauren exist with Mulgore tauren being the most bull-like, Highmountain tauren having antlers like that of a moose, and the taunka appearing more like bison than cattle.

Tauren Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:30 ft.

Horns.Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Bull Rush.Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

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 modifier, you push it up to 10 feet away from you.

Waste Not, Want Not.You can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Languages.You speak, read, and write Common and Taur-ahe.

Highmountain

Mountaineer.You have a climbing speed equal to your walking speed.

Rugged Tenacity.You reduce damage from nonmagical bludgeoning, piercing, and slashing attacks by an amount equal to half of your proficiency bonus.

Mulgore

Brawn.Once per turn, when you deal damage with a weapon attack, you may reroll a 1 or a 2 on a single damage dice. You must use the new result. In addition, when you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

War Stomp.As an action, you jump and stomp the ground, sending a quake in a 5 foot radius. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage and be knocked prone.

The damage is increased by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You may use this trait a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest.

Taunka

Endurance.Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Winterhoof.You are resistant to cold damage and ignore difficult terrain from snow and ice.

 

 

Tol’vir

Like most other titan-forged, the tol’vir were created using the Forge of Wills during the ordering of Azeroth. Many tol’vir accompanied Highkeeper Ra when he traveled south from Ulduar to install the Forge of Origination in the jungles of Uldum, far to the south. After the Forge had been embedded in the land, Ra assigned the tol’vir to watch over the area as he and the rest of his followers continued west to establish the fortress of Ahn’Qiraj. When Ra vanished many years later, most of the tol’vir congregated around Uldum and began developing their own culture, completely separate from that of their northern brethren. When the agents of the treacherous Loken traveled south in search of Ra, they unwittingly afflicted the tol’vir with the Curse of Flesh.

Stolen Thunder

Lei Shen showed the tol’vir the wonders of his new empire, the rise of which had gone unbeknownst to the western titan-forged. When the mogu announced that he had defeated Ra in battle and that he intended to claim the Forge of Origination for himself, the tol’vir became furious. Refusing the Thunder King’s offer of a place in his empire, the tol’vir returned to Uldum. Confident that his armies would be able to claim the stronghold with ease, Lei Shen marched west, inviting many of his Zandalari allies to join him in his impending victory. However, the tol’vir, knowing that they would not be able to face the mogu head-on, prepared a daring plan: to use the Forge of Origination against the Thunder King. When the mogu reached Uldum, the tol’vir activated the weapon, having configured it to only scour the surrounding region. The energies of the Forge instantly killed all life in the region — including a small number of tol’vir defenders who had remained outside the stronghold to act as a distraction — and turned the lush jungle into a barren desert.

The Sun King

The tol’vir tribes are led by kings and live in what appears to be a monarch system of government. When the king passes on, the oldest living heir will take its place, and so on. Higher ranking members of tol’vir society, such as generals, kings, and high priests, wear headpieces that are shaped like rams or birds.

The Sun Priests, wielders of solar magic, are an ancient order who have walked among all tol’vir tribes. The tol’vir worship the Sun King, who can be seen on many structures around Uldum, but due to the significant presence of statues resembling watchers, many believe the Sun King is actually one of the titans.

Appearance

The tol’vir have humanoid torsos with a quadrapedal leonine bottom half. Their faces are also very leonine, with sleek features and sharp fangs. Thick fur covers their body, with some tol’vir resembling tigers or jaguars, others having an appearance closer to that of lions or panthers.

Tol’vir Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:35 ft.

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.

Claws.You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Unarmed strikes made with your claws have the finesse trait.

Stable Footing.You have advantage on saving throws against being knocked prone.

Sunkeeper.You know the dancing lights cantrip. At 3rd level, you learn guiding bolt as a 1st level spell. At 5th level, you learn flaming sphere as a 2nd level spell. You may cast each of these spells once without expending a spell slot and regain the ability to do so upon finishing a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting modifier for these spells (you choose when you gain this feature).

Watcher Guardian.You are proficient in the Perception skill and cannot be surprised, unless you are incapacitated.

Languages.You speak, read, and write Common and Tol’vir.

 

 

Tortollan

We tortollans grow up hearing the stories of Loh, a tortollan who had many adventures. These stories help to challenge a young tortollan’s mind as they try to figure out how Loh would make his way through any given adventure.

— Toki, Tortollan Seeker

Curators of Knowledge

A tortollan begins his or her life in great danger, as they must hurry from the beach to the safety of the sea just like turtle hatchlings. Once they make it to the sea, they begin a life of adventure. While they consider themselves to be “one with the sea,” they are amphibious and traverse on land in order to satisfy their curiosities.

Tortollan revere the ancient guardian, Tortolla, and also the loa, Torga, whom they visit in Nazmir, on pilgrimages. They believe they are descendants of one or the other, or both.

The ancient tortollans are constantly in pursuit of knowledge and the acquisition of rare artifacts, and they’re always in need of brave souls to help them acquire what they seek. Aiding them can be risky, but ultimately it will be worth one’s while to have these erudite people on one’s side.

Even with their history starting in Un’Goro, tortollans seem to be very integrated with the Zandalari culture, living in Zuldazar right alongside trolls. However, tortollans tend to stay neutral in most matters. The Zandalari allow the tortollans free passage into their lands because of the useful information they provide.

There does not appear to be any physical difference between male and female tortollans, though their voices are distinctly masculine or feminine.

Tortollan Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:Walking 25 ft., Swim 35ft.

Amphibious.You can breathe air and water.

Arcane Collector.You are proficient in Arcana. In addition, when you reach 3rd level, you learn detect magic as a 1st level spell. At 5th level, you learn identify as a 1st level spell. You may cast each one of these spells once, with this trait and regain the ability to do so after you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Natural Armor.Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.

Shell Defense.You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.

Swimming.You have a swim speed of 35 feet.

Languages.You speak, read, and write Common and Tortollan.

 

 

Trolls

At the heart of ancient Kalimdor lay the Well of Eternity, an enormous lake filled with powerful energies. The Well accelerated the cycles of growth and rebirth on the primordial continent, and soon sentient life forms arose from the wilds. The trolls were among the first and most prolific.

The early trolls developed an array of superstitious customs. Some practiced cannibalism and warfare, others mystic practices and meditation, and others honed their ties to the dark and powerful form of magic known as voodoo. What all trolls shared was a common religion centered around Kalimdor’s Wild Gods, which the trolls worshipped as deities under the name “loa”. The troll tribes gathered near the sacred mountain range of Zandalar in southern Kalimdor, where many of the loa dwelt. The lesser tribes built small encampments on Zandalar’s slopes, but the most powerful tribe, the Zandalari, claimed the highest peaks and plateaus. There, they built a cluster of shrines that would later come to grow into the temple city of Zuldazar.

The Zandalari were the earliest known trolls - the first tribe from which all tribes originated. The Zandalari were allied with the mogu and their empire, but both the mogu and Zandalari held contempt for one another. The Zandalari thought themselves above the mogu for two reasons: the presence of the loa, and that the Zandalari did not use slaves as the mogu did. The mutual contempt between the two would grow to polite indifference. They trusted the other not to attack because they were confident they would defeat the other. While Zandalari and mogu stood back to back, they did not watch the other and did not see the other falter.

The Zandalari Empire was heavily dependent on a caste system, and as time went on those castes evolved into their own people. The lower castes eventually left the Zandalari Empire, and the Zandalar trolls were content to see them go, seeing them as children who would see the folly of youthful rebellion and come back begging for Zandalari approval. However, the trolls would not return. Over time other distinct troll empires emerged, but they never achieved the size or prosperity of the Zandalari Empire.

Between the Bark and the Tree

Long before the rise and fall of the kingdoms of men, the Amani trolls of Lordaeron had built an enormous troll empire. After centuries of war and hate, an alliance of high elves and humans finally dealt a crushing blow to the Amani when they defeated a great troll army at the foot of the Alterac Mountains. The empire did not recover from the defeat, and the trolls never rose as one nation again. Yet some forest trolls survived, each generation nurturing their hatred of the elves in the dark forests of the north for thousands of years.

Forest trolls are leaner, more agile,
and taller than orcs; but still significantly
smaller than the tallest of trolls. Like other trolls,
forest trolls have long beak-like noses and pointed chins. They have tusks, typically coming from their lower lip, these tusks can vary between a foot long and barely visible. Forest trolls are fairly strong but are also extremely agile. The third toe on their feet helps forest trolls to maintain balance and climb trees.

Due to a mutation that took place many millennia ago, the forest trolls’ bodies can support plant life to a limited extent, considered by some to be a strong affinity for plant life. A thin layer of moss inevitably grows on the skin of forest trolls shortly after they are born and gives them their characteristic green coloring.

Forest troll tribes include the Amani, Firetree, Mossflayer, Shadowpine, Smolderhorn, Revantusk, Vilebranch, and Witherbark.

Life on the Isles

As tribal rivalries erupted throughout the former Gurubashi Empire, the Darkspear tribe found themselves driven from their homeland in Stranglethorn Vale. They would be plagued by constant famine and warfare for centuries as they were not so savage and ruthless like the other tribes, and that made them an easy target. The trolls’ fate seemed sealed until the orcish Warchief Thrall and his band of newly freed orcs took shelter on the island after a heavy storm. Thrall and his followers managed to fend off attacks by a Sea Witch and her murloc minions and set sail for Kalimdor. Having reached and founded the orc’s new homeland, Durotar, the trolls carved out another home for themselves — this time among the Echo Isles on the eastern shores of the new orc kingdom.

 

 

Darkspear trolls have skin colors that range from pale, ghostly blue to bruised purple to sickly green. Their skin color is usually just one of those three colors, although sometimes there are trolls with mixed skin pigments but this is not so popular. Male trolls are hunched over and generally have long, protruding tusks that grow from under their upper or lower lip. Male trolls also have rather long noses and very messy, matted hair. Female trolls, on the other hand, stand up straight, have rather small or squashed-in noses, and usually have hair in a wild updo or strewn across their breasts in thick braids.

Bring Down the Avalanche

The mighty Drakkari tribe would head the new Drakkari Empire from the temple city of Gundrak in the north. Though the smallest among the newly-emerged troll powers, they nonetheless thrived within their northern territories. The empire of the Drakkari would survive relatively undisturbed for many thousands of years, even as troll mastery of Kalimdor was eventually ceded to the rising Kaldorei Empire of night elves. Though they did not take part in the War of the Ancients, they would ultimately suffer its consequences. The resulting Sundering violently shattered the continent, forming new and smaller landmasses. Much of Drakkari Empire was now lost, with tribes such as the Winterax and Frostmane completely separated from the Drakkari themselves.

Despite this, the Drakkari civilization would survive, becoming known as Zul’Drak on the new continent of Northrend. Drakkari influence was concentrated in the northeast of the continent, stretching from Gundrak in the east to Drak’Tharon Keep in the west. Hunting and farming were common, as the Drakkari had made an intricate aqueduct system that spanned the entire subzone; allowing for the Drakkari to build across it with little issues or worry for food or water. The Drakkari worshiped several loa and faith was heavily focused upon; as many shrines to the different gods were scattered throughout Zul’Drak. At the apex was the temple-city of Gundrak, where the high prophets made offerings and great blessings to the gods.

Ice trolls are a troll subgroups that live in cold climates. They have angular features and skin that ranges from blue to white and possess many different hair colors. Their eyes are generally red, but they have been known to have purple and blue hues, as well. Ice trolls of the Drakkari tribe are massive and more than twice the girth of their southern counterparts, they stand taller and are much more muscular than most other trolls in general while rivaling the Zandalari in height at around 8 1/2’ tall.

A few green-skinned ice trolls have also been observed, but they are very rare, for such cases are matters of pigmentation alone (not plant growth, as with the forest trolls). Ice trolls typically have thick manes of hair, and despite being called ice trolls, they have little to no trouble living in other climates.

Ice Troll tribes are the Drakkari, Frostmane, Icetusk, and Winterax.

 

 

Blood and Sand

Prior to the War of the Ancients, the Razorbranch tribe was originally part of the Gurubashi Empire, living on the fringes of the empire. The Sundering shattered the jungle trolls’ territory and isolated the Razorbranch, leaving them stranded in the middle of what swiftly became the desert of Tanaris. The relentless desert sun of Tanaris beat down on the trolls, who gradually adapted to their harsh new environment, becoming sand trolls, now known as the Sandfury tribe. Today they bear only a rough resemblance to the jungle trolls from whom they are descended.

By a few years after the Third War, much of the Sandfury homeland lay in ruins, its cities squatted in by invading ogres and Wastewander bandits. The tribe had developed hostility toward both the Horde and the Alliance, as well as the silithid descendants of the Aqir, and the goblins who founded the nearby city of Gadgetzan in service to the Steamwheedle Trade Princes. The Sandfury were obsessed with restoring their tribe to its former glory, raised on stories of a time when trolls lorded over their ancient lands without interference from foreign interlopers.

When the mists cleared from Pandaria, the Sandfury were recruited by the Zandalari to help them reforge their alliance with the mogu. In this new era, they became known as the Farraki, named for their capital of Zul’Farrak.

Sand trolls have coarse, cracked skin tending toward brown and gold colors, with some sand trolls being an orange-gold and bearing only a rough resemblance to their jungle troll ancestors. Sand trolls also have thinner

manes of hair than their brethren. Sand trolls tend to be shorter than other trolls, yet taller than orcs, like the Amani. Unlike most other trolls, whose tusks are of an ivory color, the tusks of sand trolls vary between dark gray to black. Their eyes can range in colors, from brown, silver, or a striking blue.

Rumble in the Jungle

The jungle trolls ruled the southern jungles of ancient Kalimdor until the Burning Legion’s first invasion, which wrought havoc and devastation throughout the continent and culminated in the Great Sundering. After numerous catastrophic events that were beyond their control, such as the night elf war, and the subsequent invasion of the Burning Legion, the Gurubashi Empire lost most of its lands outside Stranglethorn, and fell into a state of isolationism and collapse following the civil war surrounding the god Hakkar. The Gurubashi would later gain unexpected help from the Zandalari when they issued a call for Azeroth’s embattled troll populations to unite into a single empire.

Jungle trolls’ bodies are covered in short, soft fur that causes the trolls to appear purple or gray. Jungle trolls are also unusually lithe relative to most other troll subgroups.

Jungle troll feet have two toes in front and an opposable toe in the back, and do not appear to like wearing shoes, though occasionally exceptions are made for sandals. Most jungle trolls are both agile and flexible, capable of doing backflips.

Like other trolls, jungle trolls have tusks jutting from their upper lip, though some have tusks rising from their lower lip instead. On rare occasions, jungle trolls appear without visible tusks.

Jungle Troll tribes include the Bloodscalp, Gurubashi, Shatterspear, and Skullspliter.

 

 

The Empire of Gold

In the old days, before trolls gathered in great cities, the shadow hunters were the leaders of the small tribes. As cities grew and the Zandalari grew in power, the shadow hunters’ influence was lessened, but the position is still highly respected. Dazar was the founder and first King of Zandalar, who led an exodus of his people out of the muck and mire and built a city of gold. The most powerful group of trolls was called the Zandalar tribe, who claimed the Zandalar Mountains’ highest plateaus. They built a small cluster of crude shrines that in time grew into the bustling temple city of Zuldazar. And Dazar united the tribes into the empire.

Most Zandalari were scholarly and valued knowledge, but a significant portion desired conquest instead. Over the next several centuries, these disaffected trolls left the Zandalari to found other tribes. The scholarly Zandalari were content to see them go, they saw them as children who would see the folly of youthful rebellion and come back begging for Zandalari approval. However, the trolls would not return.

Over 10,000 years ago, the Zandalari proposed to the mogu Emperor Lei Shen an exchange of each other’s secrets; the mogu’s arcane power for the trolls’ knowledge of the lands beyond the vale. Together, the two empires would be unstoppable. Both the mogu and Zandalari held contempt for one another. The Zandalari thought themselves above the mogu for two reasons: the presence of the loa, and that the Zandalari did not use slaves as the mogu did. The mutual contempt between the two would grow to polite indifference. They trusted the other not to attack because they were confident they would defeat the other.

Overcoming this threat was to be one of the Pandaren Empire’s first tests of strength, but through tenacity, diplomacy, and a unique form of unarmed combat, the pandaren staged a successful revolution that deposed their tyrants and established an empire that would prosper for thousands of years. Imbued with mystic powers and riding great dinosaur war mounts, the Zandalari at first met with little resistance by the pandaren. The tide of war only turned when the pandaren formed the Ordero f the Cloud Serpents, using their powers to counter the Zandalari’s airborne threats. The other Zandalari soon broke ranks and fled back to Zandalar in shame, ending the war. Despite being defeated and pushed from the island now called Pandaria, the Zandalari, just like the mogu, remained in Pandaren lore, and slowly turned into “bogeymen.”

When the mists of Pandaria cleared, the Zandalari saw their chance to unite the trolls and revive Lei Shen in an attempt to restore themselves to their former glory. They reconnected with the Amani, Drakkari, Farakki, and Gurubashi to complete the rituals necessary, but the Thunder king was no match for the combined power of the Alliance and the Horde. Their champions broke through the defenses of the Throne of Thunder and slayed the revived king.

After the legion invaded Azeroth, set in motion by a chain of events from an alternate timeline, the Zandalari attempted to connect with the Horde. The Alliance intercepted the vessel with Princess Talanji, taking her prisoner. The warchief was notified by informants and sent a team to infiltrate Stormwind and rescue her. The Horde continued to work with the Zandalari and resolve conflicts on the isle of Zuldazar, proving that they were worthy allies of the trolls. With the remnants of the other troll empires having joined the Zandalari for their conquest of Pandaria, and the Horde’s welcoming of the Darkspear tribe many years prior, this allegience would unite all of trollkind for the first time since their parting before the War of the Ancients.

Zandalari society has remained an unchanging hierarchy for thousands of years. Hardworking farmers, fishers, and craftsmen form the peasant caste, the foundation of the empire. Zandalari elders tell them what to harvest, when to plant, and how to behave. To disobey the elders is to disobey the gods, an offense punishable by exile or death. The Zandalari warrior caste sits above the peasantry, acting as the arms of the King and the might of the council. Dexterity is not prized among Zandalari warriors: Brute force, backed by ancient magics, is the preferred combat style. Dictating every aspect of Zandalari society down to the very last detail are the scholars of the priesthood. Masters of magic and communing with the spirits, these respected bastions of knowledge stand upon fifteen millennia worth of accumulated knowledge.

 

 

The highest of these have a seat on the Zanchuli Council, which both advise the King and ensures his every command is executed upon. The council is consulted before every battle or major decision. From a golden throne, lording over all of the Zandalari, rests the great Queen Talanji. Empowered by the Zandalari gods themselves to act as their voice, she had recenlty claimed the throne after the passing of her father. Zandalar’s rulers are generally notoriously long-lived. As such new coronations happen only every few centuries. Claiming the throne is the Zandalari’s most sacred rite, with the would-be ruler’s spirit being weighed and measured by the loa themselves.

There is no room for weakness among the Zandalari. Strength, ferocity, stamina, power: These are the traits by which success is measured. At adolescence, those Zandalari males not chosen to be priests or scholars must prove their strength to the council, the king, and the gods themselves. Any display of physical power will do. Tournaments and competitions are held as children come of age. Adolescents prepare for their trials with years of training, communion with the spirits, and by tattooing sigils of power onto their skin. A common rite is to travel to one of the violent, beast-ruled islands near the capital to steal or subdue a wild creature. The lesser troll races have their own, humbler versions of this tradition. But the mastery of ravasaurs or raptors is nothing compared to the power required to call upon a devilsaur or direhorn.

The ultimate symbol of power amongst the Zandalari is the garb they wear in battle, and the tribe acknowledges station and power through what the Zandalari wear. The Zandalar prize what they wear as a symbol of accomplishment. One doesn’t need to be able to see what one wears to be able to sense what emanates from it - power transcends sight.

Zandalari stand upright, around 8 1/2’ tall, with skin colors ranging from gray, black, green, and blue, accompanied by glowing eyes in the color of yellow or blue. Most Zandalari are seen with scale-like patches on various areas of their bodies, such as; feet, ankles, shins, thighs, waist, back, shoulders, chin, cheeks, brows, scalp, biceps, forearms, and hands, locations appear to vary between individuals. However, some have completely smooth skin, free of patches, while others have had scales grow into clusters of small spikes.

Spirits Be Wit’ Ya

Early troll tribes, though varying wildly in customs and traditions, all shared a common religion: the worship and reverence for the Loa, more commonly known as Wild Gods. The mountain range of Zandalar in southern Kalimdor was home to many loa, and was thus treated as being sacred. Troll priests are devoted to only one loa per troll, while troll druids use the powers of several loa at once. This is something the loa do not like, as they prefer to be worshiped one at a time. Shadow hunters

Blessings of the Loa

Countless loa exist throughout Azeroth and beyond. Most of them are weak, but some are able to share their power with their worshippers. Here are some of the loa willing to bless their followers:

Akunda, Thunder Lizard Loa of Storms and new

beginnings

Bwonsamdi, Troll Guardian of the Dead

Gonk, Raptor Loa of the Hunt

Gral, Shark Loa of the Sea

Hakkar, The Soulflayer, Loa of Blood

Hir’eek, Bat Loa of Night, Lord of the Midnight Sky

Jan’alai, Dragonhawk Loa of Flame

Jani, Saurid Loa of Trickery, Patron of Scavengers

Kimbul, Tiger Loa, Lord of Beasts

Krag’wa, Frog Loa of Giants

Pa’ku, Pterrordax Loa of Winds, Queen of the Skeis

Quetz’lun, Wind Serpent Loa of Cunning

Shadra, Spider Loa, Mistress of Spies

Torcali, Direhorn Loa of Wanderers

commune with multiple loa as well, and the loa can even channel themselves through the shadow hunters when they use their ceremonial rush’kah masks.

The loa can grant wondrous boons or inflict terrible punishments on trolls. Tales abound in troll culture, of those blessed by the loa with extraordinary regenerative abilities, strengthening their already powerful, natural regeneration. But just as the loa can bless, they can also curse; troll children are taught legends of those cursed by the loa, unable to heal even flesh wounds, to instill the proper respect for their patron spirits. Loa gain in strength and power the more worshipers, offerings, idols, and sacrifices they receive. Carrying the symbol of a loa can help strengthen them.

Troll Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:30 ft.

Beast Hunter.You have advantage on checks made to track beasts and, once per turn, you may deal one additional damage dice of the attack you hit them with.

Embrace of the Loa.During a long rest, you may pray to one of the Loa, choosing to honor them in exchange for one of the following gifts:

Akunda:When you use a spell or ability to regain hit points to a creature, you may double the amount of hit points regained this way. Once you use this trait, you can’t use it again until you finish a short or long rest.

Bwonsamdi:As a bonus action, you may embrace the shadows. For one minute. your attacks deal an additional 1d6 necrotic damage. You regain hit points equal to the additional damage done with this feature.

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

 

 

Gonk:Your movement speed increases by 5 feet.

Gral:You gain a swim speed equal to your movement speed and can take the dash action as a bonus action while you are underwater.

Hakkar:You can cast crown of madness once without expending a spell slot. Once you use this feature, you may not do so again until you finish a short or long rest.

Intelligence, Wisdom, or Charisma is your spellcasting modifier for these spells (you choose when you gain this feature).

Hir’eek:As a bonus action, you can let out shriek to gain a blind sight of 10 feet until the beginning of your next turn.

Jan’alai:You can cast burning hands once without expending a spell slot. Once you use this feature, you may not do so again until you finish a short or long rest.

Intelligence, Wisdom, or Charisma is your spellcasting modifier for these spells (you choose when you gain this feature).

Jani:You can use the prestidigitation cantrip.

In addition, you can give yourself advantage to sleight of hand checks. You may use this feature a number of times equal to your proficiency bonus and regain all expended uses after completing a long rest.

Kimbul:When you make a weapon attack, you may use your reaction to rend the target and cause them to bleed out. This effect lasts for a number of rounds equal to your proficiency bonus. At the beginning of each of the target’s turns, it takes necrotic damage equal to the ability score modifier used to make the attack (minimum of 1).

You may use this trait a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest.

Krag’wa:When you take damage, you may use your reaction to gain temporary hit points equal to your level.

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

Pa’ku:You may choose to increase your critical threat range of an attack by 1, dealing a critical hit on the roll of a 19-20. You may choose to do this even after the roll is made.

You may use this trait a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest.

Quetz’lun:Whenever you roll a skill check in which you are not proficient, you can add an additional 1d4 to the roll. At 10th level, this becomes a d6.

You may use this feature a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest.

Shadra:When you deal damage with a weapon, you may choose to have the damage dealt from your ability score modifier to be poison damage.

Whenever you score a critical hit with a weapon, the target’s speed is reduced by 10 feet for a number of rounds equal to your proficiency bonus. This effect does not stack.

Torcali:Your party can travel at a fast pace without penalty to your passive perception scores, you can’t be surprised, and you can always recall the general layout of terrain, settlements, and other features around you.

Regeneratin’.Whenever you are hit by an attack or damaging spell, you may use your reaction to regain hit points equal to your proficiency bonus.

Languages.You speak, read, and write Common and Zandali.

Amani

Rage Against the Arcane.You have advantage on attacks against creatures that cast a spell on their last turn.

As a reaction, you can give yourself advantage to a saving throw against a magical effect. You can do this a number of times equal to your proficiency bonus and regain all expended uses after completing a long rest.

Stable Toehold.You have a climb speed equal to your walking speed. In addition, you can use your reaction to gain advantage on saving throws against being knocked prone.

Darkspear

Berserker.As a bonus action, you can go berserk, granting you an additional action on each of your turns for one minute. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

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

Voodoo Shuffle.As a reaction, you can choose to end a curse, such as hex or hunter’s mark, or the incapacitated, paralyzed, restrained, or stunned conditions.

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

Drakkari

Hoarfrost.You know the frostbite cantrip. When a creature within 5 feet hits you with an attack or spell, you may use your reaction to cast frostbite on that creature.

You may use this reaction once and regain the use when you finish a short or long rest.

Never Say Die.You know false life as a first level spell. You may cast it a number of times equal to your proficiency bonus without using a spell slot. When you reach 3rd level, you learn speak with dead and may cast it once without using a spell slot.

Intelligence, Wisdom, or Charisma is your spellcasting modifier for these spells (you choose when you gain this feature).

 

 

Farraki

Desert Dweller.You do not suffer the effects of extreme heat. In addition, sand and loose earth do not count as difficult terrain for you.

Taste Blood.You may drink the blood for a freshly downed creature. For the next hour, you can add 1d4 to any ability check or damage roll. At level 10, this becomes a d6.

Once you have used this trait, you may not do so again until you complete a short or long rest.

Gurubashi

Go For Blood.When you roll a 20 on an attack roll, you can make an additional weapon attack as part of the same action. You may only benefit from this once per turn.

Raptor Strike.When making a weapon attack, you treat cover as one step less, provided you are aware of the target.

Zandalari

Golden Empire.Whenever you find coins, you may choose to increase the amount by 1d4.

The coin amount increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

You may use this trait a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest.

Sea Legs.You are proficient with sea vehicles and have a swim speed equal to half your movement speed.

In addition, you are able to hold your breath for a number of minutes equal to twice your Constitution modifier plus your proficiency bonus.

Tuskarr

Through sunsets beyond counting, the tusked people have dwelled here in the land of ice. We have lived on the bounty of the sea. We have grown fat on the meat of the antlered ones. The sea and land has given us life

— Mystic Tomkin

Fishing Around

The tuskarr are a kind-natured nomadic race that roams the southern coastlines of Northrend, guided by the carved cyclopean statues that mark their seasonal fishing routes. Their society is divided into clans, each consisting of a small number of families. Most kalu’ak carve their tusks with ideograms showing their family and clan affiliation, but some instead engrave symbols for deeds of great distinction.

Tuskarr society centers around fishing and whaling. This is of such vital importance that a tuskarr’s ability to fish affects its social standing within the community. While tuskarr do hunt land animals in lean times, their primary sustenance comes from the sea. They are renowned for their prowess and fearlessness in catching some of the most dangerous creatures in Northrend’s frigid waters, including whales and giant squid. Not even the unnamed leviathans that lurk in the ocean depths are beyond the tuskarr’s reach. Most tuskarr fishers use rowboats, while children use kayaks. It’s generally held among the kalu’ak that teaching about fishing methods can only take place between a parent and their child.

Each clan has a “catch master” who weighs each fisher’s daily catch and records them using multicolored cords they keep on a “counting staff”. The tuskarr share food equally, but a catch above the basic requirements earns knots on that fisher’s cord.

Kalu’ak wear oilskin and fur clothes and create scabbards and baskets from sealskin. They use whalebone and whale teeth as crafting materials for most of their weapons, as well as for other items like buttons, though some weapons are instead made from volcanic glass. In addition, they light their lamps with whale oil. When making camp during their nomadic journeys, they sleep in tents, whereas permanent settlements have buildings made from the bones of great sea creatures. Larger group dwellings are dug deep into the earth. When a clan travels from one stopping point to another, most of the mothers, adolescents, and children travel across the ice in sleds drawn by draft seals, while the heartier fishers travel there in their boats (allowing them to catch their own food on the way).

Though they prefer peace, the tuskarr fiercely defend their settlements when necessary, and they are no strangers to the conflicts erupting across their home continent. They are not a vengeful race, but justice is seemingly highly valued in their society and their laws

 

 

demand that all tuskarr must seek retribution against those who shed their kin’s blood.

Tuskarr practice mysticism, a faith similar to shamanism. Rather than commanding elemental spirits, the Tuskarr believe that all souls are one with the magic of the world and that controlling all of them would bring doom. Instead, they worship a small pantheon of spirits, who seem to work together to influence the world, rather than compete for followers, like the troll loa.

With their squat and sturdy bodies, tuskarr are generally not built to run, but they do not drown easily: they can survive being submerged in water so cold it would kill most other denizens of Azeroth in minutes. They are about as tall as humans, but nearly twice as wide. Both males and females can grow mustaches, though some only have whiskers. Their tusks get longer and yellower with age, but can also turn yellow if not regularly cleaned.

Tuskarr Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:Walking 25 ft., Swim 35ft.

Blubber.You’re covered in a protective layer of blubber, granting you +1 AC while you are not wearing heavy armor, resistance to cold damage, and you do not suffer the effects of extreme cold temperatures.

Hunter.You are proficient in the Nature or Survival skill and have one of the following fighting styles: archery, dueling, great weapon fighting, or thrown weapon fighting.

Water Dweller.You have a swim speed of 35 feet. In addition, you are able to hold your breath for a number of minutes equal to twice your (Constitution modifier + your proficiency bonus).

Languages.You speak, read, and write Common and Tuskarr.

Undead

To be raised into undeath is to be forever haunted by the ghosts of your past.

— Lilian Voss

Power From Beyond the Veil

The undead are former mortals who have died and have had their souls trapped between life and death. They derive power from necromantic magic. Necromancy and the creation of undead soldiers were invented by The Primus, creator of Maldraxxus in the Shadowlands, who use undead as a militia force to use in defense of that entire plane, should it come under attack. Sire Denathrius, the fallen lord of Revendreth, had studied this magic and twisted it, creating the Nathrezim, which he would employ outside of the Shadowlands to infiltrate and spy on the mortal realms, spreading the influence of death. Some would fall to fel influence and become known as “Dread Lords,” commanders of the burning legion. In exchange for power, these dread lords would teach this perverse magic to their mortal followers, allowing them to twist souls into a state of undeath.

Zovaal, better known as the Jailer, was once the Arbiter of the Shadowlands, responsible for judging the souls that entered the afterlife. However, he later tried to upset the balance of the cosmos in the belief that the First Ones’ creation was flawed and unable to stand against a coming threat that he had foreseen. He tried to claim the sigils of his fellow Eternal Ones, intending to use them to reach the Sepulcher in the First Ones’ realm of Zereth Mortis, whose secrets would allow him to unmake reality and replace it with one in which all would serve him. As punishment for trying to steal their sigils, his counterparts stripped him of his power, used the newly-created magic of Domination to imprison him in the Maw, and created a new Arbiter to replace him.

During his ages of imprisonment, the Jailer learned to harness the Domination used to bind him and continued scheming and working with various allies in both the Shadowlands and the world of the living, such as the nathrezim, all with the unchanged goal of reaching the Sepulcher. He set his sights on the mortal world of Azeroth and intended to use the power of its world-soul in the rewriting of reality. He imprisoned one of his brothers, the Primus, and used him to create the Helm of Domination and Frostmourne—instruments that the nathrezim then gave to the Lich King, an entity whom Zovaal intended to use as a herald that would allow him to reach Azeroth. However, this purpose was rejected by all three mortals who came to bear the title of Lich King.

 

 

The Jailer later instead allied with Sylvanas Windrunner and convinced her that his end goal was to tear down the unfair system of Life and Death and replace it with one in which everyone would have true freedom. Not long thereafter, a plot by the nathrezim resulted in the Arbiter falling dormant. All souls who entered the Shadowlands instead began pouring into the Maw, empowering the Jailer while the rest of the Shadowlands grew isolated and withered from a lack of anima.

Fall to Darkness

The Farstriders were the high elves’ first line of defense during the Scourge invasion of Quel’Thalas. They were the first to learn of the fall of Lordaeron, wrought on by the twisted Prince Arthas and his undead hordes. Farstrider scouts informed Ranger-General Sylvanas of the approaching death knight, and Sylvanas led a raid of rangers herself to meet him. After mocking the Ranger-General’s attempts to convince him to turn back, Arthas strode on towards the elfgates, and the Farstriders dispersed to put a stop to him before the Scourge’s unholy trail of destruction could spread further into the elven kingdom. Against the Farstriders’ superior abilities, the living members of the cult proved little match, though their corpses were swiftly reanimated and any elves that fell followed suit. Before long, Ranger-General Sylvanas gave the order to retreat, the undead Scourge fast approaching the elfgates and cutting its way through the rangers. Sylvanas came to realize that they could not win this battle but held out hope that the Magisters on Quel’Danas could still turn the battle around, if they knew what was coming. Farstrider scouts were sent north to inform them, but Arthas had them swiftly murdered at every turn.

Sylvanas herself fell before Silvermoon after single combat with the scion of Lordaeron, and the Farstriders fought a desperate battle for survival without her leadership. In an act of surpassing cruelty, Arthas raised Sylvanas and many of her fallen Farstriders from the grave, and forced them to battle their homeland in his name. These fallen high elves would become known as Darkfallen, prowling the lands as either dark rangers, blood mages, and death knights, becoming the Lich King’s champions. When the Lich King slowly began to lose his power after Illidan Stormrage’s failed attempt to kill him in Northrend, many Darkfallen dark rangers had their conscious will restored. They later joined Sylvanas Windrunner and her Forsaken in Undercity, as elite agents and personal guards of the Banshee Queen.

Darkfallen mostly retain the builds of their still-living kin. Their once lustrous skin is now pale and lifeless, while the color of their eyes were displaced by a glow of crimson red or icy blue.

Glory to the Forsaken

When the Lich King’s control over his minions weakened, Sylvanas broke away from her tyrannical master’s control and reclaimed her body. Vowing to avenge her death, Sylvanas gathered other renegade undead and set out to wage war against the Scourge. Thus it was that the Forsaken came to be, with Sylvanas as their queen. Under Sylvanas’ command, the Forsaken joined the Horde and later helped bring about the Lich King’s fall in the frozen wastes of Northrend.

The Forsaken’s capital was the Undercity, in the royal catacombs beneath the ruins of the capital city of Lordaeron. The Forsaken were displaced at the start of the Fourth War, when Sylvanas plagued the Undercity rather than let the Alliance capture it. Eventually, after Sylvanas abandoned the Horde and Calia Menethil’s return, Calia led the effort to reclaim the Ruins of Lordaeron for the Forsaken, retaking their home. Calia and the remaining Forsaken leaders then united as the Desolate Council, ready to discover a new destiny for the Forsaken.

While comprised primarily of undead humans, the Forsaken are a diverse faction that include several different races at their biological core. However, they have all assumed their racial identity as “Forsaken,” due to their shared goals and loyalties.

Forsaken are commonly 5–6 feet tall, scrawny, and gaunt. Their skin is deteriorating, and their hair is

 

 

unkempt. Both males and females have a variety of decomposing figures. Forsaken come in all stages of death, from freshly slain or partially rotting to almost mummified. Some are in a good enough condition to almost pass for living humans.

Forsaken, similar to certain other undead, have Ichor of Undeath running through their bodies, which can cause throat tickles. They bleed this green liquid when wounded, though some Forsaken have no blood or liquid running through their bodies at all.

Given enough time, Forsaken may slowly lose their consciousness and devolve into a mindless state. This appears in the form of a chilling sensation, making the Forsaken feel physically cold. However, if a Forsaken’s body is kept intact, they could potentially avoid this altogether and live forever.

Aside from magical potions, Forsaken can “heal” themselves in numerous ways. To name a few, they can replace their body parts by harvesting and sewing on the body parts of others, eat other humanoids and undead, and drain the life force of others. Some Forsaken prefer “traditional” medicine like leeches and bonesaws. When the Holy Light is used with the intention to heal a Forsaken, it is immensely painful, yet effective. The Forsaken restoration process requires the stitching or grafting of new sinew, muscle and skin to repair their bodies; and since the Forsaken body does not naturally heal itself, it is the predominant method of keeping Forsaken bodies functional. It should also be noted that a Forsaken’s body, or the parts of the body they’ve grafted onto it, may only be preserved in the same condition as it was found when deceased.

Thirst for Blood

The San’layn are a sect of vampiric darkfallen elves in service to the Scourge. They are known for their guile and dark magic, particularly the manipulation of blood and shadow magic. In the aftermath of the Third War, the blood elves were cut off from their source of magic, the Sunwell. Desperate for aid, their prince Kael’thas Sunstrider pledged allegiance to Illidan Stormrage who taught them how to siphon magic, and how to wield fel. The blood elves, or Sunfury, seeking to avenge their fallen brethren, participated in Illidan’s attempt to destroy the Lich King. Arthas intervened, and the two armies clashed, but the undead ultimately defeated Illidan’s forces at the foot of Icecrown. The surviving blood elves returned to Outland along with Kael’thas, but Arthas sought out those who became lost and scattered across the frozen wastes of Northrend. He shattered their forces and raised the most powerful ones into the Lich King’s service as vampyr Darkfallen, organizing them into the San’layn.

During Battle for Azeroth, a number of San’layn led by Blood Prince Dreven were given a chance to join the Horde by Warchief Sylvanas if they could work with them.

San’layn mostly retain the builds of their still-living kin, with slim, athletic, and strong bodies. However, unlike blood elves, their flesh appears necrotic and, though universally pale, ranges from fleshy pinks and red to gray and light green, and they tend to have either white, blond, red or dark hair. Their eyes have white, yellow, green, blue, or black glows. Some San’layn have clawed fingers and ears more closely resembling those of a bat.

 

 

Undead Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:30 ft.

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.

Creature Type.You are Undead.

Deathlike Nature.You have escaped death, a fact represented by the following benefits: You can last 10 times longer than normal without needing 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.

Darkfallen

Black Arrow.When you make a weapon attack, you can use twisting shadows to pull your enemies closer to the grave, dealing an additional 1d4 necrotic damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). You can use your Black Arrow a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dark Whisper.As a reaction, you can place maddening whispers in the mind of a creature within 30 feet. That creature must succeed on a Will saving throw with a DC 8 + half your character level (rounded up) or they must choose you as the target of their attack or ability. If you are not within range, they use their movement to get closer to you. Once you have used this feature, you may not do so again until you have completed a short or long rest.

Embrace of the Darkfallen.When you roll a 20 on an attack roll, you gain temporary hit points equal to your character level.

Languages.You speak, read, and write Common and Thalassian.

Forsaken

Cannibalize.You spend 10 minutes, consuming parts of a fresh corpse. When you do this, you can choose to regain hit points equal to twice your character level, or regain one spell slot of a level equal to up to half your proficiency bonus (exception being a warlock spell slot).

Once you use this trait, you may not do so again until you finish a long rest.

Touch of the Grave.When you roll a 20 on an attack roll, you deal an additional 1d6 necrotic damage added to the extra damage of the critical hit. You regain hit points equal to the damage dealt this way.

The damage of this trait is increased by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Will of the Forsaken.You have advantage on saving throws you make to avoid or end the charmed and frightened conditions on yourself.

Languages.You speak, read, and write Common and Gutterspeak.

San’layn

Eternal Hunger.Whenever you use a spell or ability that would deal damage to one creature and restore hit points to another, you may add 1 additional dice of the same size.

Sanguine Teachings.When you roll a 20 on an attack roll, you regain hit points equal to your character level.

Vampiric Bite.Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite.

You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Languages.You speak, read, and write Common and Thalassian.

Vrykul

When the other Keepers decided to ask the Pantheon to empower the Dragon Aspects, Odyn was vehemently against it. He sought to create his own elite army, one of steadfast and valiant stature, and saw the vrykul to be the most desirable candidates. Odyn took a section of Ulduar and raised it into the sky, creating the Halls of Valor, and in doing so relinquished his position of Prime Designate. He told the vrykul that those who died a worthy death in battle would have their spirits brought to the Halls and given new immortal bodies infused with the power of the storm to fight as his Valarjar, which Odyn thought would be better defenders than the dragons. In order to retrieve the spirits of the deceased, Odyn would need vrykul to volunteer to become Val’kyr - inspired by the Kyrian he had seen when he sacrificed his eye to Mueh’zala - and take those heroic vrykul spirits from the Shadowlands.

The vrykul are a race of fearsome half-giant warriors that live mostly in Northrend and are known for their

 

 

close affinity with the sea. They are descended from titan-forged iron vrykul that were afflicted with the Curse of Flesh and are in turn the progenitors of the human race, who were originally vrykul children that were born weak and deformed as a result of the curse.

Northrend

Before the Great Sundering, the vrykul of Northrend were led by King Ymiron from Utgarde Keep, and in an effort to stave off the curse of flesh, he ordered his people to put themselves into hibernation for the thousands of years that would follow. However, this was not the case for other vrykul around the world, as thousands of years ago, another group of vrykul migrated to the sacred region of Stormheim in search of their true gods. Being a seafaring race, some also took to the seas, with one such group settling on Kul Tiras, inhabiting the region of Drustvar as the Drust.

When the Lich King began the war in the frozen wastes, the vrykul of Northrend awoke and saw him as a God of Death to serve. Led once again by King Ymiron, the vrykul pledged themselves to his cause and many were absorbed into the Scourge armies. Following the victory of the living, the vrykul kept to themselves with no death god to serve, returning to their former way of life.

Stormheim

An ancestral homeland of the vrykul, Stormheim was at one point occupied by Highborne elves. Vrykul forces led by the heroic king Magnar Icebreaker launched a massive attack on Stormheim, surprising the Highborne with their ferocity. For weeks the elves and vrykul skirmished, with the latter scoring immediate victories and gaining enough momentum to push the Highborne out of the city. The elves’ last chance to reclaim Stormheim happened at the Battle of Suramar Pass, but in the end the vrykul stood victorious. The Highborne were forced to flee and never made a claim upon Stormheim again. Moments after the vrykul victory, traitors loyal to Helya and her Helarjar arose within Magnar’s ranks and managed to kill both the king and his son Hruthnir, but Magnar’s people were able to rally and prevent the Helarjar from claiming Stormheim.

The Halls of Valor, serving as a makeshift prison for Odyn and his Valarjar, would come to occupy the clouds high above Stormheim, and this would grant the region a special significance for the vrykul people. They worshiped Odyn as a deity and yearned to join the ranks of his formidable Valarjar. Though native to Northrend, many vrykul would make the voyage to the Broken Isles over the years and gravitated towards Stormheim.

 

 

Drustvar

Before the reign of Gorak Tul, the Drust practiced druidism. In the opinion of the druids, Gorak Tul’s twisted ways brought disgrace to the Drust. Gorak Tul, their sorcerer king, was the one who perverted the druidic rituals of the Drust and set their people upon the path of death and domination.

Humans tried for peace with the Drust, but the latter went to war immediately, aggressively launching raids against the humans’ fledgling hamlets from Drustvar. The Drust barbarians glorified the slaughter, attacking unarmed civilians. Only a few of the Drust tolerated new neighbors. An order of druids known as the Thornspeakers protested the brutality of Gorak Tul. Tul would make an example out of their leader, causing the Thornspeakers to leave and joing Kul Tiran society. Some of the humans’ Kul Tiran descendants heard the call of the wilds and sought to learn the ancient ways, and so the Drust Thornspeakers taught them the ways of druidism.

Appearance

Vrykul are the progenitors of human, looking similar in appearance but nearly twice as tall, coming in between 9 and 10 feet tall. Vrykul tend to be muscular, and mostly lean, though celebrations of feasting and drinking can catch up with them.

Vrykul have a tendency to grow their hair long and decorate it with braids, including the males’ facial hair. Some vrykul shave part, or all, of their heads and beards but it is rare to wear a cut style.

Tattoos are common in vrykul culture, especially with inkbinders being held in high regard. While most tattoos are not magical in nature, they are still believed to be symbols of strength, power, or skill, generally being an expression of feats that they have accomplished in life.

Vrykul Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:30 ft.

Battlelord.When you deal damage with a melee weapon attack, you add bonus damage equal to half your proficiency bonus.

Stronghearted.You have advantage on saving throws to resist the frightened condition.

Titanborn.You have proficiency in the Athletics skill, and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages.You speak, read, and write Common and Vrykul.

Drust

Fetish of Torment.You drop a totem of dread to torment the minds of your enemies. As an action, you set your fetish of torment. Creatures of your choice, who start their turn within 10 feet of the fetish must succeed on a Charisma saving throw or be incapacitated until the beginning of their next turn.

You may use this trait once and regain the ability to use it after completing a long rest.

Intelligence, Wisdom, or Charisma is your ability for this trait (choose when you select this race).

Forest Dweller.Things such as bramble and brush do not count as difficult terrain for you. This includes conditions such as the spike growth spell.

Frost Vrykul

Frost Resistance.You have resistance to cold damage and do not suffer the effects of extreme cold.

Touched by Undeath.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.

Stormheim Vrykul

Odyn’s Chosen.When you become stable after falling to or below 0 hit points, you regain hit points equal to your level and may stand and make one attack as a reaction.

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

To Glory!Whenever you roll a 20 on any d20 test, you gain advantage on your next d20 test.

 

 

Vulpera

The vulpera are strong. We just need an opportunity to prove it.

— Nisha, Fury of the Vulpera

Stuck in a Trap

The vulpera have lived in Vol’dun as free traders and merchants for countless generations. For much of that time, they have been oppressed by the Faithless sethrak, who have captured countless vulpera over the years and forced them to work and fight for them. The vulpera are mostly a passive people and as such never found the ability to stop the sethrak.

Crafty as a Fox

The vulpera are a keen and intelligent race of nomadic scavengers. They are capable of turning what they find into opportunities to thrive and are skilled at solving problems, no matter their size. Despite their small stature, vulpera are fierce and cunning in battle, bringing down any enemy foolish enough to underestimate them. While they have permanent settlements in burrows, their caravans mostly travel from hideaway to hideaway, scavenging for supplies, trading them where they can, and spreading information they pick up along the way. Their scavenging often takes the form of looting artifacts and treasure from ancient ruins and selling them to the highest bidder. Dwelling in Vol’dun, the vulpera can’t afford to waste resources. Over time, they have learned to take anything that looks even remotely useful and be creative using what they have, and they have learned to recognize value wherever it hides in the desert.

Vulpera show a knack for alchemy, using potions and elixirs for a variety of effects. Vol’dunshine is a type of vulpera-made desert hooch brewed during desert travel and stored in dried gourds.

Appearance

Vulpera are small, fox-like humanoids with a variety of colors and fur patterns. They commonly come in a range of colors to help them blend in with the sands, such as browns, tans, and oranges, but sometimes have shades of gray and white. The colors often darken around their paws and lighten toward the tip of the tail, but some have stripes and other patterns, or not much of a pattern at all.

Vulpera Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Small

Speed:30 ft.

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.

Bag of Tricks.Over the course of a long rest, you prepare a simple concoction to help you when you’re in trouble. Each day, you can choose one of the following to have prepared:

Corrosive Vial:Make a ranged attack against a creature within 30 feet. The Corrosive Vial deals 1d6 acid damage and each creature within 5 feet of the target must succeed on a Dexterity saving throw against a DC using the ability score you chose to make the attack (DC = 8 + proficiency bonus + ability score modifier) or take half as much damage.

Corrosive Vial’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Flames of Fury:The vial sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can make a ranged attack to hurl the vial at a creature within 30 feet of you. Make a ranged attack. On a hit, the target takes 1d8 fire damage.

Flames of Fury’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sinister Shadows:Make a ranged attack against a creature within 30 feet. Sinister Shadows deals 1d6

 

 

force damage and the target must make a Constitution saving throw or be blind for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.

Sinister Shadow’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Healing Vial:You throw this at a creature within 30 feet. At the beginning of each of their turns, they regain 1d6 hit points. This effect lasts a number of turns equal to your proficiency bonus.

Vulpera Holy Water:You throw this at a willing creature or make a ranged weapon attack against an unwilling creature. A creature splashed with this water regains 1d8 hit points. Undead and Fiends will take 1d8 radiant damage, instead.

The amount of hit points regained, or damage dealt, increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

You may use this trait a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest.

Desert Dweller.You have fire resistance and ignore effects from extreme heat.

Pack Expert.You can pack bags as if they had 1.5x the capacity and everything in them counts as half the weight.

Nose for Trouble.You add your proficiency bonus to initiative rolls. In addition, the first time you take damage each combat, you have resistance to that attack.

Rummager.You can stow one weapon and draw another as part of the same free action or use an item, such as a potion, as a bonus action.

Languages.You speak, read, and write Common and Vulpera.

Wolvar

The wolvar are a primitive race of wolverine-like humanoids who inhabit the frozen continent of Northrend. Despite their smaller stature, the wolvar are some of the most aggressive creatures in Northrend. This often makes their curious nature intimidating. The wolvar are generally hostile to other races and are fierce fighters that do not hesitate to defend their territory. Each tribe has its own independent leader and goals, but they are sometimes capable of diplomatic relationships with outsiders. Most wolvar shun arcane magic and instead focus on being warriors, hunters or shaman, and though they may appear primitive at first glance, the tribal leaders of the wolvar are often very powerful in the latter discipline.

Wolvar Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Wolvar are between 3 1/2 and 5 feet tall. Your size is Small or Medium.

Speed:30 ft.

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.

Arcane Disdain.Whenever you are the target of a spell, you gain advantage on attack rolls against the caster until the end of your next turn.

Clambering Claws.You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

In addition, you have a climb speed equal to your walking speed.

Guerrilla Warfare.You can fall an additional 20 feet before accumulating fall damage. In addition, when you fall within reach of an enemy and hit it with a melee attack, you deal an additional 1d6 damage of the same type for every 10 feet you fall.

Thick Fur.You have resistance to cold damage and you do not suffer the effects of extreme cold temperatures.

Languages.You speak, read, and write Common and Wolvar.

 

 

Worgen

A monster lurks in my veins… Threaten my people, and it will be the last thing you ever see.

— Genn Greymane, King of Gilneas

Leader of the Pack

Long ago, amid a brutal war between the night elves and the demonic satyrs in Kalimdor, a group of druids practiced a powerful yet unwieldy form that embodied the fury of the wolf. These Druids of the Pack sought to temper the uncontrollable rage inherent in their chosen form. To do so, they willingly submitted to the energies of the wolf ancient, Goldrinn. Rather than abate the druids’ fury, however, the weapon transformed Ralaar and his followers into worgen: bestial humanoids enslaved by their own primal instincts. Blinded by all-consuming rage, Ralaar’s druids tore through friend and foe alike during battle with the satyrs. Night elves wounded by the unruly beasts contracted a virulent curse that turned them into worgen as well. Desperate to stanch the affliction’s spread, Archdruid Malfurion Stormrage mournfully banished the worgen within the Emerald Dream, where they would be in peaceful slumber for all eternity.

Keep the Wolves at Bay

While Arthas Menethil marched on the elven kingdom of Quel’Thalas, the undead roamed the ruins of Lordaeron, gathering in hordes. One of these hordes spilled into Silverpine Forest, ravaging the area until eventually arriving at the Greymane Wall. While a small gathering at first that battered at the mighty wall, the group grew in number overtime until it was clear that an army had amassed. Gilneas had constructed the wall to separate from the Alliance of Lordaeron; and Greymane at first had felt vindicated in his choice as Lordaeron fell. However, as the Scourge numbers grew, he knew they could not remain idle.

Archmage Arugal told Genn of his findings, about bestial creatures imbued with preternatural strength and ferocity. He sensed that they were in some sort of resting state and wished to be freed, and suggested he could do so with Genn’s blessing. The archmage’s only hesitation was the ferocity of the worgen, that they may not be capable of being controlled, but as the Gilnean military was being decimated below, there were few other options. The king agreed, on the condition that Arugal summon one first to be inspected. He did so, and with Genn’s permission, summoned more and put them against the Scourge outside the wall. He opened a rift connecting the physical world with the Emerald Dream, drawing the worgen into Silverpine Forest. The wolf-men wasted no time in turning their fury on the Scourge. They tore through the undead in a storm of fang and claw.

At first this plan worked, and the Scourge were forced to fall back. However, with the undead army in retreat, the worgen turned on the Gilnean soldiers as well. Those bitten by the worgen were taken inside the wall, and when they became worgen themselves, were hunted and killed, but could not be exterminated. For years, they slowed the spread of the worgen curse through Gilneas, managing to keep the beasts at bay. However, the Cataclysm spread across Azeroth and broke the Greymane wall open and damaging parts of Gilneas. Many of the cursed were released and the worgen outside the walls were able to get in.

Without the protection of the wall, Gilneas had run out of options. They had to swallow their pride and ask for help from the kingdom of Stormwind, after refusing to be a part of the Alliance during the Second War. Needing assistance with the world-wide threat, Stromwind agreed to aid Gilneas, connecting them with the night elves, in hopes that the would be able to help with the afflicted.

The night elf druids used the Scythe of Elune, made with one of Goldrinn’s fangs, and thier own mastery of wild shapes to teach the Gilneans how to control their lupine forms, offering them back their humanity.

 

 

Appearance

Worgen are wolf-like creatures who possess coarse hair, pointed ears, and long snouts. However, one will also immediately notice their differences from wolves, namely their powerful, two-legged bodies which sport long fangs and dagger-like claws. When worgen shapeshift, their bodies swell, growing a third in girth and height, originally loose-fitting jerkins ripping loudly. Worgen stand nearly 8 feet tall, but shrink when they change into their human forms.

Worgen are faster and stronger than humans, with better eyesight and an animal instinct inside them that courses through their veins. Due to their ties with the wilds, worgen can travel great distances by sprinting on four limbs at speeds rivaling horses.

Worgen Traits

Ability Scores:Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size:Medium

Speed:30 ft.

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.

Aberration.You are resistant to necrotic damage and damage from beasts.

Altered Form.As a bonus action, you can change between your human and worgen forms.

In your human form, you may add 1d4 to Persuasion checks. You cannot benefit from other racial abilities while in this form.

In your worgen form, you can add 1d4 to Strength checks and saving throws, and Intimidation checks.

In addition, your movement speed increases by 5 feet.

Dark Flight.You may use your reaction to move up to half your movement speed toward a creature that leaves your melee reach, or away from a creature that moves within 5 feet of you. This does not provoke opportunity attacks.

Flayer.You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

In addition, you are proficient with Leatherworker’s Tools but do not need them to skin an animal.

You may also successfully gather food for yourself and up to 1d6 other creatures for the day by carving an animal.

Running Wild.You may take the dash and disengage actions as a bonus action.

Languages.You speak, read, and write Common and one extra language of your choice.