Skyrunner Tribe Dicemaster Guide:

Playable Races


Foreword

The first part of creating your character within our D20 system is to select the race of your character. This is the first building block on which you define your character both in RP as well as this D20 system. The selection of your character race should directly reflect the character avatar. If you play a Highmountain you should not be selecting Undead as your race. To apply these perks to your character using DiceMaster click here and fill out and submit the application.

Special Cases

This system is utilized in a way that helps the character be fleshed out to their fullest and most accurate representation. You will notice that there are some races missing from this list. Any other racial combination that you the player may require in order to best represent your character, can be created at your request! Simply reach out to Kanatu the Guild Master to talk things over.

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Art Credit

  • Matthew McKeown - Zandalari Concept Art

  • Joe Keller - Vulpera Concept Art

  • Mahala - Wyvern at Night Art

  • Blizzard Entertainment

Goblin

Covetous Schemers

Originally the slaves of jungle trolls on the Isle of Kezan, goblins were forced to mine kaja’mite ore out of the volcanic bowels of Mount Kajaro. The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja’mite generated new cunning and intelligence in the goblin race.

Racial Traits

As a Goblin, you possess these traits unique to your race.

Ability Score: Your Wisdom score increases by 2.

Small, But Do You Expect Me to Get Out of Your Way?

While one of the smaller races Goblins have an attitude. You'll rarely find one that would rather step aside or dodge away from a falling Tauren hoof. Instead, they'll likely shout at you after hitting you with a good-sized stick just in case you think about forgetting that they are around.

+1 Strength but -1 Constitution.

Best Deals Anywhere

Goblins are known the world over for their devious and ingenious twisting of words which they employ at any negotiating table. All Goblins are taught from a young age to manipulate words to get the most out of the world around them and thank so their renown as negotiators Goblins always seem to get the best deals.

+2 to Diplomacy. Additionally, when you're haggling and making deals, you may ask the DM one question about the NPC to help your character secure the deal. Passive.


From the Lorebook

Crafting powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had once been the goblins’ prison and slave camp became the city of Undermine. It was there that they built the foundations of an empire, and honed their inherent craftiness (some would call it duplicity) to a razor edge. The goblins’ inventions would help them rule the world—or at least own a profitable percentage of it.

To the goblins’ dismay, the effects of the kaja’mite began to wear off, and their intelligence waned. Even worse, the ore itself became more scarce. Supplies dwindled. Desperation ensued…

The goblins’ once-brilliant inventions started to look haphazard and makeshift, and Kezan’s native swindlers realized that they would need to find other ways to supplement their avarice. The goblins’ remaining craftiness and greed soon lifted the race to preeminence as masters of mercantilism. Great fortunes were amassed, and the Isle of Kezan became a hub for goblin trading ships. One ambitious trade prince agreed to lend his cartel’s services to the Horde in the Second War. Following the Horde’s defeat, the goblins realized that their profits could double if they weren’t stuck in a restrictive relationship. By the end of the Third War, goblins were providing services to both the Horde and the Alliance. -Blizzard Entertainment

Time is Money

Built on the idea that Time is the one thing a Goblin can never get back they live their lives in a hyperactive state fueled by Kaja Kola. This makes most goblins highly distractable but efficient in packing the most action into a single moment that they can.

You may Attack, Heal, or use a Skill twice in one round. You may use your modifiers on the second action and can critically succeed as normal. Useable once per encounter.

Multipurpose Belt Tool

While not all Goblins are mechanics each one of them is extremely handy and relies on Goblin engineering to get them out of numerous situations. This belt harness allows goblins to blast off from their location and away from danger with a rocket jump, dismantle a malfunctioning bomb with the goblin twist-wrench, or cut themselves free of bindings with a trusty belt-knife. While some use it for adventuring and exploiting security systems most use it to avoid damage from the many threats on Azeroth.

Gain +3 to Escape and Disable Device.

Orc (Azerothian)

Fierce Conquerors

Unlike the other races of the Horde, orcs are not native to Azeroth. Initially, they lived as shamanic clans on the lush world of Draenor. They abandoned their peaceful culture when Kil’jaeden, a demon lord of the Burning Legion, corrupted the orcs and used them in his vengeful plot against the draenei, who were exiles from Kil’jaeden’s homeworld.

Racial Traits

As an Orc, you possess these traits unique to your race. Note: if your orc is a Mag'har from Outland (Main Universe), they fall into this racial category.

Ability Score: Your Intelligence score increases by 2.

Brick Shit-House

Orcs may not be the tallest beings on Azeroth but they are some of the most naturally well built. Their frames, male and female, are lined with thick cords of muscle. their natural-born strength and the hard land which they choose to inhabit along with their warrior heritage make orcs heavy hitters.

+1 Strength.

Hardiness

Once an orc sets their mind to something it is often hard to deter them from their path. If an enemy were to try and subdue an orc they might find that it is a more difficult task than anticipated.

Earn a Grapple Saving Throw to resist stuns and grapples (Counter Grapple Roll). Additionally, gain +1 to Grapple. Passive.

Blood Fury

Balance between raging fury and directed combat is the living struggle of any orc. Learning where to apply their fury in combat is the mark of a master combatant but it comes at a price. Often when entering a Blood Fury healers will find it hard to heal their enraged ally due to magical barriers that the individual puts up in this state.

Increase Attack rolls by +2, but reduce incoming Healing by 2 for 2 turns. Useable once per encounter. Additionally, regardless of if you're Furious or not, gain +1 to Intimidation permanently.


From the Lorebook

Kil’jaeden’s plan worked. The orcs drank the blood of Mannoroth—a prominent Burning Legion general—infusing them with power and enslaving them to the Legion. Exposure to fel energies turned their naturally brown skin into a sickly green. Under the demon’s influence, the orcs killed off most of the draenei population, but Kil’jaeden would not stop there.

With the orcs at their disposal, the Burning Legion planned to invade Azeroth once again. To this end, the corrupted human archmage Medivh conspired with the orc warlock Gul’dan to build the Dark Portal, a massive structure that would allow the orcs passage to Azeroth.

Arriving in Azeroth, the seemingly unstoppable orc armies, known as the Horde, crushed the human kingdom of Stormwind. Eventually, however, the humans made a last stand and were able to defeat the Horde and enslave most of the survivors. But a young slave named Thrall, together with Warchief Orgrim Doomhammer, fought to free the captive orcs. Orgrim died in battle, and the title of warchief, as well as Orgrim’s weapon, the Doomhammer, was passed onto Thrall. Thrall led his people to Kalimdor, where his friend and mentor, Grommash Hellscream, gave his life to defeat Mannoroth and forever free the orcs from the Legion’s control. -Blizzard Entertainment

Command

Orcs have a way with animals. Much like their Tauren and Troll allies, Orcs find it an easy thing to command the wild and tamed beasts of Azeroth though unlike the Tauren and Trolls who use forms of druidism to do so Orcs use Shamanistic and Spirit magic to subdue the souls of their companions into obeying. Orcs that are well matched to their animal companions find that they beasts are far more vicious than others.

Command your Mount or Companion to take an extra action (such as Attack twice, Attack and use a Special Ability, etc) on the current round. Useable once per encounter.


Orc (Mag'har)

Uncorruptable Vanquishers

For untold generations, the orc clans of Draenor battled one another in endless war. But when Gul'dan offered them the blood of his demonic masters, the disparate tribes of Mag'har—the orcish word for "uncorrupted"—refused the dark bargain and banded together to drive out the Burning Legion. In the aftermath of the fall of Hellfire Citadel, the Mag'har pledged to one day repay Azeroth's heroes for aiding their cause. As war against the Alliance intensifies, the Horde must call upon the might of the Mag'har to seize victory.

Racial Traits

As a Mag'har Orc, you possess these traits unique to your race.

Ability Score: Your Wisdom score increases by 2.

Does It Look Like I Skipped Leg Day?

Much like their Azerothian counterparts Mag'har are not the tallest or shortest race on Azeroth but they make up for it in sheer muscle mass.

+1 Strength.

Savage Blood

Draenor is naturally beautiful and deadly. The living plant life endangers the orcs from a young age with poison and disease magic of all kinds runs rampant. The constant exposure to this deadly world gives the Mag'har orcs a natural resistance to such things.

Gain +1 to Fortitude Saves passively. Additionally, once per encounter, you may remove all Poisons, Diseases, and Curses currently afflicting you.


From the Lorebook

The survivors of the Iron Horde would unite with the Frostwolves under Grommash's leadership into a single clan known as the Mag'har, orcish for "uncorrupted". They would initially live in peace with Yrel and the draenei and drive the remnants of the Burning Legion from Draenor. Years after the Legion was gone, however, several naaru arrived on Draenor and turned the draenei into fanatics of the Light, beginning a crusade to convert the orcs to their faith; those who would not submit willingly would be made to do so by force. -Blizzard Entertainment

Acenstral Call

Ancestral spirits play a huge role in all orcish culture, be they MU or AU orcs. Still, it is the Mag'Har of the Alternate universe that seem to have mastered the call to the ancestors of the past in a very real sense. Being uncorrupted by the Demons their bloodline remains pure and intact allowing the spiritual blessings of the dead to flow through them.

The Spirits will bless one Main Stat at random at the start of combat by 2. Useable once per Encounter. Roll out of 6 for the following results:

1: Charisma

2: Constitution

3: Dexterity

4: Intelligence

5: Strength

6: Wisdom

Sympathetic Vigor

Through their deep connection with the beasts around them Mag'har find that the companions with them are able to fight longer. The fierce loyalty that Mag'Har are able to inspire in their companions makes a properly paired orc and beast a formidable enemy.

Increases all Companion HP by 1. Includes Ground Mounts, Companion Pets, and Wyverns. Passive.

Pandaren

Harmonious Nomads

Shrouded 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.

From the Lorebook

Denizens of a wondrous and fertile land, the pandaren once labored under the oppressive thumb of a monstrous race of ancient warlords known as the mogu. Through tenacity, diplomacy, and a unique form of unarmed combat, the pandaren staged a successful revolution that deposed the mogu and established a pandaren empire that would prosper for thousands of years.

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.

One of the most famous such wanderers was the brewmaster Chen Stormstout, who set out looking for exotic ingredients for his special ale and wound up an integral part of the founding of the Horde.

During the bleak days that preceded the sundering of the world, when demons flooded onto Azeroth and threw the entirety of the mortal realm into jeopardy, the last Emperor of the pandaren discovered a way to protect his land from the devastation. His deal with fate shrouded his land within an impenetrable mist for ten thousand years, but the nature of his transaction has left Pandaria haunted ever since. Now, while some pandaren align themselves with the Horde and others with the Alliance, they all venture out to heal the world beyond their homeland. -Blizzard Entertainment


Racial Traits

As a Pandaren, you possess these traits unique to your race.

Ability Score: Your Charisma score increases by 2.

Large and Graceful

Pandaren are notably large creatures not only in height but width as well. This affords them a heartier body but unlike other large races, the Pandaren are notably graceful.

+1 Constitution, +1 Dexterity.

Quaking Palm

One of the simplest and most taught moves among the Pandaren is one not of war but of disabling the enemy so that one may gain the upper hand and control the flow of combat. Quaking Palm is a technique developed by the monks of Pandaria that targets key nerves in the body with focused Chi attacks that can stun a target to great effect.

A guaranteed Grapple move against any enemy of a close level that stuns them for 2 turns. Useable once per Encounter.

Heightened Reflexes

Partly due to the use of Chi and partly due to the extra rice bun with afternoon tea the Pandaren are extremely flexible and rather bouncy. Tumbles from heights are often not so damaging to Pandaren.

Gain +1 to Reflex Saves. Additionally, you may roll a Reflex Save each time you are attacked. If you roll above the attacker's roll, you mitigate the damage completely. Passive.

Inner Peace

Everyone fails once in a while. Everyone falls prey to self-doubt, fear, and many other emotions that can damage an individual’s performance. The Pandaren though are uniquely resistant to negative affects against their self-confidence due to long training and meditation which originated with the management of the Sha.

Gain +1 to Will Saves passively. Additionally, once per encounter, you may remove all Charms, Curses, and Fears currently afflicting you.

Sin'dorei (Blood Elf)

Vengeful Outsiders

For nearly 7,000 years, high elven society centered on the sacred Sunwell, a magical fount that was created using a vial of pure arcane energy from the first Well of Eternity. Nourished and strengthened by the Sunwell’s potent energies, the high elves’ enchanted kingdom of Quel’Thalas prospered within the verdant forests north of Lordaeron.

Racial Traits

As a Sin'dorei, you possess these traits unique to your race.

Ability Score: Your Intelligence score increases by 2.

Not Your Average Reflexes

Neither small nor large the Sin'dorei have developed an extremely high reflex to stay out of trouble. Their many battles with the cunning Trolls as well as their magical affinity lend them to skills such as Stealth, Escape, and Dodge.

+1 Dexterity.

Arcane Acuity

Through the many decades of mastery over magic the Blood Elves have developed a heightened skill with the Arcane. Being used in everyday life all the way up to the very formation of their beloved lands through terraforming arcane permeates the Blood Elf way of life.

Increases Critical Strike from 4 to 5 when using a Spell Attack. Additionally, gain +1 to Spell Attack. Passive.


From the Lorebook

Kael’thas had assured his people that one day he would return to Quel’Thalas and lead them to paradise, yet time revealed that his promises were nothing more than lies. On Outland, the prince became twisted due to his reliance on fel energy, the dark and corrupting essence wielded by the demonic Burning Legion itself. Unbeknownst to Illidan, Kael’thas also came under the sway of the Legion’s commander, Kil’jaeden.

At the bidding of his new master, the wayward prince eventually returned to Azeroth and seized the site of the Sunwell, hoping to use the fount as a means to usher Kil’jaeden into the world. Ultimately, Kael’thas was slain before his recklessness could bring ruin to Azeroth. In the wake of Kil’jaeden’s defeat, the draenei prophet Velen purified the Sunwell with the Light-infused heart of a fallen naaru, transforming the fount into a source of both holy and arcane energies.

Inspired by the Sunwell’s rebirth, the blood elves have since entered into a shining new era in their ancient race’s history. Although some elves remain hesitant to abandon their dependence on arcane magic, others have embraced change for the betterment of Quel’Thalas. Yet only time will tell if the blood elves can avoid repeating the tragic mistakes of their past. -Blizzard Entertainment

Arcane Torrent

The manipulation of magic is one of the greatest skills of the Blood Elves. Being trained to detect magic in all things most have the ability to strip magic from another being.

Remove one magical effect from an enemy. Useable once per Encounter. Passively, gain +1 to Spell Defense.

Detect Magic

Being taught from elder magi how to draw magic from items and even living creatures Blood Elves are specifically tuned to detecting magic all around them.

Be notified anytime your character comes into contact with something of an Arcane Nature such as objects, traps, or people. Additionally, gain +1 to Spellcraft. Passive.


Shal'dorei (Nightborne Elf)

From the Lorebook

This period of content isolation, which saw the shal'dorei flourish, would eventually come to an abrupt end with the onset of the Burning Legion's third invasion of Azeroth. Presented with a terrible ultimatum, a majority of the nightborne leaders, following the Grand Magistrix Elisande's lead, ultimately chose to ally with the demons in order to preserve their civilization. Despite this, the ensuing Legion invasion saw the Nightfallen rebellion, composed of nightborne dissidents opposed to the Legion, rise into open insurgency against Suramar's ruling powers, who were still led by Grand Magistrix Elisande.

With the aid of various forces from outside the Broken Isles, the Nightfallen were successful in not only liberating Suramar City from the Burning Legion's control, but also in freeing the nightborne people from their addiction to the Nightwell. Through consuming the fruit of the powerful Arcan'dor tree, the shal'dorei thus finally succeeded in escaping their dependence on the power source that had at once both preserved and enslaved them. -Blizzard Entertainment

Mystical Rebels

Isolated behind a protective barrier for 10,000 years, the elves of Suramar grew increasingly dependent upon the arcane magic of the Nightwell. To protect this font of power, the leaders of the Nightborne struck a bargain with the Burning Legion that plunged their kingdom into civil war. After fighting for freedom from their demonic masters, the Nightborne seek allies in the Horde to help reclaim their place in the world.

Racial Traits

As a Nightborne, you possess these traits unique to your race.

Ability Score: Your Intelligence score increases by 2.

An Illusion?

While the Blood Elves were forced to used heightened avoidance tactics and ranged weaponry in combat the Nightborn have mastered the use of magical deflection and illusions. Able to morph themselves into nothing by a shadow to the eye to slip past, or to hide in broad daylight as your neighbor through an illusion the Nightborn are extremely adept at avoiding trouble to their own ends.

+1 Dexterity.


Arcane Pulse

With Arcane magic stored in their very skin and bones it's no wonder that the Nightborn are able to cast a pulse of arcane energy in a bubble all around them. This magical field will damage anyone caught within but can be an effective tool for getting rid of enemies that are just a little too close.

Gain an AOE Spell Damage ability. Roll Spell Attack once. You cannot Miss but you can Critical Miss. You damage everyone in Melee range of you (including allies) with your attack. Useable once per Encounter.

Cantrips

The magical written word is at the heart of Nightborn high society. All Nightborn are made to study the ley-runes and spells of their society allowing them to quickly be able to determine the written magical spells and runes of their surroundings so long as they can get eyes on them.

Be able to read, interpret and sense any magical rune or written spell as well as the intent of such a thing. Additionally, gain +1 to Intellect. Passive.

Magical Affinity

Being exposed to magic for their whole lives in a concentrated bubble Nightborn are inherently skilled at magic though through careful study and societal structure they often are most skilled in one area of magic that they have chosen to master.

Gain +3 to Spellcraft and Spell Defense. Passive.

Tauren (Shu'halo)

Honorable Conservationists

The peaceful Tauren—known in their own tongue as the shu’halo—have long dwelled in Kalimdor, striving to preserve the balance of nature at the behest of their goddess, the Earth Mother. Until recently, the Tauren lived as nomads scattered throughout the Barrens, hunting the great kodo beasts native to the arid region.

Racial Traits

As a Shu'halo Tauren, you possess these traits unique to your race.

Ability Score: Your Strength score increases by 2.

Giants of the Grasslands

Tauren are massive and bulky creatures with a history of nomadic life. Their size and exposure make them tough enemies to fight but their hooves and bulk often make them less than graceful when not on flat grassy dirt.

+1 Constitution, -1 Dexterity.

Warstomp

Through the combined might of their shamanistic roots and sheer size Tauren have the unique ability to slam their hooves into the earth sending out a stunning shockwave to anyone close by.

Permanently gain +2 to Grapple. Additionally, you are able to automatically stun (no roll required) up to 3 targets within Melee range of you for 1 turn. Useable once per encounter.

Brawn

Their massive size and strength give Tauren an edge in combat. While an orc's blows may hit hard, a Tauren's will hit harder.

Increased damage from Critical Strikes; 4 to 5 when dealing a Melee Attack. Additionally, gain +1 to Melee Attack. Passive.


From the Lorebook

During the Third War, the mighty Tauren chieftain Cairne Bloodhoof had a chance encounter with the orcish Horde that explored Kalimdor. After befriending Warchief Thrall, Cairne and his tribe were able to fend off their enemies while they made a new home in Mulgore; the city of Thunder Bluff. Owing a debt to the orcs for their assistance, the Tauren joined Thrall on Mount Hyjal to defend Kalimdor from the demons of the Burning Legion.

For years the Tauren flourished throughout Mulgore, but tragedy befell them following the campaign against the Lich King in Northrend. Believing that the reckless new warchief, Garrosh Hellscream, would lead the Horde to ruin, Cairne challenged the young orc to a duel. The Tauren chieftain clearly had the upper hand...

However, unbeknownst to either of the duel’s combatants, Magatha Grimtotem, a Tauren matriarch who harbored great contempt for Cairne, had poisoned Garrosh’s blade. The poison paralyzed Cairne, and Garrosh was able to slay him.

Magatha’s followers then stormed Thunder Bluff in an attempt to seize it. However, Baine, Cairne’s son, managed to launch a counterattack and retake the Tauren capital, banishing Magatha and her followers from Tauren lands. Despite the deadly encounter between Cairne and Garrosh, the Tauren have not abandoned the Horde. Baine bravely took up the mantle of Tauren leadership, and the Highmountain Tauren have established a foothold on the growing Legion corruption near the Broken Isles. -Blizzard Entertainment

Spirit Totem

Ancestral Worship is not simply a religion shared among all Tauren, it is a cultural pillar of their way of life. Tauren seek this guidance by undergoing the Rite of Vision, wherein they are blessed with an Animal Spirit that guides them throughout their lifetime.

Call on your Spirit Totem to assist you in battle once per encounter. Your Spirit Totem grants you a random +1 to a Main Stat for the remainder of the encounter.

Additionally, it will follow your command for 2 turns before returning to the Shadowlands.


Roll 1d6 to determine which stat is blessed:

1: Charisma

2: Constitution

3: Dexterity

4: Intelligence

5: Strength

6: Wisdom

Tauren (Highmountain)

Tenacious Traditionalists

Descended from Huln, brave hero of the War of the Ancients, the Highmountain Tauren honor the spirits of earth, river, and sky. Though the Legion invaded their lands and sowed seeds of distrust between them, the tribes of Highmountain stand united once more. At long last they are ready to venture beyond their sacred mountain and stand beside their kin from Kalimdor, lending their nobility and strength to the mighty Horde.

Racial Traits

As a Highmountain Tauren, you possess these traits unique to your race.

Ability Score: Your Constitution score increases by 2.

Large and In Charge

Due to the harsh environment of Highmountain the Tauren there are hearty and powerful. Fighting off harpies, rock elementals, hunting down deadly mountain sabers and elderhorn but like their lowland cousins, the Highmountain Tauren are not the quietest or more swift creatures.

+1 Strength, -1 Dexterity.

Close Quarters

Living so close together due to the limited horizontal space natural to the geography of Highmountain their people have developed a common social skill that makes them far easier to get along with than many others.

Increase Charisma by +2.

Rugged Tenacity

Highmountain have thick skin, thick bones, and even thicker skulls. Their unique environment has lead them to develop many natural defenses that help mitigate damage.

Gain +1 to Defense. Additionally, you may roll Defense each time you are attacked. If you roll above the attacker's roll, you mitigate the damage completely. Passive.


From the Lorebook

The peaks and valleys of Highmountain have been home to four ancient tauren tribes for millennia: Rivermane, Skyhorn, Bloodtotem, and Highmountain. 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". -Blizzard Entertainment

Bull Rush

Why have antlers if you are not going to use them? Highmountain have developed many games and competitions that utilize their antlers to their fullest ability including a headlong charge.

Gain an AOE Knockback affecting up to 3 targets in Melee range, sending them flying back. Useable once per encounter. Passively, gain +2 to Grapple.

Troll (Jungle/Forest)

Note: Trolls come in a variety of sub-types. If you wish to play an Ice or Sand Troll, you may work with either standard Troll or Zandalari Troll for your racials, whichever best fits your character.

Mystical Conspirators

The savage trolls of Azeroth are infamous for their cruelty, dark mysticism, and seething hatred for all other races. Yet one exception among the trolls is the Darkspear tribe. Plagued by a history of subservience and exile, this proud tribe was on the brink of extinction when Warchief Thrall and his mighty Horde forces were driven to the trolls’ remote island home in the South Seas during a violent storm.

Racial Traits

As a Troll, you possess traits unique to your race.

Ability Score: Your Dexterity score increases by 2.

Major Weakness: Fire damage of any kind will block your Regeneration trait for the duration of the encounter.

Don't Be Worryin' Bout Me Back, Mon

Trolls are not massive like the Tauren though many are exceedingly tall. They are known however as being incredibly hard to kill due to their tough skin and hardened bones.

+1 Constitution.

Headhunter

Trolls are cunning hunters and masters at ranged combat. Whether they're throwing an axe or firing a bow, a troll that has you in their sights rarely misses. And when they strike, they go for the kill.

Gain +1 to Ranged Attack and deal 5 damage on a Critical Ranged Attack instead of 4. Passive.


From the Lorebook

The Darkspear trolls, led by wise Sen'jin, abandoned their prejudices and bravely fought side by side with the Horde to defeat a group of humans encroaching on their jungle isle. However, the Darkspears were soon driven from the island by a frenzied band of murlocs intent on appeasing a mysterious sea witch. In the frenzy, Sen’jin was slain.

Thrall welcomed the Darkspears into the Horde and gave them a new home along the coastline of Durotar; the Echo Isles. But misfortune struck again; the witch doctor Zalazane betrayed his fellow tribespeople, enslaving them as mindless servants and forcing the Darkspears to fight for their new home. Following the Horde’s victory against the Lich King in Northrend, Vol’jin allied with the ancestral loa—powerful spirits worshipped by the trolls—and secured victory over the Echo Isles. -Blizzard Entertainment

Berserking

Trolls are seemingly born with an inner rage that they can trigger at will. Most of the time this explosive anger and strength is a natural defense mechanism triggered by the body when it is at the most vulnerable causing them to strike harder and move faster than ever before.

Gain a +2 modifier to Strength and Dexterity for 3 rounds. If you are at 3 HP or lower Gain a +3 modifier to Strength and Dexterity for three rounds. Useable once per Encounter.

Regeneration

It is unknown if the Regeneration of trolls is a natural biological phenomenon or a blessing from the Loa. No matter which is true it is known the world over that a troll can come back from anything including the flaying of their own skin to make drums, a removed limb, a stab to the guts and just about anything else given enough time. The only thing known to stop trolls is fire.

Regain 1 HP each round (Only viable if your character has not taken damage for at least 1 round). Passive.

Troll (Zandalari)

Note: Trolls come in a variety of sub-types. If you wish to play an Ice or Sand Troll, you may work with either standard Troll or Zandalari Troll for your racials, whichever best fits your character.

Proud Devouts

The Zandalari are a proud people whose origins date back to the early days of Azeroth's history. Their fierce warriors ride dinosaurs into battle, and they possess one of the most formidable naval fleets in the known world. But enemy attacks on their borders—as well as unrest within the king's council—have threatened the kingdom's foundations. By returning stability to Zandalar, the heroes of the Horde can gain a powerful new ally.

From the Lorebook

They were the most powerful and superstitious tribe to arise when the first trolls settled near the Zandalar Mountains, which were home to many loa. They claimed its highest peaks and built crude shrines which, over the years, eventually became the massive temple city of Zuldazar.

The Zandalari are scholarly and value knowledge above all else. They also work to preserve troll history and to further the goals of troll society as a whole. They are masters of magic and communing with the spirits.

Zandalari history had them fight off the aqir, ally with the mogu empire, fight the Pandaren Empire, after the Sundering explore the newly formed Great Sea, enslave the goblin race, and fight Hakkar the Soulflayer twice.

After the Cataclysm, the Zandalari prophet Zul and his followers traveled around the world to unite all trolls and build a united troll empire. Zul's forces resurrected Lei Shen and allied with the mogu once more, to launch an assault on the continent of Pandaria.

The Blood War led to the Zandalari Empire allying with and later joining the Horde. This war also saw the Empire's home of Dazar'alor besieged by the Alliance, which led to the death of their king Rastakhan, who had ruled over the empire for centuries. -Blizzard Entertainment

Racial Traits

As a Zandalari Troll, you possess traits unique to your race.

Ability Score: Your Charisma score increases by 2.

Major Weakness: Taking any Fire damage will block your Regeneration trait for the duration of the encounter.

Standing Tall and Proud

Zandalari Trolls are the peak of troll civilization. Their strength, magical skill, and power are known the world over lending to their prestige and renown.

+1 Strength.


Embrace of the Loa

The Loa are countless and their powers seemingly limitless in scope when all is said and done. Trolls worship a number of them at any given time. The one thing that they have in common is their magical ability. The continual exposure to the Loa has allowed the Troll culture to develop a wide range of magical abilities and tolerances.

Once per encounter, call upon your Loa to bless you and curse your enemies. You gain +1 to a random Main Stat for the rest of the encounter. Additionally, your Loa strikes fear into the hearts of your enemies. All enemies in Melee range of you are Feared for 1 turn, only able to run away from you and take no other action on their turns.

Roll 1d6 to determine which stat is blessed:

1: Charisma

2: Constitution

3: Dexterity

4: Intelligence

5: Strength

6: Wisdom

City of Gold

Though the Zandalari have recently joined the Horde and become more peaceable they were not always so. Their city of gold, their aggression, and power, their domination over magic have been used for years as a way to control and brutalize other civilizations. Their pride and history make them intimidating.

Gain a +2 modifier to Intimidation.

Regeneration

It is unknown if the Regeneration of trolls is a natural biological phenomenon or a blessing from the Loa. No matter which is true it is known the world over that a troll can come back from anything including the flaying of their own skin to make drums, a removed limb, a stab to the guts and just about anything else given enough time. The only thing known to stop trolls is fire.

Regain 1 HP each round (Only viable if your character has not taken damage for at least 1 round) Passive.

Undead

Cadaverous Endurers

Death offered no escape for the scores of humans killed during the Lich King’s campaign to scour the living from Lordaeron. Instead, the kingdom’s fallen were risen into undeath as Scourge minions and forced to wage an unholy war against everything… and everyone… that they once held dear.

Racial Traits

As an Undead, you possess traits unique to your race.

Ability Score: Your Intelligence score increases by 2.

Major Weakness: Taking any Holy/Divine damage Stuns you for one turn. Only applicable once.

Just Your Average Human... Only Dead

Being dead has its perks including being almost impossible to kill again.

+1 Constitution.

Will of the Forsaken

The connection with the dark magics of the universe and the natural resistance to emotions and magics that they have to lead the Undead to be virtually immune to most spell work designed to alter their minds.

Immunity to Charm, Fear, and Sleep spells. Passive.

Cannibalize

All life needs the energy to sustain itself. It would seem that Death is no different. Eating the dead is a way for the Undead to regain some strength and it is most often used by the Undead to demoralize their foes. It works rather often.

Consume a dead body to regain 3 HP. It can cause social rifts. Useable once per Encounter.


From the Lorebook

When the Lich King’s grasp on his vast armies faltered after the Third War, a contingent of undead broke free of their master’s iron will. This freedom seemed like a blessing, but the former humans were soon tormented by memories of the horrors they had committed as mindless Scourge. Those who did not descend into madness faced a chilling realization: the entirety of Azeroth sought their destruction.

In their darkest hour, the renegade undead were rallied by Sylvanas Windrunner, former Ranger-General of Quel’thalas, who had also regained her freedom from the Lich King. Under their new queen’s guidance, the independent undead—known as Forsaken—established the Undercity beneath the ruins of Lordaeron.

To further her own goals and protect her budding nation, Sylvanas set out to forge alliances. Chief among these were the tauren of Thunder Bluff, who saw the potential for redemption in the Forsaken. Thus, the tauren convinced then-Warchief Thrall to forge an alliance of convenience between the Forsaken and the Horde. The Forsaken assisted the Horde with a massive offensive against the Lich King and exacted vengeance upon their hated enemy. -Blizzard Entertainment

Touch of the Grave

Undead are feared. If the history of the Lich King and the Scourge was not enough undead represent a natural fear in the hearts of all the living that makes the Undead hard to be around and harder to get along with.

Gain +1 to Bluff and Intimidation. Additionally, you may use your action to become a corpse. Enemies engaged in combat with you stop attacking you, and you are considered Stealthed while you remain unmoving. Performing any other action will break this effect. Passive.

Vulpera

Scavenging Survivalists

Clever and resourceful, the vulpera of Vol’dun have survived amidst the sands for generations. Eager to join the ranks of the Horde, their caravans have departed from the dunes in search of adventure. The serpentine sethrak have taken to subjugating anyone they can as slaves, and the vulpera are an easy target for their machinations. If you’ve taken steps to liberate the vulpera from these overseers, they’ll join the Horde on the battlefield.

From the Lorebook

The vulpera are a race of nomadic fox people that inhabit the deserts of Vol'dun on Zandalar. Intelligent and resourceful, they travel across the dunes in caravans and survive by scavenging and trading. Though long hunted and enslaved by the sethrak of the Faithless empire, the vulpera found the strength to fight back after being aided by Horde adventurers in Vol'dun and have now pledged their loyalty to the Horde.

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 enslaved 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. At least one caravan tried to fight back, but they met only with defeat.

With the Horde having shown them that there is more to life than mere survival, the vulpera eventually decided to join the faction in order to explore the world beyond Vol'dun. -Blizzard Entertainment

Racial Traits

As a Vulpera, you possess traits unique to your race.

Ability Score: Your Wisdom and Charisma scores increase by 1 each.


Just a Sand Flea

Vulpera are quick. You have to be in a world that is full of things much bigger than you.

+1 Dexterity, -1 Constitution.

Survival of the Wittiest

It is not always the strong that survive. Their knowledge of the world and their clever utilization of it give Vulpera a unique perspective on the surrounding land and items within their environment that can be used to their advantage.

Once per encounter, you may take your turn to scour the landscape and ask the DM questions pertaining to the terrain. Potential ambush points, places to gain advantage over the enemy, vantage points, terrain effects, places treasure would most likely be hidden, etc are all possible pieces of knowledge you may gain from this.

Additionally, gain +2 to Survival, passively.

Nose for Trouble

Sticking your nose where it doesn't belong can earn you a good bite from a sand snake. Their more cautious nature has caused most vulpera to become very trusting of their instincts especially when dealing with new threats.

Once per encounter, you may ask the DM the approximate number and strength of hidden enemies and traps. You cannot be surprised by ambushes from these hidden enemies, and can easily avoid the traps after learning of their presence. Additionally, you gain +2 to Perception, passively.

Jack of All Trades

Vulpera are a highly diverse group of people with skills that range all over the place. Working mostly among their small caravan units the Vulpera have learned to adapt and to gain a wide range of skills though one might question if there is a master among them.

You start with +4 to any Knowledge Proficiency you have, instead of +3.