<div class='wide'style='text-align:center'> ## 5e RPG Conversion
<div class='wide'style='text-align:center'> #### Version: 2.1
<div class='wide'style='text-align:center'> ##### The sands of time have run out. -Medivh, the last Guardian
<div class='wide'style='text-align:center'> ##### Sometimes, the hand of Fate must be forced. -Illidan Stormrage

Many have waited for Blizzard to approve another conversion of their world to the tabletop playing realm.

Alas, many waited in vain. However, tabletop players are well-known for their persistence and tenacity in getting what they want to play--or at least, satisfying themselves with an adequate replica. And thus, the WoW RPG 5e Project begun. This conversion is of the much-loved World of Warcraft Role Playing Game, as for 5th edition of Dungeons and Dragons, made by the fans, for the fans. This not only includes special classes, races, and magical spells, but also includes magical items, and even a few subsystems built in the streamlined format of 5th edition, for the benefit of all role-players.

Project Start: Aug 27, 2015

Edition (Content updates only): Beta released on October 2015. 1.7 released on July 2016. 1.9 released on August 2016. 2.0 released on November 2016. 2.1 released January 2017.

Note: The monster manual can be found here.
Note: Forum Discussion can be found here.

Project Manager Arrius Nideal
House Rules Conversion Arrius Nideal, Djmove
Writing & Edditing Arrius Nideal, Djmove, Fitsou
Design & Graphics Manager Fitsou
Illustrators Deksee
Warcraft Inspiration and Setting Blizzard Entertainment. Inc
Additional Inspiration WoWWiki.com & The Internet
Contributors Mcgeneral, Big Mac, Grimm, Pagnabros, as well as all the Forum commenters


Part 1:

Chapter 1: Introduction

The world of Warcraft has many special traits when converted to tabletop format. It has special naming conventions, languages, and an extensive lore.

Naming Conventions

To create a more familiar feeling we changed the names of some abilites, classes, spells, etc. to those that the MMO uses.

Old Name New Name
Dexterity (Dex) Agility (Agi)
Wisdom (Wis) Spirit (Spi)
Constitution (Con) Stamina (Stm)
Old Name New Name
Cleric Priest
Fighter Warrior
Ranger Hunter
Sorcerer Warlock


Some spells are changed in function or name. All such spells are referred to with their new names, rather than their old names. Mana and set spells is also used as a core magic system, not spell slots. Mana restores over time, while resting, by drinking certain potions, and with certain abilities that restore mana instantaneously at the cost of future regeneration.

A character can only benefit from a non-rest based mana restorative effect per hour.

Holy Light heals the living and harms the dead, and vice versa for Death Coil. Priests, Paladins, and Death Knights can cast Holy Light or Death Coil (and Heal and Harm), and Druids and Shamans must use their own variations on the two spells (Rejuvenation and Tranquility for druids, and Riptide and Healing Stream for Shamans).

Old Name New Name
Aid Power Word: Fortitude
Aganazzar’s Scorcher Dragon Breath
Armor of Agathys (modified) Frost Armor
Clairvoyance Far Sight
Cure Wounds (modified) Holy Light

Old Name New Name
Inflict Wounds (modified) Death Coil
Delayed B’ Fireball (modified) Pyroblast
Healing Word (modified) Flash of Light
Magic Missile Arcane Missile
Magic Jar Possession
Melf’s Acid Arrow (modified) Shadow Strike
Sacred Flame Smite
Thunderwave Thunderstorm

Aura Effects

Certain effects grant bonuses to AC, attack, or saving throws that are based off morale-based sources. A bear’s primal roar, a paladin’s confident presence, or an Archmage’s proximity. These are collectively known as aura bonuses, and do not stack with one another.

Energy Types
Old Name New Name
Force Arcane
Radiant Holy
Necrotic Fel


Spoken languages in Azeroth are Common (spoken by Humans, and most other races), Draconic (restricted spoken by Dragons), Dwarven (spoken by Dwarves), Eredun (restricted* spoken by Demons), Gnomish (spoken by Gnomes), Elven (Darnassian, spoken by Night Elves and Thalassian, spoken by Highborne and High Elves), Goblin (spoken by Goblins), Kalimag (spoken by elementals, Ignan for fire, Aquan for water, Terran for earth, and Auran for air), Low Common (Spoken by Furbolgs, Gnolls, Kobolds, Ogres, most Humanoids and Giants), Orcish (spoken by Orcs), Nazja (spoken by Naga), Taur-ahe (spoken by Tauren), and Titan (spoken by Titans), Draenei (spoken by Draenei, Broken and Lost Ones).

*Restricted Languages may only be granted as racial or class features. Languages must also be learned from a source.

**Eredun Curse Demons of the Burning Legion speak the tongue of their kind, Eredun, which has splattering of Titans. Any non-demonic creature that deliberately speaks Eredun without being also bound to demons (such as a Warlock), must make a Spirit save every year (DC 14) or lose 1 point of Spirit, and shift one step towards Lawful Evil. If the character is Evil, the save must still be done, and the spirit loss remains until the character serves the Burning Legion in a substantial way (according to its capabilities). After doing so, the lords of the Legion may remove this curse. This is a Curse effect.



Incorporeality and Etherealness

The Warcraft universe does not transit into the ethereal plane present in other settings, and thus all ethereal movement is incorporeal movement instead. Incorporeal creatures gain damage resistance to all non-magical weapons, and resistance to all energy types except Arcane, Holy, and Fel. They may also go through solid objects such as walls (treating movement as difficult terrain), but take 5 (1d10) Arcane damage if ending their turn within one. They are also naturally invisible, but are not naturally silent. They cannot attack non-incorporeal creatures or cast spells, but may handle force effects as normal (such as by pushing, casting force spells, or attacking with force weapons). Force walls prevent incorporeal creatures to pass through them.



Chapter 2: Races

The races of Warcraft are diverse and rich. Each race has a role in the world, and their deeds resonate through the ages. Members of each race view each other with assumptions formed by past conflicts and alliances. Warcraft’s history is troubled, epic and every aspect influences the races, their beliefs and their roles. This chapter describes Ironforge, Wildhammer and Dark Iron Dwarves, High and Night Elves, Gnomes, Goblins, Humans, Orcs, Tauren, Jungle and Forest Trolls, and the Forsaken. These races are not the only races in the Warcraft world, but they are the most dominant, influential, and prone to adventuring.




Dwarves are short and stout creatures mostly inhabiting Khaz Modan in the Eastern Kingdoms. They are shorter than Humans but taller than Gnomes, taking advantage of their size when possible and relying on their robustness and strength when not. The average Dwarf is steady, observant and composed both during work and combat, yet able to rage with fierce zeal and persistence when the situation calls for it. While a Dwarf prefers to plan forward to overcome challenges, many of them easily lose their temperament and self-restraint when exposed to conditions stirring their feelings and concerns.

In past ages, the Dwarves rarely left the safety of their mountain fortresses, spending their time on refining metal and stone into powerful weapons and beautiful jewelry. However, when the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor.


Dwarves love gold and Dwarves love drinking, so gaming seemed like a natural fit for both. They are also famous metalsmiths. While they produce many implements of war, they are adept at working with softer metals as well.

The legendary ram Toothgnasher was a wonder of Khaz Modan and the subject of many tales of Dwarven folklore.


  • Some Dwarves sealed their deceased in tombs. Those with a concern about the undead might have been more apt to cremate remains.
  • An old ascension ceremony for Dwarven kings involved drinking from the Chalice of the Mountain Kings and a "sword dance" done by female Dwarven warriors. This performance, part ritual and part mock battle, apparently evolved from bloody duels fought during less sophisticated times in Dwarven history.
  • The Bronzebeard kings of the High Seat have gone through many scepters during their reigns. By tradition, the king would let certain of his top advisors and allies bear the scepter for a single day. These were rough days for the scepters, which saw the insides of taverns, were dropped off mountaintops, were used to smite Troggs and so on.
  • Saying: "If ye want to topple a wall, start with the foundation."


While many Ironforge Dwarves follow the Church of the Holy Light, there are some who worship the Pantheon. The Dwarf Durgan One-God is notable for having disavowed most of the titans and believing that Eonar is the one true god who created everything. By Durgan's own admission, no one else shares this faith with him.

The Wildhammer Dwarves practice Shamanism. Whether they also have Light followers is unknown.

Dwarf Traits

Your Dwarf character has an assortment of inborn abilities, part and parcel of Dwarven nature.

Ability Score Increase. Your Stamina score increases by 2.

Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 40. On average, they live to be 450 years old.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Stoneform. You can activate Stoneform as a reaction. If you do, you remove all bleeding effects, gain advantage on saving throws against poison, diseases, curses, resistance against poison damage, resistance versus all non-magical weapon (bludgeoning, piercing, and slashing) damage, and +2 to your AC. This bonus remains until the beginning of your next turn. You must declare use of this ability before any attack or damage roll is made. This can be used once per proficiency bonus, regained after a long rest.

Dwarven Combat Training. You have proficiency with the Battleaxe, Handaxe, Throwing Hammer, and Warhammer.

Tool Proficiency. You gain proficiency with one artisan’s tool of your choice: Smith’s Tools, Brewer’s Supplies, or Mason’s Tools, or gain proficiency with Engineering Tools.

Stonecunning. Whenever you make an Intelligence (History) check or Mining checks related to stonework and minerals, you are considered both proficient and as if having Expertise in either History or Mining (choose one).

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a Dwarf might speak.

Subrace. Three main subraces of Dwarves populate the worlds of Azeroth: Dark Dwarves, Hill Dwarves and Mountain Dwarves. Choose one of these subraces.



Dark Dwarf (Dark Iron)

You shall serve.

As a Dark Dwarf, you probably hail from the Dark Iron clans, led by the Sorcerer-thane Thaurissan. Reviled as betrayers of their fellow Dwarves, and living in the mountain-halls of Blackrock Mountain, Dark Iron Dwarves are slaves to the great elemental Firelord Ragnaros, and serve him in the latent volcanic mountain.

Dark Dwarves seem identical to Ironforge Dwarves, except that their skin tones are ashen and gray, and their eyes are golden-red. Hoarse of voice and prone to undertone muttering, Dark Dwarves do not inspire trust easily.

Affiliation. Independent. Hatred comes to Dark Dwarves against all races, and in their service to Ragnaros, they see only rivals, potential thralls, and enemies.

Ability Score Increase. Your Intelligence score increases by 1.

Dwarven Combat Training. You have proficiency with firearms and explosives of all types, even if you do not have proficiency in engineering.

Firelord’s Favor. You have resistance to fire damage.

Male Names: Beld, Franclorn, Lokhtos, Grall.
Female Names: Aster, Channis, Mogran, Wellia.
Family Names: Angerforge, Darkbargainer, Firesmite, Forgewright.

Hill Dwarf (Wildhammer)

To the skies!

As a Hill Dwarf, you probably hail from the Wildhammer clan and its allies, and live in the Aerie Peak. Wildhammer dwarves are similar in appearance to their Ironforge kin, though many shave their heads and they are slightly taller and leaner. Exposure to sun and high winds darkens and toughens their skin.

Wildhammers string beads and feathers into their hair and beards as good luck charms, and paint tattoos on their bodies in homage to the totems, ideas and creatures they revere.

Affiliation. Neutral, technically. The Wildhammer clan is not a member of the Alliance, but Wildhammer Dwarves are allies of the Alliance and would certainly help it in a war (and have done so in the past).

They are distant with Humans and Ironforge Dwarves, but have formed a kinship with High Elves.Wildhammers and High Elves shared much in common in the past, including a love of nature and hatred of evil.

Many High Elves have grown introverted and brooding of late, which concerns the Wildhammers. The Dwarves are appalled at the defection of the Blood Elves, an event which has caused them to see their High Elf allies with new eyes. Wildhammers also get along well with Night Elves, as the two races share much in common.

Ability Score Increase. Your Spirit score increases by 1.

Bravery. You have advantage versus all saves against fear.

Natural Handler You have proficiency with Animal Handling, or expertise if you already are proficient.

Male Names: Kazdin, Hagrim, Dondar, Soldrin.
Female Names: Kella, Lorim, Ar-ya, Senica.
Family Names: Beastclaw, Greatbeard, Thundertamer.

Mountain Dwarf (Bronzebeard)

For Khaz Modan!

As a mountain dwarf, you probably hail from the Bronzebeard clan and its allies, and live in Khaz Modan. Ironforge dwarves are stout and powerful, with short muscular bodies, and prefer tying their hair (male or female) in ornate braids.

Affiliation. Alliance. While the dwarves of Ironforge appreciate the fighting skill of the Horde, it is with grim eyes that they look upon the Orcs and their allies, the Trolls and the Forsaken.

Although the Dwarves have held dealings of commerce and diplomacy with the High Elves, they keep the people of Quel’Thalas at an arm’s distance. Humans, however, are the staunch and constant allies of the Dwarven people and find welcome, favor and kindness when in Dwarven lands.

Ability Score Increase. Your Strength score increases by 1.

Dwarven Combat Training You have proficiency with Firearms and explosives of all types, even if you do not have proficiency in Engineering.

Resilience You have advantage against poisons, and have resistance against poison damage. This does not stack with Stoneflesh, and is a constant bonus.

Male Names: Barab, Aradun, Thorin, Magni, Garrim, Wendel, Thurimar.
Female Names: Chise, Helge, Ferya, Furga, Krona, Imli.
Family Names: Thunderforge, Bronzebeard, Hammergrim, Thornsteel, Chunderstout.




An Elf is a member of one of the longest lived species on Azeroth known for keen perception, grace, and great spellwork. Elves were once believed to be the first race to awaken on Azeroth, but some ancient histories believe that Elves were originally Trolls that were transformed by the Well of Eternity.

Anatomy & Physiology

The Well of Eternity's arcane energies are the primary reason for the existence of the Elves, so it makes sense that they would be magical in nature. All Elves are exceptionally long lived and, at one point, were immortal, though most of the races have lost their immortality. Further, all elves possess glowing eyes.

Elves have several characteristics in common. All have unusually acute senses and are able to see clearly even in low-light conditions. As a general rule, Elves are also slim, athletic, and graceful. Furthermore, they all have large pointed ears that tend to be greeted with admiration or mockery by other races. Typically, Night Elves have longer ears than High and Blood Elves, whereas the latter's point upward rather than backward.

A characteristic of Elves on Azeroth are their unusual eyebrows, which extend beyond their faces, resembling either whiskers or antennae. It may only be speculated that this is due to the Elves extreme longevity.

The Schism

The ancient origin of the Elves is a legacy of tragedy and conflict, a series of events that has profoundly affected the development of the Quel'Dorei. The High Elves are a stark contrast to their nocturnal cousins, the Night Elves. Embracing the light of the sun and forsaking the night, the High Elves are the descendants of the very Elves who served Queen Azshara in the time of the Well of Eternity. The Night Elves regard the High Elven penchant for using arcane magic as careless, akin to a foolish child playing with fire. The schism that separates the Highborne Elves and the Night Elves is rather ancient, one so ancient that no amount of diplomacy or offerings of peace can soothe the scars of history. The High Elves, however, have had generations separating them from the Night Elves, and no longer care for the past. Problems between the races are usually clashes of personality, as neither tries overly hard to interact. The arrogance of the Highborne Elves led to the War of the Ancients and ultimately to the downfall of the golden age of Elven civilization. Through the reckless use of arcane magic, the Highborne Elves allowed darkness to seep into the world and corrupt Azeroth. They use the genetic phenomenon that modern Elves face as testament to their views.


High elves who embrace the path of religion take on the mantle of the Holy Light, sharing in the same faith as Dwarves and Humans. While this philosophy does not penetrate deeply into High Elven society, those who do follow the path of the Holy Light are much more approachable than most.

The Night Elves worship the Ancients, who are nature deities attuned to the forest and the hunt. Elune the moon goddess and Malorne the Waywatcher are the most prominent figures of worship. While Cenarius has died, and the Night Elves will never forgive the Orcs for this, his children live on and gain power each passing year. The Night Elves venerate the children of Cenarius as he was venerated, and perhaps one day these children of the slain demigod will aid the Night Elves in repaying the Orcs for the transgressions of the past.

Elf Traits

Your Elf character has a variety of natural abilities, the result of thousands of years of Elven refinement.

Ability Score Increase. Your Agility score increases by 2.

Age. Although Elves reach physical maturity at about the same age as Humans, the Elven understanding of adulthood goes beyond physical growth to encompass worldly experience.

Both High and Blood Elves typically claims adulthood around the age of 60 and can live to be 750 years old. A Night Elf on the other hand, claim adulthood much later and live up to five times than the other Elves (adulthood at 300 and live up to 3,750 years old). Before the destruction of the World Tree, the Night Elves were immune to aging effects.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.

Mystic Senses. Whenever you make any check related to magical items, lore, or spells, you are considered both proficient and having Expertise. You may apply double your proficiency bonus.

Keen Senses. You are proficient with the Perception skill.

Elven Combat Training. You have proficiency with the Longsword, Longbow, Rapier, and Shortbow.

Languages. You can speak, read, and write Common and Elven (either Darnassian or Thalassian). Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many musicians learn Elven so they can add Elvish ballads to their repertoires.

Subrace. Ancient divides among the Elven people resulted in three main sub-races: Blood Elves, High Elves, and Night Elves, Choose one of these subraces.



Blood Elf (Sin’Dorei)

Power! My people are addicted to it... a dependence made manifest after the Sunwell was destroyed.
                                                               -Kael’Thas Sunstrider

Following the Third War (Year 20), most of the High Elven population was slain during the Siege of Silvermoon and the Razing of Quel’Thalas. Prince Kael’Thas Sunstrider renamed his people the Blood Elves (Sin’dorei) following this terrible event.

With their homeland destroyed, their forests burned and corrupted, and their beloved sacred Sunwell sullied, the Blood Elves underwent mana withdrawal. Affiliation. Horde. Most of the blood elves have joined the New Horde, invited to do so by the Banshee Queen Sylvanas Windrunner.

Affiliation. Horde. Most of the blood elves have joined the New Horde, invited to do so by the Banshee Queen Sylvanas Windrunner.

Ability Score Increase. Your Intelligence score increases by 1.

Size. A high elf is usually a little over 6 feet in height and weighs between 100 to 175 pounds, depending on gender. Your size is Medium.

Blood Magic. You choose between Prestidigitation and Thaumaturgy Cantrip. When you reach 3rd level, you can also cast Detect Magic as a spell. When you reach 5th level, you can also cast the Mana Burn spell.

Intelligence is your spellcasting ability for these spells, and you use your mana pool for these abilities (even if you are not normally a spellcaster). While you use such abilities        (and after using them for one hour), your eyes glow a            Fel Green.

If you can already cast such spells (and have a sufficiently high caster level), they are always prepared for free.

Arcane Legacy. The Blood Elves are uniquely attuned to     magic. If you have levels in a spellcasting class, you          suffer no reductions to your number of prepared           spells, and have two additional points of mana (+2 MP) above your normal maximum. If you do not cast spells, you know an additional Cantrip, chosen from the wizard spell list. Intelligence is your spellcasting ability for this purpose.

Extra Language. You can speak, read, and write one                    extra language of your choice.

Male Names: Mariel, Athaniar, Anandor, Tharama, Viridiel, Malanior.
Female Names: Anarial, Freja, Driana, Coria, Alanassori, Azshara.
Family Names: Boughstrider, Dawnblade, Lightbringer, Morningray, Suntreader.

Optional Rule

Blood Elves are identical to High Elves in racial bonuses and names. However, their culture is more warped due to their insatiable thirst for vengeance. Most have abandoned worship of the Light, and their allegiances have also changed, and most suffer psychologically from extensive use of mana vampirism, due to the Sunwell’s corruption and subsequent destruction.

A GM is advised to consider applying the Arcane Withdrawal optional rule with Blood Elves (see Chapter 6: Powers and Magic).



High Elf (Quel’Dorei)

For Quel’Thalas!

As a High Elf, you hail from Silvermoon in Quel’Thalas or Dalaran. The Elves are slim, with sharp symmetrical features, often an exaggeration of perfect beauty. The High Elves are uniformly fair in complexion, with white to flaxen colored hair. Their eyes are incredibly intense in color, seeming to glow with an inner light. While many High Elves have blue or green eyes, violet and red are not unheard of.

Affiliation. Alliance. Most of the High Elves have placed themselves under a self-imposed exile, ashamed of the damage that they have wrought upon the world of Lordaeron with their abuse of Arcane Magic. While Humans still accept the High Elves because of the aid that both races provided each other during the most recent attacks of the Burning Legion, many of the other
races will only deal with the High Elves if absolutely necessary. This is especially true after the acts of
Kael’thas Sunstrider.

The Night Elves in particular, do not care for the company of High Elves and in some cases,
can be openly hostile toward their
sun-blessed brethren.

The passing of time may heal these
wounds, but the use of arcane magic
will always draw a rift between these
two breeds of Elves.

Ability Score Increase. Your
Intelligence score increases
by 1.

Size. A High Elf is usually
a little over 6 feet in height
and weighs between 100 to
175 pounds, depending on
gender. Your size is Medium.

High Magic. You know the
Prestidigitation Cantrip and can
cast it normally (even if you do not have access
to spells or Cantrips). When you reach 3rd level,
you can also cast Detect Magic as a spell. When you
reach 5th level, you can also cast the Mute spell.

Intelligence is your spellcasting ability for these spells, and you use your mana pool for these abilities (even if you are not normally a Spellcaster). While you use such abilities (and after using them for one hour), your eyes glow a pale blue. If you can already cast such spells (and have a sufficiently high caster level), they are always prepared for free. Arcane Legacy. The High Elves are uniquely attuned to magic. If you have levels in a spellcasting class, you suffer no reductions to your number of prepared spells, and have two additional points of mana (+2 MP) above your normal maximum.

If you do not cast spells, you know an additional Cantrip, chosen from the wizard spell list. Intelligence is your spellcasting ability for this purpose.

Extra Language. You can speak, read, and write one extra language of your choice.

Male Names: Mariel, Athaniar, Anandor, Tharama, Viridiel, Malanior.
Female Names: Anarial, Freja, Driana, Coria, Alanassori, Azshara.
Family Names: Boughstrider, Dawnblade, Lightbringer, Morningray, Suntreader.

Night Elf (Kal’Dorei)

The horn has sounded, and I have come as promised. I smell the stench of decay and corruption in our land. That angers   me greatly.
                                                                  -Malfurion Stormrage

As a night elf, you hail from Darnassus in Kalimdor. The race’s prominent eyebrows, long pointed ears and natural aspects imply a feral grace. Skin tones range from pale white to blue or even ruddy red and their hair ranges in color from bright white to woodland green to lustrous black.

Affiliation. Alliance. The Night Elves are members of the Alliance, but they are not the most trusted or highly regarded members of this group of races. Although   honorable and just, the Night Elves' natural distrust has   tainted their relations somewhat. Combined with their     mystical appearances and mysterious natures,        interactions with other races become uncomfortable at          times. There is a strong streak of isolationism in the           Kal'Dorei, for they are uncomfortable leaving the             verdant mists of Teldrassil.

Size. Night Elves are imposing in stature, males
being on average 7 feet tall. Male Kal'Dorei
are very muscular, with broad chests and
shoulders, indicative of the strength that
lies within both their minds and bodies.
Female Night Elves are lithe and           
curvaceous, yet still muscular and         

Ability Score Increase.Your      
Spirit score increases by 1.       

Nature Resistance. You have
advantage on saving throws
against poison, and you have
resistance against poison and
electricity damage.                    

Mask of the Wild. You can        
attempt to hide even when you are
only lightly obscured by foliage, heavy rain,
falling snow, mist, and other natural phenomena.

Shadowmeld. When you are in dim or dark light, you gain advantage on Stealth checks, and can Hide as a bonus action.                                                                                            

Male Names: Ilthilior, Mellitharn, Khardona, Andissiel, Mardant, Tanavar.
Female Names: Keina, Deliantha, Meridia, Freja, Alannaria, Nevarial.
Family Names: Moonblade, Glaivestorm, Proudstrider, Oakwalker, Nightwing, Staghorn.




Draenei (meaning Exiled Ones in uncorrupted Eredun) are a faction of pure Eredar who fled their home world of Argus to escape the corruption of the demonic Burning Legion. Led by Prophet Velen, they traveled throughout the cosmos in search of a safe world to settle on, eventually landing on a planet they would come to call Draenor (Exile's Refuge). For centuries, the Draenei lived in relative peace with Draenor's native Orcs, until the Burning Legion found them. As the Orcs were corrupted by the Legion and formed the original Horde, the Draenei were slaughtered en masse and driven into hiding. Eventually, they managed to escape Draenor on the Exodar, a vessel of the Naaru fortress of Tempest Keep, crash-landing on Azeroth.

Anatomy & Physiology

Draenei are 7–8 feet tall. They are physically different from the Eredar of the Burning Legion. Their skin appears in most shades of color between very pinkish-white to light blue up to dark violet. They have fangs and their blood is also blue.

Draenei males have tendrils coming out of their chin and a fan-like forehead plate which rises and overlaps other forehead plates behind it. They have large tails which are held erect by developed muscle structure. The female of the species exhibits marked differences, rather than the forehead plates featured on the male, they have vaguely horn-shaped cranial extensions that extend over the upper cranium and end on either side of the crown. Female cranial tendrils sprout behind the ear and are typically
long enough to reach the shoulders. Their tendrils are thinner than the male's. Female Draenei tails
are shorter and have a lower muscle density. In both genders, the hooves are relatively large, in contrast
to the more compacted hooves of their demonic counterparts.

While most Draenei have a glowing blue eye color,
there are some that have been seen with a glowing
purple hue. Since these examples are either Paladins
or Shaman, there doesn't seem to be anything that causes
this color difference that's out of the ordinary (such as practicing Void magic or the like). When draenei die, the glow will fade away.


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, though they were sometimes repurposed to power small towns in emergencies. Arkonite is a powerful source of arcane energy.

The engineers of the Draenei are known as the Artificers. The Artificiers 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, such as Tempest Keep and its satellites, were not created by the Draenei themselves. They are actually an example of Naaru technology.


Though the Draenei rely on the Prophet Velen's leadership and guidance, the administration of the Exiled Ones society on Draenor was run by the Council of Exarchs. This body, called the Hand of the Prophet and was formed by the heads of various fields of Draenei society and they voted on bureaucratic matters.



Draenei Traits

Your Draenei character has a variety of natural abilities, the result of thousands of years of Draenei refinement.

Ability Score Increase. Your Strength increases by 2, and your Spirit increases by 1.

Age. A typical Draenei claims adulthood around 100 years old, and can live to about ten thousand years.

Size Your size is Medium.

Affiliation Alliance or independent. The Draenei's quest to undo the evils of their Eredar brethren and their own strong affiliation and association with the Holy Light and the Naaru leads them to incline with Azeroth's first Holy Light wielders (Humans and Dwarves). However, they are notoriously neutral in political issues regarding    interaction between the two factions, preferring to         focus on crusades against the Burning Legion and   demonic incursions, and usually swing between     sympathy to demon-touched Orcs, the Forsaken, and       the Blood Elves, or hatred of them. Focusing on       building the prophesized Army of Light, the Naaru          have their sights set tomorrow, and are usually                 very goal-oriented.

Speed. Your base walking speed is 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.

Heroic Presence. You can inspire yourself or          others through your mere presence. To do so, you use         a bonus action on your turn to choose one creature       (even yourself) within 60 feet of you who can see or       hear you. That creature gains one Heroic die, a d6.

Once within the next 10 minutes, the creature              can roll the die and add the number rolled to one          ability check, attack roll, or saving throw it makes.            The creature can wait until after it rolls the d20           before deciding to use the Heroic Presence die,                but must decide before the DM says whether                      the roll succeeds or fails. Once the Heroic                Presence die is rolled. it is lost. A creature                          can have only one Heroic Presence die at                                a time.

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

Gift of the Naaru. You can use your bonus action to channel holy energy, casting the Renewing Light spell        as if cast as a 1st level spell. This can be used once         until a short or long rest.

At 6th level, you gain another use of the ability or     choose to heighten the spell’s effective level to a 3rd        level spell. You can make the same choice at 11th             and 16th levels (4th or 5th level, or additional                 uses). While a creature benefits from this ability,              they have a glowing blue sigil above their forehead (shedding light equal to Dancing Lights).

Shadow Resistance. You have resistance to Fel damage.

Gemcutting. You are proficient with the jewelcrafting kit.

Languages. You can speak, read, and write Common and Eredun. The Eredun Draenei speak is an altered dialect that is less corrupt, and thus does not impose penalties when speaking.

Male Names: Kozza, Shunn, Thylon, Velen
Female Names: Fetwa, Daalny, Corevva, Tanmatra
Family Names: Draenei do not have family names, but take a title according to their deeds.




The Gnomes are a race of diminutive and highly intelligent humanoids, known for their mastery of technology. They were originally descended from Mechagnomes, metallic Titan creations, who were affected by the Curse of Flesh. The early Gnomes eventually found their way to Khaz Modan, where they founded the capital of Gnomeregan and became allies with their nearby Dwarven cousins. For years the Gnomes were based in Gnomeregan, providing technological support to the Alliance during the Second War, until a Trogg invasion and treachery from within irradiated Gnomeregan and killed as much as eighty percent of the Gnomish population. The Gnomes were forced into exile in Tinker Town in the Dwarven capital of Ironforge.

Anatomy & Physiology

Gnomes are small, slight and nifty. They somewhat resemble Dwarves, but are even shorter, not as stocky, and have large heads in proportion to their bodies. They have large noses and ruddy skin, their ears are large and rounded, and their hair color varies wildly, some even having pink or green hair. They have four fingers, three fingers, one thumb on each hand, and five-toed feet. They are often seen with goggles, tool belts and other items related to their technological inclinations.


Gnomes place their loyalty in themselves, in their friends, and in their inventions. A few follow a loftier path and pay their respects to the Holy Light. Since the Ironforge Dwarves recent discovery of their titanic origins, the Gnomes think that they too may be products of the Titans, a theory confirmed by the accidental discovery of the Mechagnomes. Some female Gnomes have been known as members of the Sisters of Steel that have shown abilities to turn their flesh to stone or steel.


Gnomes tend to design fairly complicated devices that are relatively safe. Gnomes are in many ways commensurate organizers. A Gnome can spend as much time organizing and planning a project as they do actually working on it. If the design fails, they try to learn why and fix it if they can. If they meet with success, they will continue to tinker with it and improve the design, often for years afterward.

Gnomes are innovative thinkers and are responsible for a vast variety of inventions, including more than a few that are commonly attributed to Dwarves. Although a diminutive people, Gnomes think big, often producing designs far too complex to ever be realized. To Gnomes, technology is a way of life. Even Gnomes who take on other trades often tinker in their spare time. Because of their innate curiosity, they produce a wide variety of devices that are interesting or amusing but otherwise useless or impractical.

While others might shake their heads at such folly, the Gnomes value all invention, no matter how unimportant it might seem.

Gnomish Traits

Your Gnome character has a variety of natural abilities, the result of thousands of years of Gnomish refinement.

Ability Score Increase. Your Intelligence score increases by 2, and your Stamina increases by 1.

Age. Adulthood at 40, can live up to be 500.

Affiliation. Alliance. Gnomes are great friends of the Ironforge Dwarves and have fought and died alongside Human soldiers. They are wary of the High Elves, but so is everyone else, so they don’t feel too bad about that. They battled the Horde in the Second War and have a bit of a grudge against Orcs, but Gnomes are a kindly and forgiving lot and are willing to give the Orcs a second chance.

Size. Gnomes range from between 3 to 4 feet tall and average around 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Darkvision. You have superior vision in dark and dim conditions. 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.

Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you have expertise instead of just proficiency.

Escape Artist. You have advantage on all saving throws to escape grapples, bonds, or other movement-restricting abilities or effects that hamper your freedom of movement.

Extra Language. You can speak, read, and write one extra language of your choice.

Tinker. You have proficiency with the Engineering skill.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish the script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Male Names: Kiggle, Grobnick, Kazbo, Hagin, Snoonose.
Female Names: Beggra, Nefti, Sorassa, Gamash.
Family Names: Spinpistol, Airslicer, Bombtosser, Greatgear, Mekkatorque.




The cunning Goblins are small green creatures from the isle of Kezan. Their love of money, explosives, and technology leaves them to be a very dangerous race, both to their enemies and themselves. Most Goblins have a neutral standpoint, preferring to sell their contraptions, knowledge and services to other races.

A number of trade princes rule over the various Goblin holdings around the world. Though the trade princes all live in the Goblin city of Undermine on the Isle of Kezan, they each control their own private armies and trade fleets. In turn, each controls rings of trade, mining, deforestation, slave rings, and poaching. A notable trade prince is the ruthless Trade Prince Jastor Gallywix who rules the Bilgewater Cartel under his iron fist.

Anatomy & Physiology

Goblins are slight and wiry, averaging 4 feet in height. They have three fingers and one thumb on their hands and four toes on their feet. Goblin noses grow larger as they age and apparently they have green blood.

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


Though once nothing but fodder for more taproom banter, Goblin inventions have shown their worth in recent years. They're particularly fond of tinkering with mechanical things, alchemy, and explosives. Their love of mechanics often places them into direct competition with Gnomes who enjoy similar devices.

Even with the malfunctions and explosions that occur (not as frequent as tavern chatter suggests, but far from rare), Goblin technology is proving to be of a quality that rivals the Dwarves and their firearms.

While other races often try to build reliable machines that would stay for grandchildren, Goblin aims for device of the marginally bearable reliability that should only last enough to make its construction reasonable. Weird as it is, this approach allows to build more machines, or to build a more complex and powerful machine using the same time and resources.


The Goblins have taken to the role of merchant with a vengeance, and now it's hard to travel for more than a day or two without stumbling across a Goblin shop of some size. Goblin zeppelins fly across the continent, delivering goods, supplies, messages and passengers from one shop to another. Rumors say that if someone want to buy something from a Goblin and he doesn't have it in his shop, he can have it on the shelves within a week.

Goblin shops can be found nearly anywhere on Azeroth, seemingly regardless of whether or not there are towns nearby and heedless of dangers such as the Scourge. The goblins will sell anything to anyone, at only slightly inflated prices.

Goblinoid Traits

Your Goblin character has a variety of natural abilities, the result of thousands of years of Goblinoid refinement.

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma increases by 1.

Age. Goblins typically reach adulthood around 20 years old, and live to be 100 years old.

Affiliation. Independent or Horde. Goblins hired themselves out to the Horde in the Second War, but now they belong only to themselves and whoever pays the most. Constantly building and inventing requires massive resources, both for creating the machines themselves and maintaining those that actually work.

Gnomes and Goblins have always been rivals — though whether this rivalry is a friendly or brutal one depends on the individuals involved.

Size. Goblins range from between 3 to 4 feet tall and average around 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Trader’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Best Deals Anywhere. Anything you purchase costs 10% less, and anything you sell grants you 10% more of its value. You gain proficiency with the Charisma (Persuasion) skill.

Living Better. You have proficiency with the Alchemy skill. You can create alchemical mixtures as if you had one level in any spellcasting class you choose. If you later gain levels in a spellcasting class, you may reference said spellcasting spell list for alchemical recipes. This level does not actually allow you to cast spells, only to know them enough to create alchemical mixtures of such spells.

Tinker. You have proficiency with the Engineering skill.

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

Male Names: Zautso, Beedle, Chizbolt, Nuzak, Jastor, Jareth.
Female Names: Lystis, Mefeero, Sazai, Rossa.
Family Names: Steamgear, Boltnose, Manclamp, Leafgrinder, Gringott, Gallywix




Undead Humans and Elves freed from the Lich King’s control during the Third War, the Forsaken are a strange and dark force. Their objectives are twofold: eliminate the Scourge, and establish a place for themselves on Azeroth.

Years ago, the High Elven Ranger General Sylvanas Windrunner fell in combat against the Scourge. Prince Arthas raised her as a banshee and compelled her to follow his command. When the Lich King’s power waned in the incidents surrounding the Frozen Throne, Sylvanas harnessed her fury and tore herself free from his grasp. She freed many other Undead as well, and recruited powerful allies from the Burning Legion and the surrounding Ogre clans. Sylvanas dubbed her new force the Forsaken, and the Undead established their capital in the labyrinthine crypts beneath Lordaeron’s capital city. Their sprawling, subterranean realm is called Undercity. As a Forsaken Undead, your alliance with the Horde started out as necessity and convenience, and your previous life bears witness to the many tragedies of Azeroth’s reality. Needing both time and help to fight against their former Scourge masters, the Forsaken have a reputation of utter ruthlessness, Human experimentation, and moral ambiguity.

Anatomy & Physiology

Forsaken, unsurprisingly, look like dead people. Their skin is gray and rotting, showing bone and flesh in places. Their pupil-less eyes glow with dim, white ghostlight. Their muscles are withered, making them scrawny. Their movements are slow but jagged. Forsaken hardly ever smile (unless their lips have rotted away - in which case they can appear to be smiling all the time). Necromantic magic keeps them somewhat preserved, but natural decay still proceeds, just slower than normal.

Forsaken cannot naturally sleep or dream. However they require resting. Forsaken do feel the need to breathe, though they can last at least a dozen days without taking a fresh breath of air. As they are undead, they don't need air to live. This also means it is impossible for them to drown. Some Forsaken can speak through magical means despite having harmed jaws.


Forsaken, have Ichor of Undeath running through their bodies. 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 their affliction, undead also suffer from an addiction to terrible vices that the Lich King instilled in them in order to produce vile and inhumane monstrosities. Forsaken undead have a hungering for living flesh. If they do not Cannibalize regularly, they begin to suffer wracking pains that could drive them into a mindless, blood-seeking hysteria.


Even as they believe they have been abandoned by their faith, so have the Forsaken abandoned the faiths of their living days. Many no longer cling to any religion, placing their faith in their queen and their dark science. Most, however, have embraced new philosophies of their own creation: the Forgotten Shadow, the Echo of Life, or the simple value of knowledge.

Priests of the Forgotten Shadow believe that the faiths they held in life have failed them, and so they instead rely on the power and teachings of the Shadow. The members of the Cult vary between lawful and chaotic, evil and neutral and are taught to eradicate anything having to do with the Holy Light and life in general. It is also a philosophy of divine humanism.

The Forgotten Shadow Cult teaches that there must be a balance between Light and Shadow, and while they should never forget that they are from the Shadow, members of the cult must learn the Light as well. Being intelligent undead, the Forsaken fully understand the limitations and vulnerabilities associated with unlife. One of these disadvantages is that they can be turned, rebuked or even commanded by powerful positive or negative energy forces. Naturally, the Forsaken are always on the lookout for ways to limit or negate this vulnerability.



Forsaken Traits

Your Forsaken character has an assortment of inborn abilities, part and parcel of Undead nature.

Ability Score Increase. Two different ability scores increase by 1.

Age. Forsaken are Undead, and thus do not age and only die of violence, poisons and diseases that can affect the Undead.

Affiliation. Horde or independent. Though the Forsaken do not trust anyone and no one trusts them, they are members of the Horde and, for now, do their best to help their allies and placate their ambassadors. Forsaken have even less love for the Alliance, particularly because
they clash constantly with the Human organization
called the Scarlet Crusade. Some have thrown
their lot with the Burning Legion, believing
that only it is potent enough to defeat the
Lich King.

Size. Forsaken vary based on their original form
before death, those who were medium before
death are medium as Forsaken.

    Shadow Resistance. You have resistance to Fel damage and bleed effects.

Will of the Forsaken. You are immune to charm, fear, and sleep effects, and have advantage on all mind-affecting spells of descriptors other than the above.

Cannibalize. You can consume the corpse of any natural creature as part of spending a hit dice to heal yourself. Eating a creature takes a minute, and allows you to gain 50% increased benefit from spending a hit dice. A natural creature may be cannibalized once before their corpse becomes unusable.

Forsaken Alchemy. You have proficiency with the Alchemy skill. You can create alchemical mixtures as if you had one level in any spellcasting class you choose. If you later gain levels in a spellcasting class, you may reference said spellcasting spell list for alchemical recipes. This level does not actually allow you to cast spells, only to know them enough to create alchemical mixtures of such spells.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one extra language of your choice, typically based upon the language you spoke before being turned into a Forsaken.

Male Names: Roderick, Magan, Danforth, Lansire.
Female Names: Yellen, Limmy, Sarias, Mierelle.
Family Names: Dartfall, Blacksling, Ghoulhunter, Blastlich.

Special Rule

You count as Undead for the purposes of healing spells and effects that target Undead, or Living, whichever is most disadvantageous. For this purpose, you cannot be healed by the Holy Light spell, but you are healed by the Death Coil spell, and can be targeted by the Death Pact and Protection from Good and Evil.

You may declare whether or not you are of Elven or Human origin before you rose, and are counted as being Elven or Human much for all intents and purposes that specify race (such as gaining use of Elf and Human specific weapons).




Humans are a resilient species native to the world of Azeroth. Recent discoveries have shown that Humans are descended from the barbaric Vrykul, Half-Giant warriors who live in Northrend. Early Humans were primarily a scattered and tribal people for several millennia, until the rising strength of the Troll Empire forced their strategic unification.

After several centuries of peace, 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, fled to Lordaeron, where the leaders of the seven kingdoms resolved to unify once again in the Alliance. Joined together, they succeeded in defeating the Horde during the Second War.

When the Burning Legion struck, Humans accepted other races into the Alliance and secured a costly victory during the Third War.

Though humans are among the younger races on Azeroth, they have faced many challenges with fortitude and resilience. Their continued ability to adapt and rebuild has made them a vital force in an ever-changing world.

Anatomy & Physiology

Humans come from many backgrounds and show great physical variety among all the races. Humans skin ranges from dark to light and may have tones of other colors. Their eyes are blue, brown, green, gray, or hazel. Human hair is brown, black, blond, or red. Men often grow short beards and women commonly wear their hair long. Humans are 5–6,5 feet tall and weigh about 180 pounds, with men noticeably taller and heavier than women.

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 is varied, 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.


Humans follow the Holy Light. Cathedrals and churches stand in their cities, and their priests preside over followers, heal the wounded, soothe the weary, and crusade against what they consider evil. Humans have an order of holy warriors, Paladins, who follow the Holy Light and crush evil and chaotic beings in its name.

Before Arathor and the rise of the Holy Light, the ancient Human tribes had primitive nature-based religions with some common ties to Druids, though they were not Druids themselves. Today, only the harvest-witches of Gilneas remain of this old religion, as Gilneas's relative isolation from the other kingdoms has kept it going.


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.

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.

Human traits

It's hard to make generalizations about Humans, but your Human character has these traits.

Ability Score Increase. Two different ability scores increase by 1.

Age. Humans reach adulthood at the age of 15. and live up to be 80.

Affiliation. Humans tend toward no particular alignment. The best and the worst are found among them. Most are loyal to the Grand Alliance, but there are pockets of independents, horde-allied, or even those tied to the Burning Legion or Scourge as demon-worshipping Warlocks and Scourge-following Necromancers, respectively.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Skillful. You gain proficiency with one skill or tool of your choice.

Feat. You gain one feat of your choice.

Every Man for Himself. You have advantage on any saving throw versus effects that hinder movement or control over your body, mind, or actions (such as charms, paralyzing effects, slowing effects, and fear effects).

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Male Names: Merander, Gyram, Derrick, Hebry.
Female Names: Lilla, Merian, Richelle, Ammi.
Family Names: Renn, Townguard, Silversmith, Runetouch.






The Orcs are one of the most prolific races on Azeroth. Originally hailing from the harsh, alien world of Draenor, the Orcs were once a noble shamanistic people cultivating a mighty tribal society that was centered around survival, regulating themselves through ritualized combat and personal honor. Tragically betrayed by one of their spiritual leaders and delivered into the hands of the Burning Legion, the Orc clans fell deep into demonic enslavement and were led into Azeroth as an unholy vanguard of the Legion meant to destroy everything in their path.

Yet, the shamanistic tradition of the Orcs managed to rekindle from the ashes, and a young Shaman by the name of Thrall arose to become a living symbol of his people's true identity in their darkest hour, causing many of the Orcs to rise up against their demon masters and break free from their control. Several of the Orcish clans that had existed on Draenor since ancient times reemerged and were united under Thrall's guidance, and the Shaman Warchief led the Orcs out of the Eastern Kingdoms they had been forced to invade and into the continent of Kalimdor, in order to begin a new existence for themselves and their newfound allies. There, they founded the nation of Durotar and the great city of Orgrimmar.

Today, the Orcs of the Horde are a redeemed people who have reclaimed their destiny from dark influences, fighting no longer for the sake of destruction but for their very right of survival in their adopted world.

Anatomy & Physiology

An Orc's face would be described by some races of Azeroth as monstrous, their hideousness comparable to that of Trolls. 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, much like their Troll allies.

Orcs come in all shapes and sizes, ranging from the short, pitiable peon to the hulking grunt. The average male Orc height is 7 feet tall, while the females stand at an average of 6 to 6.5. Males, particularly warriors, are often hunched to variable degrees, though others stand straight and tall. 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, warriors and spell-casters alike, and regardless of gender.


Originally, all Orcs were brown-skinned, ranging from a bark-like brown to reddish-brown. However, their bodies reacted to their exposure to Warlock magic once it was introduced by Gul'dan. All Orcs with Warlocks in their clan found their skin slowly turning green before they were ever offered the blood of the demon Mannoroth.

The first Orcs to drink the blood of a pit lord rapidly completed their transition to green skin. Further drinking the blood, or possibly the blood of any demon, will change their skin again from green to scarlet, transforming them into Fel Orcs. Orcs that drink Mannoroth's blood obtained gray marks in their green skin. Through certain rituals this state is reversible, not only restoring the Orc’s sanity but their previous green tone as well. No green-skinned Orc has ever managed to return to a completely uncorrupted state.


The origin of shamanism among the Orcs remains a mystery. As far back as Orcish history has been recorded, Shaman have been mentioned. Learning to speak with the elemental spirits of Draenor was a pivotal achievement in destiny the Orc clans. Many clans claim the mythical "First Shaman" arose from their ranks, but the truth is that no one is sure of his or her allegiance.

Orcs instinctively revere the rugged forces of the natural elements, and as such, Shaman are held in high regard. They generally have a close relationship with the nature elements and angering them is considered a grave offense. Over the ages, Shamans like Thrall have communed with these spirits and, through patience and dedication, learned to soothe roaring infernos, bring rain to sun-scorched lands, and otherwise temper the elementals' ruinous influence on the world of Azeroth.

In Orcish culture, any Shaman that has been spoken to by the spirits is given equal respect and honor regardless of age or experience.


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.

Yet regardless of their clan affiliations, Orcs prize honor over all other things in life, first to bring honor to their clan (and by extension, the Horde) 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. The Orcs and Tauren have become fast and unswerving allies because the tauren gladly offered the Orcs shelter in a strange new land as well as their assistance regardless of the cost to themselves.


The Mak'Gora means "Duel of Honor" and is an Orcish custom whereby someone may challenge a superior for leadership. This ritual is commonly associated with the position of Horde Warchief, but it can apply to a group of any size.

  • Each participant is allowed one weapon.
  • Body armor is forbidden.
  • Each participant must have at least one witness.
  • Traditionally, it is to the death.
  • If both participants refuse to fight one another, they are banished from the clan or their respective clans.



Orcish Traits

Your Orc character has certain traits deriving from your Orcish ancestry.

Ability Score Increase. Your Strength score
increases by 2, and your Stamina increases by 1.

Age. Orcs mature and age a little faster than
Humans, reaching adulthood around the age of
20 and rarely live up to be 100 years old.

Affiliation. Horde. Thrall formed the Horde
with determination and sheer will, and
created an alliance of races that has shaken
the foundations of the world to its core.
Having destroyed the legacy of Grom
Hellscream by bringing the Orcs out of the
depths of demon worship and servitude to
unseen powers, Thrall rules the Horde in
Kalimdor with wisdom and temperance.
The Orcs are as much a part of the Horde
as the Horde is part of what the Orcs
have become.

Size. Orcs are somewhat larger and
bulkier than Humans, and they range from 5
to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have superior vision in
dark and dim conditions. 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.

Menacing. You gain proficiency in the
Intimidation skill.

Battle Rage. You can rage as a level 1 Barbarian.
If you gain levels in Barbarian, you increase
the total times per long rest you can rage by 1.

Relentless Endurance. When you are reduced
to 0 hit points but not killed outright, you can drop
to 1 hit point instead. You can’t use this feature again
until you finish a long rest.

Orcish Combat Training. You have proficiency with all Axes, Orc Attack Claws, and the Shortbow.

Languages. You can speak, read, and write Common and Orcish. Orcish is a harsh, grating language with hard consonants.

Male Names: Grom, Thrum, Drog, Gorrum, Harg, Thurg, Karg.
Female Names: Groma, Hargu, Igrim, Agra, Dragga, Grima.
Family Names: Doomhammer, Deadeye, Foebinder, Elfkiller, Skullsplitter, Axeripper, Tearshorn, Fistcrusher.




The enigmatic Pandaren are one of the most elusive races of Azeroth. Long ago, the Pandaren were the slaves of a cruel race known as the Mogu, until they successfully staged a revolution, establishing their own empire in the process. During the Great Sundering, the last Pandaren emperor sealed their homeland away behind a veil of mist, hiding Pandaria from the outside world and leaving their culture to flourish free of influences from the outside world.

A second civilization of Pandaren dwell on the back of the giant turtle known as Shen-zin Su, who travels around Azeroth's seas. Millennia after the Sundering, a Pandaren by the name of Liu Lang set out to explore the world on Shen-zin Su, returning each year to Pandaria to pick up more adventurers to join him on the back of his ever-growing companion. Eventually, the turtle grew large enough for entire buildings and towns to be constructed upon his back, and the Pandaren began referring to him as the "Wandering Isle".

Shortly after the Cataclysm ravaged Azeroth, the protective mists surrounding Pandaria dissipated, and before long, Alliance and Horde warships arrived on the continent, causing the native Pandaren to become involved in the conflict between the two factions.

Anatomy & Physiology

Pandaren are humanoid bears, generally between 5 and 6 feet tall, 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. They have paws for hands and feet, with three fingers, a thumb and three toes. Each 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 red-and-white females.

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


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.

          However, it takes a great deal to get a Pandaren          wound up. On mainland Pandaria, negative emotions                                       such as fear, anger, or despair can                                                 literally take on a physical form                                                    and stir up trouble. For this                                                    reason, Pandaren emphasize                                                   and cultivate a quiet life of                                                  inner harmony and focus.                                                 Conflicts, no matter how bitter,                                                 are quickly forgotten over cold                                              drinks once the matter is                                           resolved. The Pandaren sense of                                         inner peace and love of life is                                      infectious. Spend any significant time                                  with a Pandaren and you, too, can’t help                              but get lost in the moment.




Pandaren have a fierce and deep belief in the connection of the material and spiritual worlds. In many ways their faith mirrors the ancient beliefs of the Night Elves and the tribal beliefs of the Tauren, Troll, and Orc races.

However, Pandaren veil their beliefs in the trappings of a mystical and ancient method called Geomancy. Geomancy teaches that the land is a reflection of the spirits, but that spirits are also a reflection of the land. The pandaren follow a shamanistic faith, worshiping the Earth Mother. They are true Geomancers, drawing their holy power directly from the Earth Mother. They also follow a new philosophy (new to the other residents of Kalimdor, of course), they are a society that reacts, instead of acting first. They claim to be the water that flows around a rock. The water does not push the rock out of the way, it merely goes around it. They use this uncomplicated way of thinking in their everyday life.

If they set their minds to a task, and they fail, then they believe they went about it the wrong way and try again. They do not mourn for failures, believing that they simply have mapped out improper ways to do things and they will know better next time. This philosophy seems simple, but the Pandaren apply it to every aspect of their lives, from brewing beer to adventuring. They are calm, affable types who will extend the hand of friendship to a stranger on the road, but if the stranger is hostile, the hand of friendship can quickly turn into an excruciating joint lock.

Note For the GM.

Pandaren are a very unusual race to encounter, generally. Before the Shattering took place (An event during the Cataclysm era, that make the mist abruptly vanished) in the year 28 after the first war, Chen Stormstout was the only known Pandaren in Azeroth.

If the GM and player want to introduce this race earlier, it is surely possible (with some explanation to how the character ventured so far from their homeland). This Pandaren must come from the Wandering Isle, a massive island on the back of a giant turtle, known to the Pandaren as Shen-zin Su. The residents of Isle have lost contact with their mist-shrouded homeland.

Pandaren Traits

Your Pandaren character has an assortment of inborn abilities, part and parcel of Pandaren nature.

Ability Score Increase. Your Stamina score increases by 2, and your Spirit by 1.

Age. Pandaren reach adulthood on about the age of 80, and can live up to be 350.

Affiliation. Independent, Horde, or Alliance. Pandaren drift across affiliations, doing whatever they wish and making friends in either sides.

Size. Your size is medium. Pandaren average 5 1/2 feet in height, and make assured and precise movements, despite them often reaching the weight of 400 pounds.

Speed. You have a base walking speed of 30 feet.

Inner Peace. You are proficiency with the Insight and Perception skills. In addition, while you are wearing light or no armor, you gain +1 to Armor Class.

Bouncy. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Stamina modifier.

Tavern-Brawler. You are proficient with improvised weapons such as kegs and chairs, and can deal 1d4 plus your Strength with unarmed strikes. Whenever you make an unarmed attack, you can use a bonus action to make an attempt to grapple them. If you gain the ability to improve your damage dice with unarmed strikes, the dice improves to d6.

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

Male Names: Huojin, Aiguo, Dac Kien.
Female Names: Jinjing, Xueyou, Ling, Vuong.
Family Names: Stoneclaw, Firespear, Silentrunner, Winterwalker, Rainsword, Brewscroll, Whitebrow.




The Tauren (Shu'Halo in their native language) are a race of large, bovine humanoids who dwell on the great plains of Central Kalimdor. For countless generations, they were constantly harassed by the violent Centaurs, who forced the Tauren into a nomadic lifestyle in the harsh Barrens. However, during the Third War and the Horde's invasion of Kalimdor, the Tauren and the invading Horde became allies, and the Horde aided the Tauren in driving off the Centaurs from the sacred lands of Mulgore. High Chieftain Cairne Bloodhoof established the capital city of Thunder Bluff, and to this day the Tauren remain one of the most stalwart allies of the Horde.

The Tauren are a peaceful and honorable people, that nonetheless are fierce fighters when roused. Hunting and shamanism are held in high regard in their culture, as is their worship of the Earth Mother and respect for the land.

Anatomy & Physiology

Tauren are described as half-bovine beings and are known to have a very large bulk and weight, long tails, bipedal hooves, and only three fingers per hand. Both males and females have horns of varying size and shape.

Tauren are large, muscular humanoids and bovine in appearance, complete with hooves and horns. They weigh anywhere from 400 to 800 pounds. 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.

Tauren are much larger than other races. females are 9 feet and males are 10 feet tall on average.




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. The Shu'Halo people 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.


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 of the Old Gods, 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".

Last Rites

The Tauren do not bury their dead. 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.

Once the proper rites have been performed, the spirits of the deceased join the Earth Mother to find peace. The cremated Shu'Halo are said to become one with both the Earth Mother and Sky Father, who welcome the dead.

The Dawnchaser Tribe believes that honored ancestors who gave their own lives to save, or create, other lives become Yeena'e ("those who herald the dawn" in Taur-Ahe) spirits who aid An'She in announcing the coming of dawn.

Tauren Traits

Your Tauren character has certain traits deriving from your Tauren ancestry.

Ability Score Increase. Your Strength increases by 2 and your Spirit by 1.

Age. A Tauren typically claims adulthood around the age of 50 and can live to be 150 years old.

Affiliation. Horde. When the Tauren first encountered the Orcs of Thrall’s Horde, they recognized them as spiritual brethren. No other race shared such a similar outlook on the world, and the Shamans of both races met frequently to discuss the matters of the spirit world. While the Tauren see the Orcs and Trolls as potential friends to welcome, they rarely trust the Forsaken with more than a nod and a place to set their withered feet.

Size. You are Medium sized.

Speed. You have a base walking speed of 30 feet.

Gore. You can use an attack action to make a gore attack with your horns. It is a melee unarmed attack that deals 1d8 piercing damage plus your Strength modifier. When benefitting from your plainswalker bonus to speed, your first attack with a gore can knock an enemy prone (as a push). The DC is equal to your Warstomp DC.

Self-Mastery. You have proficiency in either Spirit (Nature) or Spirit (Perception), and proficiency with the Herbalism skill.

Plainswalker. You have advantage when making any check to recall a path you have traveled, or to guide yourself and others through any terrain to find food, natural foes (or avoiding them), or shelter. Also, if using the Dash action three times in a row, you gain a +20 bonus to your base speed until you stop dashing.

War Stomp. You can stomp the ground with your hooves as a bonus action, creating a shockwave. All creatures within five feet from you must perform an Agility saving throw, (DC 8 + your proficiency bonus + Strength) or be knocked prone, and take 2 (1d4) points of bludgeoning damage.

This can be done once per Proficiency bonus, and you regain all uses after a short rest. The damage increases by 1d4 for every two points of Proficiency bonus (maximum 3d4 at Proficiency +6).

Languages. Common, Taur-ahe. The language of the tauren is often harsh and low sounding, which is reflected in the names of their children.

Male Names: Azok, Bron, Turok, Garaddon, Hruon, Jeddek.
Female Names: Argo, Serga, Grenda, Beruna, Halfa.
Family Names: Darkthorn, Thunderhoof, Stormhorn, Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker




Trolls (aka Trollkind) are a diverse sapient race that can be found in every part of Azeroth. They are one of the earliest non-Titanforged races of Azeroth. The Trolls are separated in Tribes, each tribe has deference characteristics, both in appearance and in ideology.

Anatomy & Physiology

Trolls average approximately 8.3 feet for males and 7.2 feet for females. They are one of the tallest mortal races on Azeroth. Trolls are often lanky, and muscular. They have both Elven and Orc-like characteristics with their fierce fangs and long ears. Their long arms, strong legs and quick reflexes make them adept hunters. Trolls have only two fingers and a thumb on their hands, and they have only two toes on each foot. Like the Tauren, Trolls do not wear standard shoes or boots, although while Tauren are unable to do so because of the shape of their hooves, Trolls are simply more comfortable barefoot.


Trolls in general are very isolated beings. Most Trolls, excluding a few tribes (one such being the Darkspear), don't speak any of the common languages. Wild Jungle Trolls and Coastal Trolls are territorial and hostile toward Trolls of other tribes. They are highly tribally spiritual. The center of a tribe's spirit is the tribe's priest or superior hunter.

Uncivilized trolls live all across Kalimdor and the Eastern Kingdoms. The jungle near Booty Bay in the Eastern Kingdoms is infamous for its many aggressive Jungle Troll inhabitants.

However Trolls willing to fight and work for travelers and armies in exchange for gold are not unknown. Arthas and the Alliance used Troll Mercenaries on a mission in Northrend. The Shadowtooth tribe also assisted in defense of the World Tree.


The Troll belief system is complex, full of dark spirits and primal, often animalistic gods known as loa. Countless loa exist, most weak, but some very powerful. Most are shapeless, whereas others have animal or creature forms. Troll families often worship their own family loas, cities usually have their own civic deities, and the greatest loa are worshiped by the nation as a whole. The Zandalar tribe for example believe that powerful, enlightened Zandalari can become loas upon their death.



Trollish Traits

Your Troll character has an assortment of inborn abilities, part and parcel of Troll nature.

Ability Score Increase. Your Agility score increases by 1, and your Stamina increases by 1.

Age. Trolls reach adulthood at the age of 18, and live up to be 80 years old.

Size. Trolls are larger and bulkier than Humans, and they average around 7 feet tall and 200 pounds, although their lanky build and slouched pose undermines their height. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have superior vision in dark and dim conditions. 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.

Rapid Regeneration. Whenever you rest, you gain double the hit point recovery benefit from expending hit dice, and can regrow a lost limb after a week of losing them, unless the limb was lost through your own will or through magic.

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

Troll Combat Training. You have proficiency with the Battleaxe, Handaxe, and all weapons that have the thrown or ammunition properties, except firearms (unless proficient otherwise).

Male Names: Drak, Gul, Zol, Vol, Ros, Mig, Gal, Doth, Mag, Ran, Vis.
Female Names: Moor, Mesk, Dan, Mel, Shi, Mith, Hai, So, Lith, Arn, Din, Mak.
Family Names: Trolls usually employ titles rather than family names, but commonly take their tribe name as a family name.

Subrace. Ancient divides among the troll-folk resulted in two main subraces: forest and jungle trolls, and ice trolls. Choose one of these subraces.



Forest / Jungle Troll (Darkspear / Revantusk)

"What’cha want me do?"

As a Forest Troll, you belong to the Darkspear tribe or its associates.

Affiliation. Horde or Independent. Darkspear Jungle Trolls are steadfastly loyal to the Orcs. Though they practice Voodoo and many retain their savage natures, Thrall lets them live in his borders and generally do what they want.

They feel a great debt to the Orcs, and their time fighting alongside the Tauren has made them friends of these creatures as well. They are suspicious of the Forsaken, but so is everyone else.

The Darkspear tribe doesn’t really hate the Alliance races, but their loyalty to the Horde and their bloodthirstiness make the Alliance a great target.

Ability Score Increase. Your Agility score increases by 1.

Berserking. You can rage as a level 1 Barbarian. If you gain levels in Barbarian, you increase the total times per day you can rage by 1.

Dark Promises. You have proficiency with the Alchemy skill. You can create alchemical mixtures as if you had one level in any spellcasting class you choose. If you later gain levels in a spellcasting class, you may reference said spellcasting spell list for alchemical recipes. This level does not actually allow you to cast spells, only to know them enough to create alchemical mixtures of such spells. Alternatively, you may gain proficiency with Intimidation and Stealth.

Ice Troll (Drakkari)

"You got it...heh heh eh…"

As an Ice Troll, you belong to the tribes in Northrend or high mountains in Azeroth, commonly the Drakkari or Frostmane tribe, respectively. Ice Trolls average one foot higher than other Trolls.

Affiliation. Independent. Ice trolls are steadfastly loyal to themselves above all others, and typically show loyalty to their tribes and kings, although they often also see the uses of allying with the Horde (especially those who might share their ancestral hate to the Alliance’s Dwarves, Elves and Humans).

Ability Score Increase. Your Stamina score increases by 1.

Cold Resistance. You have resistance to Cold damage. If you ever gain cold resistance later, you gain immunity to cold instead.

Hostile Homeland. You treat arctic terrain as favored terrain, as a 1st level Hunter. If you ever become a Hunter or gain a favored terrain, you may choose another while retaining the benefits of Hostile Homeland.




Humans ar



Worgen Traits

Your Worgen character has an assortment of abilities, part and parcel of Worgen Curse.

Ability Score Increase. Your Agility score increases by 2 and your Strength score increases by 1.

Affiliation. Independent or Alliance. The Worgen of Gilneas re-joined their brethren of the Alliance once the Worgen Curse spread through their people, but in most cases, Worgen prefer to cater to their own hungers and ambitions.

Size. Worgens are about the same size as Humans when in humanoid and Worgen form. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your curse grants you the ability to see in dark conditions. 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.

Worgen Curse. On your turn, you can shift to your Worgen form as a bonus action. Shifting lasts until you end it on your turn as a bonus action. While shifting, you gain temporary hit points equal to your level + your Stamina bonus (minimum of 1). While you are in Worgen form you have access to the Shifting Features described below.

You must finish a long rest before you can gain temporary hit points again, though you can transform whenever you wish.

Aberration. You have advantage to saves against poison, and resistance against poison and fel damage.

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

Male Names: Merander, Gyram, Derrick, Hebry.
Female Names: Lilla, Merian, Richelle, Ammi.
Family Names: Renn, Townguard, Silversmith, Runetouch.

Shifting Features

Darkflight. You can use the Dash action as a bonus action.

Flayer. You can make a bite or claw attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.

Viciousness. You can make an unarmed strike as a bonus action with your claws.



Half-breed Races

The Warcraft universe also has its share of mixed-origin characters (or half races). One of the more famous examples are, Garona Halforcen and the Half Elven Alodi, the first Guardian. Mixed races are treated as both races with spells, magic effects, and mechanical purposes, but may be looked down upon by their parent races.

Mixed Traits

Attributes. The creature chooses one of either parents' racial attributes.

Affiliation. The creature usually either falls to either parents affiliation or is independent.

Size. The creature is the average in size of both parents (if they are not both Medium sized).

Speed. The creature moves at an average of both parents (if they are not both 30 ft.)

Racial Traits. The creature chooses one of either parents racial traits.

Racial Penalties. The creature takes all racial penalties of both parents if present (such as the Blood Elves addiction).

Languages. The creature gains the languages of both parents.

Names. Follows the naming conventions of both parents or may be wholly original. Usually mixed creatures are titled by their ancestry, such as 'Halforcen,' 'Half Elven', or even 'Half Human' depending on their actions and history.

For example John is want to play a Half-Breed Race. He creates Drann Halforcen, (Orc father, Draenei mother) a level 1 Warrior.

At that point he chooses to take his character's father racial attribute bonuses (+2 to Str, +1 to Sta) instead of his mother's (+2 to Str, +1 to Spi).

Drann's Size and Speed is Medium and 30 ft, because both of the parents have the same features.

For his next step John decides that Drann's mother side is dominat biologically regarding the Racial Traits. so he gains Draenai Traits (Darkvision, Heroic Presence, Gift of the Naaru, Shadow Resistance, and Gemcutting).

Lastly Drann can speak and write Common, Orcish, and uncorrupted Eredun.



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