
Have you ever dreamed of plunging into the universe of military craft?? Yes, so that you can influence the course of the history of Azeroth? Tabletop role-playing games can help you with that, and this guide can help you with that. You see, Blizzard Entertainment… is not very interested in supporting the role-playing community. At the moment there is only World of Warcraft RPG, the license for which expired back in 2008. As you might guess, it was not of particular quality. The most reasonable conclusion is to use another system, which will require spending several hours converting races from Warcraft to its rules. In the case of DnD 5e, I did it for you. I don’t pretend to have balance, but it should correspond to the lore. Happy reading!
Night elves.
Your night elf character has a number of varied qualities, shaped over the millennia that have passed since the destruction of the Well of Eternity during the War of the Ancients.
Increase in characteristics. The value of your Dexterity increases by 1.
Age. Physiologically, night elves mature at the same age as humans, but they reach adulthood at age 110. After the loss of immortality, only a few representatives of this people are able to live more than 7 centuries.
Worldview. The night elf civilization is based on harmonious coexistence with nature, which tilts their worldview towards neutral. The exception to this rule is the Highborne, whose insatiable desire for the arcana makes them more chaotic.
Size. Night elves are approximately 7 feet tall (205 to 225 cm). Your size – Average.
Speed. Your base movement speed is 30 feet.
Dark Vision. Being nocturnal allows you to have excellent vision in the dark and in dim light. At 60 feet you can see in dim light as if it were bright light and in darkness as if it were dim light. In the dark you can’t see colors, only shades of gray.
Varieties. The War of the Ancients led to a split among the night elves. Many of them have undergone significant physiological changes, turning into completely new races. Only two peoples managed to preserve their original appearance: Kaldorei And Shal’dorei.
Kaldorei.
The night elves, who call themselves the kaldorei (meaning "children of the stars" in Darnassian) are one of the oldest peoples of Azeroth. After the Schism, they lived in isolation for ten thousand years, fearing a second invasion by the Burning Legion. Unfortunately, their fears turned out to be justified – during the Third War, the night elves had to sacrifice their immortality to stop the army of demons led by Archimonde. This was a major shock to Kaldorei society, forcing them to enter a new era.
Despite joining the Alliance, most night elves still have a hard time adjusting to such drastic changes. Some enthusiastically explore the world that has been inaccessible to them for so long, willingly studying the culture and life of the various peoples of Azeroth. Others doubt the correctness of the path chosen by their leaders, hoping to return everything to the way it was before.
However, Kaldorei society is rapidly changing, and old traditions are fading into the background. This applies to both gender roles – night elf druids and night elf priests of Elune are no longer such a rarity, as well as attitudes to the arcana – highborn from the Dire Maul joined the kaldorei, beginning to teach them the magical arts.
Increase in characteristics. Your values Wisdom And Charisma increase by 1.
Spirit of the Light. If you roll a "1" when making a death saving throw, you may re-roll the die and must use the new result.
Touch of Elune. Your darkvision has a radius of 120 feet.
Quickness. You have the skill Attentiveness.
Merge into the shadows. On your turn, you can use a bonus action to hide in the shadows, allowing you to make checks with advantage Agility (Stealth). This effect lasts until canceled or as long as you remain motionless. Once you use this skill, you must complete a short or long rest to be able to use it again.
Resistance to the forces of nature. You have advantage on saving throws against poison, and gain resistance to poison damage.
Languages. You can speak, read and write in Universal And Darnassus languages.
Shal’dorei.
The Shal’dorei, also known as the Nightborne, are descendants of the Highborne from Suramar. For several millennia, they survived by drawing energy from the Nightwell, sincerely believing that the rest of the world was destroyed during the Sundering. Their society had an unjust system in which the supply of manaween (a vital resource extracted from the Well) was regulated by a power that deprived most of the citizens.
During the Fourth Invasion of the Burning Legion, the leader of the Nightborne entered into a forced alliance with the demons, which first led to unrest and then to rebellion. As a result, the Shal’dorei joined the Horde, as there was no one in all of Azeroth who understood them better than the blood elves.
Increase in characteristics. Your values Intelligence And Charisma increase by 1.
Ancient history. you own Calligrapher’s tools.
Kinship with magic. Spells you cast ignore force field resistance.
Arcane Resistance. You gain resistance to force damage.
Focus. When you reach level 7, you can cast the spell once per day message. "Once per day" means that you must finish a long rest before you can cast this spell again with this feat.
Arcane Pulse. You know one spell from the sorcerer’s spell list. The basic characteristic for its use is Intelligence.
Languages. You can speak, read and write in Universal And Shalassian languages.
Trolls are one of the most common races in Azeroth, so your troll character can boast the following features.
Increase in characteristics. The meaning of your Physique increases by 1.
Age. Trolls don’t live long – they usually don’t live to see 70 years of age.
Worldview. Most trolls tend to be evil, but there are exceptions among them. For example, the Darkspear tribe, which joined the Horde and adopted its values.
Size. Trolls’ height ranges between 7 and 8 feet (215 to 255 cm), which is sometimes difficult to determine due to their hunched habit. Your size – Average.
Speed. Your base movement speed is 30 feet.
Regeneration. On your turn, you can use a bonus action to regain 1d4 hit points. Your regeneration bone changes as your level increases. It becomes 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level. You can use this skill twice, regaining it after a short or long rest. By expending both charges at once, you can use this skill without expending a bonus action, even while incapacitated.
Languages. You can speak, read and write in Universal language and Zandali.
Varieties. Troll tribes can be found in the most exotic corners of Azeroth. However, there is something that unites them all – belief in the loa and voodoo practices. They are usually classified as follows: Ice trolls, Forest trolls, Sand Trolls, Jungle trolls And Zandalari Trolls.
Ice trolls.
Even before the Sundering, the ancestors of the ice trolls were banished to the harsh northern lands. The Drakkari tribe founded Zul’Drak in Northrend, the Frostmane tribe settled in Dun Morogh, and the Winteraxe tribe lived in Alterac Valley before their mysterious disappearance (their current location is unknown). Ice trolls differ from their relatives in being more savage and ferocious.
Increase in characteristics. The value of your Powers increases by 1.
Savagery. You can eat raw meat without suffering the negative effects of such a diet.
Primitive Hunters. You gain proficiency in a skill Survival.
Frost resistance. You gain resistance to cold damage.
Forest trolls.
Forest trolls, originating from the Amani empire, have been cherishing the dream of regaining lost territories for thousands of years. The list of their enemies is extensive, since they do not forget long-standing grievances: it includes people, elves, dwarves, orcs, and many others. The Amani are known for cruelty, treachery and unreliability.
Increase in characteristics. The value of your Dexterity increases by 1.
Old grievances. You gain proficiency in a skill Story.
Ax Throw. You take possession combat And with hand axes.
Guerrilla warfare. If you are checking Agility (Stealth), associated with concealing a trap, you are considered proficient in the skill Stealth, and add double the proficiency bonus to the check instead of the normal one.
Sand Trolls.
Zul’Farrak is home to one of the most isolated troll tribes. It has been cut off from the rest of the Gurubashi Empire since the Schism. To survive in the sultry desert of Tanaris, the sand trolls had to resort to the dark art of necromancy – their main workforce is mummified zombies.
Increase in characteristics. The value of your Wisdom increases by 1.
Blood sucking. On your turn, you can use an action to make an unarmed attack against a humanoid that is not undead or a construct. On a hit, the target takes 1d8 piercing damage and you may regain 1d4 hit points. Your regeneration bone changes as your level increases. It becomes 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level. Starting at 5th level, the target takes 2d8 damage, at 11th level it takes 3d8, and at 20th level it takes 4d8. Once you use this skill, you must complete a short or long rest to be able to use it again.
Dark Offering. When you reach level 7, you can cast the spell once per day incorruptible remains. "Once per day" means that you must finish a long rest before you can cast this spell again with this feat.
Legacy of Zul’Farrak. You gain resistance to fire damage.
Jungle trolls.
This type of troll originated in the Gurubashi Empire, which subsequently split into several warring tribes. One of them was the Darkspear tribe, which later joined the Horde. Jungle trolls are notorious for their blood rituals and connection to the Soul Flayer.
Increase in characteristics. The value of your Dexterity increases by 2.
Berserk. You may have advantage on an initiative roll. Once you use this skill, you must complete a short or long rest to be able to use it again.
Voodoo resourcefulness. You can use your reaction to avoid an effect that reduces movement speed. Once you use this skill, you must complete a short or long rest to be able to use it again.
Killing animals. If you are checking Intelligence (Nature), associated with cutting up an animal carcass, you are considered to have mastered the skill Nature, and add double the proficiency bonus to the check instead of the normal one.
Zandalari Trolls.
The Zandalari are the oldest tribe of trolls, from which all the others descended. They are highly respected by their fellows, who see them as priests and keepers of history. Although the Zandalari trolls prefer not to interfere in the internal affairs of other tribes, they will not leave the threat to their civilization unanswered.
Increase in characteristics. Your values Intelligence And Wisdom increase by 1.
Embrace of the Loa. You can make an attack roll, ability check, or saving throw with advantage once per day. "Once per day" means you must finish a long rest before you can use the skill again.
Flight of the terrorist. When you reach 3rd level, you can use the feather fall spell once per day. "Once per day" means that you must finish a long rest before you can cast this spell again with this feat.
Golden City. If you make a Charisma (Persuasion) check to try to get a discount from a merchant, you are considered proficient in the Persuasion skill and add twice the proficiency bonus to the check instead of the normal one.
Inventive and resourceful, gnomes, despite their small stature, have many talents, which gives your gnome character the following characteristics.
Increase in characteristics. The meaning of your Intelligence increases by 2.
Age. Dwarves are considered adults when they reach 40 years of age, and can live up to 200 years.
Worldview. Most gnomes are kind by nature, preferring to work for the common good. However, those who became leper gnomes plunge into the abyss of madness, becoming more chaotic and evil.
Size. The gnome is just over 3 feet tall (about 1 meter). Your size is Small.
Speed. Your base movement speed is 25 feet.
Fast fingers. You gain proficiency in a skill Sleight of hand.
Vocation: engineer! You are proficient with tinsmith’s tools.
Languages. You can speak, read and write in Universal And Gnomish languages.
Varieties. The fall of Gnomeregan was a terrible tragedy for the entire people gnomes. In this disaster a new species appeared: leper gnomes – those unfortunate people who were transformed by radiation.
Regular gnomes.
The gnome civilization gave the world a huge number of incredible inventions – without them, the Alliance would never have reached such great technological heights. Over the years they have worked hard to regain control of Gnomeregan, so long under the control of primitive troggs and mad leper gnomes. The dwarves help them in this – their neighbors, allies and true friends.
Increase in characteristics. The value of your Dexterity increases by 1.
Escape Artist. If your character is able to move, his speed cannot drop below 20 feet.
Inquisitive Mind. You gain proficiency in a skill Analysis.
Arcane Resistance. You gain resistance to force damage.
Leprognomes.
Exposure to radiation has driven most leper gnomes mad. Those of them who managed to leave Gnomeregan scattered around the world in the hope of finding a new home. Usually their fate is unenviable: stronger races like to use them as slaves or servants.
Performance Reduction. The meaning of your Physique decreases by 2.
Wearing a spacesuit. you own Heavy armor.
Veil of Madness. You have advantage on saving throws against being frightened and charmed.
Desperate Wanderers. If you make a Wisdom (Survival) check involving terrain awareness, you are considered proficient in the Survival skill and add twice the proficiency bonus to the check instead of the normal one.
Goblins.
Goblins are some of the world’s most accomplished merchants and engineers, giving your Goblin character the following traits:.
Increase in characteristics. The meaning of your Intelligence increases by 1, and the value of your Charisma increases by 2.
Age. Goblins begin to be treated as adults when they reach 20 years of age, but only a few representatives of this short people live to be 85 years old.
Worldview. Goblins don’t really care about morality, especially if it gets in the way of fabulous profits. Their insatiable greed and passion for explosives make them one of the most chaotic races of Azeroth.
Size. Goblins are approximately 4 feet tall (105 to 125 cm). Your size – Small.
Speed. Your base movement speed is 25 feet.
Time is money. On your turn, you can take an additional bonus action. Once you use this skill, you must complete a short or long rest to be able to use it again.
Entertaining chemistry. you own Alchemist’s Tools.
Henchman Hobgoblin. Unfortunately, the life of a hobgoblin is extremely short and lasts only 3 years, but you will never forget Gobber XLVII, nor what he taught you. If you make a Charisma (Intimidation) check to intimidate your subordinates, you are considered proficient in the Intimidate skill and add double your proficiency bonus to the check instead of the normal one.
Rocket attack. If you are checking Dexterity (Tinsmith’s Tools), related to the creation of explosives, you are considered to be proficient Tinsmith’s tools, and add double the proficiency bonus to the check instead of the normal one.
Jet Jump. When you reach 3rd level, you can cast the spell once per day bounce. "Once per day" means that you must finish a long rest before you can cast this spell again with this feat.
The best prices! You gain proficiency in a skill Belief.
Languages. You can speak, read and write in Universal And Goblinsky languages.
Tauren.
Like most members of this resilient people, your Tauren character has the following characteristics:.
Increase in characteristics. The value of your Powers increases by 1.
Age. Taurens can live up to 110 years.
Worldview. Taurens revere nature and prefer to lead a nomadic lifestyle, which tilts their worldview towards neutral.
Size. Tauren height ranges between 8 and 9 feet (240 to 270 cm). Your size – Big.
Speed. Your base movement speed is 35 feet.
Languages. You can speak, read and write https://happy-tiger-casino.co.uk/bonus/ in Universal language and Taurahe.
Varieties. There are three main types of tauren: Shu’halo from Kalimdor, Highmountain Taurens And Taunka, living in Northrend. The Yaungols are not included in this list, as they are too poor to travel the world as adventurers.
For many centuries, clans of tauren, whose culture was based on the reverence of Mother Earth, roamed the plains of Kalimdor. Unfortunately, their peaceful nature made them a tasty prey for the ruthless race of centaurs, who drove the Shu’halo from their ancestral lands. However, the triumph of the invaders was short-lived; the wandering tauren discovered an unexpected ally in the person of the orcs, which helped them take revenge on their offenders. In gratitude for this, the Shu’halo joined the Horde to help their new green-skinned friends.
Increase in characteristics. Your values Physique And Wisdom increase by 1.
Thunder Walk. On your turn, you can use an action to create a shockwave centered below you once per day. Each creature within a 10-foot-radius sphere centered on that point must make a Constitution saving throw. Saving Throw DC = 8 + your proficiency bonus + Strength modifier. On a failed saving throw, the target is stunned until the end of its next turn. "Once per day" means you must finish a long rest before you can use the skill again.
Brute force. Melee attacks you make with a weapon with the Heavy property ignore Blunt Damage Resistance.
Hardening. If you are checking Strengths (Athletics), associated with conquering steep slopes, you are considered proficient in the skill Athletics, and add double the proficiency bonus to the check instead of the normal one.
Germination. You gain proficiency in a skill Nature.
Resistance to the forces of nature. You have advantage on saving throws against poison, and gain resistance to poison damage.
Highmountain Taurens.
Highmountain, located in the north of the Broken Isles, became home to the descendants of the tauren who fought in the War of the Ancients. They joined the Horde to stand alongside their Shu’halo brethren against the threats looming over Azeroth.
Increase in characteristics. Your values Physique And Wisdom increase by 1.
Bullish onslaught. On your turn, you can use a bonus action to Charge. Once you use this skill, you must complete a short or long rest to be able to use it again.
Pride of the Ironhorn. If you are checking Intelligence (Analysis), associated with the search for natural resource deposits, you are considered to have mastered the skill Analysis, and add double the proficiency bonus to the check instead of the normal one.
Highlander. You gain proficiency in a skill Athletics.
Unyielding Perseverance. When you are hit by an attack, you can use your reaction to halve the damage the attack deals to you. Once you use this skill, you must complete a short or long rest to be able to use it again.
Nothing will go to waste. You make checks with advantage Intelligence (Nature), associated with cutting up an animal carcass.
These distant relatives of the tauren suffered greatly due to the invasion of the undead in Northrend. The Horde helped them organize the evacuation, which earned them their favor. The future of the taunka is unclear, but it will definitely be closely associated with this faction.
Increase in characteristics. The meaning of your Physique increases by 2.
Covering the retreat. If you are reduced to 0 hit points without being killed, you may enter a delayed death state instead of falling unconscious. In this state, you are able to continue fighting, becoming invulnerable for 3 rounds, after which your character dies from the wounds received.
Nomads of the North. Snowy territory is not considered difficult terrain for you and does not slow down your movement.
Hunting traditions. You gain proficiency in a skill Survival.
Desperate measures. If you are checking Charisma (Intimidation), associated with frightening spirits, you are considered proficient in the skill Intimidation, and add double the proficiency bonus to the check instead of the normal one.
Frosts of Northrend. You gain resistance to cold damage.
Your Orc character has traits that reflect the strength and determination of the Orc people.
Age. Only a few orcs live to be 80 years old.
Worldview. Orcs are not evil by nature, but due to their violent, chaotic disposition, they often commit actions that they can only bitterly regret later.
Size. Orcs range in height between 6 and 7 feet (180 to 210 cm). Your size – Average.
Speed. Your base movement speed is 30 feet.
Languages. You can speak, read and write in Universal And Orcish languages.
Varieties. Perhaps throughout history orcs There was no event more terrible than falling under the influence of the Burning Legion, whose corruption changed them forever, but the orcs still managed to free themselves from the power of demons. After the end of the Third War, these green-skinned people settled in a harsh region called Durotar. But we should not forget about those who refused the dark gift of demons – Mag’har managed to preserve the primordial traditions of the orcs, which their brothers from Azeroth have yet to remember.
Orcs from the New Horde.
The Orcs who settled in Kalimdor have created a New Horde, which can be joined by all who share its values… and those who are good enough at pretending to share. As for the greenskins themselves, they are trying to understand their place in the alien world that has become their new home. Most of them are trying to adapt by reviving old traditions. Unfortunately, some orcs look not to the heritage of Draenor, but to the times of the Old Horde.
Increase in characteristics. The value of your Powers increases by 2.
Bloody Fury. You gain proficiency in a skill Athletics.
Hardness. You get one trait to choose from.
The Mag’har, which means "those who have remained pure" in Orcish, are a disparate tribe that decides to go against the Burning Legion. In the years since the destruction of Draenor, they have united with their kin from Azeroth, joining the Horde. This decision has been a long time coming – after all, their exit from a dying world remains only a matter of time.
Increase in characteristics. Your values Powers And Wisdom increase by 1.
Summon the Ancestors. On your turn, you can use your action to call upon the ancestral spirits of your tribe once per day to receive a blessing that grants temporary competence in one of the skills you have. This effect doubles the proficiency bonus on checks of the selected skill and lasts for only an hour. "Once per day" means you must finish a long rest before you can use the skill again.
Open sky. You take possession transport (land).
Wild Blood. You have advantage on saving throws against poison, and gain resistance to poison damage.
Bonds of Fortitude. You gain proficiency in the Animal Care skill.
The ancient knowledge and wisdom of this exiled people grants your Draenei character the following traits:.
Increase in characteristics. The value of your Wisdom increases by 2.
Age. Draenei can live forever.
Worldview. Faith in the Light leads most draenei along the path of good, and the sad fate of the remaining eredar, mired in corruption, serves as a reminder for them of the need to follow laws and rules. However, the broken ones profess a different philosophy that tilts their worldview towards neutral.
Size. Draenei grow up to 7 feet tall (205 to 230 cm). Your size – Average.
Speed. Your base movement speed is 30 feet.
Languages. You can speak, read and write in Universal And Draenei languages.
Varieties. There are three varieties draenei: those who followed the prophet Velen; those who were struck by filth and became Broken; And Illuminated – those who followed the Naaru Ze’Roy.
Draenei from the Exodar.
Long ago, demons offered the Eredar race a valuable gift – power that they could not even dream of. Only a few managed to resist this temptation. Among them was the prophet Velen, who was able to recognize the threat posed by the Burning Legion. Unfortunately, he was unable to prevent the deal from being concluded, but he managed to organize the exodus of those eredars who did not want to bow to their wicked masters. So they became a new people – the draenei, which in their language means "exiles".
After long wanderings, they arrived on Draenor, where they lived for several centuries in peace and tranquility. There the Burning Legion overtook them, but the demons preferred a more elegant approach in the fight against the “traitors” – they set the race of orcs that also lived on this planet against them. The draenei who survived the massacre fled on their spaceship, the Exodar, but their journey was not long – due to engine failure, they crashed on Azeroth. Having learned about the valiant victories of the Alliance races over demons, they happily joined this faction in order to fight the evil together.
Increase in characteristics. The meaning of your Intelligence increases by 1.
Morale. You have advantage on saving throws against being frightened.
Gift of the Naaru. When you reach 3rd level, you can cast the spell once per day wound treatment as a 2nd level spell. "Once per day" means that you must finish a long rest before you can cast this spell again with this feat. The base stat for this spell is wisdom.
Stone carving. you own Jeweler’s tools.
Dark Resistance. You gain resistance to necrotic damage.
Broken.
Former defenders of Shattrath and the Krokul of Argus, who were transformed by corruption. The Broken are outcasts in draenei society. Their appearance has changed, becoming rougher, but most importantly, they have lost contact with the Light. However, the broken ones found something in return: after the transformation, they began to hear the call of the elements, thereby becoming the first shamans of their people.
Performance Reduction. The meaning of your Intelligence decreases by 1.
Call of the Elements. Choose one of the elements: water, air, earth or fire. By choosing water, you gain resistance to cold damage; by choosing air, you gain resistance to electrical damage; By choosing a land, you gain resistance to acid damage; If you choose fire, you gain resistance to fire damage.
Lost. Your abilities and spells that should deal radiant damage instead deal damage associated with the element of your choice.
Outcasts. You gain proficiency in a skill Survival.
Secret settlements. You gain proficiency in a skill Stealth.
Lightforged Draenei.
Some Eredar followed the Naaru Ze’Roy and joined the Army of Light. Their main difference from the followers of Velen is their fanatical devotion to the Light, which sometimes makes them intolerant of other points of view. After the defeat of the Burning Legion, the Lightforged draenei joined the Alliance to continue the fight against evil.
Increase in characteristics. The value of your Powers increases by 1.
Retribution of Light. You know one spell from the priest’s spell list. The basic characteristic for its use is Wisdom.
Horn of Light. you own Blacksmith tools.
Demon Storm. If you are checking Intelligence (Analysis), associated with detecting demonic corruption, you are considered proficient in the skill Analysis, and add double the proficiency bonus to the check instead of the normal one.
Justice of Light. When you reach 3rd level, you can cast the spell once per day shield of faith. "Once per day" means that you must finish a long rest before you can cast this spell again with this feat.
Holy Magic Resistance. You gain resistance to radiant damage.
High Elves.
Currently, this race is divided into three different branches, which is why your High Elf character has a whole range of characteristics.
Increase in characteristics. The meaning of your Intelligence increases by 2, and your value Charisma increases by 1.
Age. High elves are recognized by society as adults at 60, and can live to be 350 years old.
Worldview. High elves are not particularly good, and their dependence on magic often makes them chaotic and unpredictable.
Size. High elves are around 6 feet tall (175 to 195 cm). Your size – Average.
Speed. Your base movement speed is 30 feet.
Languages. You can speak, read and write in Universal And Thalassian languages.
Varieties. The High Elves have endured many hardships over the past decades, leading to splits within their ranks. Sin’dorei draw magical energy from living beings, Ren’dorei began to practice the magic of the Abyss, and only Quel’dorei managed to refuse these temptations, maintaining their original appearance.
Quel’dorei.
Few high elves survived the Scourge’s invasion of Quel’thalas. Some of the survivors left the ruins of their devastated kingdom and moved to the lands of the allies. At the moment, the majority of high elf communities are in the Alliance, although this decision was more forced than sincere. However, their relationship with the night elves did not improve from this, and they completely despise their fellow blood elves. But most of all they hate the Horde, considering the peoples included in it to be barbarians and savages.
Traditions of Quel’thalas. You gain proficiency in a skill Magic.
Daily Meditations. During a short rest, you can regain 1d4 hit points. Your regeneration bone changes as your level increases. It becomes 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.
A penchant for magic. Do you know one spell from the wizard’s spell list?. The basic characteristic for its use is Intelligence.
Arcane Resistance. You gain resistance to force damage.
Sin’dorei.
The Sin’dorei, which literally means "blood elves", feed their magical addiction by absorbing the energy of living beings, including demons, causing their eyes to take on an ominous green hue. This, along with the questionable actions of their former leader Kael’thas, made the blood elves outcasts within the Alliance. Therefore, in order to restore their homeland, the sin’dorei joined the Horde.
Magical insight. You gain proficiency in a skill Insight.
Magic flow. When you reach 3rd level, you can use the detect magic spell once per day. "Once per day" means that you must finish a long rest before you can cast this spell again with this feat.
Affinity with Enchantment. You know one spell from the sorcerer’s spell list. The basic characteristic for its use is Charisma.
Arcane Resistance. You gain resistance to force damage.
Ren’dorei.
Under the leadership of Alleria Windrunner, the Ren’dorei managed to harness the energy of the Void, but it still significantly transformed them. The Void Elves joined the Alliance, hoping to use their new gift for good. However, no one is sure to what extent they are affected by the Darkness. Even the ren’dorei themselves.
Child of the night. Due to your connection to the Abyss, you have excellent vision in the dark and in dim light. At 120 feet you can see in dim light as if it were bright light, and in darkness as if it were dim light. In the dark you can’t see colors, only shades of gray.
Unity with entropy. You gain resistance to necrotic damage and vulnerability to radiant damage. Also, your abilities and spells that should deal radiant damage instead deal necrotic damage.
Dimensional rift. When you reach level 7, you can cast the spell once per day flicker. "Once per day" means that you must finish a long rest before you can cast this spell again with this feat.
Supernatural calm. If you fail your saving throw Physique to continue concentration, you can re-roll the die and must use the new result. Once you use this skill, you must complete a short or long rest to be able to use it again.
Communication with the ether. Do you know one spell from the list of sorcerer spells?. The basic characteristic for its use is Charisma.
Pandaren.
Thanks to the centuries-old tradition of seeking inner harmony, your Pandaren character has the following characteristics.
Increase in characteristics. The meaning of your Physique increases by 1, and the value of your Wisdom increases by 2.
Age. The lifespan of pandarens is approximately equal to that of humans.
Worldview. The desire for balance tilts the pandaren’s alignment towards neutral, and the love of discipline towards law-abiding.
Size. Pandaren are over 6 feet tall and sometimes reach 7 feet (190 to 215 cm). Your size – Average.
Speed. Your base movement speed is 30 feet.
Inner harmony. You gain proficiency in a skill Religion.
Gourmet. you own Chef’s tools.
Jumpability. You gain resistance to damage taken from falls.
Concussive Palm. Your unarmed strike uses d4 damage and ignores bludgeoning resistance.
Epicureanism. If you roll a 20 on an attack roll, ability check, or saving throw, you can regain 1d4 hit points. Your regeneration bone changes as your level increases. It becomes 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level. You can use this skill three times, regaining it after a short or long rest.
Languages. You can speak, read and write in Universal And Pandaren languages.
Worgen.
An exotic blend of bestial instincts and human intelligence, your Worgen character grants you the following traits:.
Increase in characteristics. The value of your Dexterity increases by 1.
Age. No worgen has ever died of old age.
Worldview. The curse of the worgen makes the Gilneans more chaotic, but they have so far managed to resist the evil nature of these creatures.
Size. Worgen are approximately 7 feet tall (205 to 225 cm). Your size – Average.
Speed. Your base movement speed is 35 feet.
Dark Vision. Due to the curse, you have excellent vision in the dark and in dim light. At 60 feet you can see in dim light as if it were bright light and in darkness as if it were dim light. In the dark you can’t see colors, only shades of gray.
Two faces. On your turn, you can use your action to change your form to the opposite one, becoming a human or a worgen. During the transformation into a worgen, clothing that is not intended for transformation will be torn, and armor that is also not designed for this will be damaged, causing it to lose its protective properties. In the form of a worgen, the meaning of your Powers increases by 2, and in human form the values of your Intelligence And Charisma increase by 1.
Aberration. While in human form you gain resistance to necrotic damage, while in worgen form you have advantage on saving throws against poison and gain resistance to poison damage.
Flayer. you own Tanner’s tools.
Lightness of darkness. You gain proficiency in a skill Stealth.
Bitterness. You gain proficiency in a skill Intimidation.
Languages. You can speak, read and write in Universal.
Forsaken.
Your Forsaken character has the following characteristics, demonstrating the unwavering determination of the intelligent undead people to survive in this cruel world, no matter what.
Increase in characteristics. Your values Physique, Intelligence And Wisdom increase by 1.
Age. The Forsaken do not age, but rot. This process occurs individually for everyone, but the result is the same – personality degradation and transformation into a mindless zombie.
Worldview. Most Forsaken do not have clear moral guidelines, preferring to act solely in their own interests. This is due to the very nature of the undead, which reduces the ability to empathize and pushes them towards evil.
Size. The Forsaken are just over 5 feet tall (150 to 175 cm). Your size – Average.
Speed. Your base movement speed is 30 feet.
Dark Vision. Thanks to long stays in crypts and dungeons, you have excellent vision in the dark and in dim light. At 60 feet you can see in dim light as if it were bright light and in darkness as if it were dim light. In the dark you can’t see colors, only shades of gray.
Will of the Forsaken. You have advantage on saving throws against being frightened and charmed and cannot be magically put to sleep, but you gain vulnerability to radiant damage.
Cannibalism. On your turn, you can use your action to taste the flesh of a dead humanoid that is not an undead or construct, allowing you to regain 1d4 hit points. Your regeneration bone changes as your level increases. It becomes 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level. You can use this skill twice, regaining it after a short or long rest.
Grave Touch. When you reach 3rd level, you can cast the spell once per day ray of disease as a 2nd level spell. "Once per day" means that you must finish a long rest before you can cast this spell again with this feat.
Dark Resistance. You gain resistance to necrotic damage.
Languages. You can speak, read and write in Universal language and Tongues of the Undead.
Your Dwarf character has a number of traits that reflect the toughness and valor of these stocky people.
Increase in characteristics. The value of your Powers increases by 2.
Age. Dwarves are considered mature when they reach 40 years of age, and they can live up to 250 years.
Worldview. Most dwarves try to adhere to a designated order and a clear hierarchy. As for morality: the Bronzebeard clan is more inclined towards good, the Dark Iron clan – towards evil, and the Wildhammer clan – towards a neutral alignment.
Size. The average height of dwarves is over 4 feet, but rarely reaches 5 feet (125 to 145 cm). Your size – Average.
Speed. Your base movement speed is 25 feet.
Dark Vision. Due to generations of dwarves living underground, you have excellent vision in the dark and in dim light. At 60 feet you can see in dim light as if it were bright light and in darkness as if it were dim light. In the dark you can’t see colors, only shades of gray.
Languages. You can speak, read and write in Universal And Dwarven languages.
Varieties. After the War of Three Hammers, the dwarves split into three nations: Bronzebeard Clan, Wildhammer Clan And Dark Iron Clan. Despite their differences, they are all members of the Alliance, which inspires hope for overcoming the long-standing split, even if this will take a lot of time.
Bronzebeard Clan.
This is probably the most powerful dwarf clan at the moment. Bronzebeards are known for their good nature, courage and love of exploration, thanks to which they have established friendly relations with people and dwarves. It’s hard to imagine the Alliance without the support of these stocky warriors.
Increase in characteristics. The meaning of your Physique increases by 1.
Researcher. you own Navigator tools.
Stone form. On your turn, you can use an action to cure yourself of poisoning once per day. "Once per day" means you must finish a long rest before you can use the skill again.
Power of the mountains. You gain proficiency in a skill Athletics.
Ice Resistance. You gain resistance to cold damage.
Wildhammer Clan.
Harsh and straightforward – this is how everyone who has ever dealt with them would describe the Wildhammer dwarves. This clan has covered itself with unfading military glory, thanks to the brave griffin riders who inspire awe in the hearts of their enemies. Unlike other dwarves, Thunderhammers prefer to live on the surface, which has allowed them to develop a close connection with nature, and especially with griffins.
Increase in characteristics. The value of your Dexterity increases by 1.
Griffin Riders. You take possession transport (flying).
Storm Hammer. You take possession combat And with light hammers.
Local knowledge. You gain proficiency in a skill Nature.
Experienced trainers. You gain proficiency in a skill Animal care.
Resistance to the forces of nature. You have advantage on saving throws against poison, and gain resistance to poison damage.
Dark Iron Clan.
During the War of Three Hammers, the Dark Iron clan made a fatal mistake, forcing their opponents to join forces against themselves. But their troubles did not end there – being on the verge of defeat, the sorcerer-king Thaurissan turned to the spirits of fire for help, calling on Ragnaros. The Fire Lord burned out the possessions of the Dark Irons along with the armies of all three clans, after which he enslaved the surviving dark ironmen. For several centuries they dreamed of only one thing – revenge. But after Moira Thaurissan came to power, the situation changed. Being the mother of the heir to two clans at once – the Bronzebeards and the Dark Irons, she declared the rights of her child to Ironforge – the capital of the dwarves. Thanks to the intervention of the human king Varian Wrynn, civil war was averted through the creation of the Council of Three Clans. In gratitude for her support, Moira announced the joining of the Dark Iron clan to the Alliance.
Increase in characteristics. The meaning of your Intelligence increases by 1.
Dungeon Master. Your darkvision has a radius of 120 feet.
Fire blood. When you reach 7th level, you can cast dispel magic as a 4th-level spell once per day. "Once per day" means that you must finish a long rest before you can cast this spell again with this feat.
Flame hardening. You gain resistance to fire damage.
Drilling rig. You take possession transport (land).
Mass production. you own Blacksmith tools.
Tuskarrs.
Like most members of this walrus-like species, your Tuskarr character has the following characteristics:.
Increase in characteristics. Your values Powers, Physique And Charisma increase by 1.
Age. The lifespan of tuskarrs is believed to be comparable to humans.
Worldview. Typically, tuskarrs have a good-natured disposition and a desire to benefit their community.
Size. Tuskarr height ranges around 5 feet (150 to 170 cm). Your size – Average.
Speed. Your base movement speed is 30 feet.
Guiding signs. If you are checking Agility (Weaver’s Tools), associated with the creation of kites, you are considered to be proficient Weaver’s tools, and add double the proficiency bonus to the check instead of the normal one.
Seasonal nomads. You gain proficiency in a skill Survival.
Frost resistance. You gain resistance to cold damage.
Languages. You can speak, read and write in Universal language.
Furbolgs.
Being close to nature grants your Fulborg character the following traits:.
Increase in characteristics. Your values Powers, Physique And Wisdom increase by 1.
Age. Furbolgs are considered mature at age 30, and can live up to 130 years.
Worldview. In the few tribes that have not been infected with corruption, furbolgs tend to have a neutral alignment.
Size. Furbolgs sometimes grow up to 8 feet (230 to 250 cm) tall. Your size – Big.
Speed. Your base movement speed is 30 feet.
Suspicious isolationists. You gain proficiency in a skill Insight.
Spiritual practices. You know one cantrip from the druid spell list. The basic characteristic for its use is Wisdom.
Resistance to the forces of nature. You have advantage on saving throws against poison, and gain resistance to poison damage.
Languages. You can speak, read and write in Universal language and Ursine.
Being under orcish influence, the ogres became much stronger than before, but at the same time they became completely stupid. Brutal and incredibly powerful – your Ogre character has the following features.
Increase in characteristics. The value of your Powers increases by 3, and the value of your Physique by 1.
Performance Reduction. The meaning of your Intelligence decreases by 2.
Age. Ogres can live up to 80 years.
Size. Ogres can reach heights of 8, 9, and even 10 feet (230 to 300 cm). Your size – Big.
Speed. Your base movement speed is 30 feet.
Storm of the roads. You have the skill Intimidation.
Unbridled Rage. You have the skill Athletics.
Languages. You can speak, read and write in Universal And Orcish languages.
There are many dangers lurking under the sea, and your Naga character is one of them, which provides him with the following features.
Increase in characteristics. Your values Powers, Dexterity And Physique increase by 1.
Age. Most nagas can live for 1000 years, but some can live forever.
Worldview. To survive the Sundering, Queen Azshara made a deal with the Old God N’Zoth, thereby turning herself and her servants into naga. These creatures are full of malice and arrogance.
Size. Naga height exceeds 6 feet, sometimes reaching 7 feet (from 200 to 220 cm). Your size – Average.
Speed. Your base movement speed is 25 feet.
Dark Vision. Due to long exposure to the depths of the sea, you have excellent vision in the dark and in dim light. At 60 feet you can see in dim light as if it were bright light and in darkness as if it were dim light. In the dark you can’t see colors, only shades of gray.
Dwellers of the Deep. You are able to breathe underwater and have a base swim speed of 50 feet.
Snake Dash. When you use the Charge action, you can use a bonus action to make one melee weapon attack. Once you use this skill, you must complete a short or long rest to be able to use it again.
Life without sun. You gain resistance to cold damage.
Languages. You can speak, read and write in Universal language and Nazja.
Murlocs.
Your Murloc character has some special features, but don’t expect too much. After all, it’s a murloc!
Performance Reduction. The meaning of your Intelligence decreases by 2.
Age. Murlocs can live up to 60 years.
Size. Murlocs’ height ranges between 5 and 6 feet (150 to 180 cm), which is not easy to spot as they hunch over on land. Your size – Average.
Speed. Your base movement speed is 25 feet.
Mrghllghghllghghg! You take possession improvised weapons.
Mrglrlgrl! You are able to breathe underwater and have a base swim speed of 40 feet.
Languages. You can speak, read and write in Universal language and Nerglish. Not many murlocs can do that.
Language issue. Unfortunately, Blizzard is very careless about the language issue in the Warcraft universe. In WoW, characters from different factions cannot understand each other, even if they should, as is the case with the Forsaken. At the same time, everyone understood each other perfectly in the strategies, from which the logical conclusion follows – all this is just a gaming convention.
The most plausible version is that almost all races of Azeroth speak a common language. The more civilized ones know it well, but the less civilized ones speak the lower universal – a broken version of this language.
Fel. In the Warcraft universe, fel energy plays an important role, turning living beings into demons. I strongly do not recommend playing as characters exposed to her influence, since, from a lore point of view, all they are interested in is destruction. Important clarification: we are talking about accepting defilement. Those who resist its influence are quite able to control themselves and their actions.