World of Warcraft: The Roleplaying Game

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The World of Warcraft RPG was released in 2005 by Sword & Sorcery and is the 2nd edition of the Warcraft RPG, which uses the revised third edition of the D&D ruleset, thanks to the Open Gaming License.

Ruleset[edit]

Of course it was simply a means to cash in on the rising popularity of World of Warcraft, but the roleplaying game itself managed to get a few things right which managed to distance itself from the core D&D ruleset.

They binned level adjustments, all races are the same power level so no player gets left behind because they have to earn more experience to get to the same level as everyone else, because they took an extra imaginary level at character creation. Instead what we get is optional racial classes which give your character statistic improvements, as well as extraordinary abilities not always found anywhere else. The usefulness of multi-classing into your racial class is subjective depending on what your primary class is or should be. For example the Undead "Forsaken" racial class adds nothing in particular if you are a spellcaster, but works better if you are a fighter.

Perhaps more significantly, it introduced the concept of "Archetypes" before Pathfinder arrived on the scene and showed us how the same classes could be built in different ways. Though these "archetypes" only really applied to spellcasting classes, so the Arcanist could take the Mage, Necromancer or Warlock paths and give him different class abilities. The system was also elegant enough that multiclassing across archetypes is possible, and counts as a sort of half-and-half arrangement. You get the class features appropriate to the levels of both your archetypes, but you combine spellcasting levels to a single total, so you don't compromise your ability to get to 9th level spells by taking ten levels of mage and necromancer for example.

They also introduced the "Affiliation" system of Alliance vs Horde, which does a couple of things to the ruleset. From a GM's perspective it maintains a standard level of Fluff that the players will be familiar with if they have ever played one of the video games. From a player's perspective, it restricts their access to options available to the opposite faction since nearly all of the races belong to one faction exclusively and many prestige classes actually require membership in a particular faction, so it means that the group should make the decision to play Alliance or Horde (or unaligned) from the outset and not whine about not being able to play their Human Paladin in a party containing Forsaken Necromancers and Orc Barbarians.

As a minor thing, which did help give it a "closer to the game" flavor, WoW D20 renamed some of the six stats to resemble the terminology of the games; Dexterity became Agility, Constitution became Stamina, Intelligence became Intellect, and Wisdom became Spirit.

Races[edit]

To make things easier to the unfamiliar, statistic adjustments will be referred to by their D&D names such as Dexterity and Constitution, rather than Agility and Stamina. But for all intents and purposes they remain the same thing.

Before you go "No Draenei?", the simple truth of the matter is that Draenei weren't added to the game in their PC format until the Burning Crusade came out - and the gameline was cancelled a year after that date.

Alliance[edit]

  • Human - Got to start somewhere, and it might as well be with humans. They have the same bonus feat and extra skill points as normal for D&D, but they also get racial bonuses on certain interactions, crafting checks and against fear. They also don't like Orcs, and so get racial bonuses when fighting them too, but the feeling is mutual. No racial class for them.
  • Ironforge Dwarf - It's a Dorf, what more can you expect? They have the same CON/CHA adjustments, the same slower speed, resistance to poison and come with Stonecunning, craft and appraise bonuses, so yes... Dorf. They do however get a racial class which beefs up their strength score, gives them the ability to turn to stone once per day and good bonuses against magic and when fighting Giants (which aren't too common in a Warcraft setting)
  • High Elf - Lets get a couple of things out of the way, when they made this RPG, the Burning Crusade expansion hadn't come out yet, so no-one knew where Kael'thas took the Blood Elves or how they got back. So they're not in the game short of a Web Enhancement that you can't get any more. So we get High Elves who are nearly extinct because of the whole Sunwell thing. Unlike D&D Elves, they have bonuses to INT rather than DEX since they are such good Arcanists, however they are addicted to magic so they need to spend more time preparing each morning unless they have access to a moonwell. Their racial class gives is like its own spellcasting class, giving access to 0-level spells and improves the primary arcane caster level too. If your GM allows you could also play these guys in Horde as Blood Elves, since they are practically the same thing.
  • Night Elf - Sexy ninja-druid wood elves. Not too much to look at on their own. They make for good divine casters, but only have some shitty nature and survival skill bonuses. Their racial class is impressive though, giving them insane stealth bonuses when they don't move, DEX increases, exotic weapon proficiencies and Cold/Fire resistances that scale with character level.
  • Half Elf - Kinda like a human, they get an extra feat at 1st level, and a range of interaction and magical racial skill bonuses. They can also take a unique feat that give them some 0-level spells if they wanted to. There are rules for playing variants: Half Blood Elves are practically the same thing, but with access to warlock spells, while Half Night Elves get a different set of skill bonuses and access to a more limited form of shadowmeld rather than the ability to cast 0-level spells.
  • Gnome - Unlike core D&D, these midgets have a nack for technology rather than illusion, and make for better general craftsmen than dwarves do and come with a +1 bonus to all saves because they are lucky. They start the game with an extra technology feat. No racial class for them.

Horde[edit]

  • Orc - Make for good warriors of any type. They get the ability to Rage like a barbarian, bonuses on STR and racial skill bonuses on handling wolves and intimidate checks. They also hate humans and get bonuses against them. They only got their racial class in the Horde Player's Guide because they were meant to be counterparts to humans. This racial class gives them steady STR/CON increases, lets them rage more and and can give them a temporary boost to any stat of their choice once per day.
  • Tauren - Two-legged Cows. They're kind of like the counterparts to Night Elves; there's not much there in the stat block other than a few racial skill bonuses and the natural weapon that is their horns. Their racial class makes their charge more effective when they use their heads, and give them some STR/WIS increases, one thing that should be strongly pointed out is that similar to High Elves, the Tauren racial class stacks with Divine spellcasting levels. So can generally be a good option if you want to mix fighting ability with divine buff.
  • Jungle Troll - They have good healing, but not quite like core D&D trolls, but we'll get to that. They suffer INT/CHA penalties, but gain DEX increases and have a range of mobility and survival skill bonuses and are good with thrown weapons. Their racial class also stacks with Divine spellcasting levels and properly grants them steadily improving Fast Healing, CON bonuses and has a good BAB progression which is actually quire rare for a racial class.
  • Forsaken - Undead-type, coming with all the immunities that go with it. Meaning it can be a pain in the arse for the GM to figure out how to challenge you. That does come with it's own set of problems for you though, since you cannot heal naturally, you don't get a CON score, you have to deal with the positive/negative energy switch issue and you are specifically not affected by Raise Dead or Reincarnate, and it takes a spell stronger than Resurrection to bring you back to "unlife" (because being Undead is an affliction in WoW, rather than a living/dead state). If you expect to be a front line warrior the racial class should be maxed out immediately since it increases your STR score by +3, your Natural AC by +3 and has the unique bonus of increasing the hit die you gain at each level by its next size; so D6 becomes D8, D10 become D12. Those who already get D12 get plus two hit points instead, which is why you want to take the racial class as soon as possible since the benefits scale up later.
  • Half-Ogre - With options for both "true" half-ogres (human/ogre) and the awesome Mok'nathal (orc/ogre crosses). Their racial characteristics are fairly basic. But they do get to count themselves as one size larger in situations where it may be beneficial for them to do so, which can be significant. Their racial class is cool though, granting them +2 to STR, CON and WIS and increasing their base size to large, which due to their racial ability they can count themselves as huge if they feel like it. The Half-Ogre class also stacks with Divine spellcasting levels which is cool, since nothing about Half-Ogres really hinders divine abilities.

Neutral or Other[edit]

  • Blood Elf - Although the web enhancement to get them is incredibly rare, it is still out there. Given the state of the game when the books were written, they're mostly hanging out under Illidan and Kael'thas. They're literally just a variant High Elf; they get free weapon proficiency in the longbow, composite longbow, short sword and warblade, their favored class is Warlock instead of Arcanist, and their version of the "Elf Racial Class" replaces the Empower Magic trait with the Mana Tap trait, which lets them make a touch attack that steals 0 level and 1st level spell-slots. This can be used to sate their mana addiction, restore their own depleted spellslots for casters, or power up their Arcane Torrent and Recharge racial feats.
  • Goblin - Are like Gnomes, but with the CHA bonus traded for a Diplomacy skill increase. They also have a list of Craft bonuses rather than being generally "good at all craft" and they also get the Technological Feat. When it's all said and done, they might as well be practically the same thing as a Gnome, but at least anyone can play a Goblin
  • Half-Orc - They are nothing like humans and almost nothing like Orcs, they get CON bonuses instead of STR and the penalty is to WIS instead of INT. Instead of Raging like a barbarian, they can get a temporary STR boost and instead of their hatred of humans/orcs (which would be redundant, being half human/orc) they get resistances to fear.
  • Forest Troll - Identical in every way to Jungle Trolls in the Horde, which is a bit lazy on the part of the game developer, but at least it allows players to play Trolls in Alliance parties.
  • Furbolg - Intelligent Bears. They get a modifier to nearly every stat so optimal characters really should focus on divine spellcasting or be straight up punchy warriors. They have natural weapons, +2 natural armor to AC and some survival/nature skill bonuses. Their racial class makes their natural claw weapons even better, further improves their natural AZ and increases their size and strength similarly to the Half-Ogre, as well as providing the Divine bonus. One cool cosmetic note is that each level in Furbolg also increases the character's height by 10% and their weight by 20%.
  • Wildhammer Dwarf - Neutral because nobody asked them to join a side when the wars started, it also means that any party can play a dwarf and these ones are probably better than the Ironforge Dwarves in terms of combat optimisation. Instead of the darkvision, stonecunning and crafting related bonuses, they get improvements on riding and handling animal checks cause they ride GRIFFONS, they also love hammers and get huge bonuses against fear. Their racial class gives them bonuses against Trolls (which are thankfully more common since they are a PC race) and they huge bonuses on the charge due to their reckless nature.
  • Dark Iron Dwarf - Evil dwarves who serve the Fire Elemental Ragnaros. , they are practically identical to Ironforge Dwarves but they have shit stat modifiers, getting +1 to DEX and -2 to CHA for some reason. They kind of need their racial class to get anywhere which gives them +1 DEX and +2 CON as well as some resistance to fire, and a stacking caster level ability, but specifically only with Fire spells.
  • Dragonspawn - Like Dragon Centaurs (or Dragon Ogres if you are familiar with Warhammer), they start off at large size and have a subtype depending on their heritage. They have shit stat modifiers though, only getting a measly +1 to STR and -2 to CHA (which can plummet further downwards with certain draconic heritages) so generally speaking they are not a very good race to play as. Their racial class stacks with Arcane levels for spellcasting, and does something to address the stat problem, by providing them with +3 STR and +2 CON, as well as some naturally armor and all of the armor proficiencies.
  • Murloc - Ugly merfolk that take damage from being out of water for too long. Their racial class is a virtual smorgasbord of weapon proficiencies, swim and land speed increases, stealth improvements, natural AC bonuses, Darkvision boosts, as well as having good BAB progression, and it stacks with divine. So if you're a Murloc, just take the f**king racial class already.
  • Naga - One of those races where Males and Females have real statistical differences, but nothing as simple as -4 STR here, instead males get +2 STR and -2 INT/CHA, while Females get the exact opposite. Both can swim and both get +1 AC. Their racial class has quite a lot in it to go into great detail here, but consists of a mutation that you may choose at each level to customise yourself with. There is a list of share upgrades, but the genders also get their own unique ones; Females can gain extra arms, or improved arcane ability. Males can grow larger
  • Pandaren - Awesome kung-fu pandas. They have a good statline and get +1 natural AC, as well as gaining the Dodge feat at character creation. Their racial class stacks with Divine, and give them good saves on everything. As well as Combat Expertise and the ability to add their WIS bonus to their AC as if they were Monks.
  • Quillboar - A pretty good race if you want to be a fighter/barbarian. They get +2 to STR/CON but -3 to INT/CHA. They also have natural spike attacks, +1 AC bonus, the Scent ability and they pack hunting which makes them better if one of their allies drops dead. Their racial class stacks divine, gives a good BAB progression, and improves their pack hunting, gives them flanking bonuses and increases their STR/CON but +1 each. If someone were to get the Leadership feat, then Quillboar make perfect followers.
  • Satyr - Demon assholes that are pretty similar to Night Elves in that they are sort of Ninja-Druid wannabees, except this time with claws and the outsider subtype. Their racial class gives them Shadowmeld (just like Night Elves) and the ability to backstab like a rogue.
  • Tuskar - Eskimo walrus people, that exemplify the concept of "frozen north", getting fishing bonuses, proficiency with nets, resistance to cold and the like. Their racial class is pretty much the same continued, but with more armor and increase STR.

Monster Races[edit]

The WoW RPG also incorporated the "Creature Class" system that was initially released in Savage Species, so it could allow you to play some of the more powerful races from first level. This does have its down sides though, since unlike "racial classes" you are compelled to take your creature class at first level, and are not permitted to multi-class until you have completed it. This means if you play a particularly powerful creature like a Giant or an Abomination, you are stuck within your class for the duration of the campaign. Not only that, but several of the creature classes have a level progression that goes well beyond 20th level, and Epic level progressions are not a part of the WoW ruleset, so your group would have to shoehorn it in from the core D&D material if you wanted to continue playing your giant past level 20, and due to commitment the class takes, once you've finished them you have to ask yourself what value is having a level 29 Abomination become a level 1 Mage? Of course your GM could house-rule that you need not complete your creature progression, but that's really up to him.

All that being considered, some of the creature classes do provide a lower level progression, so when you finish them you can comfortably join the group as a class member rather than a creature.

  • Abomination - As mentioned, it has a 29-level progression, so you'll find it cute that Barbarian is the favored multi-class option. From first level you get a +10 bonus to strength, even though you start out at medium size. Though you face hefty penalties to every other stat. Your character build revolves around multi-weapon fighting, initially with two hands, but eventually you attach a third. You also get very impressive damage reductions and the ability to confer diseases as if they were poison attacks. Also remember that as undead, you are immune to most things that interfere with other player characters, so you've got a pretty good Tank, if a bit one-dimensional.
  • Ancient Protector - Your opportunity to play an Ent, they are the Plant versions of the Giants we'll come to talk about later; loads of STR, CON and size bonuses are coming your way. What makes this more interesting is that you can eat trees to regain hit points and you can root yourself to the spot which makes you immobile and increases your damage. It could be interesting but the class is so long that it's all you're going to be doing, so the novelty might wear off.
  • Centaur - The bastard mongol children of Cenarius are comparatively good choice as a PC race. It's a bit bare bones, but you get stat increases every level to the point that when you've completed the class at level six, you've accumulated +8 STR, +4 DEX & CON and +2 WIS. As well as a land speed of 50 feet. Because it's a relatively shorter progression you could then go on to any other class you wished without having been hindered too much, but at least your stats go some way to make up for it, especially with the more martial classes.
  • Dragon Whelp - a 13 level progression that is positively bristling with class features, every level you get something new, whether it is a set of spell-like abilities or a new trait like blindsense, flight or breath weapons; as well as all the stat increases. Dragon is a rewarding class if only because you don't feel like you're wasting time trying to get through it, even if other players are overtaking you in terms of power level. It is important to note that the rules for Dragon PCs don't work quite the same was as D&D Draconomicon; you might grow more powerful, but you'll never get out of the "whelp" status and grow into one of the larger dragons, so a Spyro-esque midget you will remain. The rules are also easy enough to convert to a different colour of dragon if you wished, simply change the elemental subtype and breath weapon to a colour that matches.
  • Dryad - The comely Daughters of Cenarius have a nine level progression that grants them magical resistances, the ability to dispel magic and they gain poison attacks. While it's a bit longer than Centaur, they at least have the fact that they are immortal Fey.
  • Flamewalker - A fairly long class that provides stuff at every level, although not as fun-filled as the Dragon class. As a sort of elemental creature it is heavily dependent upon fire and cannot be away from heat sources for long otherwise they die, although GMs are advised to give PCs a special amulet that maintains temperature. The class does provide quite strong damage reductions and stat boosts and natural fire attacks and spell-like abilities. But you could have played a dragon.
  • Keeper of the Grove- The "Mighty Sons of Cenarius" and they have the longest level progression of the group, but are probably one of the best ones to play, why? Because their entire level progression makes them into pseudo-druids, even providing them with spellcasting ability up to their total HD, and the class features are fairly balanced, so they get stat boosts to most things, damge reduction and the occasional spell-like ability.
  • Mountain Giant - Immortal rock creatures, they were all born at the dawn of time so you have to fluff yourself an excuse for why you start out at level one. You get insane strength bonuses as the class progresses, as well huge CON bonuses and damage reduction. But that's about it, short of some resistance to magic and the fact that you grow to Huge size, it's fairly bare-bones.
  • Nerubian - Want to play a spider-man? You start out at small size but eventually grow through medium to large as the class progresses, as well has having the ability to create webs and exude poison. The class has potential, but you'll probably get the feeling that you're killing time while only accumulating a few class features to show for it.
  • Ogre - Much like the Centaur, it's a short class that provides stat boosts at every level, so is also a decent choice for a PC. It doesn't quite have the balance of the Centaur though, having a strong focus on strength while facing penalties on most other stats. There are options for two-headed Ogres, but it's mostly just cosmetic.
  • Ogre Mage - One of the better choices for monster race, it has only one more level than the Ogre class, but has far less penalties to your other stats. The absolute best bit about it is that it automatically allows you to cast spells as an Arcanist or Healer of a path chosen at your character creation, with a caster level equal to your HD much like the Keeper of the Grove, but because it's shorter you can go off and do other things. So when you've completed your level progression, you can simply continue levelling-up as a spellcaster as if nothing had happened, the only penalty is the fact that you do lose out on three levels of spellcasting due to skipped HD for being an Ogre. But if you don't want to continue as a caster because you want to take advantage of all the strength and size bonuses, you've still got the benefit of having been one on the past.
  • Sea Giant - Another one of those huge classes you'll never see the end of. You obviously get strength and constitution bonuses and a few spell-like abilities now and then and a special melee attack, but you'll never be as strong or as resilient as a Mountain Giant could be.

Classes[edit]

The WoW:RPG doesn't use the same set of classes as 3rd Edition D&D, though some of the same classes appear. In some cases (like with the Barbarian or Rogue) they are nearly identical, though in others (such as the Paladin or Druid) they are completely unrecognisable.

  • Arcanist - Your Wizard-analogue, gets a 9th-level spell progression and casts from a spell book, gets scribe scroll and metamagic/creation feats every now and then. The real meat is in the archetype-path that you choose.
    • Mage - Gets a familiar and the ability to summon an elemental whose size is dependent upon your level. Generally they make for good Evocation casters and damage dealers, because at later levels they get a free spell slot for each spell-level that can be used for Fire/Cold spells which are automatically cast with the Maximize Spell feat on it. They are also gain +1 caster level checks with these spells.
    • Necromancer - Guess what? they're good at Necromancy. From level one, they get the ability to make something they touch drop down dead with no save. This does scale with level, but it's still no guarantee of it working. They also become completely immune to Death spells and effects, and get the ability to Animate Dead and eventually Create Undead as supernatural abilities rather than as spells
    • Warlock - Demonic casters who make good Conjurers, with the ability to bolster and extend the duration of summoned creatures. They also get an Outsider companion who follows them around, and who isn't chosen from a list, they can just pick one as long as it's not above a certain HD total.
  • Barbarian - Identical to the D&D class.
  • Healer - Your Cleric-analogue, gets to turn/rebuke and get spontaneous conversion of spells like a cleric does but the target of turning and the actual spells they can convert depend on your path, they also get domains depending on the path they take, although the domains unlock themselves as the character levels up rather than being granted at the start and don't provide an extra spell slot just for domain spells. They can also Brew Potion regardless of the path they take.
    • Druid - Gains an animal companion, can pass without trace, can wild shape just like a Druid does. They turn/rebuke plants and animals and get summon nature's ally spontaneously which probably isn't that great at later levels, but would be useful as the group starts out. They can also Plane Shift themselves and other to the Emerald Dream. Eventually they become Immortal, because that's cool.
    • Priest - Turns/Rebukes Undead and gets spontaneous Cure or Inflict spells depending on their alignment. Their domains are heavily dependent on the religion they worship, but at least they get the choice, rather than having it fixed for them. Their class abilities are a combination of shielding buffs and smiting powers, which makes them good to have in a group, especially against undead or outsiders.
    • Shaman - They can both Turn and Rebuke Elementals though they have to choose the elemental type of one then get the opposite of the other, but like Priests they get spontaneous Cure or Inflict. Their class abilities are quite varied, with the ability to use minor divinations, imbue their weapons with flame or frost, polymorph themselves into spirit wolves, dispel transmutations and eventually cast a spontaneous resurrection spell.
  • Hunter - A kind of bizarre Ranger analogue, but far more similar to the MMO idea, rather than the two-swords fighting and nature survivalist concepts that 3E provide us. They get a hunter's companion at 5th level and can eventually tame magical companions as well. Their whole class shtick is about "Aspects" which are like stances which provide them with passive bonuses to things, like giving them Evasion or improved land speed. They also get "Stings" which is basically the ability to apply poison to ranged attacks with out actually having poison items or worrying about them hurting themselves.
  • Paladin- NOT like the D&D paladin, while they are beholden to a code of conduct, it requires them to maintain a Good Alignment (not Lawful Good) Yes they get divine spellcasting and they eventually get the ability to turn undead and lay on hands, their main ability is buffing their allies with Auras.
  • Rogue - Just like the core ruleset.
  • Scout - The nature aspects of the Ranger given their own class and magnified, or you could compare it to a Druid with no spellcasting ability. They get a lot of tracking and mobility bonuses, including Uncanny Dodge and Evasion and have the ability to manufacture healing poultices out of roots, berries and animal dung.
  • Tinker - an all-new class specifically about technology, which is a distinct thing in the Warcraft setting, you could probably compare them to Pathfinders's Alchemist Class in terms of feel and role. At their early levels, they make great pack mules and are good for scavenging knick-knacks of value from otherwise broken shit. They are great at throwing bombs, they get flat energy resistance against all energy types, and they can cobble together technological items in rapid time. They are not very good combat characters however, but give them cool items and they will probably munchkin the fuck out of the setting.
  • Warrior - See Fighter, it's the same thing with a different name.

Prestige Classes[edit]

  • Ace - A fighter dog-pilot or a tank commander, because those things exist in Warcraft. It's kind of like an enhanced member of the Tinker class, they still get their ability to manufacture stuff, but the real abilities are how the Ace controls and enhances vehicles. A lot of the terms apply exclusively for aircraft, but most of the abilities can be translated over to something else.
  • Archmage of Kirin Tor - Practically the same as the Archmage class that you got in the 3E Forgotten Realms campaign setting, you get High Arcana each level which allow you to manipulate your spells in cool and effective ways. This class is for Mage-Arcanists only, Warlocks and Necromancers need not apply.
  • Assassin - The same thing as 3E, with the same Evil alignment requirement that seems oddly restrictive.
  • Beastmaster (Horde OR Night Elf) - A cool fluffy prestige class that gives you an animal companion and lets you speak with animals. It also provides you with some natural weapons.
  • Berserker (Orc or Troll) - All about the Rage, giving you unique abilities you can perform while raging, then you get some more RAGE!
  • Bone Crusher - Big slabs of muscle and fists, all about punching it til it dies, almost like a monk but with less enlightenment and funky abilities and far more "I punch it".
  • Brewmaster - Drunken Master: Warcraft edition. Gets a whole range of Monk abilities that cannot otherwise be found in the ruleset, like Flurry of Blows and Unarmed Strike bonuses. They are also quite customisable with "Drunken Stance" and "Spirit Channel" abilities, which you get to choose from, making it quite possibly the most customisable class in the entire setting.
  • Dark Ranger (Horde only) - Forsaken Rangers. A pretty good class that gets you access to divine spells, and sort of rogue-like abilities mixed in with archery bonuses.
  • Dead Shot - one of the many archer classes available, though this one is perhaps the most simple, it is essentially a whole bunch of archery combat feats, mingled in with the ability to stay in stealth through-out combat, much like a sniper.
  • Death Knight (Scourge only) - Again, this was before Wrath of the Lich King, so Death Knights only belong to the Scourge, so it's only there as an NPC class really. But it still pretty epic, being one of the few classes that properly combines martial ability (and vampiric runeblades that scale with level) and necromantic spell-like abilities.
  • Demon Hunter - 'Epic' class(don't have to be Epic level), burns out your eyes at level one and registers you as a demon to anyone who is looking, but gives you blindsense in trade. From there it only gets better; your weapons automatically become magically improved, and you get sneak attack bonuses against demons. Evasion and dodge bonuses also come into play, and at higher levels you gain more and more spell like abilities and eventually simply become an outsider.
  • Dragonsworn - Do you luv dragnz? Well you'd need to because it takes quite a bit of commitment to qualify for this class. What you get is half of a spellcasting progression, but you do get some fantastic customisation potential, with Secrets and Powers of the Aspects (of the Dragons). So you can give yourself things like a +2 to any stat of your choice ever second level, or reduce metamagic costs, or give yourself breath weapons, or wings. It's cool like that.
  • Duelist - Yeah, you've seen this before, prissy leapy fuckers with rapiers and grace.
  • Elven Ranger (Alliance only) - Any Elf will qualify, but like the Dark Ranger it's faction only. It is basically the core Ranger class condensed into ten levels, which therefore makes it better, since you get everything sooner. You get a favoured enemy every second level, you get divine spellcasting, the archery combat syle and the improved perceptions and tracking abilities.
  • Exemplar - You get a flag that behaves like a shield while you carry it, improving it's AC bonus as you level up. The flag itself is pretty cool, it nerfs enemies who can draw line of sight to it, and buff allies in the same radius. There are some other abilities in there, one of which revolves around casting down enemy flags, which might not come into play, unless you pester your GM and go hunting for enemy standard bearers.
  • Fel-Sworn - Make your way to Daemon-Prince with this class, you get a mutation every level like wings, claws or size increases.
  • Gladiator - Rip and Tear in class format, two handed weapon masters who are fantastic at cleaving and taking down opponents with big strikes.
  • Gunman - Both a musketeer and a pistolier. You get a firearms bonus and the ability to do cool stuff with your firearm, like draw, fire and re-holster ALL of the pistols you have in your possession, up to the number of attacks you get, in a single turn.
  • Hexer - Any non-Alliance; so Horde or Independent only. Basically all about penalising foes with Area of Effect powers, and unlike many magical effects they can last as long as you can maintain concentration. You can also make up voodoo dolls and troll your enemies, though that's not too great for PCs who would generally kill their opponent and be done with it.
  • High Divinist - Like the Archmage, but for Divine casters instead. You get similar spellcasting upgrades at each level, but you can also augment your domains and get the Master level ability for them.
  • Infiltrator (Alliance only) - Kind of like a Rogue with less backstabbing and more deception. All about concealing yourself under disguises and lies.
  • Lightslayer (Horde only) - another Forsaken only class, which is kind of like Rogue, but with specific focus on screwing Paladins and priests of the Holy Light religion.
  • Mountain King (Ironforge Dwarf only) - Note, you don't actually need to be a king, that's just the name of the class. You are an expert with Axes and Hammers, and of underground fighting, so you get even better while wielding an axe or hammer underground. You get a few nifty spell-like abilities, and the power to Avatar yourself briefly.
  • Mounted Warrior - it's self explanatory really, you get a mount, you get better while fighting from a mounted position, and your mount also improves as if it were your animal companion. Good if you were a Paladin or Warrior, since those classes don't get special mounts as standard.
  • Naga Anomaly (Naga only) - On the face of it, this class offers nothing other than Hit Dice, since it gives NO skill points, NO BAB or Save progression either. What you get is THREE mutations at each level, chosen from a bigger list than the Naga racial class, as well as the mutations from the racial class with limitations lifted. So you can give yourself a top BAB each level if you wanted to, or best saves if you wanted to. This is basically a create-your-own class. You can choose to give yourself spell-like abilities a number of times per day (some of which are unlimited), and continue to increase arcane casting thanks to the mutations from the racial levels.
  • Pandaren Transcendent (Pandaren only) - If it wasn't obvious, this is for pandas. It's nothing like a Monk though, instead you get improvements on Divine spellcasting and elemental abilities. You also get augmented touch attack rolls, so the class is good for those classes that have close-contact spells.
  • Plagueshifter - not as repellent as it sounds. It actually is about healing and growth so Druids make good examples of this class. Their class features eventually provide for a good base of operations, because they provide a replenishing source of food, sanctuary and magical allies. Their final ability allows them to plant a tree that grants them healing powers and allows them to resurrect at if they ever die.
  • Potion Doc - Alchemist all over again. Brews potions and poisons, it is essentially a crafting class, but also provides for some unique effects, like bombs, effervescent sprays, delayed activations and such.
  • Primal (Orc, Tauren or Troll) - Another Rage-boosting class, although this one provides more passive bonuses rather than only coming into play while raging. The class gradually morphs the character into something more powerful by increasing STR and natural AC.
  • Pyremaster (Orcs only) - Funeral Directors, the basic ability actually requires you to perform a funeral to get a bonus. Later abilities are more useful allow you to amplify your flame attacks, summon undead, create flame effects, heal when taking flame damage... basically if there is anything to do with fire, this class will somehow gain a benefit.
  • Sapper - You can manufacture your own bombs, and you gain bonuses when throwing them or setting them off. You also gain Evasion and improvements to existing Fire resistance, because inevitably something blowing up with an area of effect will eventually catch you in its area, so you're protected from yourself.
  • Savagekin - Requires you to have started as a druid, since you need to Wild Shape. The idea is that you've in fact spent far too much time in wild shape form and lose your connection to civilization. The up side is that you get more abilities while in Wild Shape form, including the ability to Rage, unlimited Wild Shape usage, a second animal companion. The downside is that when you use most of your abilities, you might temporarily forget that you are an actual person and be unable to cast spells or revert back to your natural state as well as suffering a huge INT drop to for a number of hours until you snap out of it.
  • Scarlet Battle Mage (Scarlet Crusade, Humans only) - Another NPC class, since the faction isn't for players. Which is a shame because it's pretty good at dealing out fire damage, making attacks as swift actions, and casting quickened spells with reduced metamagic penalties.
  • Scarlet Inquisitor (Scarlet Crusade, Humans only) - A divine focussed Inquisitor, coming with all of the torture bonuses and enchantment spells to get information out of their targets. The odd thing is that these guys are meant to be hunting undead, who are mostly immune to their abilities... but whatever.
  • Shadow Ascendant (Forsaken only) - The idea here is to eventually turn your fleshy undead, into a spectral ethereal undead. It's a bit like the Shadowdancer core prestige class, in that you steadily get more stealthy, more mobile and can summon shadow servants. It is a low better because there are so many class features that find usefulness in many situation.
  • Shadow Hunter - Voodoo priests, they continue their divine spellcasting progression, but every few levels they get choose an ability that can provide them with useful utility during the game, like a healing spell-like ability, or turn undead, or improved initiative.
  • Sister of Steel - Essentially what the Dwarven Defender prestige class should be, but for women only. You don't need to be a Dwarf though or technically be of any affiliation. You get steadily improving damage reductions and resistance to critical hits, eventually culminating in you becoming an elemental creature of stone and metal.
  • Spirit Champion - Very much like a monk/sword saint, you get a mystical warrior who has the spirits on his side. He works best in light or no armour and gains AC bonuses, temporary feats or even temporary magical weapon bonuses.
  • Spirit Walker - Pretty much a specific type of shaman. You get the game's closest equivalent of bardic lore, as the spirits just tell you stuff, and you grant yourself other temporary bonuses as you level up too. You can eventually turn yourself incorporeal and can summon ancentral warriors to lend you a hand.
  • Spymaster (Horde only) - The counterpart to the Infiltrator, nearly the same class but with the ability to turn invisible rather than influence peoples minds.
  • Subversive - Ninja-Druids, so the perfect class for Night Elves. Very similar to the Ranger class. You get 4 level divine spellcasting, wild empathy and a range of trap abilities, defensive boosts to AC and environmental enhancements to damage rolls that work in a similar way to sneak attacks, but are scaling fixed numbers rather than additional dice.
  • Techslayer - Fantastic at taking out constructs, or anything with armour on. His attacks DO perform critical hits on constructs and he ignores the first few points of AC a target has with each strike.
  • Ursa Totemic (Furbolg only) - Qualifies itself as a "sort of extension" to the Furbolg racial class, it makes you MOAR BEAR. You get better natural bear weapons, bear wrestling moves, a kind of Rage class feature with its own conditions, and ALL the natural AC bonuses.
  • Vindicator - Vengeance is Mine! They are particularly focused on finding and kicking the crap out of a single targeted individual. They also get a form of Rage ability that has its own conditions,
  • Warden (Alliance only) - A very peculiar class that operates entirely on using Spell-like abilities, you get a list of them and you can use them a combined number of times per day equal to your level. It's a bit bizarre, but at least you get full BAB progression as well as improved "spellcasting" ability.
  • Wilderness Stalker - Another Ranger variant, this time with favored terrain rather than enemy. Incredible for Throwing builds. You still get the swift tracking and wild step abilities you'd come to expect as well as the 4th level spell casting. They really did just dismantle the Ranger class and spread it out.
  • Windwarrior - Remember how Wildhammer dwarves rode Griffons? Well this is how, although anyone can join the class. It's like the mounted warrior class, although it gives less combat focus and more utility, like the ability to call your mount with a totem, or the ability to determine changes in the weather

Gear[edit]

What's this about a 1st edition?[edit]

It was called Warcraft: The Roleplaying Game. It wasn't standalone game, but a campaign setting for Dungeons & Dragons 3e (complete with D&D logo on the cover used under license). It contained converted material to play post-Warcraft III games. It was a short run that eventually gave way to WOW: TRPG, and it lacked a lot of the innovative stuff that 2e did.

List of Books[edit]

So, you may be wondering what splat books this series actually put out before White Wolf axed it. Maybe you wanna rescue someone from MMORPG-dom by showing how much better tabletop RPGs can be and need an obvious hook to wean 'em off. Maybe you want to play an actually good Warcraft RPG that doesn't require forking out money for putting up with MMO stupidity. Maybe you just want to do what all good DMs do and steal all the fluff and crunch for your homebrew that you can get. Whatever your reasons, this is the big list of what there is:

1st Edition, aka "Warcraft: The Roleplaying Game"

  • Warcraft: The Roleplaying Game: Your core campaign setting book. Obviously. This was written after Warcraft III but before The Frozen Throne (aka, Warcraft's last RTS game) came out, so remember that.
  • Manual of Monsters: Azerothian bestiary, for monsters to kill.
  • Alliance & Horde Compendium: Factional upgrade splat, with new races, prestige classes, feats, mass combat rules, seige weapons, and lore updates to coincide with the release of The Frozen Throne.
  • Magic & Mayhem: New rules, lore and other stuff for magic and technology, including the original Runemaster core class, magic items, constructs, etc.
  • Shadows & Light: Epic level content, planar cosmology, historical lore, the Azerothian pantheon, and stats for the game's big-league characters.
  • Lands of Conflict: Setting gazetteer about the Eastern Continents - Azeroth, Khaz Modan, and Lordaeron.

2nd Edition, aka "World of Warcraft: The Roleplaying Game"

  • World of Warcraft: The Roleplaying Game: Your core rulebook. Obviously. This was written after the release of the original MMORPG but before any of the expansions, so there's some lore revisions in comparison to 1e, but it doesn't match what the lore eventually became in real life. In fact, the gameline was cancelled after releasing Dark Factions in 2008, so keep that in mind before purist nerdraging.
  • Monster Guide: Your 2e bestiary.
  • More Magic & Mayhem: New spells, gizmos, and general upgrades for magic & technology. Yes, including a 2e update to the Rune magic stuff from the original Magic & Mayhem.
  • Alliance Player's Guide: One of three "racial splats" that details expanded details on factional races, adds new races, new prestige classes, new feats, new spells, new gear, historical lore, settlement lore... basically, fleshes out the "world impact" of a particular major faction. As you've probably guessed, this focuses on the Alliance.
  • Horde Player's Guide: One of three "racial splats" that details expanded details on factional races, adds new races, new prestige classes, new feats, new spells, new gear, historical lore, settlement lore... basically, fleshes out the "world impact" of a particular major faction. As you've probably guessed, this focuses on the Horde.
  • Dark Factions: One of three "racial splats" that details expanded details on factional races, adds new races, new prestige classes, new feats, new spells, new gear, historical lore, settlement lore... basically, fleshes out the "world impact" of a particular major faction. This is all about the neutral parties in the Horde/Alliance/Lich King conflict.
  • Lands of Mystery: Setting gazetteer about Kalimdor, the South Seas and Northrend.
Roleplaying games made by White Wolf
Exalted - Human Occupied Landfill - Scarred Lands - Scion - Trinity
World of Darkness - World of Warcraft: The Roleplaying Game