Wednesday, November 4, 2026

The Humble Goblin Jumper Cables

 Hey, are you playing in a campaign without a Cleric or Druid? Do you worry that if someone dies before your Paladin hits level 9, they're perma-dead?

Well, I've got just the right product for you, and it can be yours for just 400 gold!

That's right, from Steamwheedle Industries here in scenic Undermine, may I present: Goblin Jumper Cables. Just give them a spark and they'll be back from the dark!

Goblin Jumper Cables, in WoW, is a thing that Engineers can build that allows you to bring a character back from death, though it has a chance not to work and deal damage to you. Death in the MMO is, of course, far less of a problem than it is in D&D, where a dead player can just run their way back to their body from the nearest graveyard as a ghost to come back to life.

But in D&D, where dying without someone to resurrect you can mean fully being unable to play that character again, having means for your party to bring you back is very nice to have. Usually, that means having a Cleric or Druid, or at higher levels, a Paladin, Artificer, or Ranger (they get Revivify, right?) with a costly diamond that gets consumed. Or I guess a Wizard or Sorcerer with Wish.

But this uncommon magic item in the WoW book can potentially solve the issue:

Goblin Jumper Cables are an uncommon wondrous item. Once per dawn, you can attempt to bring someone back from the dead if they've only been dead for 1 minute or less (similar to Revivify). You make a DC 15 Arcana check using Tinker's Tools. On a success, the creature comes back to life with 1 HP. On a failure, they don't and you take 2d6 lightning damage.

    I just want to take a moment here:

This item, which does not require attunement, is almost plot armor for your party.

Now, if you really want a campaign where there are lethal stakes and consequences, by all means, don't give it to your party. But if you're a DM who wants a breezier campaign that's less about deadly threat and more about the players shaping their heroic journeys, this can be a great pressure valve.

Of course, it's not a guaranteed thing. Someone needs to be able to make those checks, and while a DC 15 is low enough that even someone who has dumped Intelligence can potentially succeed, we'll obviously want to put this in the hands of someone who has a better chance.

The two (current - we'll have the Psion some time next year) Intelligence-focused classes are the Artificer and Wizard. I will also note that while they're not Intelligence-based characters, Druids and Clerics who take the Magician and Thaumaturge, respectively, options at level 1, will also have quite good Arcana rolls (though it won't be that amazing without proficiency as well).

Artificers have a big leg up here - they can make these. Now, they can't actually do so until level 10 with Replicate Magic item, by which point they will be able to cast Revivfy anyway. But this is still probably worth considering given that it will save you on diamonds.

The real clutch thing would be to get one of these in tier 1, when characters are far more death-prone and also nobody, not even Clerics or Druids, can cast any resurrection magic. At uncommon, it's not that outside of the realm of what you might expect to get.

Now, here's the next question: Who is better at using these: Artificers or Wizards?

Natrually, the flavor of this screams Artificers (it's a shame that the long-speculated-about Tinker class isn't a thing in WoW, as they'd be a really direct analogue for Artificers. But I'd for sure allow people to play Artificers in an Azeroth campaign given that there's tons of examples of Artificer-like characters and lots of different forms of advanced technology).

Artificers will automatically have proficiency in Tinker's Tools. In 5.5, if an ability check involves a tool that you're proficient with and you have those tools to use with it, you will get to add your proficiency even if you don't have the requisite skill. However, if you both have the tool proficiency and the skill, you will instead get advantage with it, on top of your normal proficiency.

    Now, 5.0 Artificers also got Tool Expertise, which let them have expertise in any check involving tools that they were proficient with. But that's sadly gone from the updated 5.5 version.

So, we're going to be just proficient with this, and if we took Arcana, we'll also have advantage.

If we figure a level 1-3 Artificer is making this check, they probably have a +3 to Int, so we will have a total of +5 to the check. To hit a DC 15, we're going to need to roll a 10 or higher. That's 55%, but with advantage, it becomes a 79.75% chance to succeed on the check. So, nearly 4 out of 5 times, we'll be able to get our buddy back up and running.

Wizards in 5.5 have the Scholar feature, which gives them expertise in one Intelligence-based skill they have. While I'd bet Investigation is the more useful choice most of the time, if you pick Arcana (my Wizard has both because he took Skill Expert at 8) you'll have a +7 to Arcana checks. Thus, while you don't have advantage, you'll succeed on an 8 or higher, meaning a 65% chance.

So, at this level, this goes to the Artificer.

However, at level 5, if we assume both now have a +4 to Int, we're looking at a +7 bonus for the Artificer with advantage and then a +10 on the Wizard. That comes to an 87.75% chance for our Artificer and an 80% chance for the Wizard. Edge is still to the Artificer.

By level 9, our Artificer no longer needs these, but might want to use them instead. If we cap our Int (not guaranteed if we want some nice feats) we're talking a +9 with advantage, which gives us a 93.75% chance - but we can also Flash of Genius at this point to guarantee a success - effectively putting our bonus to +14 and thus even succeeding on a natural 1.

The Wizard, also if they fully cap Int, will have a +13 to the roll, so they still have only a 95% chance to succeed.

So yeah, these work best for an Artificer. But they're still very good to have for just about anyone.

    Again, the real power of these is the peace of mind - unless you go into an utter shitshow where multiple people die (which can happen - there's always the risk of a death spiral) you'll at least have a chance to get your friends up if the party has some of these.

A Look at the Lich King

 The Lich King is the most iconic villain in the Warcraft franchise. And this iconic status has led them folks at WotC to stat him out as the most powerful monsters in the WoW book. Weighing in at CR 25, this puts him on a comparable level with ancient dragons and demon lords. Arthas is meant to be a true campaign boss, the final foe to defeat to bring an epic campaign to an end.

A bit of background, though: Arthas is actually only the second of three Lich Kings, though his relationship with the first is weird and complicated.

Here, I'll say, the book straight-up gets a bit of the lore wrong, claiming that Arthas was still serving the Burning Legion and allowing his ego to convince himself he wasn't. The truth is that Arthas was never serving the Burning Legion, because his purpose as a Death Knight was to break the Scourge away from the Legion's control. Make no mistake: this didn't make him a good guy. Much as the Alliance and Horde are both mostly good-aligned factions, the Scourge and Burning Legion are both decidedly evil factions. But Arthas, from his days as a spiraling and vindictive paladin to a cold and cruel Death Knight, was always working against the Legion, even if he may not have realized it in life.

To recap his general biography:

Arthas was the crown prince of Lordaeron, son of the universally-beloved King Terenas, and older brother to Princess Calia. A charismatic and popular figure, he apprenticed to Uther the Lightbringer, first paladin of the Knights of the Silver Hand, also a basically universally beloved figure. While training under Uther, Arthas discovered a terrible plague, purposely spread through shipments of infected grain across the kingdom. This Plague of Undeath caused those who died from it to rise as ghouls and zombies, and attack the living. Arthas tracked the Plague's origin to the Cult of the Damned, run by the necromancer Kel'thuzad. Arthas slew Kel'thuzad, but found that the Cult was being overseen by a demon named Mal'ganis.

Mal'ganis brought the plague to the city of Stratholme, the second-largest city in the kingdom. Seeing that the plague was running rampant through the city, Arthas made the decision to cull the population - living and undead - to ensure that the infection was contained. Uther, as well as his childhood friend Jaina Proudmoore, refused to take part in the Culling of Stratholme, the moment that Arthas began his descent into evil and madness.

With Stratholme in flames, Mal'ganis fled, taunting Arthas, and daring him to follow the demon to Northrend, the frigid continent to the north. Arthas organized an expedition, taking along loyal troops, and journeyed to Northrend in pursuit. There, he encountered his friend, Muradin Broznebeard, a member of the royal family of Ironforge. Muradin was on an archaeological expedition seeking out a legendary sword called Frostmourne, that was said to be profoundly powerful.

Seeking a weapon that could slay the demon, Arthas went with Muradin to find the sword, even as he burned his own ships to prevent his soldiers from turning home (and then framing a group of mercenaries whom he had hired). When they found the sword, Muradin warned Arthas that the sword was cursed, and would claim the soul of any who took it up.

But Arthas did so anyway, desperate to slay Mal'ganis. He did so, and achieved victory over the Dreadlord. But as the cavern with the sword collapsed, Arthas left an unconscious Muradin for dead, and when he returned to Lordaeron, a cruel and sociopathic impulse led him to slay his own father and unleash undeath and terror upon his own kingdom.

Now transformed into a Death Knight, he was visited by the ghost of Kel'thuzad, who explained: Frostmourne was one of the relics of the Lich King, Kel'thuzad's master and the creator of the Undead Scourge. The Lich King, once a living orc named Ner'zhul, had been tortured and bound to a suit of armor, encased in a magical crystal, and sent to Azeroth to create this army of the dead as shock troops before an invasion by the Burning Legion. But Ner'zhul hated the Legion for what it had done to him and his world of Draenor, and sought instead to conquer Azeroth in his own name, uniting all beings in undeath under his solitary will.

To do so, though, the Scourge would need to play its part and aid the demon lord Archimonde in coming to Azeroth, before the Scourge could stab the Legion in the back. Arthas acted as champion of the Scourge, destroying the living. He led a campaign through Quel'thalas, killing nine out of ten of the High Elves solely to secure their Sunwell and use it to resurrect Kel'thuzad as a Lich. Cruelly, he turned the elves' Ranger-General, Sylvanas Windrunner, into a banshee for her defiance, eventually forcing her to serve as one of his lieutenants. Numerous beloved heroes died at his hands - he killed Uther, taking the burial urn the elder paladin guarded that held his father's ashes to serve as Kel'thuzad's phylactery. He also killed Antonidas, the heroic archmage of Dalaran and mentor to Jaina, in his sacking of Dalaran to use its artifacts to bring Archimonde to Azeroth.

But once the Legion was on Azeroth, new plans began to evolve. The Scourge was doing what it was supposed to be doing, but as the Night Elves mounted a resistance, Arthas was tasked with delivering a secret weapon to Illidan Stormrage. Illidan had struggled in his fight against Tichondrius, the Dreadlords' leader, and so Arthas gifted him the Skull of Gul'dan, the relic of the evil orc warlock that was saturated with fel power. The Skull allowed Illidan to transform into a demonic form himself, and with this new power, he slew Tichondrius and broke the leash that held the Lich King under the Legion's control. From that point, the Scourge sought to consolidate its gains in the ruins of Lordaeron.

Following their defeat in the Third War, the demon lord Kil'jaeden (duumvir with Archimonde, who would take a while to reconstitute in the Twisting Nether) coerced Illidan into striking at the Lich King. As the Frozen Throne was damaged by Illidan's magic, half of the undead in the Plaguelands (the former Lordaeron) regained their free will, including Sylvanas. These Forsaken tried to assassinate Arthas, so he and Kel'thuzad fled to Northrend, both to save themselves and protect the Lich King.

Arthas led the defense of the Frozen Throne, defeating Illidan in single combat. Then, he ascended the Frozen Throne and shattered the crystal with Frostmourne, freeing the armor, including the powerful artifact known as the Helm of Domination - essentially the Lich King's crown.

Arthas donned the helm, and in so doing, merged with Ner'zhul, becoming the new Lich King.

What exactly happened inside his mind is a little strange and surreal, but over time, Arthas' will proved more powerful than Ner'zhul's, the old shaman's consciousness fading deep into the background as Arthas claimed Ner'zhul's wisdom and knowledge.

Under Arthas, the Scourge spread and became probably the greatest threat to life on Azeroth, though much of its work was done in the shadows, quietly amassing power.

A clever ploy began to form - the Lich King built up his forces, bringing in the long-buried Vrykul (who had gone into stasis in deep barrows ages earlier,) as well as turning the Nerubians of Azjol-Nerub and many of the trolls of Zul'drak. When he was ready, he sent out a new plague across the world, a virulent infection turning people into zombies, more fast-acting that the original plague of Undeath. The Alliance and Horde sailed north to confront him. But as the Scourge seemed to fight a losing battle, when the great champions of Azeroth faced him, he revealed his true plan: The greatest champions the world had ever seen had come to his throne. With a mere thought, he killed them all, and began to raise them to serve as his champions. They would be unstoppable. However, what Arthas had not counted on was one old paladin, Tirion Fordring, wielding the Ashbringer, who, through a miracle of the light, escaped his icy bonds and struck through Frostmourne with this other great blade, freeing all the trapped souls within. Arthas himself was overwhelmed as his own soul returned to his body along with the thousands he had personally slain. The spirit of King Terenas revived the fallen champions, and Arthas's end had finally arrived.

Fearing what an unbridled Scourge could become, though, the tortured Paladin Bolvar Fordragon, whom Arthas had spent the better part of a year torturing to try to make him into a Death Knight, offered to sacrifice his freedom and take on the Helm to hold the Scourge back and keep the world safe from its evils. Bolvar actually wound up serving the longest as Lich King, but his reign was largely focused on diminishing the Scourge and supporting the (mostly) heroic Knights of the Ebon Blade in the defense of Azeroth. When Sylvanas Windrunner came and destroyed the Helm, tearing a passage into the Shadowlands, the feared "rampant" Scourge wound up being less of a threat than was feared, perhaps because of Bolvar's efforts.

Phew, ok.

So, with that far-longer-than-intended preamble out of the way, let's talk about the stat block.

Arthas is a CR 25 Undead, Lawful Evil.

Funnily enough, he's actually Large size, which is a convention when dealing with important NPCs (especially as bosses) in the MMO just to make them easier to see when there are 9 to 24 other players crowding around them, but I don't think is, like, canonically a thing. But yeah, he's a big beefy boy.

He's got an AC of 20 and 500 HP.

    The AC at this level isn't that crazy, but 500 HP means that unless you have some really crazy spell combos or optimized characters, you're probably going to get a few rounds with him even at high levels.

For equipment, he is, naturally, wielding Frostmourne and the Helm of Domination - both bits of loot that you want to be real careful trying to equip.

He's immune to Cold and Necrotic damage, and resistant to poison and psychic damage. Also, a bunch of conditions (though interestingly, poison will actually work on him, which is nice.)

Also, just a fun fact: he's got telepathy out to a range of 100 miles. He will be able to speak into your mind.

Standard boss stuff: he's got 4 legendary resistances, Magic Resistance, and the Death Knight Marshal Undead aura - with a range of 1 mile. That's right, if you go into Icecrown Citadel, all undead nearby have advantage on attack rolls and saving throws.

    Ok, so, this could be a really cool way to hint at his presence without having the players anywhere near him. They're fighting a bunch of undead monsters in Northrend, and all of a sudden, their eyes and open joints all glow with a bright blue light (like the end of the Wrath of the Lich King cinematic). And suddenly, they all have advantage. The party is left to wonder why this happened, and then you reveal that Arthas is near - maybe they get a telepathic message from him, or maybe you have some friendly NPC run to them, screaming, telling them to flee, run for your lives, the Lich King! He's here!

    But also, you should 100% be using lots of undead minions in a fight with him. Low-level undead might not make a huge impact when you're at the levels you're likely to fight Arthas, even in huge numbers, but I'd for sure try to use a large number of moderate-level monsters, maybe in the 5-10 range. And let them all be undead to get this bonus (though if you're using Abominations, remember that they're constructs. Still a very good choice for minions).

Arthas can make two attacks with either Frostmourne or Ice Burst, and can replace one attack with an At Will Finger of Death.

    That's scary. Finger of Death does an average of 61.5 damage on a failure, and the DC here is 23, so there's a good chance you're failing. Probably going to see him using this every turn.

Frostmourne, like the item that players can (technically) wield, gives him a +18 to hit and a reach of 10 feet, dealing 2d6+10 slashing and 2d12 cold damage. Each hit will also have a secondary effect. Either the target makes a con save (DC 23) taking 6d6 force damage on a failure and getting their soul sucked up by Frostmourne if they're reduced to 0 HP, or each creature in a 30-foot cone makes a Con save (23) or takes 3d6 necrotic damage.

If your soul is taken by Frostmourne, you can't be resurrected until the soul is released (probably requiring you to destroy the blade).

    This is nasty, though the damage isn't massive for this level. It's a good hit chance, though, meaning even with ACs pushed super-high by characters building for that, you stand a good chance of landing on them. Both effects are save-for-none, but it's a high DC.

Ice Burst is a ragned attack with just a +15 to hit, dealing 9d8 cold damage and pushing the target 10 feet away.

    This isn't that crazy (though the damage is pretty good) but if you're fighting at the Frozen Throne, there is a pretty prominent thousand-foot drop about 330 degrees around you, so this could make being by that edge quite dangerous.

Ok, the Lich King gets two different spellcasting features: one innate and one from the Helm (though practically we'll expect him to always have both.

The Helm lets him cast Speak with Dead at will, spend 1 charge (of 8) to cast Clairvoyance or Dream, and 4 charges for Telepathy and Word of Recall.

    Word of Recall is a great way to have him show up early, menace the party, and then retreat.

Innately, he can cast Animate Dead, Create Dead, and Finger of Death, all at will.

    I mean, who'd have thunk that the Lich King can endless create undead monsters? It'd be cool if they let him upcast these innately, but oh well.

Next, as a bonus action, he can move up to his speed without provoking opportunity attacks.

    Great. Not easy to stay away from this guy.

Defile is a reaction that lets him cast Counterspell, and if the target fails the save, they're cursed until the end of their next turn. When the curse ends, the target and each creature within a 10-foot emanation takes 2d10 Necrotic damage.

    Couple things: first off, this actually re-creates a time-honored WoW boss mechanic, where a player who gets a debuff has a brief window to get away from the rest of the party so that only they take the damage from it. 2d10 isn't a ton, but it's another little threat there.

    The other thing is that Defile, in the actual Lich King boss fight in the MMO, was nasty. You'd drop a pool of corruption on the ground and have to run the hell away, because any time it ticked damage while someone was standing in it, the pool got larger and started doing more damage. So, if you didn't run away and there were just like two or three people standing in it when it started ticking damage, it would swiftly cover the entire battlefield (the larger it got, the harder it was not to stand in it) and it would be a raid wipe (or TPK, in D&D terms). That would probably be too nasty for D&D's balance, but that word in association with the Lich King is like a PTSD trigger for me.

Finally, we come to legendary actions.

Strike is simple, just allowing one Frostmourne or Ice Burst attack.

Remorseless Winter is a 30-foot emanation that deals 7d6 cold damage on a failed DC 23 Con save. But also, if you fail, you gain a level of exhaustion. He can use this only once per round.

    But that's, you know, super nasty, and it's an immense area. This is not some "the exhaustion goes away after a minute" thing. This is going to make what will probably be a hard fight harder.

Thoughts on Building an Encounter:

    Arthas is really nasty on his own - fitting for a CR 25 monster. But to truly push this into campaign-ending final boss territory for characters who have been at level 20 long enough to get a second Epic Boon, we're going to want to load this up with minions, making use of his Marshal Undead feature. (Though again, with a mile range, you can surely have other encounters benefit from it even when Arthas is out of sight).

    (I will also say, one of my homebrew setting's big villains is Absolon, the Angel of Death. I think I might use this stat block as a basis for Absolon, changing his creature type to Celestial and maybe futzing with the flavor of some of his abilities, like changing Frostmourne to his Reaper's Scyhte, Gorveroc, and of course giving him a, like 120 foot fly speed. But A lot of this will work great for him.)

    In the actual Lich King boss fight, Arthas calls upon (if memory serves) mostly Ghouls and Val'kyr, which are kind of undead valkyries he has made from female vrykul, whose main job is to grab a player and slowly take them over the edge of the arena to drop them for an instant death. The WoW book gives us the CR 12 Abomination, and iconic Scourge monster (and even WCIII unit,) though it's a construct rather than undead.

    Death Knight Aspirants would work ok, though I think we don't want to use too many of them, as they're somewhat complex on their own.

    Ghast Gravecallers would probably be fitting minions here to give us our ghoul-like minions. Vampire Nightbringers might also kind of work, flavoring them as the San'layn (undead blood elves who fought alongside Illidan and were fittingly enough turned into bloodthirsty vampires).

    Actually, Strahd Skeletons from Horrors Within would give us somewhat bulkier undead minions that we could throw at a 20th level party in quite large numbers, though if you have a high-armor party, the might wind up being more of a nuisance than a threat, even with advantage.

    Arthas should probably be a high-difficulty encounter, unless you have a fairly grueling day prior to the big fight. For a party of 5 20th level players, that's a budget of 110,000 xp (maximum). So, with 75,000 of that going to Arthas, we're left with 35,000 to spare. So, we might toss in, say, 2 Death Knight Aspirants (maybe Falric and Marwyn, Arthas' corrupted lieutenants from back in his princely days) for a total of 14,800, and spend the remaining 20,200 on 9 Ghast Gravecallers.

    Just to make it manageable and epic, maybe you only have the first Aspirant show up at the start of round 2, and the second at the start of round 4, and the Ghasts come in 3 at a time each round (maybe even allowing for more if the party is slow to end the fight. That way, he has some minions to start with, but they might swell in numbers if the party isn't taking them down (and thus not able to just focus-fire Arthas down).

    Yeah, that feels like it would be pretty dang epic, honestly.

    I will note that both Frostmourne and the Helm of Domination do have stats, though if you've beaten Arthas, surely your campaign is coming to a conclusion, right? (That said, maybe you do a post-campaign adventure.)

    Both are very dangerous to wield:

Frostmourne is an Artifact Greatsword, which has a +3 to hit and does an extra 2d12 cold damage. If you reduce a creature to 0 hp with it, they die and their soul is trapped in the blade, preventing them from being raised from the dad until Frostmourne is destroyed.

    (I'd certainly allow you to raise them into undeath at least, though.)

While attuned to Frostmourne, the Lich King can see through your eyes and hear through your ears and communicate across any distance, even across planes.

When you attune to the sword, your creature type becomes undead and your alignment becomes Neutral Evil, and these changes remain even if your attunement ends.

If you're a paladin, you get other benefits (remember that Death Knights are also technically paladins for these purposes):

Undead creatures of your choice in your aura other than you have advantage on attack rolls an saving throws, and all allies in your Aura of Protection are immune to cold damage.

The weapon has 1 major beneficial property, 1 minor detrimental property, and 1 major detrimental property.

    So, yeah. It's a really good weapon... no wait, it's a really evil weapon. But it's a very powerful weapon. Technically it doesn't mind-control you, and it's actually not a sentient weapon, so if you're ok with being a neutral evil party member... this can work. But boy should you work with your DM and especially your fellow party members to figure out if this can work in your campaign. (DMs, be wary of handing this one out.)

The Helm of Domination is an artifact wondrous item.

Attuning to the helm is very dangerous: when you do so, you need to make a DC 18 Charisma saving throw. On a success, you take 10d6 psychic damage (hopefully you're high enough level that 35 damage isn't too bad). On a failure, though, your soul merges with the Lich King, who takes over your body like a puppet and you become an NPC under the DM's control.

    Ok: so: be a Paladin with +5 to Charisma. At level 17 and higher, you'll have a +16 to Charisma saving throws. Get a Bard to give you Bardic Inspiration, and a Cleric to cast Bless on you (or I guess cast it yourself? Can you cast a spell while attuning?) or an Artificer ready with Flash of Genius. Badabing Badaboom, safe attunement. Bolvar took a risk, but as a high-level Paladin (and even if he didn't have +5 Cha, maybe Tirion did) he managed it. Hell, I think Arthas actually succeeded on the save here, as while he did merge with Ner'zhul, he won that battle of wills.

Oh, what does it do? Right.

Properties of the Helm:

Command the Scourge lets you, as a magic action, issue a psychic command to each undead creature that is part of the Scourge. Make an ability check with your spellcasting abilty (what if we're a non-caster?) The DC is 20. On a success, you can issue a general command to the entire Scourge, like "attack any creature you see" or "guard my stronghold." you can also issue a command to specific members of the Scourge. Success or failure, you can use this ability once per dawn.

    Given we can't apply a skill to this, even a maxed-out spellcaster is actually only going to be able to do this 30% of the time, which feels weird. But then, you know, an army of millions of undead at your command. Pretty, uh, pretty cool.

Truesight: You get truesight to 120 feet.

Spellcasting: You have 8 charges, recovering 1d4+4 expended charges at dawn. You can cast one of the following spells while wearing the helm, expending charges to cast them:

Animate Dead: 1 charge.

Clairvoyance: 2 charges.

Dream: 4 charges.

Speak with Dead: 1 charge.

Telepathy: 5 charges.

Word of Recall: 5 charges.

    A bit more limited than you'd expect, honestly.

The helm also has 1 major beneficial property, 1 minor detrimental property, and 1 major detrimental property.

    More than Frostmourne, this is an item that feels like it's more for flavor than practical use. Commanding the Scourge? Pretty cool, honestly. But this feels more like an "end of the campaign" thing where you might have a final clutch roll to take the helm, survive attunement, and then command the Scourge to "destroy yourself" or "recede into the wilderness and never harm the living again."

Anyway, whatever flaws I might find in the way certain ideas were implemented in this book, Arthas at least looks like he got an appropriately epic treatment here.

WoW Warlocks in D&D

 The Warlock in D&D is something of a different animal to the typical fantasy RPG Warlock, which usually just kind of a "dark wizard" type of character. Still, while the complexities of forging Pacts doesn't totally translate to WoW's version of the class - which is much more of a scholarly pursuit, albeit one that tends to delve into forbidden and taboo sources of power - there are some cool ideas here that I think might actually be really exciting for fans of the Warlock to take a look at.

There are no new subclasses here - they recommend going either Fiend or Great Old One (and the latter option is a bit of a stretch if you know WoW lore) but we also get some new spells and Eldritch Invocations.

To spoil things, I think that the Invocations are the most exciting thing here, but we also have some spells that vary widely in power, which we should take a look at.

Curse of Agony:

2nd level Necromancy.

1 action.

Range 30 feet, duration 1 minute.

You curse a creature within range with excruciating pain. The target makes a Con save. On a failure, the target takes 1d4 psychic damage. Then, the damage die of the spell goes up to a d6. At the end of each of its turns, the target repeats the save. On a success, they take the spell's damage but then end the effect, while on a failure, the spell persists and continues to grow in damage, capping at a d12.

    This is, to be frank, hot garbage. The concept is fun, but the implementation is terrible. For one thing, the damage is far too low - even if this persists for 5 turns, our grand reward for somehow not having killed the monster already is that they're taking 6.5 damage per turn. But that's only if they fail an absurd number of Con saves all in a row.

    Part of me wants to fix this: rather than changing the damage die, you should be adding dice to it each turn. Like, say it starts off at something actually reasonable, like 4d8 (for a single-target 2nd level spell, that feels at least approaching reasonable) and then every turn they fail, that damage goes up, say, 2d8, so that it truly does feel like it's ramping up to do a lot of damage.

    But this is perhaps the clearest example of how DoTs from WoW do not work in D&D - if most combats last only 3-4 rounds, you're getting at most like 16 damage from this. For a 2nd level spell. It is concentration free, but it's also Warlock only, so our spell slots are precious. And also, this has no upcasting (which sadly is a theme here). Do your self a favor - never, ever, ever, ever, ever take this spell. This makes Find Traps look useful.

Hand of Gul'dan:

3rd level Conjuration.

1 action.

Range 120 feet, concentration 1 minute.

You call forth a demonic meteor that lands at a point within range and erupts. Creatures in a 20-foot radius sphere on that point make a Dex save, taking 2d8 Fire damage and 2d8 Necrotic damage on a failure or half as much on a success.

Then, demonic spirits flit about in the sphere for the duration. A creature that enters the sphere or ends its turn there makes a Dex save, taking 1d8 Fire damage and 1d8 Necrotic damage on a failure or half as much on a success, only affected once per turn.

    This is maybe my favorite spell in the actual MMO, core to the Demonology spec, which is all about summoning as many demonic minions as possible. The obvious point of comparison here, though, is Hunger of Hadar (which is also a very cool spell). While Hunger of Hadar doesn't have the up-front damage, it will probably wind up doing more damage because of its higher periodic damage and also the fact that it actually upcasts, which this spell, bafflingly, does not. Still, I do think that this has its place, even if I think in most cases you'll have better options. (I do think that if the damage scaled up at higher levels, it might be quite good - even if the periodic damage only went up every two levels).

Rain of Fire:

3rd level Evocation.

1 action.

Range 120 feet, concentration 1 minute.

Hellfire rains down in a 20-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, you can take a magic action on later turns to move the cylinder up to 60 feet.

When the cylinder appears, each creature within must make a Dex save, taking 3d8 Fire damage on a failure or half as much on a success. The creature also makes this save when the spell's area moves into its space, when it enters the spell's area, or if it ends its turn within the space, though only making the save once per turn.

You have advantage on spell attacks against creatures in the cylinder, and deal an extra 1d6 Necrotic damage if you hit them.

The Fire damage increases by 1d8 for each slot above 3rd.

    This, now, is actually pretty great. While you'll need to be moving it around frequently if you have mobile enemies, this is pretty reasonable damage and a reasonable area for persistent damage. On top of that, it also kind of gives you a bonus Hex spell for your trouble. Naturally, you'll need to watch out for friendly fire, but I genuinely think this is going to be pretty good. Again, Hunger of Hadar might deal more damage... but honestly only maybe - if you also hit them with Eldritch Blast, you're going to be adding 2d6 damage each turn to this (and later more) as long as you can keep them inside of it. Taking Repelling Blast, Lance of Lethargy, and Grasp of Hadar (or some combination thereof) can probably help you keep foes inside, and maybe even let you knock them out and back in for extra damage. Truly, I think this is a genuinely solid spell (and note that this one does scale with level!)

Invocations:

We got some new Invocations! Let's take a look:

I'm not going to put these in alphabetical order, because there's a kind of Pact Boon path that will make more sense if we start with the prerequisite.

Pact of the Legion:

You learn Find Familiar and can cast it as a magic action without expending a spell slot. When you cast the spell, you summon a Fel Imp familiar. Additionally, when you take the attack action, you can forgo one of your own attacks to allow the familiar to make one attack with its reaction.

The Fel Imp is a CR 1 demon with a Fel Firebolt attack that has a +4 to hit and deals 2d6 Fire damage.

    I think this is probably not as good as Pact of the Chain - for one thing, the Fel Imp can't fly. What is cool here is that you can cast Find Familiar over and over without a spell slot - except that we also need a material component that is consumed. It's only 10 gold worth of materials, but that is a limitation on this. Keep an eye on this one, though, as this is basically a Pact Boon that then enables other invocations.

Call of the Void (level 5+, requires Pact of the Legion)

When you cast Find Familiar, you can choose to summon a Fel Imp or a Voidwalker. You also get the following benefits:

Quick Attack: As a bonus action, you can command the familiar to take the Attack action.

Your Spell Attack: The familiar uses you spell attack bonus for its attacks.

Shadow Shield: When your Voidwalker familiar takes damage, you can use a reaction to grant it resistance against that damage.

    First off: this is actually super cool. Not only does it make our familiar fully into a battle companion, but by letting it use our Spell Attack modifier, it also will actually be able to consistently hit things even at higher levels. But what of the Voidwalker? Let's take a look.

The Voidwalker is a CR 1 demon with a 40 foot movement speed. It has Magic Resistance and an attack with +6 to hit that deals 1d4+4 Necrotic damage and causes the Voidwalker to regain 3 HP. It also has Threatening Presence - any enemy that starts its turn within 5 feet of the voidwalker has disadvantage on attack rolls against any creature other than the Voidwalker. (The Voidwalker has an AC of 16 and 38 HP).

    So, this winds up being very good, though they do start to get a bit fragile as you get to higher levels. Still, this will be great at protecting you and even sustaining itself with that little heal on its attacks. Shadow Shield will help it survive the hits it takes because of Threatening Presence, and of course, if it does go down, we just burn some incense and get it up on our next turn.

Curse of Corruption (level 2+)

When an enemy starts its turn cursed by a Warlock spell you cast (such as Hex) it must succeed on a Charisma saving throw or take Necrotic damage equal to your Charisma modifier.

    This is broken. Not in a "whoa, that's really cool" way, but in a "I don't think they thought through what this implies." This lets you kill just about everything without a saving throw. A first level Warlock casts Hex on a target. Let's say that target runs away, no direct damage exchanged. The target is now going to have to make 600 Charisma saving throws. If they succeed on two thirds of them, they're still taking, like 600 damage. We hit level 5, and that becomes 4,800 charisma saves.

    Like, for real: the Tarrasque has 697 HP, a +9 to Charisma saves, and Magic Resistance. So, if your spell save DC is, like, 15 (reasonable at level 5,) they're saving on a 6 or higher. With advantage, that means they only fail 6.25% of the time. 6.25% of 4,800 is 300 failed saving throws, and we can even subtract 6 from that because of legendary resistance. If we have a +4 to Charisma, that's going to be a total of 1176 damage, which kills the toughest monster in the game... by a lot.

    The irony here, of course, is that your practical experience of this is going to be far less impressive - if you use it in combat and just get a bit of extra damage on your Hex against a foe that's going to probably die in 2-3 rounds, then... it's not overpowered, and arguably not even that good.

    But because of the way it interacts with Hex - the spell the invocation literally calls out as what it works with - I'd say this is a full on ban at my table, and I never ban things. Or, alternatively, we just put a hard limit, like 1 minute, on the duration of this effect. But as printed, this is, well, again, broken.

Expendable Minions (level 9+)

When your familiar or a summoned creature you control dies, you or another creature within 60 feet of you regains HP equal to your Warlock level plus your Charisma modifier.

    So, there's a hack here where you just use Pact of the Legion to summon a familiar and then bludgeon it to death over and over. Of course, the material component makes this ultimately unsustainable. Still, it's cheaper than healing potions! You don't have a lot of control over this in conventional situations, though, so you might get the heal when you don't need it. Still, could be interesting for a summon-heavy build (which we're clearly enabling with these invocations.)

Health Funnel (level 2+)

As a bonus action, you can expend any number of hit point dice and roll them, adding your Charisma modifier to each die. Your familiar or another fiend you command gains that many Temp HP.

    This is interesting - but I might err on the side of just re-summoning our familiar when they go down instead of taking this. Really depends on how precious our hit dice are - how likely we're going to need them to heal on a short rest.

Legion Summoning (level 9+, Pact of the Legion)

You can cast Planar Binding without expending a spell slot once per long rest. When you do, you summon a Felguard, Felhound, Incubus, or Succubus, and the fiend becomes the target of the spell.

    As a note, Felguards are CR 4 and Felhounds CR 5. Now, once again, casting Planar Binding for free sounds cool, but it has a very costly component that gets consumed - a jewel worth 1000 gold. So the no-spell-slot thing here is kind of beside the point. Now, one benefit here is that you get to summon the demon along with the spell, which normally just binds it, though given that the spell could potentially get a higher-CR creature, I'll leave it to you to decide if this is worth it (how much gold you got to spend, buddy?)

Master Demonologist (level 5+)

Any fiends you command also deal damage to the target of your Hex spell as if they were you.

    I don't love relying on Hex at higher levels, but this does at least start to make it a bit better. Sadly we can't combine this with, like, Summon Fiend, as both require concentration, but if we're going Pact of the Legion and Call of the Void, this fits in nicely to that suite of invocations.

Overall Thoughts:

    In WoW, the Warlock and Hunter are both classes that have always had access to a battle companion, and it's sort of iconic for them to go around followed by a creature who fights alongside them in battle. These invocations iare a reasonably elegant way to replicate that feeling, though I think that Legion Summoning is going to be too costly (and risky, given that they could save against the Planar Binding spell) to make it worth doing frequently. We can't quite consider these battle pets like you'd get as, say, a Vestige Warlock, given that they don't scale, though the ability to use your own spell attack modifier does at least let them contribute reasonably to your damage if you can keep them alive.

    As for the spells, we have one abysmally terrible one, one that is probably not amazing but might be good sometimes, and one that I think could honestly become a Warlock staple moving forward.

    Lastly, again: DMs need to change Curse of Corruption or ban it, because it's just... it cannot work the way it's written or it will utterly derail a campaign.

WoW Species: Alliance

 As we finish up our round-up of playable species, we come to the Alliance. The Alliance faction is generally the more traditional, classically heroic of the two factions. As such, the Alliance is also where you find more of the traditional heroic fantasy peoples, starting off with a rough equivalent of the Tolkien quartet as their first four member species, if you kind of squint (Azeroth doesn't have Halflings, which makes Gnomes the closest we have to Hobbits, though... also Gnomes are very different from Hobbits).

The Alliance of Lordaeron was originally formed in response to the destruction of the Kingdom of Stormwind (alternatively known as the Kingdom of Azeroth, though that gets very confusing given that it's also the name of the planet, and at one time was also applied to the Eastern Kingdoms. Look, is this all true in-game and not just a result of Blizzard retconning their world over and over until they got things more locked down? Who am I to say?) by the Horde. The other six human kingdoms that had originally comprised the Arathi Empire banded together to face off these extraterrestrial invaders (extraazerothian?) The humans were aided by the Dwarves and Gnomes of Khaz Modan, and then also the High Elves of Quel'thalas, and won the Second War.

However, decades later, the Undead Scourge devastated the Kingdom of Loradaeron (which had been the greatest power within the Alliance,) and in the aftermath of the Third War, the old Alliance underwent something of a transformation, its center of power relocating to the rebuilt Stormwind, and the previously-unknown Night Elves across the world joining it.

The Alliance as it exists now is far larger and more complex than the original coalition formed to fend off the Horde, with many new peoples joining the fold.

Draenei:

The Draenei look like demons... except actually, it's demons who look like them. The Draenei were originally the Eredar, a magically and technologically-advanced people who lived on the planet Argus. 25,000 years ago, the Dark Titan Sargeras came to the leaders of the Triumvirate, the three leaders of the Eredar, and offered great power and knowledge if they would serve him. One of the members, Velen, was granted a vision of what would happen if they took this deal, seeing how his people would be turned into demonic fiends. As his colleagues happily embraced the deal, Velen and a large population of loyal followers fled the planet as it descended into demonic evil.

Leaving their home planet behind, they renamed themselves Draenei, or "Exiled Ones." Velen's vision had been granted by the Naaru - celestial beings of pure Holy Light, and the guidance of the Naaru has been central to Draenei culture, providing wisdom and comfort but also multiple times aiding them in escaping the demonic brethren who would see them slaughtered for their dissidence.

The Draenei are the longest-lived peoples in the World of Warcraft. Velen, for example, still leads his people twenty-five millennia after their flight from Argus, and several other Draenei were born on their lost world. After a thousand-year period on the Orc homeworld that the Draenei called Draenor, the original Horde launched a campaign of genocide against the Draenei, which killed off 80% of their population (sadly, not the only species to endure a horror of such magnitude). Eventually, after an Alliance expedition to the shattered remnants of Draenor, now called Outland, drew the Draenei to make one last journey to Azeroth, where they found and eagerly joined the Alliance.

Both on Argus and Draenor, some Draenei suffered from cursed shadow magic, warping them into kind of mutated forms, and are now known as the Krokul, or "Broken." Velen has sought to reintegrate these victims into their society, and some have found new spiritual purpose through shamanic practice, which they have taught to the rest of the Draenei.

Another off-shoot, the Lightforged were zealous Draenei who turned back around, rather than fleeing Argus, and sought to fight back directly against the Burning Legion. Guided by the fanatical Naaru X'era, the Lightforged undergo a ritual to infuse themselves physically with the Holy Light, among other things changing their customary blue skin grey and their hair white, the golden light shining from their eyes. The Lightforged form the backbone of the Army of the Light, a cosmic force that seeks to fend off evil and darkness across the Great Dark Beyond.

Finally, the Penitent Man'ari are demonic "Man'ari Eredar" (Man'ari meaning "corrupted") who, after the defeat of the Burning Legion, sought to reconcile themselves with the Draenei and repent their eons of evil and cruelty. Seeking not forgiveness, but a chance to prove they have moved beyond their wicked ways, the Man'ari have been given tentative permission to try by Velen.

Darkvision: You have darkvision out to 60 feet.

    This I think is fine - I mean, they're so tied to the Light, it makes sense they'd be able to see in the dark.

Heroic Presence: When you cast a spell granted by your Eredar lineage, if you don't have Heroic Inspiration, you gain it. You can gain inspiration this way once per short or long rest.

    I don't know that I feel like this needs to be so limited - Zandalari get inspiration any time they roll a natural 1.

Eredar Lineage: You choose from one of several lineages, which give you supernatural abilities. Each grants a benefit at level 1 and then a spell at 3rd level and another at 5th level. You always have the spells prepared, and can cast each without a spell slot once per long rest. You choose Intelligence, Wisdom, or Charisma as your spellcasting ability.

Draenei: You have resistance to Necrotic damage and know the Spare the Dying cantrip. At level 3, you get Healing Word, and at level 5, you get Prayer of Healing.

    Healing word is nice to have, and quite great to have on a spellcaster who can't normally cast healing spells, like a Wizard. Prayer of Healing is probably not going to see as much use, but can be nice to have. This, of course, represents the standard Draenei, associated with the Naaru ship Exodar, which crash-landed on Azeroth. (The Draenei rarely land safely on any planet, though maybe that's more of a Naaru issue, as they're really the ones piloting these things.)

Krokul: You have resistance to Poison damage. You also know the poison spray cantrip. At 3 you get Ray of Sickness, and at 5 you get Hold Person.

    Another note: this isn't playable in the MMO, though the "Broken" have been established since the Draenei were first introduced (actually, truly, even going back to the Frozen Throne expansion for Warcraft III, when the only Draenei we met were Broken, and there was no established connection between them and the Eredar demons, which actually caused a bit of an embarassment for Chris Metzen, the creative director at Blizzard, as he had accidentally created a continuity error when working on the lore for the Draenei). But mechanically - poison's not so reliable given that so many monster types are immune to it, but resistance to it is also often great to have.

Lightforged: You have resistance to Radiant damage. You also know the Sacred Flame cantrip. At level 3 you get Guiding Bolt and at level 5 you get Aid.

    Some solid spells here, though it's very rare that Radiant resistance will come into play, as that's more a damage type used by players.

Man'ari: You have resistance to Fire damage. You also know the Fire Bolt cantrip. At 3 you get Hellish Rebuke, and at 5 you get Darkness.

    Like the Amani Trolls, this option - the "Penitent" Man'ari who had become demons but sought to prove themselves worth of reconciliation following the defeat of the Burning Legion - is represented in the MMO as just alternate cosmetics for the Draenei. Ostensibly, they ought to count as Fiends, but they don't. The spells are fine - and Fire resistance is pretty good all around.

Dwarf:

The Dwarves are the descendants of the Earthen (see my Neutral species post) who succumbed to the Curse of Flesh. Most Dwarves descend from the Earthen who, upon detecting the curse within them, went into hibernation within the Titan facility of Uldaman, to be guarded by their Mechagnome allies. While the Mechagnomes also succumbed to the curse, the stasis did nothing to prevent them from becoming flesh-and-blood mortals, and eventually, their Gnome friends woke them, and the two peoples traveled west to build homes in the mountains of Dun Morogh.

The Dwarves built the great city of Ironforge, but eventually, the three most prominent clans fell into civil war after the death of the last Anvilmar King. The Bronzebeard clan emerged victorious, while the Wildhammers and Dark Irons left in exile.

However, in recent years, all three of these clans have reunited, even with some nasty history (particularly given that the Dark Irons summoned Ragnaros the Firelord to the Redridge Mountains, turning most of the range into a charred wasteland and forever marking their clan with signs of this fiery elemental power).

There are other dwarf populations, where different groups of Earthen also transformed via the Curse of Flesh, like the Frostborn in Northrend, though most known Dwarves are from Khaz Modan.

Mechanically, Dwarves, even the Dark Irons, simply use the PHB dwarf stats.

Elves:

As I mentioned before in the Horde post, the Elves are likely descended from a group of "Dark Trolls" who settled on the banks of the Well of Eternity, where they were transformed into the first Night Elves. (I had been sure that the Haranir were the so-called Dark Trolls, but evidently not? Though the Night Elves, Trolls, and Haranir are all descended from the same ancestors.)

The Night Elves are the oldest of the elf peoples, and many living Night Elves were actually alive before the other elf lineages branched off, thanks in large part to the fact that, after the War of the Ancients 10,000 years ago, the Night Elves' sacred tree of Nordrassil was blessed by the Bronze Dragonflight to give them immortality (at least in the not-aging way). However, Nordrassil was burned at the end of the Third War to defeat the demon Archimonde (one of Velen's former colleagues in the Triumvirate,) which lost them this blessing (even as the tree regrew). The Night Elves lived for most of those ten millennia in isolation in their forests, but accepted membership in the Alliance to help fend off the Horde's efforts to consume their homes for lumber.

The High Elves are the descendants of the Highborne Night Elves, the aristocratic elite who were taught arcane magic by Queen Azshara. Those who rebelled against her when they discovered her complicity in the Legion's invasion during the War of the Ancients briefly rejoined Night Elf society, but when their magic was banned, they left in exile. Over time, distance from Nordrassil led to a physical diminishment. They landed on the northern tip of the Eastern Kingdoms and founded the kingdom of Quel'thalas (a region that did sort of already belong to the Amani Trolls). Their magical kingdom flourished, and they allied with the humans to the south against their common Troll enemies.

However, after Quel'thalas was devastated during the Third War, Prince Kael'thas Sunstrider renamed his people the Blood Elves and cut ties with the Alliance. While the vast majority of the High Elves went along with Kael'thas, a small few remained loyal to the Alliance, and went into exile as Silvermoon joined up with the very Horde they had fought in the Second War.

More recently, a group of Blood Elves underwent an expedition to study the Void, led by Magister Umbric. The experimental expedition was struck by a catastrophe, and everyone on the expedition was infused with void energy, chaging their bodies and tying them to the cosmic void. Fearing the power of the void, these new Void Elves were banished from Silvermoon. However, with the return of the long-missing High Elf hero of the Alliance, Alleria Winderunner, who had studied the void herself in her time-dilated thousand-year war fighting with the Army of the Light, Alleria helped to bring the Void Elves back into the Alliance.

Again, the base "Elf" species is used for these, but with new lineages. Except for the High Elf. (Though the High Elf is actually the only non-playable elf in the MMO - except that, like the Amani and Man'ari Eredar, you can achieve the look of a High Elf with some cosmetic options for both Void Elves and Blood Elves, the latter being more or less physiologically the same, though of course the wrong faction).

Night Elf: You have proficiency in Stealth, and if you are in dim light or darkness, you can take the Hide action as a bonus action. At level 3, you get Longstrider, and at level 5, you get Pass Without Trace.

    A skill versus a cantrip is debatable compared with the other elves. But I will say that Pass Without Trace is a really cool spell to be able to get - the spell that gives you low-Dex, heavy armor-wearing Paladin a chance to be sneaky. Note that these spells are both what the Wood Elf gets, though the 1st level feature is different. Much like Blood Elves are more or less the equivalent of High Elves, Night Elves are more or less WoW's Wood Elves, but with enough unique flavor that it makes sense to do something different here.

Void Elf: The range of your Darkvision increases to 120 feet. You also know the Mind Sliver cantrip. At level 3, you get Entropic Embrace (a new spell) and at level 5, you get Misty Step.

    While there are so many subclass features now that grant a Misty Step-like effect, it's still a really great spell to have, and one that I will always try to get if I can. Also, Mind Sliver is a great cantrip, given that it targets Intelligence. Now, what is Entropic Embrace?

Entropic Embrace:

1st level Necromancy (Void Elf, Warlock)

Casting Time: Reaction, which you take when you make a d20 test with advantage or disadvantage and roll the same number on both dice.

Range Self, Components: V, Duration: 1 min.

You are empowered by the Void for the duration, swathed in shadow and taking on a dark-blue or purple color. You gain the following:

Preternatural Calm: You automatically succeed on Con saves to maintain Concentration.

Shadow Shroud: You are shrouded in shadow, making your space Lightly Obscured.

Touch of the Void: Once on each of your turns, you can deal an extra 1d4 Necrotic damage to one creature when you deal damage to it, or you can restore an extra 1d4 HP to one creature when you heal it.

When upcast, you add a d4 to Touch of the Void for each level slot above 2.

    So, that reaction is nuts. It means that we're probably not going to be able to cast this spell very often. When rolling two dice, the chance of getting the same number on each is 1/20, so it's not unheard of. But this is not something to build around, because it's so profoundly unpredictable.

Gnome:

The Gnomes are a diminutive people descended from Titanforged Mechagnomes created by the Keeper Mimir to build, engineer, and maintain the complex machinery that kept Titan facilities running on Azeroth. A large group of Mechagnomes accompanied the Keeper Archaedas to the Uldaman facility when they and their Earthen brethren began to suffer the effects of the Curse of Flesh. While the Earthen went into stasis to try to slow the process, the Mechagnomes stood guard, and ultimately succumbed, becoming mortal beings of flesh and blood. When the Earthen emerged, transformed into the Dwarves, the two brethren people journeyed together to Dun Morogh.

There, the Gnomes built the technological wonder of Gnomeregan, a capital city. However, after the city was invaded by murderous Troggs (which are actually mutated Dwarves whose Curse of Flesh transformation went far more poorly, or perhaps better if you consider the goals of the Old Gods,) a desperate plan to irradiate the city's depths wound up a catastrophe, killing or mutating a majority of the Gnomes and only making the Troggs radioactive and more dangerous.

While the situation in Gnomeregan is somewhat settled now, and efforts to cleanse the lower parts of the city are underway, the Gnomes were welcomed into Ironforge as a safe harbor while they worked on recovering from this disaster.

Far away, in the archipelago of Kul Tiras, a group of gnomes founded a separate city called Mechagon. Learning of the Curse of Flesh, they sought to study how to reverse it, embracing the technology of cybernetics to try to restore themselves to their Titanforged origins. While it's not quite like the surviving Mechagnomes you'd find still active in some Titan facilities, they have managed to change their nature in quite profound ways.

Mechanically, the standard Gnomeregan Gnomes just use the Gnome stats from the PHB, though I'd think that they adhere much more closely to the Rock Gnome lineage.

Mechagnomes are a wholly new species, though there are certainly some overlapping features with the Autognome from Spelljammer.

You are a Construct. Also, you are Small.

    Being a Construct now has some precedent. Obviously, we had the Autognome in Spelljammer, but now that healing spells will work fine on you (and resurrection spells too, which the undead Forsaken need to figure out a workaround on) there's really no downside here. The Warforged from Eberron also got this update in 5.5. It does feel like the Earthen ought to be Constructs too, especially given that the playable Mechagnomes, both here and in the MMO, are really more like cybernetic humanoids than from-the-ground-up-constructs, which the Earthen are.

Built for Success: You can add 1d4 to one d20 Test you make, and do so after rolling the die but beofre resolving the effects of the roll. You can do this PB times per Long Rest.

    I think in practice this will wind up probably being one of those things where your DM will let you add this even after you find out you failed a roll. This is straight from the Autognome.

Emergency Fail-Safe: When you become Bloodied, you can take a reaction to spend one hit point die, roll it, and heal for the roll plus your Con modifier (minimum 1 HP). You can do this once per short or long rest.

    The interesting little nuance here is whether you can use this if you go straight from not-bloodied to 0 HP - does the damage knock you unconscious before this can go off? I also feel like these "when you become bloodied" features ought to be able to work even if you are already bloodied, like "if you take damage, and after the damage is applied, you are bloodied." I might even make this no action required given that it's still only once per short rest. But regardless, it's a minor emergency heal. Not going to be huge.

Mechanical Nature: You have resistance to Poison damage and advantage on saving throws to avoid or end the Paralyzed or Poisoned condition. You don't get exhaustion levels from dehydration, malnutrition, or suffocation.

    Again, while the poison and exhaustion stuff is what you'd expect with a Construct (the Warforged gets this too,) the paralyze thing is another straight copy of the Autognome.

Sentry's Rest: You don't need sleep. You can finish a long rest in 6 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

    Again, straight from the Autognome, but there's something I hadn't noticed, which is that unlike the Warforged, magic can put you to sleep as a Mechagnome (or Autognome) even if you don't typically sleep.

Specialized Design: you gain proficiency with two tools of your choice.

    Not huge, though when we eventually go over the new crafting rules in this book, you might take greater interest in this (basically they made crafting work better, though I honestly need to re-read that chapter to make sure I understand it. It's still pretty downtime-intensive).

Human:

Ok, I've been letting myself get verbose here. I did a whole post on Humans (which included Worgen and Forsaken) so I'll cut to the chase: the humans covered here include those from Stormwind, Stromgarde, Kul Tiras, Dalaran, and the Arathi Empire - not the ancient one, but the new Arathi Empire across the Storming Sea, whose inhabitants are kind of half-elves. Where is their Empire? We don't really know yet - apparently some other continent that we haven't explored (though I also feel like I'm getting weird alternate universe vibes - the book claims that it's nothing so extreme).

Humans use the Human species in the PHB, but there are three new Origin feats exclusive to humans (who can grab these with their bonus feat feature).

Arathi Heritage:

You get Fey Ancestry and Lethargy Resilience, the latter of which, if you didn't remember it from the Khoravar from Eberron, lets you choose to succeed on a failed saving throw to avoid the unconscious condition once per 1d4 long rests.

    So yeah, this is kind of a different way of achieving the "Half Elf" species that was taken out of the PHB but sort of reintroduced in Eberron. To be fair, Arathi are more like "90% human, 10% elf" for the most part, so it might make sense to do it this way.

Child of the Sea:

You're from Kul Tiras. You can hold your breath for a number of minutes equal to 2 plus your Con modifier (minimum 1 minute). Also, you get a swim speed equal to your speed.

    It ain't water breathing, but a swim speed can come in clutch if you get into a fight in the water, enabling all weapons to work without disadvantage. Hopefully your DM will give you some underwater stuff to make this actually useful.

Will to Survive:

This represents your "standard" Human from Stormwind, or potentially from Stromgarde (I think you could also apply it to unchanged survivors from Lordaeron or Gilneas, the latter of which is still like half the population).

When you have the incapacitated but not the unconscious condition, you can ignore the condition on your turn, but when you do, you gain 1 level of Exhaustion.

    This is a dangerous bargain, but could be really clutch. It's a little ambiguous: I don't think the condition ends, actually, but you can basically take on exhaustion to purchase your actions back (also, only on your turn). How often do you get incapacitated?

Worgen:

It's WoW's werewolves. The Worgen curse was the result of Druidic experimentation gone wrong, and then a desperate strategy to fight the undead Scourge. However, thanks to the Night Elf Druids and their Ritual of Balance, the Worgen of Gilneas now have their old human minds, and can even transform back into their original human forms.

    I'll note that we just got the Lupin in Horrors Within, who will look on a cosmetic level a lot like the Worgen, though mechanically, these are pretty unique.

Darkflight: As a bonus action, you can shape-shift to assume a more bestial appearance. This transformation lasts 1 minute or until you revert to your normal appearance as a bonus action. When you enter your bestial form, you gain Temp HP equal to 2 times your PB. You can enter this from PB times per long rest.

    Before we get into what this actually does, the implication here is that the vast majority of the time, we're going to just look like humans. That's ok, but just on an aesthetic level, I prefer how in the MMO, you can choose to look like a big hulking werewolf all the time, and just turn back into a human for RP purposes, though if you get into combat, you'll automatically go back into wolf-mode. I think we can take broad license from the term "more bestial appearance" and say that we're only more bestial when this is active. But if we do flavor it this way, I'd also say as a DM that you should let your player appear human as well as long as they're not using this feature, and just let them freely swap between forms in that case.

Increased Speed: Your speed increases by 10 feet.

Reactive Movement: You can take a reaction to move up to 10 feet when a creature ends its turn within 5 feet of you, and this does not provoke opportunity attacks.

    Note that this could be a friendly creature. But it's also going to be a nice way to get away from foes, though you do have to wait for the end of their turn, after they've probably attacked you.

Necrotic Resistance: You have resistance to Necrotic damage.

    Feels weird that this only works when we're transformed.

    Darkflight winds up being a pretty cool buff. At PB times per long rest, we can probably expect to be able to use it in every combat (maybe a bit more limited in early levels). We'll also see how it'll be easier to use it when we get to a later feature.

Darkvision: You have darkvision out to 60 feet.

    This one feels fair. I mean, werewolves get it, right?

Instinctual Shift: When you roll initiative and have one or more uses of Darkflight remaining, you cna immediately use the trait to shape-shift (no action required).

    I love this: a great way to ensure that we activate the buff even if we're a bonus-action dependent character. It also kind of feels of a piece with the automatic transformation we get in the MMO when we get into combat.

    I think my only real beef with this is that the species gets so little when we're not in Darkflight mode - giving us Necrotic resistance at all times would hardly have been unprecedented for a species trait. Still, the buff is pretty nice (the Temp HP is pretty small, but not nothing).

And there you have it!

That's all the Alliance species covered, and with that, all of the WoW species.

This book is dense, with a lot of really new ideas - some implemented really interestingly and some maybe disappointingly (ahem, Shadow Domain). But what it does mean that there's a ton to cover.

I think we'll continue a focus on character options, looking at things like feature alternatives for classes or new eldritch invocations.

Tuesday, November 3, 2026

WoW Species: Horde

 Alignment is not really a thing in WoW, and each culture has nuance and its share of heroes and villains. But I do think that the D&D book has gotten a broad idea right: that the two factions are basically Lawful Good versus Chaotic Good.

The Horde, setting aside ancient historical, temporary Hordes in deep Orcish history, began as a truly evil organization, its primary purpose a genocidal war against the Draenei. But you could argue that that Horde, that "Old Horde" ceased to be after the Second War. The modern Horde, starting with Warchief Thrall, has mostly served as a force for good in the world. That being said, this modern Horde has already racked up quite a few "red in its ledger," so to speak. It's a complicated organization - a coalition of disparate cultures, each of which have their own heroes and villains. Even if the Forsaken generally read as the Horde's "token evil teammates," there are figures like Liliana Vess, who is a pretty straightforwardly heroic individual. Then you have the seemingly saintly Tauren, but this will include figures like Magatha Grimtotem (who, to be fair, is in exile now).

The Horde is a coalition between people who have been great hardship, and have had to carve out a home for themselves in a harsh world, and there's thus something rather admirable about the way that they help one another thrive.

Elf:

So, this is one we'll have to touch on with the Alliance post as well. There are, broadly, five elven lineages. The Blood Elves of Quel'thalas and the Nightborne of Suramar are both affiliated with the Horde. The Blood Elves were once part of the Alliance, but after the kingdom was devastated during the Third War, and they were horribly mistreated in the aftermath of that war, the Blood Elves broke away, eventually invited into the Horde by the Forsaken.

The Nightborne spent ten thousand years locked underneath an arcane barrier over their city, and were transformed by the Nightwell, their font of arcane energy that kept them alive through that time. With similar struggles and shared history, the Nightborne were brought into the Horde by the Blood Elves.

Each of these (and the other elves) are represented via an Elven Lineage option within the PHB's Elf species.

Blood Elf: You know the prestidigitation cantrip, and can swap this for a different wizard cantrip on a long rest. You also get Detect Magic at level 3 and Arcane Vigor at level 5.

    Given that Blood Elves are basically High Elves (though there are also High Elves in Azeroth who remained loyal to the Alliance, and use the standard PHB High Elf) it makes sense that they have similar traits. I don't love Arcane Vigor, but otherwise this is fine, and a great way to get something like True Strike you can use Wisdom with.

Nightborne: The range of your Darkvision increases to 120 feet. You also know the Arcane Pulse cantrip. At level 3,  you get Faerie Fire, and at level 5, you get Darkness.

    Funnily enough, the Nightborne actually look somewhat like Drow, though like Night Elves, they're way bigger than other elves. Arcane Pulse is an action cantrip that deals 1d8 force damage to creatures of your choice in a 10-foot emanation and slows them by 10 feet on a failed Con save. Notably, it doesn't scale in damage. The cantrip is also on the Wizard spell list.

Forsaken:

The Forsaken are mostly former humans who once lived in the Kingdom of Lordaeron. When the Plague of Undeath swept through this mighty kingdom, the vast majority of its people died, only to rise as undead thralls to the Lich King. But after the Lich King's will wavered, fully half of the Plaguelands regained their free will and their human minds, but in horribly decayed bodies.

Your creature type is undead, which is a first in D&D 5E.

    Notably, this does complicate some issues regarding resurrection magic, so talk with your DMs about how to handle that. Thankfully, 5.5 changed a lot of healing spells like Cure Wounds to now work on Undead (and Constructs,) but again, be sure to figure out how these resurrection spells will work with your DM.

Darkvision: You have darkvision out to 60 feet.

    Unlike the Pandaren, this feels right.

Deathly Endurance: You have resistance to Necrotic damage.

    A bit campaign-dependent, but especially at high levels, this can be quite nice.

Everlasting: You don't gain exhaustion from dehydration, malnutrition, or suffocation. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you remain conscious.

    I think this is just like the Reborn from Ravenloft, which makes sense, as that's kind of the closest equivalent.

Touch of the Grave: When you deal damage to a creature, you can roll a number of d4s equal to your PB. You deal extra damage to the creature equal to the total rolled, and regain a number of HP equal to the extra damage dealt. You can use this once per long rest.

    So, it's not a bunch of damage, of course. We're talking 5 average to start and then 15 by level 17. These little bits of healing are also not that amazing on ourselves, given that we can't, say, pop ourselves up if we're unconscious.

    Though here's a crazy idea: if we have a non-concentration damage-over-time effect, can we use this?

Will of the Forsaken: You have advantage on saving throws to avoid or end the Charmed or Frightened conditions.

    Both good conditions to avoid.

    I really think the most exciting and interesting aspect of this is just that you are undead, which has a lot of implications for various spells and other features. I will say, as a lifelong spooky boy, I do really like the Forsaken in WoW - my Horde main is an Undead Rogue (though as I wrote earlier, I'd build him as a mix of Rogue and Echo Knight Fighter in D&D).

Goblin:

The Goblins of Azeroth are widespread, and while they have historically favored the Horde, only one of the major goblin cartels is officially part of the Horde. Goblins are one of the most technological peoples of Azeroth, and have a sort of odd and unhinged aesthetic that leans heavily, heavily into a kind of mid-century kitsch. Hawaiian shirts, lawn flamingos, and lots and lots of explosives.

On a mechanical level, I believe that the Goblins are identical to the way they were presented in Monsters of the Multiverse, so while they're technically new to 5.5, they're not really a "new" species option.

Orc:

The Orcs are the founders of the Horde, and are always in a cultural struggle to reckon with their past sins and restore their pride as a people, without letting the former plunge them into stagnant despair and not letting the latter drive them into repeating the worst mistakes of the past.

Orcs are already in the PHB, and both the larger population of fel-green orcs and the uncorrupted Mag'har orcs use those stats.

Tauren:

The Tauren are hulking bovine humanoids - they're minotaurs. The Tauren have wandered the plains and savannas of Kalimdor for countless generations. Deeply tied on a spiritual level to the natural world, the Tauren have historically striven for peace. Their great physical prowess, though, has made them mighty warriors, and joined the Horde in the fight against the Burning Legion in the Third War.

Historically, the Tauren were on friendly terms with the Night Elves, but as they joined the Horde and the Night Elves aligned with the Alliance, the two peoples found themselves on opposite sides of the faction conflict, tragically turning historical friends into enemies.

While the larger part of the Tauren people live in Kalimdor, the Highmountain Tribe, founded by the great hero of the War of the Ancients, Huln Highmountain, live on the Broken Isles, and are distinguished by their moose-like antlers.

While the Tauren were transformed by the energies of the Well of Eternity (much like the Night Elves,) the Taunka are an off-shoot from Northrend that are descended directly from their ancient Yaungol ancestors (there are also still living Yaungol in Pandaria, but they are very hostile to basically everyone).

Horns: Your horns are natural weapons, which you can use to make an Unarmed Strike. These deal 1d6+Strength piercing damage instead of the standard damage.

Goring Horns: Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one Unarmed Strike as a bonus action.

Hammering Horns: After you hit a creature with a melee attack as part of the attack action on your turn, you can use a bonus action to shove the target with an unarmed strike as long as the target is within 5 feet of you. When you shove them in this way, you can push them 10 feet instead of 5 feet.

    Notably, these three features are what the Minotaur from Monsters of the Multiverse gets. The Minotaur is a bit underwhelming of a species. But we get more here:

Tauren Lineage: You have a lineage that grants you supernatural abilities. If this calls for a saving throw, the DC is based on your choice of Strength, Constitution, or Wisdom modifier.

    Before we even start here - this is totally unique. Normally, if it's some kind of spellcasting feature, you can pick between "mental" traits, and otherwise you might expect a feature like this to only allow the use of, say, Constitution. But here, if you're playing a Strength or Wisdom-based character, you can push this DC to great levels.

Mulgore Tauren: When you take the attack action on your turn, you can replace an attack with a magiclaly empowered stomp. You cannot use this feature if you are Prone or if you are flying, climbing, or swimming. Each creature of your choice within a 5-foot emanation makes a Con save. On a failure, the creature is stunned until the end of your current turn.

    This. Is. Insane. There is no limit on uses here. It's just one turn, but it's... it's an AoE stun that even avoids friendly fire. This is really, really good.

Highmountain Tauren: As an action, you can move up to your speed without provoking opportunity attacks and can move through the spaces of other creatures. Each medium or smaller creature whose space you enter makes a Strength saving throw. On a failure, the target takes damage equal to your PB plus your Strength modifier and falls prone. A creature can only take this damage once per turn.

    Again, no limit on use. This will slightly favor Strength, thanks to the damage, but consider this: you won't ever need to take the Dash action, as this is just better. Not quite the Mulgore one, but still damned good.

Taunka: You gain a +1 bonus to AC and resistance to Cold damage.

    This isn't bad, but it's not as exciting as the other two. Also, fun fact: Taunka aren't actually a playable option in WoW, though they were established long before the Highmountain Tauren (actually, there was a Tauren Death Knight NPC who was a Highmountain, but they hadn't established the moose-antler thing yet).

Troll:

Trolls on Azeroth are very different from the standard D&D Troll, though there are "Dire Trolls," who have undergone dangerous and powerful magic to bulk them up to enormous size and strength, often at the cost of their mental faculties, which I think you could use the classic CR 5 Troll to represent.

Trolls are among the most ancient peoples of Azeroth, and their civilizations probably pre-date even the Night Elves'. However, the ancient empires are mostly in ruins, and even those old empires are divided into disparate tribes that sometimes war with one another.

Still, the profound expanse of Troll history gives them a pride and power that should not be underestimated.

The Darkspear Tribe, once the pariahs and outcasts of the Gurubashi Empire, were recruited into the Horde by Thrall, and have played a crucial role in the development of the modern Horde. Their beloved chieftain, Vol'jin, was the first non-Orc Warchief, though his tenure in that role was sadly brief.

The Zandalari Empire is the oldest of the Troll Empires, and the only one that still retains the pride and glory of its ancient history, even though it was diminished by the Sundering 10,000 years ago. Famed for its riches and its magnificent navy, the Zandalari were friendly to both the Alliance and Horde, before the evil prophet Zul turned the Empire against both factions. However, the Horde reestablished ties with them during the Fourth War, and after a devastating assault by the Alliance upon the Zandalari capital, the ancient empire is now firmly aligned with the Horde.

Finally, the Amani Empire has struggled to retain their pride after much of their territory was taken by the ancient Highborne (who would become the High Elves, and thus the Blood Elves and Void Elves as well). The foes who actually got humanity to first ally with the elves, the Amani also fought alongside the Old Horde during the Second War, only to withdraw into isolation after the Horde's defeat. Only in very recent times has there been an armistice between the Quel'thalas and Zul'Aman (during a crisis in which the Blood Elves have even allowed the Alliance to enter their capital of Silvermoon,) and while the bad blood here goes back thousands of years, there's some sense that the Amani might have a chance to establish some sort of longterm peace with their elven neighbors.

    Notably, at least as of this writing, the Amani are not a playable option in WoW, though there are "customization options" for the standard Darkspear Trolls that include forest-troll colors on a purely cosmetic level.

Bloodied Frenzy: While Bloodied, you have advantage on attack rolls.

    This is pretty cool - while you don't generally want to stay bloodied for long, getting a little damage boost when you really need those bad guys dead can be helpful. Advantage is cheap these days, of course, but I'd be curious to see how often this comes up. I probably wouldn't intentionally remain bloodied, but it can be a nice litle bonus.

Darkvision: You have darkvision out to a range of 60 feet.

    This sort of feels right even if I can't justify why they get this. Frankly, at this point, not getting darkvision on a species feels like a detriment more than getting it feels like a bonus.

Troll Healing: When you expend hit point dice after a short rest, you regain HP equal to the maximum roll of the dice plus your Consittuion modifier.

    This blows the Earthen and Pandaren features out of the water (on average, at least). Assuming this doesn't mean you can only add your Con modifier once (which would be silly,) this is nearly doubling your short-rest healing. Now, is short rest healing that big a deal? Maybe not. How often do you run out of these dice? But still, you will be far more efficient with them.

Troll Lineage: Choose one of the following lineages:

Amani Troll: When you spend Heroic Inspiration, you regain 1 expended hit point die.

    The problem with this is, given how efficient our short rest healing is, do we really need to regain them before a long rest? Maybe we need to grab something like Evocation Adept from Arcana Unleashed to find other ways to spend them.

Darkspear Troll: When you take the dash action, difficult terrain composed of ice, rubble, snow, or undergrowth doesn't cost you extra movement until the end of your turn.

    I kind of hate that this doesn't just do this for all difficult terrain. Would that be so overpowered? I think that 95% of the time, this is going to be a nothing feature.

Zandalari Troll: When you roll a 1 on the d20 for a d20 test, you gain Heroic Inspiration at the end of the current turn.

    First off, his would be great if you could combine it with the Amani trait. But more seriously, this is good! It's not quite Halfling Luck, but while you can't undo the nat 1 with the inspiration you get, it's still a nice consolation prize that could help you out the next time.

Vulpera:

The fox-like Vulpera are native to the deserts of Vol'dun, on the island of Zandalar. Primarily desert nomads, the Vulpera joined up with the Horde after the Horde helped them fend off hostile Sethrak (snake-people.)

    Just as a note: the Vulpera were popular enough, but maybe out of all playable races in WoW, they were the most briefly established before they were promoted to playable, with the exception of the Void Elves (though in that case, the Void Elves at least were former Blood Elves, so we had the gist already). Another note: the Vulpera were added in an expansion that gave us a ton of "Allied Races," which used existing player race "skeletons " (as in, the 3D model skeletons) to give essentially variants on them, like Dark Iron Dwarves, which used the same basic model as Dwarves but with charred grey skin and fiery hair. The Vulpera, though, actually use the Goblin model skeleton, even though they are not remotely related to the goblins in lore (both are short and have big ears, though!)

You are Small.

Darkvision: You have darkvision out to 60 feet.

    Oh come on! Why do these people who live in a notably bright desert have darkvision? At a certain point, why not just give everyone darkvision?

Fire Resistance: You have resistance to fire damage.

    While you'd think that these furry fox-folk would be susceptible to flames, I think this is meant more to reflect their ability to survive in extreme heat (fire resistance does prevent you from getting exhaustion in such environments).

Nose for Trouble: The first time you take damage after you roll initiative, you reduce the damage you take by your level (to a minimum of 0).

    This is really cool. And given that a lot of big scary monsters start a fight off with their most powerful offensive ability, there's a good chance that's when you want the most damage reduction. Granted, it's a flat amount, but ironically you really want to take their hardest strike first to get the best use of this.

Vulpera Nimblenss: You can move through the space of any creature a size larger than you, but can't stop in the same place.

    This is like the Halfling trait. Also, I realized that I'd been getting something wrong about 5.5 movement - that moving through an ally's space is still considered difficult terrain. Good to know, but not relevant here.

And there we go: the Horde.

I suspect that the Alliance will be a bit quicker, as you have some more familiar D&D species among is number, like Humans, Dwarves, and Gnomes. But we'll also see some rather unique ones like the Worgen and Draenei.

WoW Species: The Neutral

 The D&D World of Warcraft book is now available in early access, and I've done a quick look through it. I've of course been cheating a bit using various YouTubers' previews of the subclasses, but now we can get into the nitty and the gritty.

While I'd strongly encourage you to approach the Alliance/Horde conflict however you prefer at your table (I'd be down for something of a Cold War vibe where a party can have members of both factions, and forge genuine friendships, even if there's that lingering fear and distrust - maybe only some of the party is welcome in Thunder Bluff) the Red vs Blue conflict is a foundational one to the setting as a whole.

But since the introduction of the Pandaren as a playable race in 2012, WoW has inducted a number of cultures and populations that find themselves in the Alliance and the Horde. In some cases, this reflects a stark philosophical difference between the ones who go one way or another, and in some it's just a general understanding that both factions can be good allies, and a carefully-maintained neutrality might be wise.

I'll also point out that while, in the MMO, if you play a Goblin, you're automatically a member of the Horde and affiliated with the Bilgewater Cartel, there are plenty of Goblins who happily work for the Alliance, and even one example of a Goblin who was a high-ranking and respected member of Stormwind's SI7 (their intelligence agency - a riff on the UK's MI6).

Still, there are a ton of playable species in this book, so I couldn't put them all in a single post. And given that, let's finish this preamble and get moving!

Dracthyr:

The Dracthyr are a bit like dragonborn, but the backstory is that they were specifically created by Neltharion, the Black Dragon aspect (who would eventually go insane and try to destroy the world, renaming himself Deathwing) to serve as humanoid-like super-soldiers. When he lost control of the magical artifact that kept them permanently mind-controlled, he panicked and locked them away in deep vaults, where they remained in stasis for thousands of years, eventually reawakening along with the rest of the Dragon Isles.

First off, you actually have the dragon creature type, which is a first for 5E (one could imagine a world where various PHB species have other creature types, like Goliaths as Giants, Dragonborn as Dragon, Aasimar as Celestials, and Tieflings as Fiends, but here we are).

Darkvision: You get darkvision out to 60 feet.

Gliding WIngs: When you are in your natural form and are not incapactiated, when you fall, you subtract 100 feet from the distance fallen when calculating the fall's damage, and can move up to 2 feet horizontally for every 1 foot you descend.

    This is actually, weirdly, similar to the Hadozee feature from Spelljammer, which does do a weird thing by letting you potentially get a ton of lateral movement if you can drop from high up enough. While I think this would make more sense if we could just not take fall damage, the fact that this doesn't require a reaction, and that 100 feet is pretty generous, I think this is fine.

Natural Weaponry: While you're in your natural form, your wings and tails can be used as a bonus action to make an unarmed strike to shove a creature.

    Bonus action shove - obviously a lot better on a class that doesn't need its bonus action a lot. Nothing huge, but an unlimited enhancement here.

Visage: As a magic action, you can shape-shift into a humanoid form called your visage. You choose your visage's appearance when you select this species, which remains consistent. Changing shape doesn't change your game statistics, clothing, or equipment.

    Well, doesn't change your game statistics except for these other traits. But this basically takes the idea of dragons taking on humanoid forms and lets you do it too. WoW Dragons of all stripes do this all the time (makes you wonder why there aren't any half-dragons wandering around Azeroth... I think Jaina Proudmoore even dated a dragon for a while).

Draconic Flight: When you reach level 5, you can use your natural form to fly short distances. As a bonus action, you leap into the air and gain a fly speed equal to your speed that lasts 10 minutes. You can use this once per long rest.

    This is identical to the Dragonborn feature, fittingly enough.

    While I am not a big fan of Dracthyr in the MMO (largely because in their true form, you don't actually get to see most of the gear you're wearing, for some reason - I'd be much happier with them if they just fixed that) I think this is fine, and gives us the kind of vaguely-dragonborn equivalent for Azeroth.

Earthen:

The Earthen are the ancestors of the dwarves - Titanforged constructs built to excavate the deep places of Azeroth. But some Earthen remained unaffected by the curse of flesh, and are no longer bound to the Titan Edicts that forced them to do as they were programmed to do, they're now free to adventure and learn about the world.

Despite what I just said, Earthen are actually counted as humanoid.

Azerite Surge: When you take the attack action, you can replace one of your attacks with a blast of Azerite energy in a 15-foot cone. Each creature of your choice in the cone regains 1d10 HP, and each other creatuer makes a Dex save (dc based on your Con) or takes 1d10 radiant damage on a failure or half as much on a success. Both the damage and healing increase by 1d10 at levels 5, 11, and 17. You can use this PB times per long rest.

    This is light a Dragonborn's Breath Weapon but strictly better. It avoids friendly fire and even heals friends in the cone. And the Breath Weapon got a big boost in 5.5, so this is awesome.

Darkvision: You have darkvision out to 120 feet.

    Standard for subterranean peoples.

Earthen Resilience: You have resistance to poison damage. You also have advantage on saving throws to avoid or end the poisoned condition.

    Just like a dwarf, appropriately enough, as these are basically "stone dwarves."

Ingest Minerals: You don't gain exhaustion levels from malnutrition.

    Which is a very technical way of saying you don't have to eat.

Quiet Contemplation: When you spend Hit Dice when you finish a short rest, you regain 1 additional HP per Hit Die expended.

    So, we don't get the Dwarven Resilience, but this kind of makes up for it a little. A tiny bit of extra healing.

    Again, I really think that this will be great for any character with multiattack, and even if you don't, the cone heal, while minor, is a pretty great thing for a species trait and then you have one of the best damage types as a breath attack stapled to it.

Haranir:

The Haranir are a secretive people who live underground where the roots of the various world trees of Azeroth converge, and where the planet's Worldsoul once rested. The Haranir are a kind of missing link between the elves and trolls, and I could have sworn they were the long-fabled "Dark Trolls" until this book contradicted this. Still, they share traits of both species, and are all about safeguarding the natural world and the roots of the trees.

Darkvision: You have darkvision out to 120 feet.

    Again, subterranean.

Gift of the World Tree: You have proficiency in Nature and Survival.

    Some bonus proficiencies are always nice.

Haranir Magic: You know Druidcraft and Thorn Whip. When you reach character level 3, you learn Entangle. At level 5, you learn Spike Growth. You can cast each spell once per long rest without a spell slot, or you can cast them with your own spell slots as well. You choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells.

    These are... good spells! Spike Growth in particular is infamous for the "cheese-grater" builds you can make with it, doing tons of damage with forced movement. But Entangle, while humble, can still be quite strong.

    The species fits quite well with the format of the D&D Elf. When we get to the Horde species, we'll look at their Troll cousins. Anyway, a really solid showing for WoW's newest playable race.

Pandaren:

The Pandaren are a species of humanoid panda-people, who fought off tyrannical mogu oppressors to build an egalitarian empire in the land of Pandaria, guided by the Wild Gods known as the August Celestials. While most were locked away by a protective mist for 10,000 years, a small group of them traversed the mists on a turtle that grew to the size of an island, only returning to their ancestral home and their distant relations after the mists parted. The Pandaren have a culture that emphasizes family, food, storytelling, and philosophy.

Bouncy: You have resistance to Bludgeoning damage from falling.

    This is probably not going to be a character-defining trait. But it's fun.

Darkvision: You have darkvision to 60 feet.

    Hey, does anyone not get darkvision? Truly, I'm not sure why they get this, other than that... it's generally nice to have.

Inner Peace: When you spend hit point dice (yeah, 5.5 changed it to that from hit dice, and I struggle to write it that way) after a short rest, you regain 1 additional HP per die expended.

    Just like the Earthen one. Not going to be much, but it's a little bonus.

Quaking Palm: When you hit a creature with a melee attack on your turn, your movement doesn't provoke opportunity attacks until the end of your turn.

    This is... this is fantastic. While it's not a full disengage, and we do need to land a hit, this requires no extra action, and it's unlimited in use. So, Pandaren can just move around the battlefield pretty safely.

    Again, this is one of those species that are mostly fine, and then you get that Quaking Palm, which, I'll note, does not require the melee attack to be with a weapon or unarmed strike, so if you want to hit them with a spell attack (as long as it's melee) you'll be good.

And there we have it - there aren't a ton of neutral species.

As we take a look at the faction-specific ones, I'll note that there are a fair number that are already represented in the PHB. I think we'll start off with the Horde ones, which will have more new options, though there also some little variant options, like additional origin feats for humans.