Actually, one of these came out eleven days ago, but I just found out about it.
Anyway:
The WoW D&D book is both very exciting for me as a longtime WoW player who also loves D&D while also being a terrifying specter of the dilution of D&D through a bunch of crossover-IP corporate synergy nightmares. Did I get excited to play the Final Fantasy Magic the Gathering set? Yes. Has the prevalence of Universes Beyond in Standard made me stop playing Magic the Gathering as much as I used to? Also yes.
But at least for now, I'm happy to just turn off my captialism-weary brain and embrace the rank consumerism of this corporate crossover because, hey, I've been dreaming up a D&D/WoW crossover ever since reading through Tomb of Annihilation, where you can find that weird chair that transports people to other worlds, and thought it would be hilarious if a party blipped out of that adventure and wound up in downtown Orgrimmar. (We'll see how things go when we're getting UB products for IPs I don't give a shit about.)
Anyway, the articles suggest ways that you can re-create WoW classes and specializations with the book, and then gives details on the various subclasses included in it.
Let's start off with a caveat:
If I were to run an Azeroth adventure, or perhaps even more if I were to be a player in one, I'd probably be inclined to go against the grain and not try to make a character that directly corresponded to the way they play in WoW. Whether that's just creating a character that has no real precedence like an Artificer (while conceptually, an Artificer would have no problem fitting in with WoW, until/unless we get a Tinker class as has often been rumored, there's no player class that really corresponds to it. That said, my Goblin Survival Hunter uses a mechanical - think construct - pet and that spec is all about throwing bombs and literally "Conjuring a Barrage" with a shotgun, meaning I think he'd actually be best-represented by a Battle Smith Artificer rather than a Beast Master Ranger) or tweaking existing concepts to make a better-feeling character that perhaps fits closer to my idea of what a WoW spec ought to feel like (like my Undead Subtlety Rogue going with a mix of Echo Knight Fighter and Arcane Trickster Rogue).
Here's what I'd say if I were running a campaign or adventure in Azeroth: I'd strongly encourage players to use the guidance provided here, but I'd fully allow for people to play anything from 5.5 (and most things from 5.0). There's nothing remotely like a Bard in WoW (though you could argue an Augmentation Evoker at least functions in a similar "buff your allies more than yourself" manner) but I see zero reason why they couldn't exist in Azeroth just because the developers haven't added that to the game.
In a similar manner, the approach to the Shaman class is... unexpected, so I'd fully embrace a player who wants to play... actually truer to the WoW Shaman, something like a Circle of the Land Druid.
But with all that preamble out of the way, let's review what the articles actually tell us.
We'll start with the WoW class guidance.
Interestingly, both WoW and D&D 5E have thirteen playable classes (at least until Dark Sun adds the Psion to D&D). While there's a nearly one-to-one correspondance between some of them (surely the Druid is the equivalent of the Druid) it's not a perfectly-aligned mix. There's no Artificer or Bard or equivalent in WoW.
Now: WoW's classes each have three (or four for the Druid) specializations. While this most closely corresponds to subclasses in D&D, the expression of these ideas doesn't work totally the same. Group roles: tank, healer, or damage, are not nearly as strictly delineated in D&D. Specializations thus will be a separate mechanical idea that have more minor benefits. Let's take a look at the WoW classes alphabetically:
Death Knights:
Death Knights will use the new Oath of the Ebon Blade subclass for Paladins. This replaces several Paladin features beyond the typical subclass levels, like swapping out Lay on Hands for Death Coil (a feature that can add damage to foes as a bonus action or heal friendly undead, including the Death Knight themselves). All three specializations are represented in this subclass, which will each grant a separate rune to carve into the Death Knight's weapon, which grant various benefits.
Demon Hunters:
Demon Hunters, like Death Knights, use the framework of another class, in this case the Ranger, but replace certain features. Its three specializations will affect what subclass spells you get. Demon Hunters will be able to use soul fragments carved from foes to fuel various abilities, including getting to cast more spells, and they also get a new Fighting Style feat that allows them to get Warlock cantrips, so you can have, for example, Eldritch Blast if you want to go for the Devourer specialization (which is more spell-focused).
Druids:
Druids are a far simpler class to convert to D&D, but there are some exciting and notable changes here. Balance Druids can easily be represented with the Circle of the Stars subclass, simply flavoring their Starry form as instead being a shift into their Moonkin (think a sort of magical antlered, upright-walking Owlbear) form. Restoration Druids just go Circle of the Land. Meanwhile, the Guardian and Feral specializations both go Circle of the Moon, but here's the kicker: All Azerothian Druids will get access to new Wild Shape forms: Bear form, Cat form, and Travel form (which itself seems to get both Aquatic and Flight versions, much like in WoW). What I believe these will be are scaling templates that you can use from level 3 to level 20, which is something they experimented with in the One D&D testing two or three years ago, but abandoned. If they let the attack bonuses and damage of their attacks scale with Wisdom (just let the attack bonus be your spell attack bonus) I'll be overjoyed and more or less think this fixes the Circle of the Moon subclass.
Evokers:
D&D, as far as I know, is the only game that makes a really clear distinction between a Wizard and a Sorcerer, and even if their spell selection is similar, the concept of them as classes is quite distinct. Evokers, the newest class in WoW (introduced in 2022,) though, actually fit quite well into the idea of a Draconic Sorcerer. However, given that WoW Evokers have three specializations, there will be some variation: different specializations will be given different subclass spells, with Preservation Evokers, for example, getting healing spells, and Augmentation Evokers getting more beneficial/buff spells. (I suspect that Devastation will look the most like a standard D&D Draconic Sorcerer, but perhaps we'll get some fun spells like Deep Breath).
Hunters:
Another pretty 1-to-1 equivalent, the Hunter is basically D&D's Ranger. Here, the Marksmanship specialization is simply represented by the Hunter subclass (this feels like a weird fractal pattern) but with encouragement to stick to ranged weapons to match the specialization. Both Beast Mastery and Survival, though, are represented with the Beast Master subclass. In WoW, Beast Mastery is a ranged specialization like Marksmanship, while Survival is the Hunter's sole melee "spec." However! While you might think they'd just call it a day, apparently if you are going for the Beast Mastery specialization from WoW, you'll actually replace Roving with a new feature called Pet Specialization. In WoW, Hunter pets can have one of three specs, Tenacity, Ferocity, or Cunning, and so I assume this will correspond in a similar manner. But I find this interesting because it takes something that might be "settled" with a simple use of existing D&D player options and futzes with it a bit.
Mages:
Mages are pretty clear analogues for D&D Wizards, but due to WoW's general focus more on combat as its primary mechanic (I'd argue D&D also centers combat, but not to the degree that WoW does,) all Mages focus on blasting foes with magic from afar, the only real distinction being the flavor of magic (with various interesting mechanical effects). Thus, all Mages are considered Evoker Wizards. But your specialization will grant you some distinct features: Arcane Mages will get a feature called Clearcasting, where if you land a critical hit with a spell, you can cast a cantrip as a reaction, as well as enhancing your Force damage dealt. Fire Mages will get some additional fire spells like Flame Strike (which they do get in WoW as their main AoE spell) and the ability to cause foes to burn when they deal fire damage to them. Frost will gain access to new spells that deal cold damage and inflict the Restrained condition, with another feature that lets them deal bonus damage to restrained creatures (similar to WoW's central Frost Mage mechanic, Shatter). While I think it'd be far too limiting to restrict players to only one Wizard subclass, I do appreciate that they're adding all these interesting features to distinguish them - I just wonder if players will have to give something up for them.
Monks:
Again, this is a class with a clear counterpart in D&D, so it's not too hard to convert. However, there appear to be a few new feats that will allow Azerothian Monks to better represent their powers. Windwalker Monks will simply take the Warrior of the Open Hand subclass, but they can grab a Fists of Fury feat that increases the damage they deal with each subsequent hit. Mistweavers will go Warrior of Mercy, and can get a feat that allows them to reduce incoming damage to allies or give temporary hit points. Brewmasters get a reworked Drunken Master subclass renamed Warrior of Mystic Brews. While this subclass retains several features from the old Xanathar's subclass, they also now incorporate an actual brewing mechanic, where you can make potions that grant you benefits for an hour (or 8 if you spend a Focus Point when making the potion,) and eventually you get to mix two of your brews together to get both benefits. But old features like Tipsy Sway, Intoxicated Frenzy, and Drunken Technique remain from the old version of the subclass (though we'll have to see if they've been tweaked.)
Paladins:
Once again, a clear counterpart class exists. And here, the Protection and Retribution specs are very simply represented in the existing Oath of Devotion and Oath of Vengeance subclasses, respectively, with no apparent mechanical distinctions (if you want to be strict about it, Protection should go with a one-handed weapon and shield while Retribution should go with a big two-handed weapon). However, Holy Paladins will take the brand-new Oath of the Holy subclass. This subclass really focuses the Paladin on their healing capabilities. Perhaps to shore up the Paladin's limited half-caster spellcasting resources, Oath of the Holy Paladins can restore their Lay on Hands pool by dealing radiant damage to foes, and a few other subclass features, including their level 20 "ult" will also help them heal.
Priests:
While D&D Clerics are more heavily armored, the Priest is pretty unambiguously the WoW version of the Cleric class. Holy Priests will simply go with the Life Domain and call it a day. But the other two specializations are both getting their own brand-new subclasses. Discipline Domain (for Discipline Priests) will focus on being able to heal and deal damage at the same time. Probably the most distinctive feature is Atonement, which is a temporary buff (not sure how temporary) that can be applied to creatures they heal which then causes anyone with the buff to gain more HP when the cleric deals damage to an enemy. The standard Holy Bolt channel divinity option is buffed in various ways by the subclass to also aid in healing. Meanwhile, Shadow Priests get the new Shadow Domain, which focuses a bit more on psychic damage and has various ways to disperse into a shadowy form to avoid taking damage from foes and also heal up allies as you deal necrotic or psychic damage.
Rogues:
Once again, a fairly one-to-one equivalency. Assassination Rogues strangely enough go with the Assassin subclass. Subtlety Rogues go with the Soulknife subclass (which actually makes some sense given that the Shadow damage that they deal in WoW can stand in for both Necrotic and Psychic damage in D&D). Outlaw Rogues will take the new revised Swashbuckler subclass. The Swashbuckler looks like it will be fairly similar in early levels, but then get some new features at higher levels, such as new Cunning Strike options, and eventually (I think this is the capstone) will get the ability to get an additional attack against a target that they've hit with Sneak Attack (it'd be fantastic if you could get a second Sneak Attack, but I'll temper my expectations).
Shamans:
Probably the most unexpected equivalency, Shamans are represented in D&D as Barbarians, which is very strange for a class that, in WoW, is very spellcasting-focused (even its melee specialization, Enhancement, uses its melee strikes to grant it the ability to instant-cast spells like Lightning Bolt). That said, the connection with a deep, primordial past and the ancestors does at least fit in with the D&D conception of a Barbarian. Shamans, though, replace Primal Knowledge with a new feature: Totems, which allows you to easily summon objects that grant buffs to allies in a radius (and while they last a short time, it seems you have an unlimited ability to put them back out there as a bonus action). Like Priests, we're getting two subclasses, one of which is a revision of an existing one. Enhancement Shamans are represented by the Path of the Spiritual Guardian, a revamp of the Ancestral Guardian subclass (ironic given that in WoW, Enhancement is the spec that doesn't get access to the "ancestral spirits" hero talent tree, Farseer, but whatever). The Spiritual Guardian subclass does look like it's getting a new capstone feature, which allows you to make an additional attack after hitting with a "powerful blow." (Not sure if this means a critical hit or a Brutal Strike.) Elemental Shamans will use the brand-new (I hope brand-new, because they should probably just sweep what remains of the Storm Herald under the rug, at least mechanically speaking) Path of Elements, which gives the Barbarian ways to deal fire, cold, and lightning damage to foes, and encourages them to cycle through these different damage types, as well as getting access to some utility spells (unspecified). Restoration Shamans are encouraged to go with Path of the World Tree, seemingly interpreting the WoW Resto Shaman's healing as the protective abilities that the World Tree Barbarian gets.
Warlocks:
Again, a class that exists in both WoW and D&D, even if the concept is a little different. New eldritch invocations will help you get some more minions out there. Destruction and Demonology Warlocks use the Fiend subclass, fittingly enough, with Demonology getting some Eldritch Invocations to keep their summons alive longer (hopefully we'll also get some lower-level spells to summon fiendish minions: maybe Hand of Gul'dan as a 3rd level spell or something that gives us some flimsy little Wild Imps after hitting for minor AoE damage). Affliction Warlocks will, surprisingly if you ask me, take the Great Old One subclass, with new invocations that allow them to summon Aberrations and deal more damage with curses. This one is actually a bit surprising, given that if Affliction were going to go outside of Fiendish magic, I'd have thought it more likely they'd go either Undead (which to be fair is not in the PHB) or Archfey, given the existence of hag-like witches in admittedly just like a single zone from the Battle for Azeroth expansion. Great Old One Warlocks would have been my guess for how to do a Shadow Priest if they weren't making the whole Shadow Domain subclass. But oh well. There certainly are plenty of aberrant monsters to make pacts with in Azeroth.
Warriors:
Finally, Warriors are a near-perfect equivalent for Fighters. Both Arms and Protection Warriors are encouraged to make Battle Master Fighters, and just using a Great Weapon for Arms and going sword-and-board for Protection. There will be some new maneuvers, though, that might further distinguish their powers. Fury Warriors are encouraged to take the Champion subclass (and dual-wield,) though this is the only case where the book, or at least the article, suggests going a little off the beaten path and suggests you go with the Berserker Barbarian instead (which I also think is a very direct equivalent to the Fury Warrior other than the fact that you can't wear heavy armor).
So, there you have it: clear guidance and in some cases new character options for playing every WoW class in D&D. I think this is cool, but here are some thoughts on it:
I think that if you are a DM who is familiar with WoW (like I am,) but your players are totally or mostly unfamiliar with it as a setting, I'd try to encourage your players to try using this guidance to build their characters. If, however, your players are already perfectly familiar with Azeroth as a setting and WoW as a game, I'd say that it'd be totally fine and even fun to go off the beaten path. For example, there's no playable Necromancer in WoW (though the Unholy Death Knight is pretty darn close,) but it would, I think, make perfect sense to allow a player to play a Necromancer Wizard (perhaps more likely if they're Forsaken, but perhaps they're a deprogrammed former member of the Cult of the Damned.) Similarly, while there's no Bard class in WoW, we do have characters like (the long-dead and currently ghostly, but friendly) Lirath Windrunner, who would have totally been a Bard. And honestly, Gnome, Goblin, and quite a bit of Draenei culture is super Artificer-heavy (one of the minor but recurring Draenei characters is literally called Grand Artificer Romuul.)
Frankly, I think the main appeal to importing Azeroth to D&D is to give us the freedom to do things we couldn't do in WoW, coming up with our own stories and adventures and letting us play heroes that the rules of the MMO don't allow for. Thus, this guidance is all well and good, for sure. But I think it should be treated more as a prompt than a restriction. Surely we could have some Kul Tiran Tidespeakers represented by Circle of the Sea Druids, or elite Kirin Tor Battlemages represented by Eldritch Knight Fighters. Maybe a Farseer (a title generally used for powerful and respected Shamans) could be a Diviner Wizard.
Again, the guidance is cool, and I'm really excited to see how the mechanical tweaks and changes all work. But I'm most excited to kitbash the hell out of all of this and repurpose it, either to change how an Azerothian adventure would play out, or to use the options found here to enhance adventures in my own homebrew worlds or other canonical D&D settings.