Silverblade is smartly pacing the releases of races and classes to both make the project manageable and keep us wanting more. The first edition covers Classic, and a recent supplement, Champions of Outland, adds Burning Crusade elements.
Their super detailed homebrew 5e Warcraft world includes all that you need to flavor your 5e storytelling with WoW. Champions of Azeroth: A Warcraft 5E Adaptation is Redditor Silverblade1234's contribution to the Warcraft 5e cause.
For those who like to insinuate WoW truly, madly, and deeply into all aspects of our lives, here is another D&D 5e adaptation. This ability replaces aura of evil, fel resistances, planar knowledge, and fel fire.We've talked about D&D adaptations of World of Warcraft before. At 15th level, they can cast crusader’s edge. At 5th level, they can cast blessing of courage and life. In addition, they can cast Protection from (chaos or evil) on themselves once per day. The Man’ari gains celestial resistance, +2 bonus to knowledge (religion) checks, and an aura of good. Return to the Light: Rejecting the demonic gifts they have been given, they turn to celestial powers and abandon their evil ways. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
This replaces fel resistances.ĭark tattoos: The Man’ari laces their skin with tattoos that bestow magical strength, gaining them resistance 5 against negative energy damage. They gain spell resistance equal to 6 + their character level. I had an absolutely new player join my homebrew campaign four months ago. It is amazing just how easy it is for a new player to figure out the basic mechanics of 5e. This right here is what I believe is 5e reason for success. Spell resistance, lesser: The Man’ari disbands their binds to sargeras’ aid, and gains an affinity for magic as a whole. The new table has new players, some of whom will start new groups and so on. Man’ari with high Intelligence scores can choose from the following: Celestial, Dwarven, goblin, Draconic, Gnoll, Gnome, Goblin, Orc, and Zandali. Languages: Man’ari begin play speaking Draenic, abyssal, and common. Planar knowledge: Being endowed with demonic energies grants them a +2 bonus to knowledge (planes) checks. At 15th level, they can cast flame strike. At 5th level, they can cast flaming sphere. Normal Speed: Man’ari have a base speed of 30 feet.ĭarkvision: Man’ari gain darkvision out to 60 ft.Īura of evil: The fel energies within them give them an aura of evil out to a distance of 10 ft.įel resistances: Members of this race gain cold resistance 5, electricity resistance 5, and fire resistance 5.įel fire: The Man’ari gains the ability to cast burning hands once per day as a spell-like ability. Medium: Man’ari are Medium creatures and receive no bonuses or penalties due to their size. +2 Constitution, +2 intelligence, -2 wisdom: Man’ari are fortuitous and intelligent, but brash.
The vast majority of Man’ari are evil, however there are the rare few that can resist or have broken free of the will of Sargeras. In essence, the Man’ari are a form of demon.
Some Man’ari retain their pale blue color. Primarily they have red or pale purple skin, with green eyes resembling the fel, sargeras’ power. The others accepted the demonic powers of Sargeras, forming them into Man’ari – Eredar fueled by evil energies. When Sargeras approached the Eredar leaders, Archimonde, Velen, and Kil’jaeden, only Velen rejected his ‘gift of power’ and fled their homeworld of Argus with all he could, forming the Draenei. Man’ari are a race of Eredar like the Draenei.