The Warcraft RPG features 12 core classes divided into arcane, divine and martial traditions. The Arcanist is a base class — players choose a path (Mage, Necromancer, or Warlock) within it. Similarly, Healers choose from Druid, Priest, or Shaman. Each class provides unique abilities as you advance in level.

Arcane Classes

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Arcanist Intellect

Hit Die: d6 · Saves: Will (high) · Skill Points: 2+Int/level · BAB: Medium

The arcanist wields volatile arcane magic — a powerful drug that courses through caster and world alike. Rather than a single generalist path, Warcraft’s arcanists specialize: mages master frost and fire, necromancers command the dead, and warlocks bind demonic energies. Each path gives different spells and different arcana abilities at levels 1, 4, 8, 12, and 16.

Proficiencies: Clubs, daggers, quarterstaffs only. No armor (interferes with somatic spell components).

Bonus Feats: At levels 5, 10, 15, and 20.

  • Arcana Unique path-specific abilities gained at levels 1, 4, 8, 12, 16
  • Scribe Scroll Can create spell scrolls at 1st level
  • Spell Slots Prepare spells daily using the arcanist spell slot table

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Arcanist Path: Mage Intellect

Races: Dwarves, Gnomes, High Elves, Humans, Trolls, Forsaken

Mages wield the twin disciplines of frost and flame. They can summon arcane constructs, freeze enemies in their tracks with blizzard spells, or immolate entire battlefields. A mage may also choose a specialization — mastering one school of magic at the cost of being unable to learn spells from an opposing school.

Mages can have familiars — small magical animals that share a mental bond and grant the mage additional abilities as both grow in power.

  • Familiar May bond with a magical animal companion
  • Specialization May opt to focus on one school for extra power, forfeiting an opposing school
  • Path Spells Gains access to mage-specific spells (fireball, frost nova, blizzard, etc.)

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Arcanist Path: Necromancer Intellect

Races: Mostly Humans and Forsaken · Alignment: Usually evil

Necromancers whisper to the dead and command them to rise. This dark path is rarely taken — necromancers are feared and hunted across Azeroth. The few who walk this road wield terrible power over undead, draining life force, raising corpses as servants, and eventually commanding powerful undead armies.

  • Undead Command Can control and direct undead creatures
  • Path Spells Animate dead, chill touch, finger of death, harm, etc.
  • Corpse Explosion Detonate an undead or corpse for area damage at higher levels

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Arcanist Path: Warlock Intellect

Races: Forsaken, Gnomes, Humans, Orcs · Usually darker alignments

Warlocks tap demonic fel energies for destructive power. They can summon demons as servants, corrupt enemies with shadow magic, and drain life to sustain themselves. Alliance warlocks are far more common than Horde ones — the Alliance’s long familiarity with arcane magic allows for such reckless practices. Still, warlocks are rare even there.

  • Demonic Companion Can summon and bind a demon servant
  • Drain Life Steal HP from enemies to heal self
  • Path Spells Corruption, immolate, shadow bolt, banish, etc.

Divine Classes

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Healer Spirit

Hit Die: d8 · Saves: Will (high) · Skill Points: 4+Int/level · BAB: Medium

The healer channels divine power through one of three paths: the Druid, who draws from nature; the Priest, who channels the Holy Light; or the Shaman, who speaks with elemental spirits. All share the healer’s core ability to cure wounds and support allies.

Proficiencies: Path-dependent. All healers can spontaneously cast cure spells by sacrificing prepared spells of the same level.

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Healer Path: Druid Spirit

Races: Night Elves primarily; also Tauren

Night elf and tauren druids serve as living conduits for the natural world. They can shapeshift into animals — bears for combat, cats for stealth, travel forms for speed — and can bond with an animal companion. Their magic draws from nature rather than the dangerous Well of Eternity.

  • Wild Shape Polymorph into animals; forms gained as levels increase
  • Animal Companion Bond with a beast; companion grows in power with the druid
  • Nature’s Wrath Spells include entangle, call lightning, barkskin, faerie fire

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Healer Path: Priest Spirit

Races: Humans, Dwarves, High Elves, Gnomes, Trolls, Forsaken

Priests channel the power of the Holy Light to heal allies and smite the undead. Some walk the shadow path, wielding dark faith as a weapon rather than a healing force. Priests can turn undead, causing them to flee or be destroyed by the power of the Light.

  • Turn Undead Rebuke or destroy undead creatures with holy power
  • Holy Nova Burst of holy light heals allies and damages undead in an area
  • Psychic Scream Shadow priests can terrify groups of enemies

Healer Path: Shaman Spirit

Races: Orcs, Tauren, Jungle Trolls

The shaman tradition was nearly destroyed by Gul’dan and the demons. Thrall has restored it as the spiritual backbone of the new Horde. Shamans communicate with elemental spirits, call down lightning, command wind and water, and commune with the ancestors for guidance and power.

  • Totems Place totem poles that provide ongoing effects to nearby allies
  • Elemental Mastery Call lightning, fire nova, earth bind, water shield
  • Ancestral Spirit Communicate with the spirits of the honored dead

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Paladin Charisma

Hit Die: d10 · Saves: Fort + Will (high) · BAB: Full · Must be Good alignment

Knights of the Silver Hand, founded by Uther Lightbringer and Prince Arthas (before his fall). Paladins are warrior-priests who fight with divine conviction. They are among the most self-sufficient characters in the game — armored, able to heal themselves, immune to disease, and wielding holy power that is deadly to undead and demons.

  • Lay on Hands Heal Charisma modifier × paladin level HP per day
  • Divine Grace Add Charisma modifier to all saving throws
  • Aura of Courage Immune to fear; allies within 10 ft get +4 saves vs. fear
  • Divine Health Immune to all diseases (magical or mundane)
  • Turn Undead As priest; uses Charisma
  • Smite Evil +Charisma bonus to attack, +paladin level to damage vs. evil
  • Special Mount At 5th level, bond with a sacred steed with special powers
  • Spells Divine spells beginning at 4th level

Martial Classes

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Barbarian Strength

Hit Die: d12 · Save: Fort (high) · Skill Points: 4+Int · BAB: Full · No armor restriction

Raw fury distilled into a fighting style. Orc and jungle troll barbarians are the most common; they embody the primal warrior tradition. Barbarians excel at absorbing punishment and dealing devastating burst damage during their rage. They cannot use magic while raging but become nearly unstoppable melee machines.

  • Rage +4 Str, +4 Sta, +2 Will, –2 AC. Lasts Sta modifier +3 rounds. Fatigued afterward.
  • Fast Movement +10 ft land speed (in light/medium armor or no armor)
  • Damage Reduction Starts at 1/— at 7th level, increases every two levels
  • Indomitable Will +4 bonus on will saves against enchantment while raging
  • Tireless Rage No longer fatigued after raging (19th level)
  • Mighty Rage Enhanced rage at 20th level: +8 Str, +8 Sta, +4 Will

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Warrior Strength

Hit Die: d10 · Save: Fort (high) · Skill Points: 2+Int · BAB: Full

The backbone of every army on Azeroth. Warriors master all weapons and armor, using battlefield tactics and sheer skill to dominate combat. They gain bonus combat feats every two levels, giving players enormous flexibility in how they fight — tank, DPS, mounted combatant, two-weapon specialist, or archer.

  • Bonus Feats Every 2nd level (levels 2, 4, 6… through 20) — from the fighter feat list
  • All Weapons & Armor Proficient with all simple, martial and exotic weapons; all armor and shields

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Hunter Agility

Hit Die: d8 · Saves: Fort + Ref (high) · Skill Points: 6+Int · BAB: Full

Masters of the wilderness who bond with animal companions. Hunters are experts at tracking, survival and ranged combat. Their animal companions fight alongside them as full combat partners, growing in power as the hunter advances. A hunter specializes in defeating favored enemy types and navigating difficult terrain.

  • Animal Companion A trained beast that fights, tracks and guards alongside the hunter
  • Favored Enemy Bonus to attack, damage, Bluff, Listen, Sense Motive, Spot, Survival vs. chosen enemy type
  • Wild Empathy Influence the attitude of animals as a diplomatic check
  • Track Use Survival to track creatures even across difficult terrain
  • Camouflage / Hide in Plain Sight At higher levels, can hide in natural terrain without cover

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Rogue Agility

Hit Die: d6 · Saves: Ref (high) · Skill Points: 8+Int · BAB: Medium

Rogues are the masters of stealth, deception and opportunistic strikes. They deal devastating backstab damage when attacking unaware enemies and gain an ever-growing set of special abilities that make them excellent skill monkeys, scouts and assassins.

  • Backstab +1d6 extra damage per rogue level when attacking unaware or flanked enemies
  • Evasion On a successful Reflex save against area effects, take zero damage instead of half
  • Uncanny Dodge Retain Agility to AC even when flat-footed
  • Special Abilities Every 3rd level: crippling strike, slippery mind, opportunist, defensive roll, improved evasion, and more
  • Trap Sense Bonus to Reflex saves and AC against traps

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Scout Agility

Hit Die: d8 · Saves: Fort + Ref (high) · Skill Points: 8+Int · BAB: Medium

Night elf scouts are the archetype, but the class suits any fast, mobile warrior who fights at range or on the move. Scouts deal extra damage when moving before attacking — rewarding tactical positioning over stationary combat. They are excellent in wilderness settings and at harassing enemies.

  • Skirmish +1d6 damage (and +1 AC) when moving at least 10 ft before attacking — increases every 3 levels
  • Fast Movement +10 ft speed in light armor or unarmored
  • Trapfinding Find and disable magical traps
  • Battle Fortitude Bonus to Fortitude saves and initiative

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Tinker Intellect

Hit Die: d6 · Saves: Ref (high) · Skill Points: 6+Int · BAB: Medium · Gnome/Goblin favored

Tinkers build mechanical wonders — from clockwork automatons and flying machines to explosives and jury-rigged firearms. They are the mad scientists of Azeroth, turning Craft skills into battlefield advantages. A high-level tinker can field mechanical constructs powerful enough to challenge dragons.

  • Build Contraption Craft functional technological devices using Craft (technological device) checks
  • Gnomish Automation Construct autonomous mechanical assistants
  • Jury-Rig Rapidly repair or improvise devices mid-combat
  • Technology Points Upgrade devices with additional features and capabilities

Prestige Classes

Prestige classes represent elite specializations requiring certain base class levels, feats and skills to enter. They offer powerful abilities in exchange for narrow focus.

Archmage of Kirin Tor

The elite wizards of Dalaran. Masters of high magic who can scribe mighty spells directly into their minds and eventually cast spells without material components.

Assassin

Silent killers who study the art of death. Can kill targets with one strike, use poison effectively, and hide without a trace. Requires Evil alignment.

Beastmaster

Bond with multiple animal companions. Command a small army of trained beasts that follow the beastmaster into any battle or any wilderness.

Berserker

Beyond the barbarian’s rage — a terrifying warrior lost to bloodlust. Even more powerful rage ability, but with increasingly dangerous side effects.

Duelist

A finesse fighter specializing in one-on-one combat. Gains canny defense, precise strike, and the ability to make opponents look foolish in battle.

Elven Ranger

High or night elf martial artist. A graceful warrior who combines archery, swordplay and druidic-like nature abilities into a fluid fighting style.

Fel-Sworn

The most dangerous arcanists — those who have accepted a permanent demonic bargain. They gain enormous power at the cost of their soul, slowly transforming into half-demons.

Gladiator

Champion of the arena. Trained to perform as much as to kill, gladiators gain distinctive fighting styles, intimidation abilities and the crowd-pleasing killing blow.

Infiltrator

Master of disguise and espionage. Can perfectly mimic other creatures, plant evidence, extract information and disappear from any pursuit.

Mounted Warrior

Knight on a battle-hardened mount. Gains powerful charge attacks, can protect their mount, and perform impossible feats of mounted combat at full gallop.

Multiclassing

Humans may freely multiclass. All other races suffer an XP penalty if their highest class and second-highest class differ by more than one level — unless the secondary class is their racial Favored Class. Arcanist paths and racial levels never incur XP penalties.