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Official D&D World of Warcraft artwork, featuring an adventuring party battling a giant in a set of ancient ruins.

All 16 D&D World of Warcraft Species Revealed

Over the past twenty years, the World of Warcraft MMORPG has introduced dozens of playable species. Now, many of these unique creatures and cultures are making the leap from the desktop to the tabletop courtesy of the upcoming D&D WoW crossover.

In total there are 16 new D&D WoW species. Five of these (Dwarf, Elf, Goblin, Human and Orc) are adaptations of existing D&D 5.5E species, while 11 of them (Dracthyr, Draenei, Earthen, Forsaken, Gnome, Haranir, Pandaren, Tauren, Troll, Vulpera and Worgen) are completely native to the world of Azeroth and appearing in 5.5E for the first time.

To help make sense of it all, we’ve put together this detailed species guide, which includes a high-level explanation of what the species is all about, along with their key traits within the D&D 5.5E ruleset. One important thing to note is that we have also included notes on Renown, which is an optional rule in the 2024 Dungeon Master’s Guide but is a major part of the new D&D Warcraft supplement. Each species has a base Renown score that determines how you interact with Azeroth’s many factions and offers in-game benefits such as access to magic items, discounts on equipment and new Bastion facilities.

With that in mind, below is a complete breakdown of all 16 species from the D&D WoW supplement. You can check them out for yourself, when the book arrives at your local game store, D&D Beyond and Amazon.

Official art from D&D World of Warcraft art, featuring a group of Horde heroes that includes a forsaken, orc, blood elf, tauren, goblin, troll and pandaren.

Table of Contents

Official D&D World of Warcraft art, featuring a group of Alliance heroes including a void elf, dwarf, pandaren, draenei and gnome.

What is a Dracthyr in D&D 5.5E?

Dracthyr are draconic humanoids (somewhat similar to D&D’s Dragonborn) who were created thousands of years ago by Neltharion, a god-like demon-dragon and leader of the black dragonflight (one of Azeroth’s five great families of dragons, each of which is tasked with protecting one particular aspect of the world). Neltharion combined the power of dragons with the adaptability of the mortal races to create what he believed would be an army of elite soldiers. Unfortunately, Neltharion was corrupted and driven mad by the Old Gods and became the villainous being known as Deathwing. As a result, his army off dracthyr was sealed away in stasis, sleeping for ten thousand years until they were eventually awakened in the Dragon Isles.

In their natural form, dracthyr are winged, scaled warriors, but can transform into a humanoid form known as a visage. In the World of Warcraft MMORPG, dracthyr are the only species that can play the Evoker class (a mechanic that has carried over into the new D&D supplement). It’s also important to note that within the 5.5E rules, a dracthyr’s creature type is Dragon rather than Humanoid, which does matter when it comes to certain spells, abilities and magic items.

Dracthyr are organized into military divisions called weyrns. When you create a dracthyr, you choose which weyrn you belong to. There are five options in the new D&D WoW supplement:

  • The Adamant Vigil: Scouts and spies who gather critical intelligence for the black dragonflight.
  • The Dark Talons: A feared strike force that once served the black dragonflight before allying with the Horde.
  • The Ebon Scales: Rebels who are now focused on awakening dracthyr still in stasis in their hatcheries.
  • The Healing Wings: Healers who remain in the Dragon Isles to support the dragonflights and their allies.
  • The Obsidian Warders: Defenders who left their home to warn the Alliance of the dragons’ return and then joined its ranks.

If you choose the Dark Talons (Horde) or the Obsidian Warders (Alliance), your Renown Score with that faction begins at 3. If you choose any other weyrn, your Renown Score with the Valdrakken Accord (the alliance of dragonflights based in the city of Valdrakken) begins at 3.

  • Creature Type: Dragon
  • Size: Medium (about 7 feet tall)
  • Speed: 30 feet

As a Dracthyr, you have these special traits.

  • Darkvision. You have Darkvision with a range of 60 feet.
  • Gliding Wings. While you’re in your natural form and aren’t Incapacitated, you can subtract up to 100 feet from a fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
  • Natural Weaponry. While you’re in your natural form, you can use a Bonus Action to Shove a creature with an Unarmed Strike from your wings or tail.
  • Visage. As a Magic action, you can shift into a humanoid form (your visage) or back to your natural form. You decide what your visage looks like when you choose this species, including coloration, height, weight, hair and sex. Changing shape doesn’t change your clothing, equipment or game statistics.
  • Draconic Flight. Starting at character level 5, you can use a Bonus Action to leap into the air with your natural form’s wings, gaining a Fly Speed equal to your Speed for 10 minutes. Once you use this, you can’t do so again until you finish a Long Rest.
Oficial D&D World of Warcraft art, featuring a dracthyr in their dragon and humanoid visage forms at a market.

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What is a Draenei in D&D 5.5E?

Draenei are tall, blue-skinned humanoids with hooves, tails and face tendrils, and are one of the few playable species not originally from Azeroth. Instead, they are the descendants of a species known as the Eredar, who once dwelled on the distant world of Argus. When the dark Titan Sargeras offered the Eredar unimaginable power, two of their leaders accepted and became unholy lords of the demonic horde known as the Burning Legion. The third leader, the prophet Velen, foresaw these dark events and fled from Argus with his followers, with the group guided by benevolent beings made of holy energy known as naaru.

The Eredar who travelled with Argus called themselves draenei (which meant “exiled ones” in their language) and spent thousands of years fleeing across the cosmos with the Burning Legion in pursuit. Eventually their dimensional ship, known as the Exodar, crash-landed on Azeroth, where they joined the Alliance.

When you create a Draenei, you choose one of four Eredar Lineages:

  • Draenei: The uncorrupted followers of Velen who settled on Azeroth.
  • Krokul: Known as “the Broken,” these Eredar were twisted by exposure to demonic magic. Some remained on Argus, others ended up in the shattered realm of Outland and a few have reached Azeroth.
  • Lightforged Draenei: Soldiers of the Army of the Light who infused their bodies with holy energy to wage a war against the Burning Legion.
  • Man’ari Eredar: Eredar who joined the Burning Legion and became demons themselves. A few have since repented, forming a faction called the Penitents that now works alongside the draenei in the Alliance to atone for their past.

If you choose the Draenei or Lightforged lineage, your Renown Score with the Exodar (Alliance) begins at 3. Otherwise, you have no starting Renown Score.

  • Creature Type: Humanoid
  • Size: Medium (over 7 feet tall)
  • Speed: 30 feet

As a Draenei, you have these special traits.

  • Darkvision. You have Darkvision with a range of 60 feet.
  • Eredar Lineage. You gain the level 1 benefit of your chosen lineage from the table below. At character levels 3 and 5, you learn the spell listed for your lineage. You always have it prepared and can cast it once per Long Rest without a spell slot, or by using spell slots of the appropriate level. Intelligence, Wisdom or Charisma is your spellcasting ability for these spells (chosen when you pick the lineage).
  • Heroic Presence. When you cast a spell granted by your Eredar Lineage and don’t have Heroic Inspiration, you gain it. Once this happens, it can’t happen again until you finish a Short or Long Rest.
LineageLevel 1Level 3Level 5
DraeneiYou have Resistance to Necrotic damage and know the Spare the Dying cantrip.Healing WordPrayer of Healing
KrokulYou have Resistance to Poison damage and know the Poison Spray cantrip.Ray of SicknessHold Person
LightforgedYou have Resistance to Radiant damage and know the Sacred Flame cantrip.Guiding BoltAid
Man’ariYou have Resistance to Fire damage and know the Fire Bolt cantrip.Hellish RebukeDarkness
Official D&D World of Warcraft art, featuring a draenei carrying scrolls down the steps of a crystal library.

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What is an Azeroth Dwarf in D&D 5.5E?

At first glance, Azeroth’s Dwarves will feel familiar to most D&D players and fans of fantasy fiction. They’re stout, stubborn and famous for their mining, stonework, engineering and love of weapons and good ale. Their origin, however, is unique to Warcraft. Dwarves descend from the Earthen, beings of living stone built by the Titans (the godlike cosmic beings who shaped Azeroth). When the Old God Yogg-Saron afflicted the earthen with the “curse of flesh,” many asked to be sealed away in hibernation until a cure could be found. Ages later, they awoke as flesh-and-blood dwarves, journeyed to the snowy mountains of Dun Morogh and carved out the great city of Ironforge.

For more than two thousand years, Ironforge prospered through trade with the human kingdoms to the north. Then, about two centuries before the orcs invaded Azeroth, tensions between its three most powerful clans erupted into a civil conflict called the War of the Three Hammers. The Bronzebeard clan won the war and drove its rivals out of the mountain. Today, those old wounds have largely healed, and Ironforge is governed by the Council of Three Hammers, which includes representatives from all three clans and is considered a founding pillar of the Alliance.

When you create a dwarf, you can choose which clan you hail from. There are four options:

  • Bronzebeard Dwarves: The largest of Ironforge’s clans and the backbone of its army and trade. The Bronzebeards ruled the city for over 250 years, until King Magni Bronzebeard was transformed into living crystal during the Cataclysm.
  • Dark Iron Dwarves: Secretive dabblers in dark magic who were banished after the War of the Three Hammers. Their king later summoned the fire lord Ragnaros, who enslaved them for centuries. Freed after Ragnaros’s defeat, the Dark Irons rejoined Ironforge under Queen-Regent Moira Thaurissan and are now proud members of the Alliance.
  • Frostborn: Dwarves of the frozen continent of Northrend who descend from a separate group of earthen. Although they weren’t part of Ironforge’s founding, they consider the other clans to be friendly cousins.
  • Wildhammer Dwarves: A rustic clan that was driven from its fortress of Grim Batol by a Dark Iron curse and resettled at Aerie Peak in the Hinterlands. There, they became famous for taming gryphons for war and travel.

Whichever clan you choose, your Renown Score with Ironforge (Alliance) begins at 3.

You have the Dwarf species traits from the 2024 Player’s Handbook.

  • Creature Type: Humanoid
  • Size: Medium (about 4-5 feet tall)
  • Speed: 30 feet

As a Dwarf, you have these special traits.

  • Darkvision. You have Darkvision with a range of 120 feet.
  • Dwarven Resilience. You have Resistance to Poison damage and Advantage on saving throws to avoid or end the Poisoned condition.
  • Dwarven Toughness. Your Hit Point maximum increases by 1, and it increases by 1 again each time you gain a level.
  • Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes, as long as you’re standing on or touching stone (natural or worked). You can do this a number of times equal to your Proficiency Bonus per Long Rest.
Official D&D World of Warcraft art, featuring a dwarf hunter with a musket and his bear companion tracking a burning trail left by a demon.

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What is an Earthen in D&D 5.5E?

Earthen are beings of living stone created eons ago by the god-like Titans using a great machine called the Forge of Wills and were designed to mine and carve out Azeroth’s caverns. Over time, many earthen fell victim to the “curse of flesh,” which was engineered by the Old God Yogg-Saron. These victims became the ancestors of today’s dwarves. Large populations of stone earthen survived, however, primarily on the continent of Khaz Algar, where a titan device called the Awakening Machine roused them from stasis. After the dwarf king Magni Bronzebeard restored the machine, newly awakened earthen were allowed to choose their own path rather than follow the titans’ ancient instructions, and many have since joined the Alliance or the Horde.

In appearance, earthen resemble stocky dwarves carved from stone and infused with Azerite, the crystallized lifeblood of Azeroth. Crystals jut from their bodies and mineral growths take the place of hair and beards. They don’t need to eat, but consuming certain minerals or precious stones can slightly alter their appearance.

As newly awakened free agents with no long-standing ties to either faction, Earthen have no starting Renown Score.

  • Creature Type: Humanoid
  • Size: Medium (about 4-5 feet tall)
  • Speed: 30 feet

As an Earthen, you have these special traits.

  • Azerite Surge. When you take the Attack action, you can swap one of your attacks for a 15-foot Cone of Azerite energy. Creatures of your choice in the Cone regain 1d10 Hit Points, while every other creature in it makes a Dexterity saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus), taking 1d10 Radiant damage on a failure or half as much on a success. The healing and damage grow to 2d10 at level 5, 3d10 at level 11 and 4d10 at level 17. You can use this a number of times equal to your Proficiency Bonus per Long Rest.
  • Darkvision. You have Darkvision with a range of 120 feet.
  • Earthen Resilience. You have Resistance to Poison damage and Advantage on saving throws to avoid or end the Poisoned condition.
  • Ingest Minerals. You can’t gain Exhaustion levels from malnutrition.
  • Quiet Contemplation. When you spend Hit Point Dice during a Short Rest, you regain 1 extra Hit Point for each die you spend.
Official D&D World of Warcraft art, featuring a group of dwarves and earthen raising tankards at a feast.

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What is an Azeroth Elf in D&D 5.5E?

Every Elf of Azeroth traces their roots to the night elves, who once ruled a world-spanning empire built around a lake of raw magical energy known as the Well of Eternity. Their rulers soon became obsessed with arcane magic, which drew the attention of the Burning Legion. The resulting War of the Ancients ended with the Great Sundering, a cataclysm that shattered Azeroth’s single continent into the landmasses that exist today. Ten thousand years of conflict have since splintered elven society into several distinct peoples, five of which are playable in the new D&D 5.5E supplement:

  • Night Elves (Kaldorei): Tall, purple-skinned elves who swore off arcane magic in favor of druidism and live in the forests of northern Kalimdor. They are founding members of the Alliance.
  • Nightborne (Shal’dorei): Night elves of the city of Suramar who sealed themselves behind a magical shield for ten thousand years, sustained (and slowly transformed) by a font of magic called the Nightwell. After overthrowing leaders who sided with the Burning Legion, they joined the Horde.
  • High Elves (Quel’dorei): Descendants of Highborne elvens who were exiled for refusing to give up arcane magic. They sailed east and founded the kingdom of Quel’Thalas around a magical fountain called the Sunwell. Today, the few remaining high elves live among the other peoples of the Alliance without a nation of their own.
  • Blood Elves (Sin’dorei): Most survivors of Quel’Thalas took this name after the undead Scourge destroyed the Sunwell during the Third War. The Sunwell has since been reignited, and the blood elves, recognizable by their glowing green or gold eyes, now serve the Horde.
  • Void Elves (Ren’dorei): Blood elves who were exiled for studying the Void, the dark cosmic force associated with the Old Gods. Trained by the ranger Alleria Windrunner to master the shadows within them, they have violet eyes, purple or blue hair and fight for the Alliance.

Your starting Renown Score depends on which elven people you hail from:

  • Blood Elf or Nightborne: Your Renown Score with Silvermoon City (Horde) begins at 3.
  • High Elf: You have no starting Renown Score.
  • Night Elf or Void Elf: Your Renown Score with Darnassus (Alliance) begins at 3.

You have the Elf species traits from the 2024 Player’s Handbook. However, instead of choosing a Drow, High Elf or Wood Elf lineage, you choose one of the four Azeroth Elven Lineages in the table below. (High elves of Azeroth simply use the Player’s Handbook’s High Elf option.)

  • Creature Type: Humanoid
  • Size: Medium (about 5-6 feet tall)
  • Speed: 30 feet

As an Elf, you have these special traits.

  • Darkvision. You have Darkvision with a range of 60 feet.
  • Elven Lineage. You gain the level 1 benefit of your chosen lineage. At character levels 3 and 5, you learn the spell listed for your lineage. You always have it prepared and can cast it once per Long Rest without a spell slot, or by using spell slots of the appropriate level. Intelligence, Wisdom or Charisma is your spellcasting ability for these spells (chosen when you pick the lineage).
  • Fey Ancestry. You have Advantage on saving throws to avoid or end the Charmed condition.
  • Keen Senses. You have proficiency in your choice of the Insight, Perception or Survival skill.
  • Trance. You don’t need to sleep, magic can’t put you to sleep, and you can finish a Long Rest in 4 hours if you spend that time in a trancelike meditation while remaining conscious.
LineageLevel 1Level 3Level 5
Blood ElfYou know the Prestidigitation cantrip. After each Long Rest, you can swap it for a different cantrip from the Wizard spell list.Detect MagicArcane Vigor
Night ElfYou gain proficiency in Stealth, and you can take the Hide action as a Bonus Action while in Dim Light or Darkness.LongstriderPass Without Trace
NightborneYour Darkvision increases to 120 feet, and you know the new Arcane Pulse cantrip.Faerie FireDarkness
Void ElfYour Darkvision increases to 120 feet, and you know the Mind Sliver cantrip.Entropic EmbraceMisty Step

Two of these lineages grant brand-new spells that are only available to those elves:

  • Arcane Pulse (Nightborne Evocation Cantrip): As an action, you release a 10-foot Emanation of arcane energy. Each creature of your choice in the area makes a Constitution saving throw. On a failure, it takes 1d8 Force damage and its Speed drops by 10 feet until the end of your next turn.
  • Entropic Embrace (Void Elf Level 1 Necromancy): You cast this as a Reaction when you roll a D20 Test with Advantage or Disadvantage and both dice show the same number. For 1 minute, you’re wreathed in shadow: you automatically succeed on Constitution saves to maintain Concentration, your space is Lightly Obscured, and once per turn you can deal an extra 1d4 Necrotic damage to a creature you damage or restore an extra 1d4 Hit Points to a creature you heal. The bonus increases by 1d4 for each spell slot level above 1.
Official D&D World of Warcraft art, featuring a blood elf warrior in golden armor wielding a glowing serrated blade.

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What is a Forsaken in D&D 5.5E?

The Forsaken are undead who were killed by a magical plague and raised as mindless soldiers of the Scourge; an undead army commanded by the dreaded Lich King. After the Third War, the Lich King’s grip weakened and many of these undead broke free, regaining their minds. Led by the banshee Sylvanas Windrunner, a former elven ranger who had herself been turned into an undead servant, they named themselves the Forsaken and built a hidden stronghold called the Undercity beneath the ruins of the kingdom of Lordaeron.

With nowhere else to turn, the Forsaken formed an uneasy alliance with the orcs and tauren of the Horde. Sylvanas eventually rose to become Warchief of the Horde, but abandoned both it and her people after the Fourth War. The Forsaken are now governed by the Desolate Council, which represents the many viewpoints of its undead citizens. Because their souls are only imperfectly bound to their bodies, Forsaken feel little pain, though the Holy Light burns them. Some can almost pass for living, while others are visibly rotting or mummified.

Your Renown Score with the Undercity (Horde) begins at 3.

  • Creature Type: Undead
  • Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
  • Speed: 30 feet

As a Forsaken, you have these special traits.

  • Darkvision. You have Darkvision with a range of 60 feet.
  • Deathly Endurance. You have Resistance to Necrotic damage.
  • Everlasting. You can’t gain Exhaustion levels from dehydration, malnutrition or suffocation. You don’t need to sleep and can’t be magically put to sleep, and you can finish a Long Rest in 4 hours by staying inactive and motionless while remaining conscious.
  • Touch of the Grave. When you deal damage to a creature, you can roll a number of d4s equal to your Proficiency Bonus and deal that total as extra Necrotic damage, regaining Hit Points equal to the extra damage dealt. You can use this once per Long Rest.
  • Will of the Forsaken. You have Advantage on saving throws to avoid or end the Charmed or Frightened conditions.
Official D&D World of Warcraft art, featuring a group of forsaken alchemists brewing potions in an undead laboratory.

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What is an Azeroth Gnome in D&D 5.5E?

Gnomes in World of Warcraft first started out as clockwork mechanical beings known as Mechagnomes, who created by the god-like Titans to serves as the caretakers of Azeroth. The god Yogg-Saron, however, released a terrible cursed that turned most of them into flesh-and-blood being we know today. These early gnomes eventually carved out the city of Gnomeregan in the remote mountains of Dun Morogh and became the Alliance’s most brilliant inventors. During the Third War, Gnomeregan was overrun by subterranean creatures called troggs. High Tinker Gelbin Mekkatorque flooded the city with toxic radiation in a desperate bid to stop them, but it killed nearly eighty percent of the gnomes instead, with the survivors fleeing to their dwarven allies in Ironforge.

Some mechagnomes, however, never succumbed to the ancient flesh curse of Yogg-Saron and settled on Mechagon Island where they were joined by other gnomes. Many of these newcomers have begun to mechanize themselves, trying to bridge the gap 00flesh and steel. These cybernetic tinkerers now fight for the Alliance and in the new D&D WoW supplement, players can choose between either gnomes or mechagnomes as a species.

Both gnomes and mechagnomes begin with a Renown Score of 3 with Gnomeregan (Alliance).

If you’d rather play a regular gnome of Azeroth, you use the Gnome species traits from the 2024 Player’s Handbook with the Rock Gnome lineage. Mechagnomes, however, use the traits below.

  • Creature Type: Construct
  • Size: Small (about 4 feet tall)
  • Speed: 30 feet

As a Mechagnome, you have the following special traits.

  • Built for Success. After rolling a D20 Test but before learning the result, you can add 1d4 to the roll. You can do this a number of times equal to your Proficiency Bonus per Long Rest.
  • Emergency Fail-Safe. When you become Bloodied, you can use your Reaction to spend one Hit Point Die and regain Hit Points equal to the roll plus your Constitution modifier (minimum of 1). Once used, this recharges on a Short or Long Rest.
  • Mechanical Nature. You have Resistance to Poison damage and Advantage on saving throws to avoid or end the Paralyzed or Poisoned conditions. You also can’t gain Exhaustion levels from dehydration, malnutrition or suffocation.
  • Sentry’s Rest. You don’t need to sleep, and you can finish a Long Rest in 6 hours by staying inactive and motionless while remaining conscious.
  • Specialized Design. You gain proficiency with two tools of your choice.
Official D&D World of Warcraft art, featuring gnome and mechagnome tinkerers building a mechanical contraption in a workshop.

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What is an Azeroth Goblin in D&D 5.5E?

Azeroth’s Goblins are not the evil, cunning monsters of D&D. Instead, they’re shrewd, greedy, explosives-obsessed engineers and merchants. They hail from the tropical island of Kezan and were created by a god-like being known as Mimiron, who forged them out of experiments with kaja’mite; a strange ore with magical properties. An army of trolls later enslaved the goblins to mine kaja’mite, but the goblins secretly built weapons, traps and explosives and used them to overthrow their masters.

Once free, the goblins quickly turned on one another, splitting into rival trade “cartels” that eventually traded violence for cutthroat business. When the island of Kezan’s volcano erupted during the Cataclysm, a ship of Bilgewater Cartel refugees was caught in a battle between the Alliance and the Horde and washed up next to Thrall, the former Warchief of the Horde. The goblins helped him fight off further Alliance attacks and the Bilgewater Cartel joined the Horde, while their underground capital of Undermine survived the eruption beneath Kezan.

When you create a goblin, you choose which cartel you are associated with:

  • Bilgewater Cartel: The goblins who joined the Horde after fleeing Kezan, now settled in the region of Azshara.
  • Blackwater Cartel: A former pirate crew that runs the port town of Booty Bay and still dabbles in smuggling and piracy.
  • Steamwheedle Cartel: Fiercely neutral traders who’ll sell to anyone who can pay and are headquartered in the desert city of Gadgetzan.
  • Venture Company: Notorious strip-miners and loggers who plunder Azeroth’s resources with little regard for the consequences. They also do a brisk side business in illegal arms and smuggling.

If you choose the Bilgewater Cartel (Horde) or the Steamwheedle Cartel, your Renown Score with that faction begins at 3. Otherwise, you have no starting Renown Score.

Notably, the Azeroth goblin is mechanically identical to the playable goblin species that appeared in both Volos’ Guide to Monsters and Monsters of the Multiverse, (with the exception of the lack of ability score modifiers). It’s also interesting to note that they are classified as Humanoid, despite the fact that goblins were reskinned as fey in the 2025 Monster Manual.

  • Creature Type: Humanoid
  • Size: Small (about 4 feet tall)
  • Speed: 30 feet

As a Goblin, you have these special traits.

  • Darkvision. You have Darkvision with a range of 60 feet.
  • Fey Ancestry. You have Advantage on saving throws to avoid or end the Charmed condition.
  • Fury of the Small. When you damage a creature larger than you with an attack or spell, you can deal extra damage equal to your Proficiency Bonus (of the same damage type). You can do this once per turn, a number of times equal to your Proficiency Bonus per Long Rest.
  • Nimble Escape. You can take the Disengage or Hide action as a Bonus Action on each of your turns.
Official D&D World of Warcraft art, featuring a group of goblins grabbing fireworks and explosives from a wooden stand.

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What is a Haranir in D&D 5.5E?

The Haranir are the newest species on this list, having only become playable in World of Warcraft with the Midnight expansion (which was release in March 2026). They are a reclusive folk who live in Harandar, a glowing subterranean jungle located beneath the roots of the World Trees; the colossal magical trees that are the center of Azeroth’s natural magic. The Haranir’s subscribe to ancient druidic traditions that bind them to the earth and are dedicated to protecting the roots of the World Trees.

For countless generations, the haranir deliberately hid from the surface world, avoiding contact with other species. Only recently have a few haranir ventured out into the surface world of Azeroth. Physically, Haranir resemble a cross between night elves and trolls, with small tusks, bat-like ears and grayish-purple skin covered in patches of fur or sharp quills. They favor clothing made of leaves and thorns, and several species of giant bat live alongside them which are treated as noble companions.

Given how long they have hidden from the rest of Azeroth, Haranir have no starting Renown Score.

  • Creature Type: Humanoid
  • Size: Medium (about 7-8 feet tall)
  • Speed: 30 feet

As a Haranir, you have these special traits.

  • Darkvision. You have Darkvision with a range of 120 feet.
  • Gift of the World Trees. You have proficiency in the Nature and Survival skills.
  • Haranir Magic. You know the Druidcraft and Thorn Whip cantrips. At character level 3, you always have Entangle prepared, and at character level 5, you always have Spike Growth prepared. You can cast each of these once per Long Rest without a spell slot, or by using spell slots of the appropriate level. Intelligence, Wisdom or Charisma is your spellcasting ability for these spells (chosen when you select this species).
Official D&D World of Warcraft art, featuring a group of haranir gathered around a giant bat companion.

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What is an Azeroth Human in D&D 5.5E?

Azeroth’s Humans have a surprising origin: they descend from the vrykul, a race of giant, Viking-like warriors from the frozen continent of Northrend. When the Old God’s curse of flesh caused vrykul babies to be born small and weak, many were killed by their parents, but some were secretly taken south to the region of Lordaeron. There, the humans formed scattered tribes that eventually united into the Empire of Arathor, which later split into seven independent kingdoms.

Those kingdoms have since endured a brutal history. When orcs invaded during the First War, the kingdoms united as the Alliance to drive them back, only for Lordaeron to later fall to the undead Scourge. Today, the rebuilt city Stormwind stands as the strongest bastion of humanity and the leading power in the Alliance.

Humans of Azeroth come from a variety of nations, each with its own culture:

  • Stormwind: A law-abiding kingdom of honor and justice that is the heart of the Alliance (although plenty of its citizens turn to banditry or darker causes).
  • Kul Tiras: An island nation famous for its seafaring tradition and legendary navy. After years of isolation and civil strife, it rejoined the Alliance under the reign of Lord Admiral Jaina Proudmoore.
  • Dalaran: A city of mages governed by the Kirin Tor. It was famously lifted into the sky and relocated several times before finally being destroyed, and its survivors now live in the earthen city of Dornogal.
  • Stromgarde: A fallen kingdom whose descendants recently reclaimed their old capital in the Arathi Highlands, giving the Alliance a vital foothold in the ruins of Lordaeron.
  • Arathi Empire: Founded centuries ago by humans and high elves who sailed to an unknown land far to the east. Its people are of mixed human and elven descent (they look human but with slightly pointed ears) and worship a holy source of magic known as the Sacred Flame.

Your Renown Score with Stormwind (Alliance) begins at 3. However, if you hail from the Arathi Empire, you have no starting Renown Score.

You have the Human species traits from the 2024 Player’s Handbook. Because the Versatile trait grants an Origin feat, humans of Azeroth also gain access to three new Origin feats that reflect their homeland. (Humans from Dalaran often choose Magic Initiate Wizard instead.)

  • Creature Type: Humanoid
  • Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
  • Speed: 30 feet

As a Human, you have these special traits.

  • Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
  • Skillful. You gain proficiency in one skill of your choice.
  • Versatile. You gain an Origin feat of your choice, including the new human-only feats below.

The new human Origin feats (each requires a World of Warcraft campaign and the Human species) are:

  • Arathi Heritage: Reflecting your human and elven bloodline, you gain Advantage on saving throws to avoid or end the Charmed condition. You also gain Lethargy Resilience: when you fail a saving throw to avoid or end the Unconscious condition, you can succeed instead. Once you use this, you can’t do so again until you finish 1d4 Long Rests.
  • Child of the Sea: As a Kul Tiran, you can hold your breath for a number of minutes equal to 2 plus your Constitution modifier (minimum of 1), and you have a Swim Speed equal to your Speed.
  • Will to Survive: Drawing on the stubborn pride of Stormwind or Stromgarde, when you have the Incapacitated condition (but aren’t Unconscious), you can ignore it on your turn. If you do, you gain 1 Exhaustion level.
Official D&D World of Warcraft art, featuring humans from the Seven Kingdoms fishing together on a stone bridge.

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What is an Azeroth Orc in D&D 5.5E?

Azeroth’s Orcs are a far cry form the typical orcs that have been featured in D&D. In fact, they aren’t actually from Azeroth at all. They originate from Draenor, a distant world where they lived in clans guided by shamans who communed with the spirits of earth, air, fire and water. That changed when the demon lord Kil’jaeden of the Burning Legion manipulated their leaders into drinking demon blood, transforming the orcs into a bloodthirsty war machine and turning their skin green. This new “Horde” opened the Dark Portal, invaded Azeroth and nearly wiped out humanity in the First and Second Wars before collapsing into infighting.

The defeated orcs spent years languishing in human internment camps until a young warchief named Thrall freed them, broke their ties to the demons and led them across the sea to Kalimdor. There, they founded the nation of Durotar and its capital, Orgrimmar. The demonic curse is now lifted, but the orcs remain fiercely proud warriors who will crush anyone who threatens their homeland.

Notably, a small number of orcs, known as the Mag’har (“uncorrupted” in Orcish), never drank the demon blood. They retain their original brown or gray skin and preserve the shamanic traditions the orcs held before the Burning Legion’s interference.

Your Renown Score with Orgrimmar (Horde) begins at 3.

You have the Orc species traits from the 2024 Player’s Handbook.

  • Creature Type: Humanoid
  • Size: Medium (about 6-7 feet tall)
  • Speed: 30 feet

As an Orc, you have these special traits.

  • Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do, you gain Temporary Hit Points equal to your Proficiency Bonus. You can use this a number of times equal to your Proficiency Bonus per Short or Long Rest.
  • Darkvision. You have Darkvision with a range of 120 feet.
  • Relentless Endurance. When you’re reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this, you can’t do so again until you finish a Long Rest.
Official D&D World of Warcraft art, featuring orcs arm wrestling at a gathering inside a tent.

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What is a Pandaren in D&D 5.5E?

Pandaren are wise panda-like people from the continent of Pandaria. Long ago, they forged a bond with four powerful animal spirits called the August Celestials (Chi-Ji the Red Crane, Niuzao the Black Ox, Xuen the White Tiger and Yu’lon the Jade Serpent) and developed a rich culture of philosophy, art, agriculture, medicine and, famously, brewing. That culture nearly vanished when the mogu, a race of tyrannical stone giants, enslaved the pandaren and forbade them from carrying weapons. In response, pandaren monks secretly taught their people to fight bare-handed, eventually leading a rebellion that overthrew the mogu.

When the Burning Legion first invaded Azeroth, the pandaren emperor sacrificed himself to shroud Pandaria in mist, hiding it from the rest of the world for ten thousand years. A few adventurous pandaren still set out to explore, most notably aboard Shen-zin Su, a giant sea turtle whose back became home to a community known as the Wandering Isle. Pandaria was finally revealed when its mists lifted after the Cataclysm, and both the Alliance and the Horde soon arrived on its shores.

The pandaren of the Wandering Isle are split between two philosophies, each aligned with a different faction. When you create a pandaren, you must choose one:

  • Huojin (Horde): A philosophy of direct action, which holds that injustice must be met swiftly and that doing nothing is often worse than doing the wrong thing.
  • Tushui (Alliance): A philosophy of meditation, discipline and careful thought, which teaches that living a principled life is the greatest good.

Your Renown Score with your chosen faction begins at 3.

  • Creature Type: Humanoid
  • Size: Medium (about 6-7 feet tall)
  • Speed: 30 feet

As a Pandaren, you have these special traits.

  • Bouncy. You have Resistance to Bludgeoning damage from falling.
  • Darkvision. You have Darkvision with a range of 60 feet.
  • Inner Peace. When you spend Hit Point Dice during a Short Rest, you regain 1 extra Hit Point for each die you spend.
  • Quaking Palm. When you hit a creature with a melee attack on your turn, your movement doesn’t provoke Opportunity Attacks from that creature for the rest of the turn.
Official D&D World of Warcraft art, featuring a group of pandaren monks sparring beside a waterfall temple in Pandaria.

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What is a Tauren in D&D 5.5E?

Tauren are massive, bull-like people who stand eight to nine feet tall (making them similar to D&D’s minotaurs). They descend from the yak-like yaungol, who fled north after escaping slavery under the mogu and were transformed by the magic of the Well of Eternity, where they also learned the ways of druidism. For generations, the tauren roamed the plains of Kalimdor as nomadic hunting tribes, revering a goddess called the Earth Mother.

Often attacked by bands of viciouos centaurs, the tauren’s chieftain, Cairne Bloodhoof, befriended Thrall and his orcs. With their help, the tauren claimed the grasslands of Mulgore and built the mesa-top city of Thunder Bluff, where tauren of every tribe are welcome, and they have been loyal members of the Horde ever since.

Your Renown Score with Thunder Bluff (Horde) begins at 3.

  • Creature Type: Humanoid
  • Size: Medium (about 8-9 feet tall)
  • Speed: 30 feet

As a Tauren, you have these special traits.

  • Horns. When you hit with an Unarmed Strike and deal damage, you can deal Piercing damage equal to 1d6 plus your Strength modifier instead of the normal damage.
  • Goring Rush. Immediately after you take the Dash action and move at least 20 feet on your turn, you can make one Unarmed Strike as a Bonus Action.
  • Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action, you can use a Bonus Action to shove that creature with an Unarmed Strike if it’s within 5 feet of you. You can push it up to 10 feet away instead of 5 feet.
  • Tauren Lineage. You choose one of three tauren lineages below. If your lineage calls for a saving throw, the DC equals 8 plus your Strength, Constitution or Wisdom modifier (chosen when you pick the lineage) and your Proficiency Bonus.

The three tauren lineages are:

  • Mulgore Tauren: The tauren of Thunder Bluff. When you take the Attack action, you can replace one attack with a magical war stomp (as long as you aren’t Prone, flying, climbing or swimming). Each creature of your choice in a 5-foot Emanation around you must succeed on a Constitution saving throw or have the Stunned condition until the end of your current turn.
  • Highmountain Tauren: Tauren of the Broken Isles, blessed by the demigod Cenarius with moose-like antlers. As an action, you can charge up to your Speed without provoking Opportunity Attacks, moving through the spaces of other creatures. Each Medium or smaller creature whose space you enter must succeed on a Strength saving throw or take damage equal to your Proficiency Bonus plus your Strength modifier and have the Prone condition (a creature can take this damage only once per turn).
  • Taunka: Hardy cousins of the tauren who adapted to the frozen north of Northrend. Your shaggy hide grants a +1 bonus to your Armor Class and Resistance to Cold damage.
Official D&D World of Warcraft art, featuring a group of minotaur-like tauren travelling through an idyllic countryside.

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What is a Troll in D&D 5.5E?

Forget the regenerating green monstrosities from D&D. Azeroth’s Trolls are a tall, lanky species with long ears and prominent tusks, and they are among the oldest civilizations on the planet. From their earliest days, they worshipped the Wild Gods of nature, whom they call the “loa.” Troll society began in the mountainous region of Zandalar, but the tribes soon spread across the continent and founded great empires of their own: the Amani (forest trolls), the Gurubashi (jungle trolls) and the Drakkari (ice trolls).

The Great Sundering eventaually isolated these troll empires from one another, and centuries of war against elves, humans and each other have left most of them in ruins. Only Zandalar remains as a center of their power. Troll coloring varies by tribe, ranging from green, blue and purple jungle trolls to pale blue or white ice trolls and brown or gold sand trolls.

The new D&D WoW supplement features three troll lineages:

  • Amani Trolls: Forest trolls of Zul’Aman who fought the elves of Quel’Thalas for centuries, but recently forged an uneasy alliance with the blood elves against agents of the Void. They remain suspicious of outsiders.
  • Darkspear Trolls: Jungle trolls who were driven out of their homeland and became the first trolls to join the Horde when Thrall offered them a place in his new nation. They now live on the Echo Isles off the coast of Durotar.
  • Zandalari Trolls: Descendants of the original troll empire, steeped in ritual and spirituality. They ride dinosaurs into battle and command the Golden Fleet, one of Azeroth’s mightiest navies. Under Queen Talanji, the Zandalari Empire has joined the Horde.

If you choose the Darkspear or Zandalari troll lineage, your Renown Score with the Darkspear Tribe (Horde) begins at 3. Otherwise, you have no starting Renown Score.

  • Creature Type: Humanoid
  • Size: Medium (about 7 feet tall)
  • Speed: 30 feet

As a Troll, you have these special traits.

  • Bloodied Frenzy. While you’re Bloodied, you have Advantage on attack rolls.
  • Darkvision. You have Darkvision with a range of 60 feet.
  • Troll Healing. When you spend Hit Point Dice during a Short Rest, you don’t roll them. Instead, you regain the maximum possible result of the dice plus your Constitution modifier.
  • Troll Lineage. You choose one of the following lineages:
    • Amani Troll: Whenever you spend Heroic Inspiration, you regain one expended Hit Point Die.
    • Darkspear Troll: When you take the Dash action, Difficult Terrain made of ice, rubble, snow or undergrowth doesn’t cost you extra movement until the end of the turn.
    • Zandalari Troll: If you roll a 1 on the d20 for a D20 Test, you gain Heroic Inspiration at the end of the current turn.
Official D&D World of Warcraft art, featuring a group of trolls gathered at a temple.

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What is a Vulpera in D&D 5.5E?

Vulpera are small, fox-like people from the deserts of Vol’dun on the island continent of Zandalar. They travel in close-knit caravans, living in wagon-homes pulled by alpacas, and get by largely by scavenging supplies. Despite standing under five feet tall, vulpera are also fierce and cunning warriors.

For generations, the vulpera were terrorized by the sethrak, a race of serpent people. During the Fourth War, however, the Horde helped a group of vulpera strike a decisive blow against their oppressors, and the grateful vulpera asked to join them. Vulpera have slender muzzles, large ears and bushy tails, with fur that ranges from gold or orange to white or dark gray.

Your Renown Score with Orgrimmar (Horde) begins at 3.

  • Creature Type: Humanoid
  • Size: Small (about 4-5 feet tall)
  • Speed: 30 feet

As a Vulpera, you have these special traits.

  • Darkvision. You have Darkvision with a range of 60 feet.
  • Fire Resistance. You have Resistance to Fire damage.
  • Nose for Trouble. The first time you take damage after rolling Initiative, you reduce that damage by an amount equal to your level (to a minimum of 0).
  • Vulpera Nimbleness. You can move through the space of any creature that is one size larger than you, but you can’t end your move in that space.
Official D&D World of Warcraft art, featuring a group of vulpera and their alpaca beside a wagon-home.

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What is a Worgen in D&D 5.5E?

Worgen are werewolf-like beings who can shift between a humanoid form and a towering wolf-like one. Their curse began more than nine thousand years ago, when a sect of night elf druids called the Druids of the Pack adopted a feral wolf form inspired by the Wild God Goldrinn. Unfortunately, there were consumed by its rage and turned into the worgen we know today. As the curse spread, the archdruid Malfurion Stormrage banished the worgen to the Emerald Dream, a twisted mirror of the natural world.

Thousands of years later, during the Third War, an archmage named Arugal summoned worgen from the Emerald Dream to defend the human kingdom of Gilneas from the undead Scourge, but accidentally unleashed their curse on the Gilneans themselves. Feeling responsible, night elf druids taught the afflicted humans a rite called the Ritual of Balance, which lets them control their transformation and keep a clear mind in worgen form. That aid, along with their kinship with the humans of Stormwind, brought the worgen of Gilneas into the Alliance.

Your Renown Score with Gilneas (Alliance) begins at 3.

  • Creature Type: Humanoid
  • Size: Medium (about 4-7 feet tall)
  • Speed: 30 feet

As a Worgen, you have these special traits.

  • Darkflight. As a Bonus Action, you can transform into your bestial form for 1 minute or until you revert as a Bonus Action. When you transform, you gain Temporary Hit Points equal to twice your Proficiency Bonus. You can do this a number of times equal to your Proficiency Bonus per Long Rest. While in bestial form, you gain the following benefits
  • Increased Speed: Your Speed increases by 10 feet.
  • Reactive Movement: When a creature ends its turn within 5 feet of you, you can use your Reaction to move up to 10 feet without provoking Opportunity Attacks.
  • Necrotic Resistance: You have Resistance to Necrotic damage.
  • Darkvision. You have Darkvision with a range of 60 feet.
  • Instinctual Shift. When you roll Initiative while you have at least one use of Darkflight remaining, you can immediately use it to transform (no action required).
Official D&D World of Warcraft art, featuring a group of worgen in human and bestial forms planning around a war map.

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Final thoughts

You can try out all 16 of these new species for yourself when the D&D World of Warcraft supplement is released on November 17, 2026, but in the meantime you can pre-order your copy now from your local game store, D&D Beyond and Amazon.

More D&D Rules Coverage

For more from the world of Wizards of the Coast, visit our D&D Rules page.

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A photograph of D&D Fanatics owner and editor-in-chief Jason Volk.
Jason Volk is the Publisher of Dungeons & Dragons Fanatics and lives in the wilds of Western Canada. He has been playing D&D for over 25 years and is a huge fan of Dragonlance and the Forgotten Realms. His favorite character of all time was a Necromancer named Neek who spent most of his adventuring career resurrecting the corpses of slain monsters. When he’s not playing TTRPGs, Jason enjoys video games, Magic: The Gathering, Warhammer 40K, watching football and spending time with his wife and adorably nerdy children.
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