Homebrew Darkspear Troll Species Details

As tribal rivalries erupted throughout the former Gurubashi Empire, the Darkspear tribe found themselves driven from their homeland in Stranglethorn Vale. This occurred at some point after the Dark Portal opened, as the tribe was familiar with the ogre mage Mai'Zoth and ogres only came to Azeroth with the portal. Having settled on the Darkspear islands, the tribe soon found themselves entangled in a conflict with a group of murlocs. Eventually, they also found new enemies in humans when a Kul Tiras-fleet landed on the island in search for some orcs who had stolen some ships. The trolls' fate seemed sealed until the orcish Warchief Thrall and his band of newly freed orcs, which were the orcs the humans were looking for, took shelter on the island after a heavy storm. The orcs managed to defeat the humans, but their victory was short-lived. Controlled by a Sea Witch, the Underworld Minions captured the Darkspears' leader Sen'jin along with Thrall and several orcs, trolls, and humans. They were all brought to a complex prison made by caves below the island. Thrall managed to free himself and his companions but was ultimately unable to save the trolls' leader. Although Sen'jin was sacrificed to the Sea Witch, he was able to reveal a vision he had in which Thrall would lead the Darkspear trolls from the island.

After returning to the island's surface, Thrall and his followers managed to fend off further attacks by the Sea Witch and her murloc minions and set sail for Kalimdor once again. Under the new leadership of Vol'jin, the Darkspear swore allegiance to Thrall's Horde and followed him to Kalimdor. Now considered enemies by all other troll organizations except the Revantusk, Shatterspear, and the Zandalari tribes, the Darkspear are held in contempt to this day. Yet, the Darkspear have not forgotten being driven from their ancestral homes, and this animosity is eagerly returned - especially towards the other jungle trolls. Having reached and founded the orc's new homeland, Durotar, the trolls carved out another home for themselves — this time among the Echo Isles on the eastern shores of the new orc kingdom.

However, with another approach by Kul Tiras and its navy, the Darkspear were forced to retreat inland under an onslaught of destroyers, battleships, and gryphon riders of the commander Admiral Daelin Proudmoore. The trolls berserkers and bat riders, fighting alongside their Horde brethren led by the beastmaster Rexxar, evacuated their tribe to Dustwallow Marsh. There, they helped the Horde in gathering an army to fight against the Admiral in Theramore. Eventually, the enemy armada was defeated and the trolls returned to Echo Isles, only to be later betrayed by a witch doctor named Zalazane who began using dark magic to take the minds of his fellow Darkspear. As his army of mindless followers grew, Vol'jin ordered the free trolls to evacuate once again, and Zalazane took control of the Echo Isles. The Darkspear have since settled on the nearby shore, naming their new village after their old leader, Sen'jin. From Sen'jin Village they, along with their allies, send forces to battle Zalazane and his enslaved army.[12] The Darkspears' efforts, however, failed to drive Zalazane from the Echo Isles.

Available Classes

This race belongs to a set of race intended to be played in a campaign set in Azeroth. As such, this race has restrictions to what classes and subclasses it can be. Below is the list of classes and subclasses this race can be.

Alchemist

  • Alchemist

Barbarian

  • Path of the Beast
  • Path of the Berserker
  • Path of the Storm Herald

Cleric

  • Tempest Domain

Fighter

  • Arcane Archer
  • Battle Master
  • Champion
  • Rune Knight
  • Samurai

Ranger

  • Beast Master
  • Gloom Stalker
  • Hunter

Rogue

  • Assassin
  • Scout
  • Thief

Sorcerer

  • Storm Sorcery
  • Wild Magic

Warlock

  • The Hexblade

Wizard

  • School of Conjuration
  • School of Enchantment
  • School of Evocation
  • School of Transmutation
  • War Magic

Darkspear Troll Traits

As a darkspear troll, you have the following racial traits.

Languages

Your character can speak, read, and write Primordial, Orc, and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Ability Score Adjustments

When determining your character’s ability scores, increase your Constitution score by 2 and increase your Dexterity score by 1, then decrease your Intelligence or Wisdom score by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. You can’t raise any of your scores above 20.

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 ft.

Regeneration

You regain 1 hit dice of hit points every hour, provided you have at least 1 hit point. If you lose a body part it will regrow and return to full functionality after 1d12 + 1 days, so long as you have at least 1 hit point, aren't poisoned, petrified, or are suffering the effects of a disease.

Beast Slayer

Whenever you attack a beast or beast-like creature your weapon attacks score a critical hit on a roll of one number lower than you would normally score a critical hit (it is up to the DM to discern if a creature is beast-like. Monsters are not inherently beast-like).

Darkspear Weapon Specialization

You gain proficiency with the handaxe, spear, dart, shortbow, longbow and net. Attack and damage rolls made with a handaxe, spear, dart, shortbow, longbow or net are increased by 1. Attacks made with a net does not deal damage. (this bonus will have to be manually applied when a player attacks with an axe as there is now way to automate this feature for player convenience).

Berserking

As a bonus action, you begin to berserk. The next time you hit a creature with a weapon or spell attack you may make an addition attack this turn, the additional attack must be made immediately. This effect can trigger multiple times per turn. For each attack made after the first your attack roll is reduced by 1. Berserking ends when you miss an attack, move, run out of ammunition, have to draw another weapon that is not on a bandolier, or end your turn. Until the end of your next turn, each time you take damage, you take additional damage equal to the number of additional attacks you made from berserking. This can only be used once per day.

Lanky-Limbs

When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

You Get 'da Voodoo

You know the hex (1st). You can only use this ability once per day.

Choose a WoW Class Feat

Choose a feat that has a name that starts with 'WoW Class Feat'.

Previous Versions

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