Homebrewed: Warcraft
- Cal Harborne
- Jan 22, 2023
- 3 min read
Ever wanted to include any of the key characters from the Warcraft film in your homebrew campaign? You'll find some suggested stats you might feel useful below.
Let's first start with a summary of the film and its key characters.

The Warcraft film tells the story of the epic struggle between the noble and honorable orcs of the Horde, led by Durotan, and the brave and noble humans of Azeroth, led by Anduin Lothar. The film follows the journey of these two powerful leaders as they navigate the challenges and conflicts that arise as their worlds collide.
Throughout the film, we see the characters of Durator, Gul'dan, Medivh, Anduin Lothar, Garona, Khadgar, Ogrim, Blackhand and Durotan, all of which are key figures in the story. Each of them has their own distinct motivations, strengths, and weaknesses, and their interactions drive the plot forward.
Durator, the powerful and honorable orc chieftain, is a man of great courage and integrity, who is driven by his desire to protect and serve his people. He is a skilled warrior and a natural leader, who is respected and admired by his followers.
Gul'dan, on the other hand, is a ruthless and ambitious warlock who will stop at nothing to achieve his goals. He is a master of dark magic and his ambition threatens to tear the Horde apart.
Medivh, the powerful and mysterious Guardian of Azeroth, is a man of great wisdom and power, who is determined to protect his world from the threat of the Burning Legion. He is a master of magic and a powerful ally in the struggle against the Horde.
Anduin Lothar, the noble and brave leader of the human armies, is a man of great courage and honor, who is driven by his desire to protect his people and his kingdom. He is a skilled warrior and a natural leader, who is respected and admired by his followers.
Garona, the half-orc rogue and assassin, is a woman of great intelligence and cunning, who is driven by her desire to survive and prove her worth. She is a skilled fighter and a skilled diplomat, who is able to adapt to any situation.
Khadgar, the powerful and wise wizard and cleric, is a man of great honor and integrity, who is driven by his desire to protect and serve his people. He is a master of the arcane and a powerful ally in the struggle against the Horde.
Ogrim, the fierce and brutal orc warrior, is driven by his desire to prove himself in battle and earn the respect of his peers. He is a fierce fighter and a respected leader among his clan.
Blackhand, the powerful and ruthless orc warlord, is driven by his desire for power and his ultimate goal to conquer and dominate all of Azeroth. He is a skilled tactician and leader, able to rally his troops and inspire them to great feats of strength and courage.

Throughout the film, we see these characters interact and clash as they fight for their respective causes. Durator and Anduin Lothar are initially adversaries, but as the story progresses, they both come to understand each other's motivations and ultimately find common ground. Similarly, Garona is torn between her loyalty to the Horde and her connection to the humans, but ultimately she chooses to side with the humans in order to protect her people. Medivh, Khadgar and Ogrim are allies in the fight against the Horde and the Burning Legion, while Gul'dan and Blackhand are adversaries within the Horde, with Gul'dan's ambition causing conflict among the orcs.
The film is filled with action, adventure and a lot of magic, and it also showcases the characters' growth, their relationships and the choices that they make. With an impressive visual effects and an engaging story, Warcraft is an epic fantasy film that will keep you on the edge of your seat and wanting more.
Durotan
Name: Durotan
Race: Orc
Class: Barbarian (Level 13)
Alignment: Lawful Good
Attributes:
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 16 (+3)
HP: 104 (13d12+26) AC: 14 (leather and bone armor)
Attacks:
Greataxe: +8 to hit, 2d12+4 slashing damage
Unarmed strike: +8 to hit, 1d4+4 bludgeoning damage
Movement: 30 ft.
Proficiencies:
Athletics: +8
Survival: +6
Persuasion: +7
Insight: +6
Special Abilities:
Rage: Durotan can enter a rage as a bonus action, gaining +2 to damage rolls and resistance to bludgeoning, piercing, and slashing damage for 1 minute. He can rage for a number of rounds equal to 2 + his Constitution Modifier (6 rounds)
Relentless Endurance: Durotan can drop to 1 hit point instead of being reduced to 0 hit points, gaining temporary hit points equal to half of his maximum hit points.
Leadership: Durotan can use his bonus action to grant himself and up to 5 creatures within 60 ft advantage on their next ability check or saving throw that uses Strength, Dexterity, or Constitution.
Honorable Strike: Durotan can use his bonus action to grant himself advantage on his next weapon attack roll against a creature that is not currently engaged in combat or is trying to flee.
Background:
Durotan is a noble and honorable orc warrior, who is the leader of the Frostwolf clan and the right hand of the Horde's Warchief. He is known for his great courage and his unwavering loyalty to his clan and his people. He is a devout follower of the elements, and he is motivated by his desire to protect and serve his people, and his ultimate goal is to ensure the safety and prosperity of his clan. He is a respected leader among the orcs, and is often sought after for his wisdom and guidance. He is a person of great honor and integrity, who will always put the well-being of others before his own. He is a powerful warrior, who will not shy away from a fight, even if the odds are against him. He is willing to give his life for the protection of his clan and his people. He is also a skilled diplomat, able to negotiate and find common ground with other races. His traditional armor and weapon are symbols of his honor and clan, and are always respected by his enemies.
Gul'dan
Name: Gul'dan
Race: Orc (Warlock)
Class: Warlock (Level 12)
Alignment: Neutral Evil
Attributes:
Strength: 12 (+1)
Dexterity: 8 (-1)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 8 (-1)
Charisma: 18 (+4)
HP: 72 (12d8+12) AC: 12 (leather armor)
Attacks:
Staff: +5 to hit, 1d6+1 bludgeoning damage
Eldritch blast: +7 to hit, 2d10 force damage
Movement: 30 ft.
Proficiencies:
Arcana: +7
Intimidation: +7
Deception: +7
Persuasion: +7
Special Abilities:
Eldritch Invocations: Gul'dan has access to a variety of powerful eldritch invocations, including Agonizing Blast, which adds an extra damage die to his eldritch blast, and Curse of Despair, which allows him to curse a creature within 60 ft, giving it disadvantage on attack rolls, ability checks, and saving throws for a minute.
Pact Magic: Gul'dan can cast a number of spells as if he were a warlock of level 12, using spell slots as per the Warlock class table.
Warlock's Curse: Gul'dan can curse a creature within 30 ft as a bonus action, giving it disadvantage on attack rolls against anyone other than him for 1 minute.
Background:
Gul'dan is a powerful orc warlock, who was one of the key figures in the Horde's invasion of Azeroth. He was the leader of the Shadow Council, and the one who discovered the means to summon the demonic Burning Legion to Azeroth. He is a ruthless and ambitious individual who will stop at nothing to achieve his goals. He is a master of manipulation and deceit, and is not above using his powers to control and manipulate those around him. He is motivated by his desire for power, and his ultimate goal is to become the ruler of all orcs. He is infamous for his betrayal to his own people and his clan, and for his willingness to do anything in order to achieve his goals, even if it means sacrificing others. He is a powerful leader and his followers look up to him as a powerful leader who can help them achieve their goals.
Medivh
Name: Medivh
Race: Human
Class: Wizard (Level 20)
Alignment: Lawful Good
Attributes:
Strength: 8 (-1)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 18 (+4)
HP: 80 (20d6+20) AC: 12 (robes)
Attacks:
Quarterstaff: +3 to hit, 1d6+1 bludgeoning damage
Magic Missile: +9 to hit, 3d4+5 force damage
Movement: 30 ft.
Proficiencies:
Arcana: +9
Insight: +7
Persuasion: +8
History: +9
Special Abilities:
Wizard Spells: Medivh can cast a number of spells as if he were a wizard of level 20, using spell slots as per the Wizard class table.
Arcane Recovery: Medivh can recover some of his expended spell slots by taking a short rest.
Magic Initiate: Medivh can cast a number of spells from any class list as if he were a first-level spellcaster of that class.
Portals: Medivh can create magical portals to any location he is familiar with, allowing for instantaneous travel.
Background:
Medivh is a powerful and wise wizard, known as the Last Guardian of Tirisfal. He is tasked with protecting Azeroth from any threats, and has dedicated his life to studying and mastering the arcane arts. He is a kind and compassionate individual, who always puts the well-being of others before his own. He is motivated by his desire to protect and serve his people, and his ultimate goal is to ensure the safety and prosperity of Azeroth. He is a respected leader and advisor among the people, and is often sought after for his wisdom and guidance. Despite his great power, Medivh is a humble individual who always strives to be a force of good in the world.
Lothar
Name: Anduin Lothar
Race: Human
Class: Paladin (Level 12)
Alignment: Lawful Good
Attributes:
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 18 (+4)
HP: 96 (12d10+24) AC: 18 (plate armor)
Attacks:
Longsword: +8 to hit, 2d8+4 slashing damage
Shield Bash: +8 to hit, 1d4+4 bludgeoning damage
Movement: 30 ft.
Proficiencies:
Athletics: +7
Persuasion: +8
Intimidation: +8
Survival: +4
Special Abilities:
Lay on Hands: Anduin can heal a creature within 5 ft for up to 5 hit points per level as a bonus action.
Aura of Protection: Anduin radiates a protective aura that grants him and his allies within 10 ft advantage on saving throws against being frightened.
Divine Sense: Anduin can sense the presence of undead, fiends and celestials within 60 ft.
Channel Divinity: Anduin can use his channel divinity to turn undead, grant himself and his allies temporary hit points, or grant himself and his allies immunity to being frightened.
Background:
Anduin Lothar is a noble and brave warrior, who is the leader of the armies of Azeroth and the right hand of King Llane Wrynn. He is known for his great courage and his unwavering loyalty to his king and his people. He is a devout follower of the Holy Light and he is motivated by his desire to protect and serve his people, and his ultimate goal is to ensure the safety and prosperity of Azeroth. He is a respected leader among the people, and is often sought after for his wisdom and guidance. He's a person of great honor and integrity, who will always put the well-being of others before his own. He is a powerful warrior, who will not shy away from a fight, even if the odds are against him. He's willing to give his life for the protection of his people and the kingdom.
Garona
Name: Garona
Race: Half-Orc
Class: Rogue (Assassin) (Level 8)
Alignment: Neutral
Attributes:
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 10 (+0)
Charisma: 14 (+2)
HP: 48 (8d8+8) AC: 16 (leather armor)
Attacks:
Shortsword: +6 to hit, 1d6+4 piercing damage
Shortbow: +6 to hit, 1d6+4 piercing damage (range 80/320)
Movement: 30 ft.
Proficiencies:
Stealth: +8
Perception: +4
Persuasion: +6
Deception: +6
Special Abilities:
Expertise: Garona has expertise in Stealth and Perception, doubling her proficiency bonus for these skills.
Assassinate: Garona has advantage on attack rolls against creatures that haven't taken a turn yet in combat.
Sneak Attack: Garona deals an extra 2d6 damage when she hits a creature with a weapon attack and has advantage on the attack roll, or when the creature is within 5 ft of an ally of Garona that isn't incapacitated and Garona doesn't have disadvantage on the attack roll.
Uncanny Dodge: Garona can use her reaction to halve the damage of an attack she can see coming.
Background:
Garona is a half-orc rogue and assassin, who was raised among the orcs of the Horde. She is a skilled and deadly warrior, who is known for her stealth and her ability to strike without warning. She is motivated by her desire to survive and to prove her worth to those around her. Despite her brutal upbringing, she has a strong moral code and will not kill indiscriminately. She is a skilled leader, who is respected by her peers and feared by her enemies. She is a survivor and will do whatever it takes to survive, even if it means betraying her own people. She's a person of great intelligence and cunning, and she's able to adapt to any situation. She is also a skilled diplomat, who is able to talk her way out of any situation.
Khadgar
Name: Khadgar
Race: Human
Class: Wizard (Level 9) Cleric (Level 2)
Alignment: Lawful Good
Attributes:
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 14 (+2)
HP: 52 (9d6+2d8+10) AC: 12 (robes)
Attacks:
Quarterstaff: +3 to hit, 1d6-1 bludgeoning damage
Magic Missile: +7 to hit, 2d4+4 force damage
Movement: 30 ft.
Proficiencies:
Arcana: +7
History: +7
Insight: +6
Religion: +6
Special Abilities:
Wizard Spells: Khadgar can cast a number of spells as if he were a wizard of level 9, using spell slots as per the Wizard class table.
Cleric Spells: Khadgar can cast a number of spells as if he were a cleric of level 2, using spell slots as per the Cleric class table.
Arcane Recovery: Khadgar can recover some of his expended spell slots by taking a short rest.
Turn Undead: Khadgar can use his channel divinity to turn undead, making them flee from him for 1 minute or until they take damage.
Background:
Khadgar is a powerful and wise wizard and cleric, who was a key figure in the defeat of Medivh and the protection of Azeroth from the Burning Legion. He is a student of the arcane, and has dedicated his life to studying and mastering the arcane arts. He is a kind and compassionate individual, who always puts the well-being of others before his own. He is motivated by his desire to protect and serve his people, and his ultimate goal is to ensure the safety and prosperity of Azeroth. He is a respected leader and advisor among the people, and is often sought after for his wisdom and guidance. He is a person of great honor and integrity, who will always strive to be a force of good in the world. His ability to use both wizardry and divine magic make him a formidable opponent on the battlefield.
Orgrim
Name: Orgrim
Race: Orc
Class: Barbarian (Level 11)
Alignment: Chaotic Neutral
Attributes:
Strength: 18 (+4)
Dexterity: 12 (+1)
Constitution: 18 (+4)
Intelligence: 8 (-1)
Wisdom: 10 (+0)
Charisma: 8 (-1)
HP: 110 (11d12+44) AC: 14 (leather and bone armor)
Attacks:
Doomhammer: +8 to hit, 2d8+4 bludgeoning damage
Unarmed strike: +8 to hit, 1d4+4 bludgeoning damage
Movement: 30 ft.
Proficiencies:
Athletics: +8
Survival: +3
Intimidation: +2
Special Abilities:
Rage: Orgrim can enter a rage as a bonus action, gaining +2 to damage rolls and resistance to bludgeoning, piercing, and slashing damage for 1 minute. He can rage for a number of rounds equal to 2 + his Constitution Modifier (6 rounds)
Reckless Attack: Orgrim can choose to attack recklessly as a bonus action, gaining advantage on attack rolls but disadvantage on defense rolls for the duration of the current turn.
Relentless Endurance: Orgrim can drop to 1 hit point instead of being reduced to 0 hit points, gaining temporary hit points equal to half of his maximum hit points.
Background:
Orgrim is a fierce and brutal orc warrior, raised in the Horde and trained in the art of war. He is driven by a fierce desire to prove himself in battle and earn the respect of his peers. Despite his brutal nature, Orgrim is fiercely loyal to his clan and will do anything to protect his people. He is known for his ferocity in battle and his ability to keep fighting even when heavily injured. He is a leader among his clan and respected for his bravery and ability to lead his clan to victory. He is not afraid of death, and he is willing to sacrifice himself in order to protect his clan and to win the battle. He is a fierce warrior who is always looking for a challenge and a fight. He is not interested in diplomacy and he only respects those who can stand their ground and fight. He wears a traditional orc armor made of leather and bone, which gives him some protection but also allows him to move freely in combat. He wields his doomhammer, a powerful weapon that is both a symbol of his power and a tool of destruction.
Blackhand
Name: Blackhand
Race: Orc
Class: Fighter (Warlord) (Level 15)
Alignment: Lawful Evil
Attributes:
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 8 (-1)
Charisma: 16 (+3)
HP: 120 (15d10+45) AC: 18 (plate armor)
Attacks:
Warhammer: +9 to hit, 2d8+4 bludgeoning damage
Unarmed strike: +9 to hit, 1d4+4 bludgeoning damage
Movement: 30 ft.
Proficiencies:
Athletics: +9
Intimidation: +8
Survival: +4
Special Abilities:
Commanding Presence: Blackhand can use his action to give a command to a creature within 60 ft that can hear him. The creature must make a Wisdom saving throw (DC = 8 + Blackhand's proficiency bonus + Blackhand's Charisma modifier) or follow the command on its next turn.
Inspiring Presence: Blackhand can use his bonus action to grant himself and up to 5 creatures within 60 ft advantage on their next attack roll, ability check, or saving throw.
Warlord's Inspiration: Blackhand can grant himself and up to 5 creatures within 60 ft temporary hit points equal to his level + his Charisma modifier (+5) at the start of each of their turns.
Tactical Advantage: Blackhand can use his bonus action to grant himself and up to 5 creatures within 60 ft advantage on their next ability check or saving throw that uses Strength, Dexterity, or Constitution.
Background:
Blackhand, also known as the Destroyer, is a powerful and ruthless orc warlord, and the leader of the Horde. He is a fierce and brutal warrior, who is feared by his enemies and respected by his followers. He is a natural leader, who is able to rally his troops and inspire them to great feats of strength and courage. He is motivated by his desire for power and his ultimate goal is to conquer and dominate all of Azeroth. He is not averse to using any means necessary, including treachery and betrayal, to achieve his goals. He is a skilled tactician, who is able to outmaneuver and outsmart his enemies on the battlefield. He wears a traditional orc plate armor, which gives him great protection and makes him an intimidating figure on the battlefield. He wields a powerful warhammer, which he uses to crush his enemies and inspire his followers.
Llane
Name: King Llane
Race: Human
Class: Paladin (Level 12)
Alignment: Lawful Good
Attributes:
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 18 (+4)
HP: 96 (12d10+24) AC: 18 (plate armor)
Attacks:
Longsword: +7 to hit, 2d8+3 slashing damage
Shield Bash: +7 to hit, 1d6+3 bludgeoning damage
Movement: 30 ft.
Proficiencies:
Athletics: +7
Insight: +6
Persuasion: +8
Religion: +4
Special Abilities:
Lay on Hands: King Llane can use his action to heal a creature within 5 ft of him for a number of hit points equal to his level x 5 (60 hit points). He can use this ability a number of times equal to his Charisma modifier (4 times per long rest).
Divine Sense: King Llane can use his action to detect the presence of evil and undead within 60 ft of him.
Aura of Protection: King Llane radiates a protective aura that grants himself and up to 5 creatures within 10 ft of him advantage on saving throws against spells and other magical effects.
Aura of Courage: King Llane radiates a powerful aura that grants himself and up to 5 creatures within 10 ft of him immunity to the frightened condition.
Background:
King Llane is the just and honorable ruler of the kingdoms of men in Azeroth. He is a devout follower of the Light and is committed to protecting his people from all threats, both external and internal. He is a skilled warrior and a natural leader, who is respected and admired by his followers. He is a wise and fair ruler, who is always willing to listen to the concerns of his people and make difficult decisions for the greater good. He is also a powerful paladin, who is able to call upon the power of the Light to protect and heal his allies. He wears a traditional plate armor and wields a longsword and a shield, symbols of his power and authority. He's a leader who's always thinking of his people, he's not afraid to take risks and make difficult decisions, he's a leader who always tries to find a peaceful solution but he's also willing to fight for his kingdom.
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