World of Warcraft's big crossover with Dungeons & Dragons is finally here—and despite being a huge flagship collaboration, one of the biggest MMOs meeting with one of the biggest TTRPGs, I'm sad to say I'm feeling just a touch whelmed. This sourcebook is inconsistent—filled with very cool character options in some places, and just pointing at the already-existing player's handbook in others.
That inconsistency doesn't let the whole project down, mind. There are still some rules tucked away in here that I think are great additions to any campaign, not just a World of Warcraft-themed one.
Let's start with the big one: Classes. WoW and D&D do have a lot of overlap in terms of class fantasy—there's not much in the way of appreciable differences between a Fighter and a Warrior, other than a few iconic abilities being missing from the pack. As a result, this rulebook essentially uses the pre-existing classes as a template to throw some WoW flavour on.
Some of these changes are meaningful—take, for example, the Death Knight. This uses the Paladin's chassis, but throws in a ton of impactful changes, replacing Lay on Hands with Death Coil, for example. It also throws a whole new raft of Death Knight-adjacent spells, adjusts your Find Steed with a cool undead ghost that can phase through objects, and more.
A lot of the classes are solved by custom spells like this—the Paladin, for instance, has just the one new subclass to cover for Holy and a bunch of iconic Paladin spells.
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