Now the World of Warcraft book for 5.5E is out, it seems like it would be amiss to not extend what I was doing with my Cyberpunk Waterdeep game to it as well. As well as a couple of species I missed before. This post covers Classic/Vanilla and Burning Crusade, but the various subtypes include more modern expansion. Overall, I would say there is a lot of reskinning here. As whole lineages that would be in Warcraft are lifted and only slightly remixed.
Draenei
Man’ari are just the Infernal Tieflings lineage pasted on
the Draenei species.
Over 7 feet tall
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Change Eredar Lineage. You gain the LUCK 2
benefit of your chosen lineage. At LUCK 6 and LUCK 8, you learn
the spell listed for your lineage. You always have it prepared and can cast it
once per Long Rest.
INT, WILL, or EMP is your spellcasting ability for
the spells you cast with this trait (choose the ability when you select the
lineage).
Draenei Lineages
Draenei
LUCK 2 - You have Resistance to Necrotic damage and
know the Spare the Dying cantrip.
LUCK 6 – You also know the Healing Word spell.
LUCK 8 - You also know the Prayer of Healing spell.
Krokul
LUCK 2 - You have Resistance to Poison damage and
know the Poison Spray cantrip.
LUCK 6 - You also know the Ray of Sickness spell.
LUCK 8 - You also know the Hold Person spell.
Lightforged
LUCK 2 - Resistance to Radiant damage and know the
Sacred Flame cantrip.
LUCK 6 - You also know the Guiding Bolt spell.
LUCK 8 - You also know the Aid spell.
Man’ari
LUCK 2 - You have Resistance to Fire damage and know
the Fire Bolt cantrip.
LUCK 6 - You also know the Hellish Rebuke spell.
LUCK 8 - You also know the Darkness spell.
Change Heroic Presence. When you cast a spell
granted by your Eredar Lineage and don’t have Heroic Inspiration (immediate
reroll after seeing the results of a dice roll), you gain it. Once this
happens, it can’t happen again until you finish a 1-hour rest or Long
Rest.
Duergar
Dwarves in WoW D&D are just normal Dwarves, not subspecies based on the four different types/clans. As the Duergar were indicated in
Replace Stonecunning and Dwarven Toughness with Duergar Magic and Psionic Fortitude
Change Darkvision. You have Darkvision with a
range of 60 yards/metres.
Change Duergar Magic. With LUCK 6, you can cast the
enlarge/reduce spell on yourself with this trait, without requiring a material
component. At LUCK 8, you can also cast the invisibility spell on
yourself with this trait, without requiring a material component. Once you cast
either of these spells with this trait, you can't cast that spell with it again
until you finish a long rest.
Change Dwarven Resilience. You take half damage to Poison and toxin damage. You also have Advantage on rolls you make to avoid or end the Poisoned condition.
Psionic Fortitude. You have advantage on rolls you make to avoid or end the Charmed or Stunned condition on yourself.
Elf
Notably, High elves reuse the Player’s Handbook’s High
Elf option. A bit of a cop-out, but so is Nightborne and Night Elves being 1
starting cantrip off being a Drow and Wood Elf respectively.
Elven Lineages
Blood Elf
LUCK 2 - You know the Prestidigitation cantrip.
Whenever you finish a Long Rest, you can replace that cantrip with a different
cantrip from the Wizard spell list.
LUCK 6 - You also know the Detect Magic cantrip.
LUCK 8 - You also know the Arcane Vigor spell.
Night Elf
LUCK 2 - You add half your LUCK stat to Stealth.
Once per turn, in addition to any actions taken this turn you can roll
to hide while in Dim Light or Darkness.
LUCK 6 - You also know the Longstrider spell.
LUCK 8 - You also know the Pass Without Trace spell.
Nightborne
LUCK 2 - The range of your Darkvision increases to 40
yards/metres. You know the new Arcane Pulse cantrip.
LUCK 6 - You also know the Faerie Fire cantrip.
LUCK 8 - You also know the Darkness cantrip.
Void Elf
LUCK 2 - Your Darkvision increases to 40
yards/metres, and you know the Mind Sliver cantrip.
LUCK 6 - You also know the Entropic Embrace spell.
LUCK 8 - You also know the Misty Step spell.
Arcane Pulse (Nightborne Evocation Cantrip): As an action,
you release arcane energy in a 3 yards/metres radius, originating from you
that does not affect yourself. Each creature of your choice in the area
makes WILL + Resist Torture/Drugs roll. On a failure, it takes 2d6
Force damage and its MOVE drops by 2 until the end of your next turn.
Entropic Embrace (Void Elf Level 1 Necromancy): You cast
this as a Reaction when you roll with Advantage or Disadvantage and both dice
show the same number. For 1 minute/20 turns, you’re wreathed in shadow:
you automatically succeed on WILL rolls to maintain Concentration, your
space is now considered to Low-Light, and once per turn you can deal an
extra 2 Necrotic damage to a creature you damage or restore an extra 2
Hit Points to a creature you heal.
Deep Gnome
Change Darkvision. You have Darkvision with a
range of 60 yards/metres.
Change Gift of the Svirfneblin. With LUCK 6, you can cast
the disguise self spell with this trait. From LUCK 8, you can also cast
the nondetection spell with it, without requiring a material component. Once
you cast either of these spells with this trait, you can't cast that spell with
it again until you finish a long rest.
Change Svirfneblin Camouflage. When you make a Stealth roll you can make the check with advantage. You can use this trait a number of times equal half you LUCK stat, and you regain all expended uses when you finish a long rest.
Forsaken
Creature Type: Undead
About 4-7 feet tall or about 2-4 feet tall
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Deathly Endurance. You have Resistance to Necrotic damage.
Change Everlasting. You are immune to the
effects of Fatigue, Drowning and Asphyxiation, dehydration or
malnutrition. You don't need to sleep, and magic can't put you to sleep. You
can finish a Long Rest in 4 hours if you spend those hours in an inactive,
motionless state, during which you retain consciousness.
Touch of the Grave. When you deal damage to a creature, you
can deal half your LUCK stat 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 rolls to avoid or end the Charmed or Frightened conditions.
Tauren
About 8-9 feet tall
Change Horns. When you hit with a Brawl
attack and deal damage, you add 1d6 Piercing damage to the total
after deducting SP.
Change Goring Rush. Immediately after you take
the Run Action and move at least 6 yards/metres on your turn, you
can make a Brawl attack once per turn, in addition to any actions
taken this turn.
Change Hammering Horns. Immediately after you
hit a creature with a melee attack, once per turn, in addition to any
actions taken this turn. You can make a Brawl attack that dos no damage,
but the creature must make a DEX + Athletics or DEX + Dodge/Evasion roll (their
choice) to avoid being pushed 3 yards/metres.
Change Tauren Lineage. You choose one of three
tauren lineages below. If your lineage calls for a roll, the DV
equals 11 plus your BODY or WILL stat (chosen when you pick the
lineage).
Mulgore Tauren - 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 1.5-yard/metre radius, originating
from you that does not affect yourself. Must succeed on a WILL +
Endurance roll against a DV of 11 + STAT or become Prone and fail
DEX rolls until the end of your current turn.
Highmountain Tauren – When you take the Run Action, you
can ignore Hold Actions and automatic attacks from other creatures as you move through their space.
Each Medium or smaller creature whose space you enter must succeed on a DEX
+ Athletics roll against a DV of 11 + STAT or take damage equal to your
BODY and have the Prone condition (a creature can take this damage only
once per turn).
Taunka – You have a natural 4 SP on all locations and
Resistance to Cold damage.
Troll
About 7 feet tall
Change Bloodied Frenzy. While you’re Seriously
Wounded, you have Advantage on attack rolls.
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Change Troll Healing. If you become Stabilized
and undertaking rest and light activity for 1 hour, you heals HP equal to half
your BODY stat.
Change Troll Lineage. You choose one of the
following lineages:
Amani Troll - Whenever you spend LUCK in combat, you gain
a bonus equal to half the LUCK spent to your next Stabilization roll.
Darkspear Troll: When you take the Run Action.
Ice, rubble, snow or undergrowth doesn’t reduce your MOVE or impose
Athletics rolls until the end of the turn.
Zandalari Troll: If you roll a 1 on a roll, you gain
Heroic Inspiration (immediate reroll after seeing the results of a dice
roll) at the end of the current turn.