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Credits
- Designer & Writer: Silverblade (u/Silverblade1234)
- Front Cover Art By: Dmitriy Prozorov
- Back Cover Art By: Peter Lee
- Interior Art By: Alex Horley, Daocaonan, Glenn Rane, Hideaki Takamura, Michael Jay, Slawomir Maniak. Sariya, Todor Hristov, Wei Wang, Yee-ling Chung
- Based on 5th Edition Dungeons & Dragons by
Wizards of the Coast
- Based on the Warcraft franchise by
Blizzard Entertainment
- Document created using GM Binder
Legal Stuff
This is unofficial fan content permitted under the Fan Content Policy. Not approved or endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
All Warcraft content and material are © Blizzard Entertainment.
Last Updated: June 2, 2021
Disclaimer
The author is not responsible for falling-related character deaths. Between Outland's deceptively-treacherous edges and its many deadly elevators, players should watch their step carefully. Just in case, the rules for fall damage can be found in Chapter 8 of the Player's Handbook.
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Contents
Introduction
This supplement to Champions of Azeroth introduces content from World of Warcraft's expanions, The Burning Crusade and Legion. It allows players to make blood elf and draenei characters. It also introduces the idea of subraces which can be applied to any parent race. In this case, the felsworn subrace represents individuals corrupted by demonic power, and can be used to create eredar draenei, felblood elves, fel orcs, and their fallen kin. Future supplements will introduce subraces for characters touched by death, the Light, the Void, and more.
This supplement also introduces demon hunters, deadly combatants that harness demonic power to vanquish their foes. Though inspired by monks, barbarians, and more, demon hunters are a force unto themselves on the battlefield. Along with additional feats and more, Champions of Outland gives players the tools and resources they need to take the fight to the Burning Legion. The only question left is---are you prepared?
Contact and Feedback
I welcome any and all feedback on any of my work. You can reach me via the above form, on Discord at Silverblade#9212, and on Reddit at u/Silverblade1234.
Acknowledgements
This project wouldn't be possible without the WC5E project. I have tremendous respect and gratitude for that project, as well as its creators, contributors, and community. My own Warcraft homebrew efforts began by helping out with that project, and its influence on my work is undoubtedly still apparent, even after many iterations. If you haven't checked it out yet, I highly recommend you do so!
A big thanks in particular to Auvreannia, who was a great source of inspiration, sounding board, and proofreader for my work. Thanks also to Lev and friends, who provided very detailed feedback on the final products. This project would have suffered greatly without their assistance and support.
Additional Resources
Character Creation
Champions of Outland presents a number of new character options for the heroes of Azeroth, including new races like the noble draenei and regal blood elves, and a felsworn subrace that can be used with any race---if you're willing to sacrifice your soul for infernal power. It also includes demon hunters, elves who have learned to harness fel power and turn it against the Burning Legion.
New Races
From the draenei who fled Draenor searching for refuge and safety, to the blood elves who have ventured beyond Azeroth searching for a glorious destiny, the ruined wastes of Outland call to heroes of the Horde and Alliance alike.
Blood Elf
For nearly seven thousand years, the high elves cultivated a shining magical kingdom hidden deep within the forests of northern Lordaeron. But then tragedy struck, as the undead Scourge invaded Quel'Thalas and drove the elves to the brink of extinction. The Scourge destroyed the mystical Sunwell, thereby severing the elves from the source of their arcane power and decimating their civilization. Now calling themselves "blood elves", or sin'dorei, these grim survivors are committed to regaining the vast powers they once commanded. Blood elves now seek new sources of arcane magic and the means of reclaiming their noble birthright.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Blood elves mature at the same rate as humans, but can live up to several thousand years.
Alignment. Blood elves are fiercely loyal to their heritage and traditions, but have a strong individualistic streak. They favor neither law nor chaos. Though they can be insular and dismissive of other races, blood elves are rarely evil.
Size. Male blood elves stand 6 feet tall on average, and weigh around 160 pounds. Female blood elves stand 5 and a half feet tall on average, and weigh around 100 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Elven Cunning. You have advantage on ability checks and saving throws made to resist the effects of enchantment and illusion magic.
Languages. You can speak, read, and write Orcish and Thalassian.
Subrace. Several subraces of blood elves have come into existence over the course of the elves' long and storied history.
Silvermoon Blood Elf
Once the crown jewel of Quel'thalas, Silvermoon City was ravaged by the Scourge's assault on the magical Sunwell. The blood elves have since restored much of the city in the hopes of returning Silvermoon to its former glory. Silvermoon blood elves are renowned for their knowledge and magical expertise.
Ability Score Increase. Your choice of Intelligence or Charisma increases by 1.
Arcane Resistance. You have resistance against force damage.
Learned. You gain proficiency in one of the following skills of your choice: Arcana, History, Nature, and Religion.
Arcane Affinity. You know one cantrip of your choice from the mage spell list. You can also cast the detect magic spell once with this trait, and regain the ability to do so when you finish a short or long rest. You can also cast these spells using any spells slots you have. Intelligence is your spellcasting ability for these spells.
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Wretched Blood Elf
The Wretched are blood elves that failed to control their innate addiction to magic, overindulging in arcane sources to the point of deformity and, often, insanity. Obsessed with obtaining and devouring magic, they are a danger to both themselves and others. Despite their hunger, Wretched retain their cunning and intelligence and can be deadly enemies---or even unusual allies.
Ability Score Increase. Your choice of Strength or Constitution increases by 1.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Smell Magic. As an action, you can make an Intelligence (Investigation) or Wisdom (Perception) check to determine if a person or object within 30 feet bears magic. The DC of this check is 15, though the DM may decide that it's lower for especially powerful or obvious sources of magic, or higher for weak or concealed sources of magic.
Mana Eater. Before you make a saving throw against a spell, you can choose to give yourself advantage. If you succeed, the next time you damage a creature with an attack or spell, you can cause the attack or spell to deal extra force damage to the creature equal to your level. You must deal this extra damage before the end of your next turn. In addition, if you succeed on the saving throw, you absorb enough of the spell's mana to serve as a full day's sustenance.
Once you use this trait, you can't use it again until you finish a short or long rest.
Draenei
Driven from their home world of Argus, the honorable draenei fled the Burning Legion for eons before finding a remote planet to settle on. They shared this world with the shamanistic orcs and named it Draenor. In time the Legion corrupted the orcs, who waged war and nearly exterminated the peaceful draenei. A lucky few fled to Azeroth, where they now seek allies in their battle against the Burning Legion. Draenei possess great strength and faith, trusting in themselves, their allies, and the Light above all to see them to victory.
Ability Score Increase. Your Charisma score increases by 2.
Age. Draenei mature slightly slower than humans, reaching adulthood in their second or third decade of life. Draenei can live for over ten thousand years, though the dangers of their hunted existence have cut many draenei lifespans short.
Alignment. As sworn enemies of the forces of chaos and devoted followers of the Light, draenei tend to be lawful good.
Size. Draenei stand over 7 feet tall. Male draenei weigh an average of 300 pounds, while the more slender female draenei weigh an average of 230 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Shadow Resistance. You have resistance against necrotic damage.
Heroic Presence. You have advantage on saving throws against being frightened, as do allies within 10 feet that can see you.
Languages. You can speak, read, and write Common and Draenei.
Subrace. Over the draenei's vast existence, several subraces have been create---often through corruption or tragedy.
Exodar Draenei
Having fled the ravaged world of Outland, the noble draenei used the dimension traveling Exodar to reach safe haven. Inspired by tales of the heroic Alliance that stood against the might of the Burning Legion, the draenei have come to enlist aid in retaking their shattered homeland. In return, the draenei of the Exodar offer the Alliance their ageless knowledge and unshakeable faith in the Light.
Ability Score Increase. Your choice of Strength or Intelligence increases by 1.
Gift of the Naaru. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Immortal Artisan. You gain proficiency in one set of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make using this proficiency.
Light-Blessed. You know the light cantrip. When you reach 3rd level, you can cast the bless spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the lesser restoration spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
Broken Draenei
After being exposed to the fel energies wielded by orc warlocks, many draenei were mutated into physically deteriorated forms known as the Krokul, or the "Broken." These draenei survived in hiding, and have only recently emerged to join their kin. Broken draenei discovered the power of the elements, and are responsible for bringing the practice of shamanism to the draenei.
Ability Score Increase. Your choice of Constitution or Wisdom increases by 1.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as the leatherworker's tools.
Survivor. You gain proficiency with one of the following skills of your choice: Nature, Perception, Stealth, and Survival.
Shamanism. You know one cantrip of your choice from the shaman spell list. When you reach 3rd level, you can cast the absorb elements spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the protection from poison spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
Felsworn
Many who have sought the power of fel magic have been corrupted by its influence. From the ancient eredar that joined Sargeras, to the fel orcs that drank the blood of Mannoroth, many have forfeited their souls for the sake of power. Even demon hunters make a version of this pact when they kill a demon and consume its heart, accepting the resulting corruption so that they might better challenge the terrible might of the Burning Legion. Be they selfish or selfless, felsworn are feared and reviled across Azeroth.
Felsworn Undead?
The undead humans presented in Champions of Azeroth are actually humans with the undead subrace, to appear in Champions of Northrend. Since a character can't have two subraces, you can't make a felsworn undead character.
Felsworn Traits
The felsworn subrace can be applied to any race that has a subrace, and replaces that race's existing subrace options.
Ability Score Increase. One ability score of your choice increases by 1. You can't increase an ability by more than 2 with any combination of Ability Score Increase racial traits.
Demonic Nature. Your type is both humanoid and fiend, meaning you are affected by any features or abilities that affect either of those types. For example, you can be targeted by hold person or detected by a paladin's Divine Sense.
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Fel Resistance. You have resistance against your choice of fire or necrotic damage. This choice determines the damage type for your Infernal Power trait.
Additional Language. You can speak, read, and write Eredun.
Becoming Felsworn
Characters being corrupted by demonic power is a prevalent theme in Warcraft. No rules are provided for this occurence, to allow DMs the flexibility to tailor such a significant event to their own games. If you don't wish to increase character power, you can replace a character's subrace with the felsworn subrace. If you do wish to increase character power, you can add on the felsworn subrace to a character without replacing anything; in this case, the felsworn subrace (without its racial Ability Score Increase) is roughly equivalent to a feat in power. The cost and consequences of such a transformation are left to the DM, though they should be significant.
Infernal Power. When you reach 3rd level, choose one of the abilities listed below. You can use your chosen ability as an action, and it lasts for 1 minute or until you end it as a bonus action. Once you use this trait, you can't use it again until you finish a long rest. All damage dealt by this trait is the same as the type chosen for your Fel Resistance trait.
- Blood Fury. When you use this ability, other creatures within 10 feet of you that you can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Strength or Charisma modifier) or become frightened of you until the end of your next turn. For the ability's duration, once on each of your turns, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your level.
- Chaos Aura. You unleash fel energy for the duration, searing everything around you---and yourself. You shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your level.
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New Class: Demon Hunter
Prerequisite: Felsworn
Demon hunters uphold a dark legacy, one that frightens their allies and enemies alike. They embrace fel magics, believing them necessary to challenge the Burning Legion. Wielding the powers of demons they've slain, demon hunters develop fiendish features that inspire revulsion and dread.
Demon hunters ritually blind themselves in exchange for spectral sight that enables them to better sense their prey. This enhanced awareness, together with their great agility and magical prowess, makes demon hunters unpredictable adversaries. A demon hunter's quarry has much to fear.
Class Features
As a demon hunter, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per demon hunter level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per demon hunter level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Intimidation, Investigation, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two throwing glaives or (b) any melee weapon
- (a) two daggers or (b) 10 darts
- (a) a dungeoneer's pack or (b) an explorer's pack
Demon Hunter
Level | Proficiency Bonus |
Features | Fel Points |
Chaos Die |
Fel Mutations |
---|---|---|---|---|---|
1st | +2 | Spectral Sight, Demonic Wards | — | — | — |
2nd | +2 | Illidari Training, Fel | 2 | d4 | — |
3rd | +2 | Fel Mutations, Demon Hunter Specialization | 3 | d4 | 1 |
4th | +2 | Ability Score Improvement | 3 | d4 | 1 |
5th | +3 | Extra Attack, Demon's Bite | 4 | d6 | 1 |
6th | +3 | Aura Sight, Specialization Feature | 4 | d6 | 1 |
7th | +3 | Metamorphosis | 5 | d6 | 1 |
8th | +3 | Ability Score Improvement | 5 | d6 | 2 |
9th | +4 | The Demon Within | 6 | d8 | 2 |
10th | +4 | Empowered Wards, Specialization Feature | 6 | d8 | 2 |
11th | +4 | Illidari Mastery | 7 | d8 | 2 |
12th | +4 | Ability Score Improvement | 7 | d8 | 2 |
13th | +5 | Pierce the Veil | 8 | d10 | 2 |
14th | +5 | Metamorphosis Improvement | 8 | d10 | 3 |
15th | +5 | Specialization Feature | 9 | d10 | 3 |
16th | +5 | Ability Score Improvement | 9 | d10 | 3 |
17th | +6 | Immortal Soul | 9 | d12 | 3 |
18th | +6 | The Demon Within Improvement | 10 | d12 | 3 |
19th | +6 | Ability Score Improvement | 10 | d12 | 3 |
20th | +6 | Unbound Chaos | 10 | d12 | 3 |
Spectral Sight
All demon hunters sacrifice their eyes at the beginning of their training, but gain otherworldly sight to hunt their enemies. You are immune to being blinded.
In addition, you can use your action to attune your senses to demonic energies. Until the end of your next turn, you know the location of any fiend within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses.
Demonic Wards
Also at 1st level, you gain protective tattoos which help control your demonic nature. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Dexterity modifier (your choice).
Illidari Training
When you reach 2nd level, you learn how to most effectively hunt demons and their ilk. You have advantage on Wisdom and Intelligence rolls pertaining to fiends or fiendish lore.
In addition, choose one of the following Illidari paths:
Executioner
You have learned to leverage the size of great weapons for both offense and defense. While wielding a melee weapon with two hands, you gain the benefits of half cover. In addition, you gain the following fighting style.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Slayer
You have learned to wield two weapons with terrible ferocity and grace. You can use your Dexterity modifier for the attack and damage rolls of one-handed melee weapons. You can also use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. In addition, you gain the following fighting style.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Fel
Also at 2nd level, you are able to harness the demonic power within you to unleash fel abilities in battle. Your access to this power is represented by a number of fel points. Your demon hunter level determines the number of points you have, as shown in the Fel Points column of the demon hunter table.
You can spend these points to fuel various fel abilities. You start knowing three such features: felblade, mana burn, and torment. Your demon hunter specialization may grant you additional fel abilities. When you spend a fel point, it is unavailable until you finish a short or long rest, at the end of which you replenish your demonic strength.
Some of your fel abilities require your target to make a saving throw to resist the ability's effects. The saving throw DC is calculated as follows:
Fel save DC
Chaos Die
Many fel abilities involve rolling a chaos die for their effects, which begins as a d4 and changes as you gain demon hunter levels, as shown in the Chaos Die column of the Demon Hunter table.
When you spend a fel point to deal damage to a fiend with a fel ability, it takes additional felfire damage equal to your chaos die. A fiend can take this damage only once per turn.
Fel Abilities
You can initially spend fel points on the following fel abilities.
Felblade. As an action, you can spend a fel point to move up to your speed towards a creature, which doesn't provoke opportunity attacks. If the creature is within your melee range at the end of this movement, you can make a melee weapon attack against it as part of the same action, which deals additional felfire damage equal to your chaos die.
Mana Burn. As an action, you can spend a fel point to corrupt the essence of a creature you can see within 60 feet of you, which must make a Constitution saving throw. The creature takes felfire damage equal to your chaos die + your demon hunter level on a failed save, or half as much damage on a success. If a creature that failed its save casts a spell of 1st level or higher before the start of your next turn, it takes felfire damage equal to 5 x the spell's level.
Torment. As an action, you can spend a fel point to inflict all-consuming pain on a creature you can see within 60 feet of you, which must make a Wisdom saving throw. On a failed save, the target takes felfire damage equal to your chaos die + your demon hunter level, and has disadvantage on all attack rolls against targets other than you until the end of your next turn. The target takes half as much damage on a successful save and suffers no additional effects.
Felfire Damage
Many demon hunter abilities deal felfire damage, which consists of both fire and necrotic damage. A creature is vulnerable or immune to felfire damage only if it's vulnerable or immune to both fire and necrotic damage, respectively. A creature is resistant to felfire damage only if it's resistant to both fire and necrotic damage, or resistant to one damage type and immune to the other.
Fel Mutations
At 3rd level, the demonic power coursing in your veins has begun to mutate your body. You gain a fel mutation, detailed at the end of the class description. When you gain certain demon hunter levels, you gain additional mutations of your choice, as shown in the Fel Mutations column of the Demon Hunter table.
Initially you only gain the base benefits of your fel mutations. At higher levels, when you use your Metamorphosis or The Demon Within feature, you can gain your mutations' Greater Mutation benefits.
Demon Hunter Specialization
At 3rd level, you commit your fel essence and ruthless discipline towards a particular specialization. Choose Havoc or Vengeance, both detailed at the end of the class description. The specialization you choose grants you features at 3rd level, and again at 6th, 10th, and 15th level.
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Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
Demon's Bite
Also at 5th level, if you spend fel as part of your action on your turn, you can then immediately make one melee weapon attack as a bonus action. If you are engaged in two-weapon fighting, you can instead make two melee weapon attacks, one with each weapon.
Aura Sight
At 6th level, your spectral sight has grown more potent. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
In addition, you can expend a use of your Spectral Sight feature to cast detect good and evil or detect magic on yourself, ignoring its components.
Metamorphosis
When you reach 7th level, you can use your bonus action to transform into a hellish demonic form. While in demon form, you gain the following benefits:
- Your type is fiend.
- You gain temporary hit points equal to your demon hunter level + your Constitution modifier, which vanish when you leave demon form.
- Your weapon attacks deal additional felfire damage equal to your chaos die.
- You gain the Greater Mutation benefits of your mutations.
This transformation lasts for 1 minute, until you are knocked unconscious, or until you end it as a bonus action. Once you use this feature, you must finish a long rest to use it again. At 14th level, you regain the use of this feature when you finish a short or long rest.
Evasion
Also at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
The Demon Within
Beginning at 9th level, you can spend a fel point and use a bonus action to gain the Greater Mutation benefit of one of your fel mutations in your normal form for 1 minute. If you use this feature again, the previous Greater Mutation benefit ends and the new one takes effect.
When you reach 18th level, your Greater Mutation lasts indefinitely, until you use this feature to manifest a new one.
Empowered Wards
At 10th level, as your inner demon grows more powerful, so too do the bindings which allow you to keep it in check. Whenever you make an Intelligence, Wisdom, or Charisma saving throw, you gain a bonus to the saving throw equal to your Constitution modifier (minimum of +1). Whenever a fiend forces you to make such a saving throw, you have advantage on the roll.
Illidari Mastery
When you reach 11th level, you've mastered the ways of hunting and slaying demons. If you would make an attack roll against a fiend with disadvantage, you instead roll normally, as long as your target isn't hidden from you. Whenever a fiend would make an attack roll against you with advantage, it instead rolls normally, as long as you aren't incapacitated.
In addition, you gain one of the following benefits depending on the Illidari training path you chose at 2nd level.
Executioner
Once on each of your turns when you make a melee weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Slayer
Once on each of your turns when you miss with a melee weapon attack, you can roll the attack roll again.
Pierce the Veil
Beginning at 13th level, your spectral sight can see the true essence of the world. You can see invisible creatures and objects within 120 feet as if they were visible.
In addition, you can cast true seeing on yourself, ignoring its components. Once you do so, you can't do so again until you finish a long rest.
Immortal Soul
At 17th level, the demon soul bound inside you has made you immune to natural and magical aging.
Unbound Chaos
When you reach 20th level, you have learned to fully harness your demonic power. While using Metamorphosis, you regain an expended fel point at the beginning of each of your turns.
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Demon Hunter Specializations
The endless war against the Burning Legion requires demon hunters to hone their hellish talents in different ways. The specialization you choose determines how you use your fel power in your hunt.
Havoc Demon Hunter
Havoc demon hunters vanquish their enemies with deadly agility and overwhelming fel power.
Trail of Ruin
When you choose this specialization at 3rd level, you gain the Hellish Agility demonic mutation, which does not count against your normal mutations known. In addition, you add your proficiency bonus to your initiative checks.
Blade Dance
Also at 3rd level, you learn a new fel ability. As an action, you can spend a fel point to become a storm of weapons. Each creature of your choice within 15 feet of you must make a Dexterity saving throw. A creature takes felfire damage equal to your chaos die + your demon hunter level on a failed save, or half as much damage on a success. You can then teleport to an unoccupied space you can see within this area.
Unrestrained Fury
When you reach 6th level, your anger fuels your hellish power. Once per turn when you roll a chaos die, you can reroll the die and choose which result to use.
Vengeful Retreat
Beginning at 10th level, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
If you spend a fel point to use this as a fel ability, you can make a melee weapon attack against that enemy as part of the same reaction, which deals additional felfire damage equal to your chaos die.
Eye Beam
At 15th level, you can use your action to unleash a concentrated beam of destructive felfire. Roll eight chaos dice. Each creature in a line 60 feet long and 5 feet wide must make a Dexterity saving throw against your fel save DC. On a failed save, a creature takes felfire damage equal to the total, or half as much damage on a success.
Once you use this ability, you must finish a short or long rest before using it again.
Vengeance Demon Hunter
Vengeance demon hunters turn their demonic might towards protecting their allies, and punishing foes foolish enough to attack them.
Fel Blood
When you choose this specialization at 3rd level, you gain the Fel Hide demonic mutation, which does not count against your normal mutations known. In addition, you add half your proficiency bonus to your Demonic Wards AC.
Infernal Strike
Also at 3rd level, you learn a new fel ability. As an action, you can spend a fel point to leap up to your speed towards an unoccupied space, which doesn't provoke opportunity attacks. Each creature within 10 feet of where you land must make a Dexterity saving throw. On a failed save, a creature takes felfire damage equal to your chaos die + your demon hunter level, or half as much damage on a success.
Feed the Demon
When you reach 6th level, you are sustained by aggression. Whenever you roll a chaos die, you gain temporary hit points equal to the roll.
Vengeful Defense
Beginning at 10th level, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to reduce the damage the target takes by your chaos die + your proficiency bonus (to a minimum of 0 damage). You must be wielding a melee weapon.
If you spend a fel point to use this as a fel ability, you can make a melee weapon attack against the attacker as part of the same reaction, which deals additional felfire damage equal to your chaos die. You can move up to half your speed towards the attacker before making this counterattack, which doesn't provoke opportunity attacks.
Fel Devastation
At 15th level, you can use your action to unleash a blast of chaos energy which heals you as it sears your enemies. Roll six chaos dice. Each creature in a 30-foot cone must make a Dexterity saving throw against your fel save DC. On a failed save, a creature takes felfire damage equal to the total, or half as much damage on a success. You also regain hit points equal to half the total rolled.
Once you use this ability, you must finish a short or long rest before using it again.
Fel Mutations
As your power grows, your body changes to become more like the demons you hunt. Each fel mutation has a base effect, as well as a Greater Mutation which offers a powerful benefit while using Metamorphosis or The Demon Within. You know the number of mutations shown in the Fel Mutations column of the Demon Hunter table, in addition to any gained from your demon hunter specialization.
Conjure Felfire
You are able to conjure searing bolts of felfire to strike your foes. You gain a new attack option that you can use with the Attack action, or as a bonus action when you take the Attack action with this special attack as part of it. This special attack is a ranged spell attack with a range of 120 feet. You are proficient with it, and you add your Constitution modifier to its attack and damage rolls. It deals 1d6 felfire damage, and additional damage equal to your chaos die while using Metamorphosis.
Greater Mutation. Once on your turn when you damage a creature with a felfire bolt, you can set it ablaze. Until someone takes an action to put out the fire, the creature takes felfire damage equal to your chaos die at the start of each of its turns.
Demon Spikes
Your body is adorned with fearsome demonic spikes. You have advantage on ability checks to start or escape grapples. When you successfully start a grapple, you can deal felfire damage equal to your Constitution modifier to the grappled creature. When you start your turn grappling a creature or being grappled by a creature, that creature takes felfire damage equal to your Constitution modifier.
Greater Mutation. You add your chaos die to the felfire damage dealt by this mutation's base benefit. Whenever a creature successfully hits you with a melee attack, they take felfire damage equal to your chaos die.
Dread Wings
As a reaction when falling, you can manifest wings suitable for gliding. Until you land, you can slow your rate of descent to 30 feet per round. You cannot ascend while falling, but can otherwise glide freely using your movement. When you land, you take no falling damage and can land on your feet.
Greater Mutation. You gain a flying speed equal to 10 x your proficiency bonus.
Fel Hide
Your hit point maximum increases by an amount equal to your demon hunter level. In addition, you have advantage on saving throws against poison and disease, and you also have resistance to poison damage.
Greater Mutation. You have resistance to bludgeoning, piercing, and slashing damage.
Hellish Agility
Your walking speed increases by a number of feet equal to 5 x your proficiency bonus. In addition, you can use your Strength or Dexterity to determine how far you can jump.
Greater Mutation. If you move at least 20 feet in a straight line toward a target right before making a melee weapon attack against it, that attack deals additional felfire damage equal to your chaos die.
Infernal Might
Demonic power bolsters your strength. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks and saving throws.
Greater Mutation. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category. Your equipment changes size accordingly while in your possession. In addition, once on your turn when you hit with a melee weapon attack, you can try to shove your target as part of the same action.
Vicious Weapons
You manifest claws, horns, or another type of natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. It deals 1d8 felfire damage on a hit. In addition, when you make an attack with your natural weapon on your turn, you can make an additional attack with it as a bonus action.
Greater Mutation. Once on each of your turns when you damage a creature with this weapon, you regain a number of hit points equal to chaos die, provided you have less than half your hit points when you hit.
![](https://i.ibb.co/3zrfgQH/Metamorphosis-full.jpg)
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Character Options
With the introduction of draenei, blood elves, and demon hunters, players and DMs will need new options to support their heroic adventures. This chapter details new languages, equipment, and feats related to Champions of Outland content.
Languages
In addition to the languages presented in Champions of Azeroth, adventurers may encounter the following new languages while traversing the shattered remnants of Draenor. A comprehensive list of Warcraft languages can be found on Wowpedia.
New Languages
Language | Races |
---|---|
Draenei | Draenei |
Nazja | Naga |
Ravenspeech | Arakkoa |
Thalassian | Blood elves |
Equipment
In addition to the equipment presented in the Player's Handbook and Champions of Azeroth, new equipment related to Champions of Outland content is detailed below.
New Weapon Descriptions
Twinblade
Twinblades are elegant, double-bladed weapons that are nonetheless surprisingly light for their size. While they are most commonly associated with blood elf spellbreakers, twinblades are sometimes used by troll shadowhunters.
Special. If you attack with a twinblade as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Warglaive
Larger than throwing glaives but more deadly, warglaives are most famous as the signature weapons of demon hunters. Troll shadowhunters are also known to wield these weapons, however, singly or paired---some scholars even believe that the use of warglaives may have begun among ancient trolls.
New Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Martial Melee Weapons | ||||
Twinblade | 100 gp | 2d4 slashing | 6 lb. | Two-handed, special |
Warglaive | 50 gp | 1d8 slashing | 4 lb. | Returning, thrown (20/60) |
![](https://i.ibb.co/DVmtQd1/spellbreaker.jpg)
![](https://www.gmbinder.com/images/XzbbBU4.png)
Feats
Detailed in chapter 6 of the Player's Handbook, feats are an optional way of customizing a character. The following feats add to those in Champions of Azeroth and other 5E sources.
Arcane Teleportation
Prerequisite: Blood elf
Your study of high elven lore has unlocked magical power that few other elves possess. Drawing on this knowledge, you can momentarily stride through the Twisting Nether to shorten your path from one place to another. You gain the following benefits:
- Increase your Intelligence or Charisma score by 1, to a maximum of 20.
- You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. You can also cast this spell using spell slots you have of the appropriate level.
Arcane Torrent
Prerequisite: Blood elf
Blood elves have a natural ability to manipulate arcane energy, thanks to their exposure to the magical Sunwell. You learn the spell dispel magic, which you can cast once without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. If your dispel magic is successful, you receive one of the following benefits:
- You regain an expended spell slot of level at most half your proficiency bonus.
- You gain temporary hit points equal to your level + your Intelligence modifier.
You can also cast dispel magic using spell slots you have of the appropriate level, though if you do so, you don't receive this feat's additional benefit. Intelligence is your spellcasting ability for this spell.
Demon Hunter Adept
Prerequisite: Dexterity 13, not a demon hunter
You have been initiated into the dark rites of the demon hunters, and gain the following benefits:
- You gain the demon hunter's Spectral Sight ability.
- When you take the Attack action on your turn, you can move up to your movement before making one of its attacks, which doesn't provoke opportunity attacks. If this attack hits, it deals additional felfire damage equal to your proficiency bonus. This additional damage is doubled if your target is a fiend. Once you use this ability, you must finish a short or long rest before you can do so again.
Demon Hunter Mastery
Prerequisite: Demon Hunter Adept feat
You have continued your demon hunter training, and gain the following benefits:
- Choose a fel mutation, detailed at the end of the demon hunter class description. You gain this fel mutation's base benefit.
- As a bonus action, you can gain the Greater Mutation benefit of your chosen fel mutation for 1 minute. Once you use this ability, you must finish a long rest before you can do so again. You have a d6 chaos die for this mutation.
Glaive Master
You are an expert in the use of throwing glaives and warglaives, favored by night elf huntresses and troll shadowhunters alike. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with throwing glaives or warglaives.
- If you attack with a throwing glaive as part of the Attack action on your turn, you can use a bonus action immediately after to make another attack with it.
- You can engage in two-weapon fighting with warglaives even though the weapons aren't light. While doing so, you gain a +1 bonus to AC.
Ricocheting Strikes
If you make multiple ranged attacks with a throwing glaive or warglaive, you may wish to represent this in-game as the weapon bouncing between your targets. It's mechanically the same, but truer to how glaives are generally portrayed in Warcraft.
Greater Corruption
Prerequisite: Felsworn
Your demonic corruption has twisted your body and spirit. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You have resistance to fire and necrotic damage, and your Infernal Power trait can use either damage type, chosen whenever you use it.
- Your skin hardens and toughens, becoming covered in fel hide or demonic scales. While you are not wearing any armor, your Armor Class equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.
Jewelcrafter
You are a practiced jewelcrafter, capable of making jewelry of great beauty and power. You gain the following benefits:
- Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
- You gain proficiency with jeweler's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
- When you craft a nonmagical item using jeweler's tools, it requires half the amount of materials and time to craft.
![](https://i.ibb.co/WKyCq6r/draenei-smash.jpg)
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- With 10 minutes of work, you can use your jeweler's tools to craft a small trinket that can restore one's strength. You can keep this trinket or give it away. As an action, a creature can use this trinket to regain hit points equal to 1d6 + your level. A trinket can only be used once, at which point it loses its potency. You must complete a short or long rest before you can create another trinket, and any unused trinkets lose their potency when you complete a long rest.
Sight of the Prophet
Prerequisite: Draenei
You have been granted the gift of Sight. You learn the comprehend languages spell and can cast it at will, without expending a spell slot. You also learn the spells augury and clairvoyance, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Soldier of the Light
Prerequisite: Draenei
The Light has granted you the strength to fight against the forces of evil, wherever they can be found. You gain the following benefits:
- Increase your Strength, Constitution, or Intelligence score by 1, to a maximum of 20.
- You learn the spells detect evil and good and protection from evil and good, each of which you can cast once without expending a spell slot. You regain the ability to cast those spells in this way when you finish a short or long rest. You can also cast these spells using spell slots you have of the appropriate level.
Twinblade Master
You have mastered the twinblade, favored by spellbreakers and other elven warriors. You gain the following benefits:
- While you wield a twinblade, it gains the finesse property. In addition, its two-handed property is replaced by versatile (2d6), allowing it to be wielded with one or two hands.
- While you are wielding a twinblade with two hands, you gain a +1 bonus to AC.
Uncorrupted
Prerequisite: Felsworn
Your fel corruption is less prominent or easily concealed. Rolls made to discern your demonic nature have disadvantage, and you have advantage on saving throws against effects that can affect you only because of your fiend type.
In addition, choose one subrace for your race (likely your subrace before becoming felsworn). You gain that subrace's traits, except for its Ability Score Increase.
![](https://i.ibb.co/9Vt1LF4/outland-ruins.jpg)
Thanks For Reading
Champions of Azeroth has been a joy to design and write, and I hope it serves you well! If you have any feedback at all, or just want to reach out to chat about D&D or Warcraft, please do so. Reach me on Discord at Silverblade#9212, and on Reddit at u/Silverblade1234.
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