Champions of Northrend

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 17

Champions of Northrend

Credits Contents
Designer & Writer: Silverblade (u/Silverblade1234) Character Creation 3
Front Cover Art By: Younghun Byun New Race: Dalaran Human ........................................................3
Back Cover Art By: Peter Lee New Race: Frostborn ................................................................... 3
Interior Art By: Abe Taraky, Bernie Kang, Boros-Szikzai, New Race: Worgen ....................................................................... 4
Diablo7707, Justin Kunz, Kyle Herring, Maria Trepalina, New Race: Undead ....................................................................... 5
Ralph Horsley New Class: Death Knight ............................................................ 6
Based on 5th Edition Dungeons & Dragons by

Wizards of the Coast Character Options 13


Based on the Warcraft franchise by
New Languages ...........................................................................13
Blizzard Entertainment New Feats .....................................................................................13
Inspired by the Warcraft 5E adaptation by

Jihia, Tangerine, and many others (Reddit, Discord) Spells 14


Document created using GM Binder
Introduction
Legal Stuff This supplement to Champions of Azeroth introduces
This is unofficial fan content permitted under the Fan content from World of Warcraft's expansion, Wrath of the
Content Policy. Not approved or endorsed by Wizards of the Lich King. It introduces several races you might find in
Coast. Portions of the materials used are property of Wizards Northrend, from the human citizens of Dalaran to the frost
of the Coast. © Wizards of the Coast LLC. dwarves and ice trolls that call Northrend home. It also
All Warcraft content and material are © Blizzard allows players and DMs to create undead versions of other
Entertainment. races, expanding on the undead humans first presented in
Champions of Azeroth.
Last Updated: June 21, 2021 Champions of Northrend also details the death knight
class, fearsome warriors raised by the Lich King to wage war
on the living. The death knight is a dark mirror of the paladin,
yet has dread powers all their own. Their magic---from
Disclaimer unleashing icy devastation to summoning hordes of
The author is not responsible for injury from shambling ghouls---is also detailed within.
frostbite, hypothermia, avalanches, ritual sacrifice, Note that this death knight strongly resembles the one
or undead plague. If you see a big red button found in WC5E---that's because I was its primary writer!
marked "DO NOT PUSH THIS BUTTON!"... well,
who am I to stop you?
While some overlap is unavoidable, I've endeavored to
remove content and ideas that solely belong to others.
Contact and Feedback
Submit 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
Champions of Azeroth Changelogs
Champions of Azeroth Project Folder
2
Character Creation

C
hampions of Northrend presents a number of Frostborn
new character options for the heroes of Azeroth---
from human citizens of Dalaran, to the natives of Despite its inhospitable nature, some races have managed to
icy Northrend, to the risen victims of the Scourge. survive---even thrive---in the icy wastes of Northrend. The
Even the fearsome worgen of Grizzly Hills and taunka are relatives to the tauren who have adapted to the
beyond can be found in this section. It also harsh environment in Northrend, and forcibly bend nature
includes rules for death knights, dark champions and the elements to their will in order to survive. The
of death who have escaped the terrible will of the Lich King. frostborn dwarves reside in the Storm Peaks, having once
served the titanic keeper Thorim, and have recently
New Subraces befriended members of the Explorers' League. And the
Drakkari tribe of ice trolls have created a mighty civilization
When the heroes of the Horde and Alliance journeyed to in Zul'Drak, though they now turn to desperate and dark
Northrend to wage war on the Scourge, new allies were measures to protect their home from the growing threat of
ready to join their crusade. This section details new subraces the Scourge. The frostborn subrace can be used for these
for use with the races presented in Champions of Azeroth races, or any race especially adapted to the cold and ice.
and other Champions supplements.
Frostborn Traits
Dalaran Human The frostborn subrace can be applied to any race that has a
Dalaran is a small, magocratic nation founded originally as a subrace, and replaces that race's existing subrace options.
city-state by Arathi magi near the coast of Lordamere Lake in Ability Score Increase. Your Constitution score increases
Lordaeron. While the city proper was ruined during the Third by 1. If your race's Ability Score Increase trait gives you +2 to
War, it has since been rebuilt and made mboile through Constitution, you instead increase a different ability by 1.
powerful magic. It is ruled by the Kirin Tor, an elite cadre of Winter Lore. You gain proficiency with one of the
the most powerful wizards in the known world. While following skills of your choice: Athletics, Nature, Perception,
Dalaran was founded as a human kingdom, many members and Survival.
of other races have since come to reside in the magical city. Tundra Walker. You have resistance to cold damage, and
are naturally adapted to cold climates, as described in
Dalaran Human Traits chapter 5 of the Dungeon Master's Guide. In addition,
The Dalaran Human subrace can be used with the human moving through difficult terrain related to ice, snow, or
race found in Champions of Azeroth. extreme cold costs you no extra movement.
Ability Score Increase. Your Intelligence score increases Big Game Hunter. You are trained in fighting the colossal
by 1. beasts and monsters of Northrend, When you damage a
Learned. You gain proficiency in one of the following skills creature with an attack or a spell and the creature's size is
of your choice: Arcana, History, Nature, and Religion. larger than yours, you can cause the attack or spell to deal
Elementary Spellcasting. You know the prestidigitation extra damage to the creature. The extra damage equals your
cantrip. You also choose two 1st-level mage spells with the level. Once you use this trait, you can't use it again until you
ritual tag. You can cast these spells as rituals, or using any finish a short or long rest.
spell slots you have. Intelligence is your spellcasting ability
for these spells

3
Worgen   Tradesman. You gain proficiency in one skill and one tool
of your choice.
Worgen are large, lupine humanoids that walk upright, but Cursed Blood. You have advantage on saving throws
hunt and howl as wolves, and lope on all fours to run. They against poison and disease, and you have resistance to
primarily inhabit forests and are natural hunters. Being bitten necrotic damage. If you die, you can't be raised as an undead
by or drinking the blood of a worgen transmits the worgen creature except by exceptionally powerful methods, such as
curse and, in some cases, causes the afflicted to be necromantic spells higher than 5th level.
transformed into one. After the transformation, those that are Viciousness. When you score a critical hit with a melee
overcome by rage and guilt gradually lose all vestiges of their weapon attack, you can roll one of the weapon's damage dice
former lives and turn mindless. By controlling their emotions one additional time and add it to the extra damage of the
via medication, magic, and self-discipline, worgen may resist critical hit.
being overcome by their feral instincts. Extra Language. You can speak, read, and write one extra
Ability Score Increase. Your choice of Strength or language of your choice.
Dexterity increases by 2.
Age. Worgen have the same lifespan as they did before Night Elf Worgen
their transformation. Long ago, amid a brutal war between the night elves and the
Alignment. Worgen often retain their previous alignment demonic satyrs in Kalimdor, a group of druids practiced a
(or close to it), though their barely-tamed feral instincts powerful yet unwieldy form that embodied the fury of the wolf
influence them towards chaos. Ancient, Goldrinn. Attempts to control the rage of this form
Size. While transformed, worgen are between 6 and 7 feet transformed the druids into worgen: bestial humanoids
tall, average around 250 pounds, and are Medium size. enslaved by their own primal instincts. Blinded by all-
Speed. Your base walking speed is 30 feet. You can use consuming rage, the druids tore through friend and foe alike
Strength or Dexterity for determining how far you can jump. during battle with the satyrs, even spreading their condition
Two Forms. As a bonus action, you can change between through a virulent curse. Desperate to stanch the affliction's
your native form and worgen form. While in worgen form, spread, the night elf worgen were banished to sleep within
you gain several new traits, specified below. the Emerald Dream for all eternity. Now you have awaken---
Darkvision. While in worgen form, you can see in dim light how did this happen, and what will you do now?
within 60 feet of you as if it were bright light, and in darkness Ability Score Increase. Your choice of Wisdom or
as if it were dim light. You can't discern color in darkness, Charisma increases by 1.
only shades of gray. Ultravision. You can see in dim light and darkness within
Natural Weapons. While in worgen form, you grow deadly 60 feet of you as if it were bright light. You can't discern color
claws and fangs. You have a climbing speed of 20 feet. In in darkness, only shades of gray. Ultravision is treated as
addition, your claws and bite are natural weapons, which you darkvision for the purposes of other features and traits that
can use to make unarmed strikes. You can use Strength or refer to darkvision. While in worgen form, the range of your
Dexterity for attack and damage rolls when you make a ultravision increases to 120 feet.
weapon attack with them, and they deal piercing or slashing Shadowmeld. You can attempt to hide even when you are
damage equal to 1d4 + your ability modifier, instead of the only lightly obscured by foliage, heavy rain, falling snow, mist,
bludgeoning damage normal for an unarmed strike. and other natural phenomena.
Darkflight. While in worgen form, when you move on your Quickness. Your base walking speed increases by 5 feet.
turn in combat, you can double your speed until the end of Untamed Fury. You have advantage on saving throws
the turn. Once you use this trait, you can't use it again until against being charmed, frightened, or paralyzed.
you move 0 feet on one of your turns. Extra Language. You can speak, read, and write
Languages. You can speak, read, and write Common. Darnassian.
Subrace. Only human and night elf worgen are known to
exist. Their traits are detailed below.
Human Worgen Optional Rule: The Worgen Curse
The worgen were first unleashed upon the Eastern When a human or night elf is damaged by a
Kingdoms by Archmage Arugal during the Third War. worgen's natural weapons, it must make a DC 15
Primarily used as a weapon against the Scourge, the beasts Constitution saving throw. On a failure, the
soon proved to be a burden greater than the humans of creature contracts the worgen curse, and will turn
Lordaeron could bear. A mysterious curse began to spread into a feral worgen within 1d4 hours. A cursed
character can resist the transformation by making a
among those who fought alongside the wolf-men, causing successful Wisdom saving throw, which delays the
them to become worgen themselves. Since then, the worgen transformation by another 1d4 hours. The DC
curse has spread in a few isolated pockets of humanity---from begins at 10, and increases by 1 after each
the isolated kingdom of Gilneas, to communities of settlers in success. There is no known way to remove the
the Grizzly Hills of Northrend. You are a survivor of this worgen curse once contracted, though it can be
curse, freed from its feral madness, in search of a new fate. treated with rare alchemy or magic.
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.

4
Undead
When the Scourge marched across Azeroth, it added to its
ranks by raising many of its victims to undeath. Many are
mindless husks of their former selves, some possess
intelligence but are bound to the Scourge, while others have
managed to free themselves from the Lich King's will. The
undead subrace can be used for any intelligent creature that
has been raised to undeath, whether they were animated by
the Scourge or by other necromantic means.
Undead Traits
The undead subrace can be applied to any race that has a
subrace, and replaces that race's existing subrace options.
Ability Score Increase. Your Constitution score increases
by 1. If your race's Ability Score Increase trait gives you +2 to
Constitution, you instead increase a different ability by 1.
Extended Age. You remain at the age you originally died,
sustained by the dark magic that raised you. If uncared for,
however, your corpse will wither and decay over time.
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.
If you already have darkvision from your race, its range
increases by 30 feet.
Undead Nature. Your type is both humanoid and undead,
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 affected by shackle undead. You also gain
the following benefits:
You have advantage on saving throws against disease and
being poisoned, and you have resistance to poison
damage.
You have advantage on death saving throws.
You don't need to eat, drink, or breathe.
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.

Becoming Undead
The stories of many heroes do not end in death. No
rules are provided for being raised as a sentient
undead, 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 undead subrace. If you
do wish to increase character power, you can add
on the undead subrace to a character without
replacing anything; in this case, the undead
subrace (without its racial Ability Score Increase) is
roughly equivalent to a feat in power. DMs and
players should work together to determine the
circumstances of the character's new unlife.

Death Knight
Prerequisite: Undead
When the Lich King's control of his death knights was
broken, his former champions sought revenge for the horrors
committed under his command. After their vengeance was
won, the death knights found themselves without a cause and
without a home, searching for new purpose. Frost sharpens
their strikes; blood fortifies their bodies; and undeath allows
them to erupt in unholy rage in the heat of battle. A thousand
atrocities are etched in the eyes of every death knight, and
foes who gaze into them too long will feel the warmth pulled
from their bodies, replaced with cold steel.
Class Features
As a death knight, you gain the following class features.
Hit Points
Hit Dice: 1d10 per death knight level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per death knight level after 1st
Proficiencies
Armor: All armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Deception, Insight,
Intimidation, Medicine, and Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a greatsword or (b) any martial melee weapon
(a) five javelins or (b) any simple melee weapon
(a) a dungeoneer's pack or (b) an explorer's pack
Chain mail
A trinket reminding you of your past life

6
Death Knight
Proficiency
Rune Spells ─Spell Slots per Spell Level─
Level Bonus Features Runes Damage Known   1st     2nd     3rd     4th     5th  
1st +2 Rune Weapons, Runic Power 1 1d8 — — — — — —
2nd +2 Fighting Style, Spellcasting 2 1d8 4 2 — — — —
Undead Constitution, Death
3rd +2 2 1d8 5 3 — — — —
Knight Specialization
4th +2 Ability Score Improvement 2 1d8 5 3 — — — —
5th +3 Extra Attack 3 1d8 6 4 2 — — —
6th +3 Runeforging 3 1d8 6 4 2 — — —
7th +3 Specialization Feature 3 2d8 7 4 3 — — —
8th +3 Ability Score Improvement 3 2d8 7 4 3 — — —
9th +4 — 4 2d8 8 4 3 2 — —
10th +4 Will of the Grave 4 2d8 8 4 3 2 — —
11th +4 Greater Runeforging 4 2d8 9 4 3 3 — —
12th +4 Ability Score Improvement 4 2d8 9 4 3 3 — —
13th +5 — 5 2d8 10 4 3 3 1 —
14th +5 Command Undead 5 2d8 10 4 3 3 1 —
15th +5 Specialization Feature 5 3d8 11 4 3 3 2 —
16th +5 Ability Score Improvement 5 3d8 11 4 3 3 2 —
17th +6 — 6 3d8 12 4 3 3 3 1
18th +6 Superior Runeforging 6 3d8 12 4 3 3 3 1
19th +6 Ability Score Improvement 6 3d8 13 4 3 3 3 2
20th +6 Specialization Feature 6 3d8 13 4 3 3 3 2

Rune Weapons Runic Power


You know how to inscribe dread runes on your melee You can use the runes inscribed on your rune weapon to
weapons, empowering them and binding them to you. You perform powerful necromantic techniques in battle. You
perform the ritual over the course of 1 hour, which can be begin with one rune, and gain more as you reach higher
done during a short rest. The weapons must be within your levels, as shown in the Runes column of the Death Knight
reach throughout the ritual. You can only have a single two- table.
handed melee weapon bound to you, or two one-handed While wielding a rune weapon, you can spend runes to
melee weapons. Bonding new weapons immediately breaks perform the Death Coil and Rune Strike techniques. These
the bond with any previous rune weapons. techniques, and other death knight class features, involve
Your rune weapons are partially sentient and hunger to be rolling the Rune Damage dice listed in the Death Knight
used. While wielding a rune weapon, you gain the following table. Spent runes are unavailable until you finish a long rest,
benefits: when all expended runes regain their power. You also regain
the use of one expended rune when you finish a short rest.
If you are surprised at the beginning of combat and aren't
incapacitated, you can still take reactions before the end of Death Coil
your first turn of combat. As an action, you can spend a rune and send a bolt of
If you would be disarmed of a rune weapon, you can use necrotic energy towards a creature you can see within 120
your reaction to not be disarmed. feet. If the target is not undead, make a ranged spell attack
You can use two-weapon fighting with two one-handed using Charisma against it. On a hit, the creature takes
rune weapons, even if they aren't light. necrotic damage equal to rolling your Rune Damage twice. If
If you are wielding a single rune weapon and no shield, the target is undead, no attack roll is required, and the
you gain a +1 to your AC. creature regains hit points equal to your Rune Damage.

7
Rune Strike Spells Known of 1st Level and Higher
Once per turn when you hit a creature with a rune weapon, At 2nd level, you know two 1st-level spells of your choice from
you can spend a rune to deal extra damage to the target equal the death knight spell list.
to your Rune Damage. The Spells Known column of the death knight table shows
when you learn more death knight spells of your choice. Each
Fighting Style of these spells must be of a level for which you have spell
At 2nd level, you adopt a style of fighting as your specialty. slots. For instance, when you reach 5th level in this class, you
Choose one of the following options. You can't take a Fighting can learn one new spell of 1st or 2nd level.
Style option more than once, even if you later get to choose Additionally, when you gain a level in this class, you can
again. choose one of the death knight spells you know and replace it
with another spell from the death knight spell list, which also
Defense must be of a level for which you have spell slots.
While you are wearing armor, you gain a +1 bonus to AC. Spellcasting Ability
Dueling Charisma is your spellcasting ability for your death knight
When you are wielding a melee weapon in one hand and no spells, so you use your Charisma whenever a spell refers to
other weapons, you gain a +2 bonus to damage rolls with that your spellcasting ability. In addition, you use your Charisma
weapon. modifier when setting the saving throw DC for a death knight
spell you cast and when making an attack roll with one.
Great Weapon Fighting Spell save DC = 8 + your proficiency bonus +
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 your Charisma modifier
hands, you can reroll the die and must use the new roll. The Spell attack modifier = your proficiency bonus +
weapon must have the two-handed or versatile property for
you to gain this benefit. your Charisma modifier

Two-Weapon Fighting Spellcasting Focus


When you engage in two-weapon fighting, you can add your You can use a rune weapon as a spellcasting focus for your
ability modifier to the damage of the second attack. death knight spells.
Versatile Weapon Fighting Undead Constitution
When you are wielding a single versatile weapon and no By 3rd level, the necromantic energy empowering you makes
other weapons, you gain a +1 bonus to attack and damage you immune to disease and the poisoned condition.
rolls with that weapon. In addition, you gain a +1 bonus to AC
if you are wielding that weapon with two hands. Death Knight Specialization
When you reach 3rd level, you commit yourself fully to one
aspect of death: Blood, Frost, or Unholy. Your choice grants
Additional Fighting Styles you features at 3rd level and again at 7th, 15th, and 20th
If you own Tasha's Cauldron of Everything, you can level.
ask your DM if you can take any of the the
additional fighting styles detailed within, in Specialization Spells
addition to the fighting styles listed here. Each specialization has a list of associated spells. You learn
these spells at the levels specified in the specialization
description. Specialization spells don't count against the
number of death knight spells you may know.
Spellcasting If you gain a specialization spell that doesn't appear on the
Also at 2nd level, the dark power bestowed upon you by the death knight spell list, the spell is nonetheless a death knight
forces of death have given you facility with spells. See spell for you.
Chapter 10 of the Player's Handbook for the general rules of
spellcasting, and the Spells section later in this supplement Malefic Rites
for the death knight spell list and new spells. Your specialization allows you to channel the power of death
to fuel magical effects. Each Malefic Rites option provided by
Spell Slots your specialization explains how to use it.
The death knight table shows how many spell slots you have When you use your Malefic Rites, you choose which option
to cast your death knight spells of 1st through 5th level. 1st to use. You must then finish a short or long rest to use your
level and higher. To cast one of these spells, you must expend Malefic Rites again.
a slot of the spell's level or higher. You regain all expended Some Malefic Rites effects require saving throws. When
spell slots when you finish a long rest. you use such an effect from this class, the DC equals your
For example, if you know the 1st-level spell ice knife and death knight spell save DC.
have a 1st-level and a 2nd-level spell slot available, you can
cast ice knife using either slot.

8
Ability Score Improvement Unending Thirst
When you reach 4th level, and again at 8th, 12th, 16th, and Your walking speed increases by 10 feet, and you gain a
19th level, you can increase one ability score of your choice bonus to initiative rolls equal to your Charisma modifier.
by 2, or you can increase two ability scores of your choice by Will of the Grave
1. As normal, you can't increase an ability score above 20
using this feature. Beginning at 10th level, you can't be charmed or frightened.
Extra Attack Greater Runeforging
Beginning at 5th level, you can attack twice, instead of once, When you reach 11th level, you learn to bestow even more
whenever you take the Attack action on your turn. powerful enchantments on your rune weapons. Choose one
of the enchantments below, and whether the enchantment
Runeforging deals cold or necrotic damage. You gain the benefits of the
At 6th level, you can engrave your rune weapons with chosen enchantment while wielding a rune weapon. You can
powerful enchantments. Your rune weapons count as magical choose a different enchantment from this list and damage
for the purpose of overcoming resistance and immunity to type when you finish a long rest.
nonmagical attacks and damage. In addition, choose one of Cinderglacier
the enchantments below. You gain the benefits of the chosen Once on your turn when you hit a creature with a rune
enchantment while wielding a rune weapon. You can choose weapon, you can deal an extra 1d8 damage and force the
a different enchantment from this list when you finish a long target to have disadvantage on the next saving throw it makes
rest. against a spell you cast before the end of your next turn.
Nerubian Carapace Hysteria
You increase your maximum hit points by your death knight Once on your turn when you hit a creature with a rune
level, and subtract your Charisma modifier (minimum of 1) weapon, you can deal an extra 1d8 damage and force the
from any bludgeoning, piercing, and slashing damage that target to have disadvantage on any attack roll that isn't
you take. against you, until the end of your next turn.
Spellwarding Razorice
You add your Charisma modifier to your saving throws. Once on your turn when you hit a creature with a rune
weapon, you can deal an extra 1d8 damage to your target and
to another creature you can see within 5 feet of it.

9
Command Undead   Blood Boil. As an action, you can use your Malefic Rites to
unleash a wave of agony. Each creature within 15 feet, other
Beginning at 14th level, you can more easily exert your will than you, must make a Constitution saving throw. A target
over undead. You learn the spell dominate undead (found takes necrotic damage equal to your Rune Damage plus your
later in this supplement). You can cast it once without death knight level on a failed save, or half as much damage
expending a spell slot, and regain the ability to do so when on a successful one. A target that failshas disadvantage on
you finish a long rest. attack rolls and ability checks until the end of your next turn.
In addition, any undead that targets you with an attack or a Mark of Blood. You can use your bonus action to mark a
harmful spell must first make a Wisdom saving throw against creature you can see within 60 feet with vampiric magic,
your spell save DC. On a failed save, the creature must using your Malefic Rites. Until the start of your next turn,
choose a new target or lose the attack or spell. This feature whenever a creature deals damage to the marked target, the
doesn't protect you from area effects, such as the explosion of attacker gains hit points equal to your Rune Damage plus
a fireball. If you make an attack or cast a harmful spell that your death knight level. A creature can gain hit points from
affects an undead, that creature is immune to this feature this feature only once per turn.
until you finish a long rest.
Blood Specialization Spells
Superior Runeforging Death Knight Level   Spells
At 18th level, you unlock the most powerful secrets of your 3rd   command, ✦ death grip
rune weapons. Choose one of the enchantments below. You 5th   lesser restoration, warding bond
gain the benefits of the chosen enchantment while wielding a
rune weapon. You can choose a different enchantment from 9th   life transference, slow
this list when you finish a long rest. 13th   aura of purity, locate creature
Lichsworn   dominate person, greater

17th
When you cast a death knight spell that deals damage, you   restoration
can add your Charisma modifier to one of the spell's damage ✦ spell found later in this supplement
rolls. In addition, when you take the Attack action on your
turn, you may replace one of the attacks with casting a death Blood Shield
knight spell that has a casting time of 1 action. Beginning at 7th level, whenever you spend a rune, you gain
temporary hit points equal to your death knight level plus
Stoneskin Gargoyle your Charisma modifier.
At the start of each of your turns, you regain hit points equal
to 1d6 + your Charisma modifier if you have no more than Bloodworms
half of your hit points left and aren't dead. When you reach 15th level, you can use the life essence of
your defeated enemies to harm or heal. When a Small or
Wraith Walk larger creature dies within 30 feet of you, spectral worms
Once on each of your turns, you can teleport up to 30 feet to appear in the dead creature's space and remain there for 1
an unoccupied space you can see. This does count against minute. When a creature you can see enters that space, you
your movement for the turn. Each creature in between your can use your reaction to cause the worms to burst with
starting and ending spaces takes necrotic damage equal to sanguine energy that either heals the creature or deals
your Charisma modifier. necrotic damage to it. The healing or damage equals your
Rune Damage plus half your death knight level, and the
Death Knight worms are destroyed afterwards. Constructs cannot regain
hit points from this feature.
Specializations You can use this reaction a number of times equal to your
proficiency bonus, and you regain all expended uses when
The blessings of the Lich King are many, from unleashing the you finish a long rest.
frozen heart of Northrend, to harnessing the sanguine power
of blood, to spreading terrible necromantic plagues. The Dancing Rune Weapon
specialization you choose reflects your approach. At 20th level, you are able to summon a spectral copy of your
rune weapon, which dances menacingly around you. For 1
Blood Death Knight minute, the reach of your rune weapons is increased by 5
Blood death knights are dark guardians who use corrupted feet, and you gain the benefits of half cover. Creatures of your
life energy to sustain themselves and their allies, and destroy choice also gain the benefits of half cover while within 10 feet
their enemies. of you. Finally, when you take the Attack action on your turn,
you can make one additional attack as part of that action, as
Malefic Rites your dancing rune weapon attacks in tandem with you.
When you choose this specialization at 3rd level, you gain the Once you use this feature, you can't use it again until you
following two Malefic Rites options. finish a long rest.

10
Frost Death Knight   Raise Minion. As an action, you can reanimate a Small or
Medium humanoid corpse you can see within 30 feet of you,
Frost death knights are icy harbingers of doom, harnessing using your Malefic Rites. See the creature's game statistics in
the strength of an avalanche and the fury of a blizzard to lay the undead minion stat block, which uses your proficiency
waste to their foes. bonus (PB) in several places.
In combat, the undead minion acts during your turn. It can
Malefic Rites move and use its reaction on its own, but the only action it
When you choose this specialization at 3rd level, you gain the takes is the Dodge action, unless you take a bonus action on
following two Malefic Rites options. your turn to command it to take another action. That action
Frozen Heart. When you roll cold damage, you can use can be one in its stat block or some other action. If you are
your Malefic Rites to deal maximum damage, instead of incapacitated, the undead minion can take any action of its
rolling. choice, not just Dodge.
Remorseless Winter. As an action, you can use your After 1 minute, when it drops to 0 hit points, or when you
Malefic Rites to unleash frozen energy that drains the life use an action to dismiss it, the undead minion crumbles into
from nearby enemies. Each creature within 15 feet, other dust and is destroyed.
than you, must make a Constitution saving throw. A target Unholy Blight. As an action, you can use your Malefic
takes cold damage equal to your Rune Damage plus your Rites to summon a swarm of spectral, plague-ridden insects
death knight level on a failed save, or half as much damage to overwhelm your foes. Each creature within 15 feet, other
on a successful one. You gain temporary hit points equal to than you, must make a Constitution saving throw. A target
your death knight level, plus 5 for each creature that failed its takes necrotic damage equal to your Rune Damage plus your
saving throw. death knight level on a failed save, or half as much damage
on a successful one. In addition, choose one of the diseases
Frost Specialization Spells detailed in the "Unholy Diseases" sidebar. Each target that
Death Knight Level   Spells fails its save suffers the effects of the chosen disease until the
3rd   armor of Agathys, ✦ chains of ice end of your next turn.
  ✦ howling blast, ✦ icebound
Undead Specialization Spells
5th
  fortitude Death Knight Level   Spells
9th   sleet storm, water walk 3rd   ✦ corpse explosion, ray of sickness

13th
  fire shield (chill shield only), ice
  ✦ anti-magic shell,

  storm 5th
  blindness/deafness
17th   cone of cold, ✦ deathwyrm's fury 9th   haste, speak with dead
✦ spell found later in this supplement 13th   blight, ✦ death and decay
Killing Machine 17th   ✦ army of the dead, contagion
Beginning at 7th level, your melee weapon attacks score a ✦ spell found later in this supplement
critical hit on a roll of 19 or 20. When you score a critical hit
with a melee weapon attack, you deal additional cold damage Plaguebringer
equal to half your death knight level. At 7th level, you learn to spread plague and pestilence across
the land with your own dark magic, or through a stronger
Icy Talons undead minion. Choose one of the following features.
Starting at 15th level, once on each of your turns when you Master of Ghouls. When you use your Raise Minion
use your Rune Strike ability, you may make an additional Malefic Rite, the undead minion is not destroyed after 1
melee weapon attack as part of the same action. minute, and remains until it drops to 0 hit points, or you
dismiss it. You can only have one minion at a time; raising a
Empower Rune Weapon new one destroys an existing minion.
At 20th level, you can use your action to empower your rune
weapon with necrotic might. For 1 minute, you regain an
expended rune at the beginning of each of your turns. Once
you use this feature, you can't use it again until you finish a Unholy Diseases
long rest. Unholy death knights can use their class features
to afflict creatures with the following diseases.
Unholy Death Knight
Blood Plague. The diseased creature can't regain hit
Unholy death knights are masters of death and decay, points, and its weapon attacks deal half damage.
spreading necromantic disease and raising undead minions
to do their bidding. Crypt Blight. The diseased creature can use either
an action or a bonus action on its turn, and it can't
Malefic Rites make more than one attack during its turn.
When you choose this specialization at 3rd level, you gain the
following two Malefic Rites options. Frost Fever. The diseased creature's speed is halved,
and it can't take reactions.

11
  Outbreak. When you deal damage with a Runic Power
technique, you can afflict your target with a terrible plague.
You choose which of the diseases detailed in the "Unholy Undead Minion
Diseases" sidebar to inflict on your target, which takes effect
immediately. At the end of each of the creature's turns, it can Medium undead, neutral evil
make a Constitution saving throw against your spell save DC.
On a failure, the creature takes necrotic damage equal to Armor Class 14 (natural armor)
your Rune Damage and continues to suffer the effects of the Hit Points 5 + five times your death knight level (the
disease. On a success, the creature takes half as much minion has a number of Hit Dice [d8s] equal to your
damage and suffers none of the disease's effects until the end death knight level)
of its next turn. The disease ends after 1 minute or when the Speed 30 ft.
creature has made three successful saving throws against it.
If a target is inflicted with a new unholy disease while STR DEX CON INT WIS CHA
already suffering from one, the original disease ends and the
new one takes effect. 15 (+2) 15 (+2) 14 (+2) 6 (-2) 10 (+2) 6 (-2)

Plaguelord Saving Throws DEX +2 plus PB, CON +2 plus PB


Upon reaching 15th level, you have achieved mastery over Damage Immunities poison
your powers of pestilence and plague. You gain one of the Condition Immunities charmed, exhaustion, poisoned
following features, depending on your choice at 7th level. Senses darkvision 60 ft., passive Perception 10
Master of Ghouls: Unholy Pact. After you spend a rune, Languages understands the languages you speak
Challenge —          Proficiency Bonus equals your bonus
you add your Rune Damage to the damage of your undead
minion's attacks until the end of the turn. Shambling Rush. At the beginning of its turn, the
Outbreak: Bursting Sores. Whenever you make a minion may double its speed until the end of its turn.
successful attack with your rune weapon against a creature If it hits a Large or smaller creature on the same turn,
currently afflicted by an unholy disease, you also deal 1d8 the creature must succeed on a Strength saving throw
damage to each other creature within 5 feet of it, other than against your spell save DC or be knocked prone. Once
yourself. This damage's type is the same as the additional the minion uses this trait, it can't use it again until it
damage of your Greater Runeforging enchantment. moves 0 feet on one of its turns.

Unholy Frenzy Diseased. When you summon an undead minion,


At 20th level, you can use your action to incite yourself or choose one of the diseases detailed in the "Unholy
another undead creature you can see within 60 feet into a Diseases" sidebar. When the minion makes a
successful melee weapon attack, its target must make
killing frenzy. For 1 minute, the frenzied creature gains the a Constitution saving throw against your spell save DC.
following benefits: On a failed save, it is afflicted by the chosen disease
It has advantage on saving throws. for 1 minute. The diseased creature can repeat the
Its movement speed is doubled. saving throw at the end of each of its turns, ending the
disease on a success.
Once on its turn when it makes a melee weapon attack, it
can make one additional melee weapon attack as part of Actions
that action. Putrid Claw. Melee Weapon Attack: your spell attack
Once you use this feature, you can't use it again until you modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB
finish a long rest. necrotic damage.
Gnaw. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB
piercing damage.

12
Character Options

W
ith the introduction of the races of Northrend
and the dread champions of the Scourge,
players and DMs will need new options to
support their epic adventures. This chapter
details new languages and feats related to
Champions of Northrend content.
Languages
In addition to the languages presented in Champions of
Azeroth, adventurers may encounter the following new
languages while traversing the frozen wastes of Northrend. A
comprehensive list of Warcraft languages can be found on
Wowpedia.
New Languages
Language Races Other Undead Feats
Nerubian Nerubians All characters with the undead subrace are also
eligible to take the Touch of the Grave and Will of
Tuskarr Tuskarrs the Forsaken feats presented in Champions of
Vrykul Vrykuls Azeroth, regardless of their race.

Feats Lifelike
As detailed in chapter 6 of the Player's Handbook, feats are
an optional way of enhancing your character. The following Prerequisite: Undead
feats relate to the content of Champions of Northrend, to add Whether from magic, excellent embalming, or a gentle death,
to the many feats found in Champions of Azeroth and other your undead nature is less pronounced. Rolls made to discern
5E sources. your undead nature have disadvantage, and you have
advantage on saving throws against effects that can affect you
Death Knight Adept only because of your undead type.
Prerequisites: Strength 13 and Charisma 13, not a death In addition, choose one subrace for your race (likely your
knight subrace before becoming undead). You gain that subrace's
traits, except for its Ability Score Increase.
You have been touched by the icy hand of death, and gain the
following benefits: Scribe
You gain the Undead Nature racial trait of the Undead You are an expert in the art of inscription, and are especially
subrace. If you already have this trait, you gain immunity proficient with spell scrolls. You gain the following benefits:
to disease and the poisoned condition.
When you damage a creature with an attack or a spell, you Increase your Intelligence, Wisdom, or Charisma score by
can cause the attack or spell to deal an additional 1d8 1, to a maximum of 20.
necrotic damage to the creature. Once you use this trait, You gain proficiency with calligrapher's supplies. If you
you can't use it again until you finish a short or long rest. are already proficient with them, you add double your
proficiency bonus to checks you make with them.
Death Knight Mastery When you craft a nonmagical item using calligrapher's
Prerequisite: Death Knight Adept feat supplies, it requires half the amount of materials and time
to craft.
You have continued down the dark path of the death knight, You can use a spell scroll even if its spell is not on your
and gain the following benefits: class's spell list, but otherwise using the normal rules for
using a spell scroll. If your class doesn't allow you to cast
The additional necrotic damage dealt by this feature spells, you can attempt to use a spell scroll anyway, using
increases to 2d8. the normal rules for casting a spell from a scroll of a level
As a bonus action, you can gain the benefits of one of the higher than you can normally cast. In this case you choose
6th-level Runeforging enchantments listed in the death whether to use Intelligence, Wisdom, or Charisma as your
knight class description. The enchantment lasts for 10 spellcasting ability.
minutes. Once you use this ability, you must finish a long When you cast a spell from a spell scroll, you can use your
rest before you can do so again. spell save DC and spell attack bonus, instead of those
provided by the spell scroll.

13
Spells

C
hampions of Northrend adds the fearsome magic Speak with Dead Staggering Smite
of the dread death knights to the new spells Stinking Cloud Stoneskin
introduced in Champions of Azeroth. For Summon UndeadTCoE Vitriolic SphereXGtE
simplicity, this project uses spells from the 5E Water Walk
Player's Handbook, Xanathar's Guide to 5th Level
Everything, and Tasha's Cauldron of Everything. 4th Level Antilife Shell
It also uses spells from the core Champions of Arcane Eye Army of the DeadCoN
Azeroth supplement, which are reproduced here for Banishment Banishing Smite
convenience. DMs are welcome to add additional spells, or Blight Circle of Power
change these spell lists altogether, at their discretion. Death and DecayCoN Cloudkill
Death Ward Danse MacabreXGtE
Dominate UndeadCoN Deathwyrm's FuryCoN
Find Greater SteedXGtE
Dispel Evil and Good
Spell Sources (steed is undead) EnervationXGtE
Spells without superscript can be found in the 5E Ice Storm Hallow
Player's Handbook. Marked spells come from the Locate Creature Hold Monster
following sources: Phantasmal Killer Negative Energy FloodXGtE
XGtE: Xanathar's Guide to Everything
TCoE: Tasha's Cauldron of Everything Spell Descriptions
CoA: Champions of Azeroth, reproduced here
for convenience (source) The spells are presented in alphabetical order.
CoN: Champions of Northrend, detailed in this
section Anti-Magic Shell
2nd-level abjuration
Casting Time: 1 reaction, which you take when you are the
Calm Emotions
target of a spell
Death Knight Darkness
Range: Self
Spells Darkvision
Components: V, S
Find Steed (steed is undead)
Duration: 1 round
1st Level Gentle Repose You surround yourself with a field of necrotic energy that
Absorb ElementsXGtE Hold Person repels harmful magic. Until the beginning of your next turn,
Bane Howling BlastCoN you have advantage on saving throws against spells, and
Cause FearXGtE Icebound FortitudeCoN resistance to the damage from spells.
Chains of IceCoN Ray of Enfeeblement
Command Silence Army of the Dead
Compelled Duel Snilloc's Snowball SwarmXGtE 5th-level necromancy
Corpse ExplosionCoN Zone of Truth Casting Time: 1 action
Death GripCoN
3rd Level
Range: Self
Detect Evil and Good Components: V, S, M (brain matter from a humanoid killed
Detect Magic Animate Dead within the past 24 hours)
Detect Poison and Disease Bestow Curse Duration: Concentration, up to 1 minute
Clairvoyance
Divine Favor (deals necrotic
Counterspell
You utter profane words, and summon an army of the dead
damage)
Crusader's Mantle (deals
to kill and consume everything in its path. It appears
False Life
necrotic damage)
centered around your space, and uses the Army of the Dead
Fog Cloud
Dispel Magic
stat block. The swarm of undead disappears when it drops to
Heroism
Ice KnifeXGtE Enemies AboundXGtE
0 hit points or when the spell ends.
Fear
The army is an ally to you and your companions. In
Inflict Wounds
Feign Death
combat, the creature shares your initiative count, but it takes
Protection from Evil and Good
Gaseous Form
its turn immediately after yours. It obeys your verbal
Ray of Sickness
Glyph of Warding
commands (no action required by you). If you don't issue any,
Thunderous Smite
Ice LanceCoA
it uses its action to move and attack the closest hostile
Wrathful Smite
Intellect FortressTCoE
creature.
2nd Level Life TransferenceXGtE If you stop concentrating on the spell before it reaches its
Anti-Magic ShellCoN Magic Circle full duration, the army remains for 1d6 rounds, but you lose
Revivify control of it. It spends its turns pursuing and attacking the
Augury
Blindness/Deafness Sleet Storm nearest creatures to the best of its ability.

14
  A creature restrained by the chains or one that can touch
the creature can use its action to make a Strength check
Army of the Dead against your spell save DC. On a success, the target is freed.
Huge swarm of Medium undead, neutral evil
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above 1st.
Armor Class 8
Hit Points 100 Corpse Explosion
Speed 20 ft. 1st-level necromancy
Casting Time: 1 action
STR DEX CON INT WIS CHA Range: 60 feet
19 (+4) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Components: S
Duration: Instantaneous
Damage Immunities necrotic, poison You gesture towards a corpse of size Small or larger you can
Condition Immunities blinded, charmed, deafened, see within range, which then explodes with necrotic energy.
exhaustion, frightened, grappled, incapacitated, Each creature within 10 feet of the corpse must make a
paralyzed, petrified, poisoned, prone, restrained, Dexterity saving throw. On a failed save, a creature takes 2d6
stunned, unconscious necrotic damage, or half as much damage on a success.
Senses darkvision 60 ft., passive perception 8 At Higher Levels. When you cast this spell using a spell
Languages understands the languages you speak slot of 2nd level or higher, for each slot level above 1st, you
Challenge —          Proficiency Bonus equals your bonus can target an additional corpse and the damage increases by
1d6. A creature in the area of more than one explosion is
Swarm. The army can occupy another creature's space affected only once.
and vice versa, and the army can move through any
opening large enough for a Medium zombie. The army Death and Decay
can't regain hit points or gain temporary hit points. 4th-level necromancy
Overwhelming. Whenever a hostile creature ends its Casting Time: 1 action
turn occupying the army's space, the army can make Range: 60 feet
an immediate Slams attack against it. Components: V, S
Undead Fortitude. If the army takes damage, it must Duration: Concentration, up to 1 minute
make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a
You reach out towards a point you can see within range,
critical hit. On a success, the army takes no damage creating a 20-foot radius sphere filled with festering, necrotic
instead. energy that withers and decays everything within it. When a
creature enters the blighted area for the first time on a turn
Actions or starts its turn there, it must make a Constitution saving
Multiattack. The army can make up to three Slams
throw. On a failed save, the creature takes 4d8 necrotic
attacks, and each attack must be against a different damage. In addition, until the beginning of its next turn, the
target. creature subtracts 1d4 from all of its attack rolls and saving
throws, as if under the effect of the bane spell. On a
Slams. Melee Weapon Attack: your spell attack successful save, the creature takes half as much damage, and
modifier to hit, reach 5 ft., one target. Hit: 4d6 + 4 suffers no additional effects.
bludgeoning damage, or 2d6 + 2 bludgeoning damage Undead creatures in the spell's area take no damage, and
if the army has half of its hit points or fewer. If the are bolstered by its necrotic power. While standing in the
target is Large or smaller, it is also grappled (escape spell's area, undead creatures add 1d4 to their attack rolls
DC equals your spell save DC). and saving throws, as if under the effect of the spell bless.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d8 for
Chains of Ice each slot level above 4th.
1st-level evocation
Death Grip
Casting Time: 1 action 1st-level evocation
Range: 60 feet
Components: V, S Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute Range: 30 feet
Components: V, S
You summon chains of ice to bind a creature you can see Duration: Instantaneous
within range. Your target must succeed on a Strength saving
throw or take 2d8 cold damage and be restrained by the You extend grasping necrotic energy towards a Huge or
frozen chains until the spell ends. If the target succeeds on smaller creature you can see that is currently at least 10 feet
the save, it takes half as much damage and isn't restrained. away from you, and within the spell's range. The creature
must make a successful Strength saving throw or be moved
to an unoccupied space within 5 feet of you, and your next
attack roll against them this turn is made with advantage.

15
Deathwyrm's Fury   At Higher Levels. When you cast this spell with a 5th-level
5th-level conjuration spell slot, the duration is concentration, up to 10 minutes.
When you use a 6th-level spell slot, the duration is
Casting Time: 1 action concentration, up to 1 hour. When you use a 7th level or
Range: Self higher, the duration is concentration, up to 8 hours.
Components: V, S, M (a scale from a slain dragon)
Duration: Instantaneous Howling Blast
You summon a mighty undead dragon to breath destruction 2nd-level evocation
on your enemies. You choose where to summon an Casting Time: 1 action
emberwyrm, frostwyrm, or vilewyrm. It appears hovering Range: 60 feet
above you and unleashes its breath weapon, tainted by Components: V, S
necrotic power, before vanishing. Duration: 1 round
The spell fails if there is insufficient room for the dragon to An icy gale suddenly erupts around a point of your choice
appear (for example, you are in a narrow tunnel). Any living within range. Each creature in a 15-foot-radius sphere
dragons that witness you cast this spell will almost surely centered on that point must make a Constitution saving
view you as a sworn enemy, if they didn't already. throw. A creature takes 3d8 cold damage on a failed save, or
Emberwyrm. The dragon exhales fire in a 60-foot cone. half as much damage on a successful one. A cold fog hangs in
Each creature in that area must make a Dexterity saving the air afterwards, making the area heavily obscured until the
throw, taking 5d8 fire damage and 5d8 necrotic damage on a beginning of your next turn.
failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell
Frostwyrm. The dragon exhales an icy blast at a point slot of 3rd level or higher, the damage increases by 1d8 for
within 120 feet. Each creature within 20 feet of that point each slot level above 2nd.
must make a Dexterity saving throw, taking 5d8 cold damage
and 5d8 necrotic damage on a failed save, or half as much Icebound Fortitude
damage on a successful one. 2nd-level transmutation
Vilewyrm The dragon exhales acid in a 120-foot line that is
10 feet wide. Each creature in that line must make a Casting Time: 1 reaction, which you take when you are dealt
Dexterity saving throw, taking 5d8 acid damage and 5d8 bludgeoning, piercing, or slashing damage
necrotic damage on a failed save, or half as much damage on Range: Self
a successful one. Components: V, S
Duration: 1 round
Dominate Undead You temporarily freeze your own blood and make your skin as
4th-level enchantment hard as ice. Until the start of your next turn, you have
Casting Time: 1 action resistance to bludgeoning, piercing, and slashing damage,
Range: 60 feet including against the triggering damage.
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to beguile an undead that you can see within
range. It must succeed on a Wisdom saving throw or be
charmed by you for the duration. If you or creatures that are
friendly to you are fighting it, it has advantage on the saving
throw. If the creature's CR is less than your level, this spell
ignores any resistance or immunity to the charmed condition
the creature may have.
While the undead is charmed, you have a telepathic link
with it as long as the two of you are on the same plane of
existence. You can use this telepathic link to issue commands
to the creature while you are conscious (no action required),
which it does its best to obey. You can specify a simple and
general course of action, such as "Attack that creature," "Run
over there," or "Fetch that object." If the creature completes
the order and doesn't receive further direction from you, it
defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of
the target. Until the end of your next turn, the creature takes
only the actions you choose, and doesn't do anything that you
don't allow it to do. During this time, you can also cause the
creature to use a reaction, but this requires you to use your
own reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving throw
succeeds, the spell ends.

16
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.

This project would not have been possible


without the hard work of others. For more
resources or information about D&D or
Warcraft, or the Warcraft 5E project that inspired
this one, please visit the following resources:

  Dungeons & Dragons official site

  World of Warcraft official site

  Champions of Azeroth

  Warcraft 5E Reddit, Discord

To make your own homebrew documents that


look as fabulous as this, please visit GM Binder!

WWW.GMBINDER.COM

You might also like