Appendix A: Druid Forms 101 Spirit of Life Medium humanoid Armor Class 12 + PB (natural armor) Speed 25 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 15 (+2) — — — Saving Throws Con +2 plus your PB Challenge — Proficiency Bonus (PB) equals your bonus Humanoid Aspect. Your form is relatively unchanged: you can speak, manipulate objects, cast spells, and continue using your normal equipment. Harmony. Whenever you use a druid spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your Wisdom modifier. Actions Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeoning damage. Incarnation Allies within 30 feet of you regain the maximum number of hit points possible from any healing done to them. Spirit of the Claw Medium beast Armor Class 14 + PB (natural armor) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 15 (+2) — — — Saving Throws Str +2 plus PB, Con +2 plus PB Skills Athletics +2 plus PB, Intimidation +2 plus PB Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons Senses Darkvision 60 ft. Challenge — Proficiency Bonus (PB) equals your bonus Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Ironhide. When you shapeshift into a beast of the claw, you gain temporary hit points equal to your druid level + your Wisdom modifier. These temporary hit points vanish when you leave this form. Actions Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB slashing damage. Incarnation Whenever you take bludgeoning, piercing, or slashing damage, reduce the damage taken by your Wisdom modifier (minimum 1). If the damage was done from a melee attack, the attacker takes unresistable slashing damage equal to your Wisdom modifier (minimum 1).
102 Spirit of the Fang Medium beast Armor Class 12 + PB Speed 40 ft. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 15 (+2) — — — Saving Throws Dex +2 plus PB Skills Acrobatics +2 plus PB, Stealth +2 plus PB Senses Darkvision 60 ft. Challenge — Proficiency Bonus (PB) equals your bonus Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Prowl. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena, and have advantage on Dexterity (Stealth) rolls in such circumstances. Ravage. Once per turn, you can deal an extra 1d6 damage when you hit a target with a Shred attack and have advantage on the attack roll, or when another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The extra damage increases by 1d6 when your proficiency bonus increases. Actions Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage. Incarnation Once on your turn when you miss with a weapon attack, you can make another weapon attack as part of the same action. In addition, your melee weapon attacks score a critical hit on a roll of 19 or 20. Spirit of the Stars Medium humanoid Armor Class 12 + PB (natural armor) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 15 (+2) — — — Saving Throws Con +2 plus PB Senses Darkvision 60 ft. Challenge — Proficiency Bonus (PB) equals your bonus Humanoid Aspect. Your form is relatively unchanged: you can speak, manipulate objects, cast spells, and continue using your normal equipment. Astral Influence. You can add your Wisdom modifier to one damage roll of any druid spell you cast. Actions Moon Talons. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB force damage. Incarnation The area within 30 feet of you becomes dim light. Enemies in this area have disadvantage on saving throws against your druid spells. Allies gain 10 temporary hit points when they begin their turn in this area or enter it for the first time on their turn.
103 Spirit of the Talon Small beast Armor Class 12 + PB Speed 5 ft., fly 60 ft. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 11 (+0) — — — Saving Throws Dex +2 plus PB Skills Acrobatics +2 plus PB, Athletics +2 plus PB Senses Darkvision 120 ft. Challenge — Proficiency Bonus (PB) equals your bonus Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight. Flyby. You don't provoke opportunity attacks when you fly out of an enemy's reach. Actions Talons. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + PB slashing damage. Incarnation Your flying speed is doubled and cannot be reduced. In addition, you have advantage on Dexterity checks and saving throws, and attack rolls made against you have disadvantage. Spirit of the Waves Medium beast Armor Class 12 + PB (natural armor) Speed Swim 40 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 15 (+2) — — — Saving Throws Str +2 plus PB, Con +2 plus PB Skills Acrobatics +2 plus PB, Athletics +2 plus PB Senses Blindsight 60 ft. Challenge — Proficiency Bonus (PB) equals your bonus Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing. Water Breathing. You can breathe only underwater. Actions Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing damage. Incarnation Your swim speed is doubled and cannot be reduced. In addition, your melee weapon attacks deal an additional 2d8 damage.
Appendix B: Hunter Companions 104 Beast of the Land Medium beast, unaligned Armor Class 12 + PB Hit Points 5 + five times your hunter level (the beast has a number of Hit Dice [d8s] equal to your hunter level) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0) Saving Throws Dex +2 plus PB, Con +2 plus PB Skills Athletics +2 plus PB, Perception +2 plus PB Senses darkvision 60 ft., passive Perception 12 + PB Languages understands the languages you speak Challenge — Proficiency Bonus (PB) equals your bonus Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Maul. Melee Weapon Attack: your focus attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage. Beast of the Sky Small beast, unaligned Armor Class 12 + PB Hit Points 4 + four times your hunter level (the beast has a number of Hit Dice [d6s] equal to your hunter level) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 14 (+2) 8 (-1) 15 (+2) 11 (+0) Saving Throws Dex +2 plus PB, Wis +2 plus PB Skills Acrobatics +2 plus PB, Perception +2 plus PB Senses darkvision 60 ft., passive Perception 12 + PB Languages understands the languages you speak Challenge — Proficiency Bonus (PB) equals your bonus Keen Sight. The beast has advantage on Wisdom (Perception) checks that rely on sight. Actions Shred. Melee Weapon Attack: your focus attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.
Appendix C: Warlock Minions Lesser Demons The following demons may be summoned through the use of the warlock's Demon Summoning feature. While they are in some ways lesser compared to their kin, they draw great power from the warlock that summoned them. 105 Felguard Minion Medium fiend (demon), lawful evil Armor Class 14 (fel armor) Hit Points 5 + five times your warlock level (the demon has a number of Hit Dice [d8s] equal to your warlock level) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 8 (-1) 14 (+2) 14 (+2) Saving Throws Con +2 plus PB, Wis +2 plus PB Skills Athletics +2 plus PB, Intimidation +2 plus PB Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 12 Languages Eredun, Common, Orcish Challenge — Proficiency Bonus (PB) equals your bonus Demonic Magic. A warlock who summons a felguard minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description in Chapter 2. 1st level: command 2nd level: hold person 3rd level: crusader's mantle (necrotic damage) 4th level: freedom of movement 5th level: hold monster Fel Armaments. The felguard's weapon attacks are magical. Intercept. When the felguard hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Legion Strike. Once on each of the felguard's turns it makes a Slash attack, it can make another Slash attack against a different creature that is within 5 feet of both the original target and the felguard. Actions Slash. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB slashing damage.
106 Felhunter Minion Medium fiend (demon), neutral evil Armor Class 13 (fel hide) Hit Points 5 + five times your warlock level (the demon has a number of Hit Dice [d8s] equal to your warlock level) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 6 (-2) Saving Throws Dex +2 plus PB, Wis +2 plus PB Skills Perception +2 plus PB, Survival +2 plus PB Senses darkvision 60 ft., passive Perception 12 Languages understands Eredun and the languages you speak Challenge — Proficiency Bonus (PB) equals your bonus Demonic Magic. A warlock who summons a felhunter minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description in Chapter 2. 1st level: detect magic 2nd level: see invisibility 3rd level: dispel magic 4th level: locate creature 5th level: dispel evil and good Disrupt Magic. If the felhunter damages a creature that then has to make a Constitution saving throw to maintain concentration on a spell, that saving throw is made with disadvantage. Magic Resistance. The felhunter has advantage on saving throws against spells and other magical effects. Sense Magic. The felhunter is always considered to be under the effects of the spell detect magic. Actions Shadow Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB necrotic damage. Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB slashing damage. Imp Minion Tiny fiend (demon), chaotic evil Armor Class 12 Hit Points 4 + four times your warlock level (the demon has a number of Hit Dice [d6s] equal to your warlock level) Speed 20 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 10 (+0) Saving Throws Dex +2 plus PB, Wis +2 plus PB Skills Sleight of Hand +2 plus PB, Stealth +2 plus PB Senses darkvision 60 ft., passive Perception 12 Languages Eredun, Common, Orcish Challenge — Proficiency Bonus (PB) equals your bonus Demonic Magic. A warlock who summons an imp minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description in Chapter 2. 1st level: silent image 2nd level: invisibility 3rd level: blink 4th level: confusion 5th level: mislead Demon Sight. Magical darkness doesn't impede the imp's darkvision. Master's Gaze. While the imp is within 100 feet of you, you can communicate telepathically. Additionally, you can use an action to see through the imp's eyes and hear what it hears until the start of their next turn. During this time, you are deaf and blind with regard to your own senses. Actions Firebolt. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage. Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB slashing damage. Invisibility. The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
107 Succubus Minion Medium fiend (demon), chaotic evil Armor Class 13 (natural armor) Hit Points 5 + five times your warlock level (the demon has a number of Hit Dice [d8s] equal to your warlock level) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 8 (-1) 14 (+2) 14 (+2) Saving Throws Dex +2 plus PB, Wis +2 plus PB Skills Deception +2 plus PB, Persuasion +2 plus PB Senses darkvision 60 ft., passive Perception 12 Languages Eredun, Common, Orcish, Telepathy 60 ft. Challenge — Proficiency Bonus (PB) equals your bonus Demonic Magic. A warlock who summons a succubus minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description in Chapter 2. 1st level: charm person 2nd level: suggestion 3rd level: tongues 4th level: charm monster 5th level: dominate person Shapechanger. The succubus can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. Soothing Mien. When summoned, the succubus gains the effect of a sanctuary spell, which uses your spell save DC and can end early as normal. The succubus regains this effect whenever you complete a short or long rest. Actions Lash of Pain. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 1d6 + PB necrotic damage. Rake. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB slashing damage. Seduction. The succubus may use its action to magically enthrall another creature it can see within 30 feet. The target must succeed on a Wisdom saving throw against your spell save DC or be charmed by both you and the succubus until the end of the demon's next turn. During this time, the charmed creature has disadvantage on all attack rolls. Once a creature succeeds on a saving throw against this effect, a succubus can't use this feature on that creature again until you finish a long rest. Voidwalker Minion Medium fiend (demon), neutral evil Armor Class 14 (void armor) Hit Points 5 + five times your warlock level (the demon has a number of Hit Dice [d8s] equal to your warlock level) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 14 (+2) 10 (+0) 14 (+2) 10 (+0) Saving Throws Con +2 plus PB, Wis +2 plus PB Skills Insight +2 plus PB, Perception +2 plus PB Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 12 Languages understands Eredun and the languages you speak, Telepathy 60 ft. Challenge — Proficiency Bonus (PB) equals your bonus Demonic Magic. A warlock who summons a voidwalker minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description in Chapter 2. 1st level: heroism 2nd level: blindness/deafness 3rd level: fear 4th level: stoneskin 5th level: antilife shell Threatening Presence. Any creature damaged by the voidwalker's attacks has disadvantage on any attack roll it makes on a target other than the voidwalker, until the end of the voidwalker's next turn. Actions Suffering. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB necrotic damage. Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB bludgeoning damage. Shadow Bulwark. The voidwalker gains temporary hit points equal to your warlock level + your Intelligence modifier.
Greater Demons The following demons may be summoned through the use of the spell summon greater demon, despite their lack of challenge rating. When you cast this spell using a spell slot of 5th level or higher, the demon assumes the higher level for that casting wherever it uses the spell's level in its stat block. 108 Bound Doomguard Large fiend (demon), lawful evil Armor Class 12 + the level of the spell (fel armor) Hit Points 40 + 15 for each spell level above 4th Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 16 (+3) 10 (+0) 8 (-2) Damage Resistance necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened Senses darkvision 120 ft., passive Perception 10 Languages Eredun, understands the languages you speak Challenge — Proficiency Bonus equals your bonus Demon's Sight. Magical darkness doesn't impede the doomguard's darkvision. Magic Resistance. The doomguard has advantage on saving throws against spells and other magical effects. Magic Weapons. The doomguard's weapon attacks are magical. Fearsome Aura. When a creature, other than you, begins its turn within 5 feet of the doomguard, or enters that area for the first time on a turn, it must make a Wisdom saving throw against your spell save DC or be frightened until the start of its next turn. Actions Multiattack. The doomguard makes a number of attacks equal to half the spell's level. Fel Blade. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d6 + 3 + the spell's level slashing damage. Doom Bolt. Ranged Spell Attack: your spell attack modifier to hit, range 120 ft., one target you can see. Hit: 1d12 + 3 + the spell's level necrotic damage. Bound Infernal Large fiend (demon), chaotic evil Armor Class 13 + the level of the spell (natural armor) Hit Points 50 + 15 for each spell level above 4th Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 20 (+5) 2 (-4) 10 (+0) 2 (-4) Damage Resistance fire; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands Eredun and the languages you speak Challenge — Proficiency Bonus equals your bonus Immutable Form. The infernal is immune to any spell or effect that would alter its form. Magic Resistance. The infernal has advantage on saving throws against spells and other magical effects. Magic Weapons. The infernal's weapon attacks are magical. Siege Monster. The infernal deals double damage to objects and structures. Immolation Aura. When a creature begins its turn within 5 feet of the infernal, or enters that area for the first time on a turn, it must make a Constitution saving throw against your spell save DC. A target takes 2d6 + the spell's level fire damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The infernal makes a number of attacks equal to half the spell's level. Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d12 + 3 + the spell's level bludgeoning damage.
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