+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+7 | Strength | |
+8 | Dexterity | |
+0 | Constitution | |
+1 | Intelligence | |
+4 | Wisdom | |
+2 | Charisma |
+3 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+2 | Athletics | STR | |
+2 | Deception | CHA | |
+1 | History | INT | |
+4 | Insight | WIS | |
+2 | Intimidation | CHA | |
+1 | Investigation | INT |
+4 | Medicine | WIS | |
+6 | Nature | INT | |
+9 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+6 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+9 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Tiger Palm | +8 | DEX | 1d8+3 | Bludgeoning | |
Range: 5ft. | |||||
Hundred Hand Strike | +8 | DEX | 2d8+3 | Bludgeoning | |
Range: 5ft. | |||||
Quaking Palm | +8 | DEX | 0+3 | N/A | |
Target is stunned for 1 turn on a successful hit. |
Martial Arts: While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action
Unarmoured Movement: Your speed increases by 20 feet while you are not wearing armor or wielding a shield. You can move along vertical surfaces and across liquids on your turn without falling during the move.
Purity of Body You are immune to disease and poison.
Your connection to your Tuskarr upbringing gives you access to the abilities of the Sage. See your spellbook for more details.
Inner Peace: Pandaren spend a large amount of time meditating and thus their mind set is quite different from most. You have advantage on Saving Throws against being Frightened and Charmed.
You may make 2 attacks per action.
Chi-Empowered Strikes Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.
You have 10 Chi per short rest.
You can use Wholeness of Body once per long rest.
You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
You can use an action to end one effect on yourself that is causing you to be charmed or frightened.
You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier
Once per long rest as an action, you can regain 30 HP.
After you take the Attack action on your turn, you can spend 1 chi point to make two unarmed strikes as a bonus action.
You can spend 1 chi point to take the Dodge action as a bonus action on your turn.
You can spend 1 chi point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +14. If you reduce damage to 0 and have a free hand, you can spend 1 chi point to make a ranged attack (as with a monk weapon) with a range of 20/60.
If you reduce damage to 0 and have a free hand, you can spend 1 chi point to make a ranged attack (as with a monk weapon).
You can use your reaction when you fall to reduce any falling damage you take by 50.
Whenever you hit with one of your Hundred Hand Strike attacks, you can impose one of the following effects on that target: fall prone if it fails a DEX saving throw (DC 14), get pushed up to 15 ft. if it fails a STR saving throw (DC 14), or it can't take reaction until the end of your next turn.
When you hit with a melee weapon attack, you can spend 1 chi point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 14).
At the end of a long rest, you gain the effect of a sanctuary spell (DC 14) that lasts until the start of your next long rest (unless it ends as normal).
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
When under 50% Health, The Shabender may draw more strength from the rite of Beserkir, adding an additional 1d8 shadow damage to all attacks.
The shabender lunges forwards from up to 10 feet away into melee range, 1d20+6 to hit, dealing 1d10+5 slashing damage and 1d8 shadow damage.
The shabender uses his full might to go for the kill, thrusting his spear forward towards his adversary. 1d20+6 to hit, dealing 2d4 slashing damage or 2d10+5 slashing damage if the target appears to be wounded.
The Shabender pours his void energy into his spear, bolstering its power. The target must roll as DC 15 Strength Saving Throw or have their weapon cut in two.
The Shabender will attack anything in sight out of fear.
The Shabender will fixate on his most hated target.
The Shabender will taunt the target and be unable to attack.
The Shabender erupts, spawning two manifestations. Manifestation of the Apprentice and Manifestation of the Son
The shaspawn cries out in Despair, all enemies in range must make a DC 15 Wisdom Saving Throw or be feared for 1 turn
1d20 to hit, dealing 1d6 shadow damage.
"The Shabender stalks the night in Pandaria, speaking only of his son, and a mysterious ritual known as Beserkir." - Free Pandaren of Kraserang.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Ninzao Statue The Ox creates an effigy of itself within 40ft, granting all friendly entities +2 AC modifier when in range. The effigy can only be cast once by the Ox, and will take damage for the Ox up to 5 hit points, upon which it will be destroyed.
Enveloping Mist 1d6 heal on any target within 60ft.Ox Charge If the spectral ox moves at least 20 ft. straight toward a creature and then hits it with a bash attack on the same turn, that target must succeed on a DC 14 Strength Saving Throw or be knocked prone. If the target is prone, the ox second can make a bash Attack against the creature as a Bonus Action.
Bash
Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 1d10+5 blugeoning damage.
Song of Chi Ji
The crane casts on a single target that must make a DC15 Wisdom saving throw or they are put to sleep for 1min.
Enveloping Mist
1d6 heal on a target of the staff wielders' choice
Crane Dash If the spectral crane moves at least 20 ft. straight toward a creature and then hits it with a peck attack on the same turn, that target must succeed on a DC 14 Strength Saving Throw or be knocked prone. If the target is prone, the crane second can make a peck Attack against the creature as a Bonus Action.
Peck
Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 1d10+5 piercing damage.
Instead of a fatal blow being incurred by the user, the crane can instead sacrifice itself and the staff.
The shaspawn cries out in Despair, all enemies in range must make a DC 15 Wisdom Saving Throw or be feared for 1 turn
1d20 to hit, dealing 1d6 shadow damage.
Statblocks for your spells.
0-level (Cantrip) Divination
0-level (Cantrip) Divination
2-level Divination
Statblocks for your Trinkets, businesses, building, castles, empires.