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Gymer

13 Level (0/140000 XP for level-up) Folk Hero Background Pandaren Race / Species / Heritage Neutral Good Alignment
Monk
Level 10
Hit Dice: 10/10
1d8+0 Class 1
Sage
Level 3
Hit Dice: 3/3
1d8+0 Class 2

STR
14
+2
DEX
16
+3
CON
10
+0
INT
12
+1
WIS
18
+4
CHA
14
+2
53
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+5
Prof. Bonus
50
Speed (walk/run/fly)
19
Passive Perception
10 / 10
Chi
Spellcasting ...
+9 Attack mod
WIS Ability
+4 Abi Mod
17 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+7 Strength
+8 Dexterity
+0 Constitution
+1 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+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
skills
+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
Skills
  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.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Riptide +9 60ft 1 action 1d8
 Notes:You only roll to hit if the target is more than 5ft away from you. You do not roll to hit to cast this on yourself.. The 'DMG' values are the healing values for this spell.
Shield of the Land +9 60ft 1 action +2 AC
 Notes:You only roll to hit if the target is more than 5ft away from you. You do not roll to hit to cast this on yourself.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Riptide +9 60ft 1 action 1d8 +
 Notes:You only roll to hit if the target is more than 5ft away from you. You do not roll to hit to cast this on yourself.. The 'DMG' values are the healing values for this spell.
Shield of the Land +9 60ft 1 action +2 AC +
 Notes:You only roll to hit if the target is more than 5ft away from you. You do not roll to hit to cast this on yourself.

Level 2 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Riptide +9 60ft 1 action 1d8 +
 Notes:You only roll to hit if the target is more than 5ft away from you. You do not roll to hit to cast this on yourself.. The 'DMG' values are the healing values for this spell.
Shield of the Land +9 60ft 1 action +2 AC +
 Notes:You only roll to hit if the target is more than 5ft away from you. You do not roll to hit to cast this on yourself.
Crackling Ancestral Lightning +9 40ft 1 action 3d10
 Notes:You only roll to hit if the target is more than 5ft away from you.

Class Features


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.


Race Features


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.


Features & Traits
Backpack, Clothes Common, Pot Iron, Shovel, Woodcarver's Tools, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Pandaren, Thalassian, Common, Ancient Pandaren

Languages & Proficiencies

Actions in Combat


You may make 2 attacks per action.


Chi-Empowered Strikes Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.


Resources


Chi


You have 10 Chi per short rest.


Wholeness of Body


You can use Wholeness of Body once per long rest.


Actions in Combat


Grappling Pin


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.


Stillness of Mind


You can use an action to end one effect on yourself that is causing you to be charmed or frightened.


Unarmed Strike


You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier


Wholeness of Body


Once per long rest as an action, you can regain 30 HP.


Bonus Actions in Combat


Hundred Hand Strike


After you take the Attack action on your turn, you can spend 1 chi point to make two unarmed strikes as a bonus action.


Patient Defense


You can spend 1 chi point to take the Dodge action as a bonus action on your turn.


Step of the Wind


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.


Reactions in Combat


Deflect Missiles


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.


Deflect Missiles Attack


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).


Slow Fall


You can use your reaction when you fall to reduce any falling damage you take by 50.


Other Actions in Combat


Open Hand Technique (Special)


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.


Stunning Strike (Special)


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).


Tranquility (Special)


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).


Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

The Shabender

Large sha corrupted, pandaren, lawful evil
Armor Class: 18
Hit Points: 50
Speed: 44 ft

STR

15 +2

DEX

14 +2

CON

8 -1

INT

12 +1

WIS

16 +3

CHA

9 -1

Saving Throws: Str +2, Dex +5, Con -1, Int +1, Wis -3, Cha +2
Damage Resistances: Void, Sha
Condition Immunities: Charm, Fear
Languages: Abyssal, Pandaren

Beserkir

When under 50% Health, The Shabender may draw more strength from the rite of Beserkir, adding an additional 1d8 shadow damage to all attacks.

Actions

Shabent Slash

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.

Spear Thrust

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.

Strength of the Sha

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.

Passive Effects

The Shabender may take one action per turn, spending the remianing time consumed by one of the Shas. 1d4 to determine which of the following effects are applied:

1. Consumed by Fear

The Shabender will attack anything in sight out of fear.

2. Consumed by Anger

The Shabender will fixate on his most hated target.

3. Consumed by Pride

The Shabender will taunt the target and be unable to attack.

4. Consumed by Despair

The Shabender erupts, spawning two manifestations. Manifestation of the Apprentice and Manifestation of the Son

Sha Manifestations CR: 1

Small shaspawn, chaotic evil
Armor Class: 12
Hit Points: 15
Speed: , fly: 30 ft

STR

11 +0

DEX

11 +0

CON

11 +0

INT

9 -1

WIS

10 +0

CHA

3 -4

Languages: Abyssal
Challenge Rating: 1

Cry of Despair

The shaspawn cries out in Despair, all enemies in range must make a DC 15 Wisdom Saving Throw or be feared for 1 turn

Actions

Sha Slash

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.

Spectral Ox

Medium spectral celestial beast, lawful good
Armor Class: 12
Hit Points: 52
Speed: 40 ft , fly: 1 ft

STR

14 +2

DEX

12 +1

CON

17 +3

INT

14 +2

WIS

10 +0

CHA

8 -1

Saving Throws: Dex +4, Wis +8, Cha +6
Skills: May complete two actions/spells per turn.
Damage Vulnerabilities: Magical
Damage Resistances: Physical
Condition Immunities: Charm, Fear and Sleep
Languages: Pandaren, Users Language

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.

Actions

Bash Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 1d10+5 blugeoning damage.
   

The Spectral Ox is summoned to you in a time of need.

Spectral Crane

Medium spectral celestial beast, lawful good
Armor Class: 12
Hit Points: 52
Speed: 40 ft , fly: 10 ft , can hover

STR

14 +2

DEX

12 +1

CON

11 +0

INT

18 +4

WIS

12 +1

CHA

8 -1

Saving Throws: Dex +4, Wis +8, Cha +6
Skills: May complete two actions/spells per turn.
Damage Vulnerabilities: Magical
Damage Resistances: Physical
Condition Immunities: Charm, Fear and Sleep
Languages: Pandaren, Users Language

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.

Actions

Peck Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 1d10+5 piercing damage.
   

Legendary Actions

Instead of a fatal blow being incurred by the user, the crane can instead sacrifice itself and the staff.

The effigy of Chi Ji accessible by using the Bo Staff of the Red Crane

Sha Manifestations CR: 1

Small shaspawn, chaotic evil
Armor Class: 12
Hit Points: 15
Speed: , fly: 30 ft

STR

11 +0

DEX

11 +0

CON

11 +0

INT

9 -1

WIS

10 +0

CHA

3 -4

Languages: Abyssal
Challenge Rating: 1

Cry of Despair

The shaspawn cries out in Despair, all enemies in range must make a DC 15 Wisdom Saving Throw or be feared for 1 turn

Actions

Sha Slash

1d20 to hit, dealing 1d6 shadow damage.

Statblocks for your spells.

Level 0 Spells

Riptide

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal
Materials: None
Attack/Save: N/A
Damage/Effect: Heals for 1d8
You bargain the ancestors for a torrent of healing waters. The healing effect is amplified to 2d8+1 when cast on yourself or your family.
Available for: Sage

Shield of the Land

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal
Materials: None
Damage/Effect: +2 to Armour Class
You draw on your connection to the living land, increasing your targets AC by 2. This spell is twice as effective on yourself and your family. This spell is three times more effective on yourself and family while in Pandaria.
At higher levels: This spell may not be cast at higher levels.
Available for: Sage

Level 2 Spells

Crackling Ancestral Lightning

2-level Divination

Casting Time: 1 action
Range/Area: 40ft
Components: Verbal
Materials: None / Water Source
Attack/Save: DC18 Dexterity Saving Throw
Damage/Effect: 3d10 Nature Damage / 18d10 Nature Damage + 9d10 Nature Damage back to the caster.
Earthed to the land, you coalesce the ancestral waters into a storm, firing a hail of ancestral lightning at a target within range. If in water, or at sea, the damage is increased by 6 times, and 50% of the damage done is reflected back at the caster.
At higher levels: This spell may not be cast at higher levels.
Available for: Sage

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Gymer.

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