+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+7 | Strength | |
+2 | Dexterity | |
+5 | Constitution | |
+1 | Intelligence | |
+1 | Wisdom | |
+0 | Charisma |
+6 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+7 | Athletics | STR | |
+0 | Deception | CHA | |
+1 | History | INT | |
+1 | Insight | WIS | |
+4 | Intimidation | CHA | |
+1 | Investigation | INT |
+1 | Medicine | WIS | |
+1 | Nature | INT | |
+1 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Odachi of Ren | +7 | STR | 2d8+3 | Slashing | |
Heavy, Two-Handed | |||||
Damaged Katana of Ren | +7 | STR | 2d6+3 | Piercing | |
Finesse, Light, Thrown | |||||
Quaking Palm | +7 | STR | 0+3 | N/A | |
Target is stunned for 1 turn on a successful hit. |
Duelist: When you are wielding a melee weapon in two hands and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.
Improved Critical: Your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete: You can add +2 to any STR, DEX, or CON check you make that doesn’t already use your proficiency bonus and when you make a running long jump, you add +3 ft. to the distance.
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.
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.
Quaking Palm: You can make an unarmed melee attack as a bonus action with proficiency. The attack does no damage, but the target must make a Wisdom Saving Throw, if they fail they are Paralyzed. The DC is 8+Proficiency Bonus+Wisdom Modifier.
Second Wind: Once per short rest, you can use a bonus action to regain 1d10+10 HP.
Action Surge (Special): You can take one additional action on your turn. This can be used 1 times per short rest.
Extra Attack (Special): You can attack twice whenever you take the Attack action on your turn.
Indomitable (Special): You can reroll a saving throw that you fail - you must use the new roll. You can use this 1 times per long rest.
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Legendary Requires Attunement
Forged of the mortal and mythic metals of many weapons, The Odachi of Ren represents the culmination of the journey undertaken by the Lord of the Shado-Pan.
The lengendarily strong metals used to forge Shado-Pan weapons give the blade the strength to not falter even from the strongest attacks. Although the Katana of Ren was destroyed, this new blade blends metals from her Shoto with the metals of the ancient Shado-Pan spear of the Lord. It is almost unbreakable.
The Gauntlets of Chi-Li and Ban-Lu were both sacrificed to forge this blade, and as such, the blade inherits their magical properties too. The presence of the Crane causes the blade to ignite in Cracking Red Lightning, and attacks with the blade compel tigers and other native Pandaren beasts to engage your prey.
Roar of Xuen As an action, the handler of the tiger can command the Tiger to roar. A single target that must make a DC15 Strength saving throw or they are feared 1 minute.
Tiger Dash If the tiger 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 tiger second can make a claw Attack against the creature as a Bonus Action.
Claw
Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 1d10+5 piercing damage.
Crackling Tiger Lightning
1d6 bonus damage to any claw attack
Bite
Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 1d10+5 piercing damage.
Once at low health, the Tigers may use their heightened instincts to flee combat.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d8+6 / 4d8 | Slashing | Melee |
Cost: Priceless
Weight: 6lb
Weapon Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 1d6 (Form II offhand) / 1d8 (Form I Mainhand) | Piercing | Melee 5ft | Finesse, Light |
Weight: 2 lb
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Roar of Xuen As an action, the handler of the tiger can command the Tiger to roar. A single target that must make a DC15 Strength saving throw or they are feared 1 minute.
Tiger Dash If the tiger 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 tiger second can make a claw Attack against the creature as a Bonus Action.
Claw
Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 1d10+5 piercing damage.
Crackling Tiger Lightning
1d6 bonus damage to any claw attack
Bite
Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 1d10+5 piercing damage.
Once at low health, the Tigers may use their heightened instincts to flee combat.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.