Race - Pandaren

The pandaren are anthropomorphised panda bears with a spiritual connection to ki magic.

Created by Daniel Nnorth

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All other original material in this work is copyright 2018 by Daniel Nnorth and is published under the Community Content Agreement for Dungeon Masters Guild.

Created with Homebrewry http://homebrewery.naturalcrit.com

Traits

Your Pandaren character has a number of traits in common with all other Pandaren.

Ability Score Increase. Your Wisdom score increases by 2.

Size. Medium

Speed. 25 feet

Brewmaster. You gain proficiency with the Brewer's Supplies and the Herbalism Kit.

Spiritual Ki. You have access to ki, similar to the monk class feature on page 78 of the Player's Handbook. You have 2 ki points, and gain 2 more at 8th level (4 total) and 16th level (6 total). The ki points gained from this ability do not stack with those gained from the monk class feature.

You may choose one of the following ki abilities:

  • Absorbant Fall. As a reaction, when you fall, you can spend 2 ki points causing you to tumble and bounce to absorb one quarter of the damage (rounded up) from your fall, you take the remaining three quarters of the damage and end up 10 feet in a random direction from the point you landed on. The damage absorbed from falling increases by one quarter at 5th level (half falling damage absorbed), 11th level (three quarters falling damage absorbed), and 17th level (all falling damage absorbed, and you determine where you land up to 15 feet away from the original point).
  • Damage Resistance. As a reaction, when you take damage, you can spend 2 ki points and choose a damage type. You gain resistance to the chosen damage type for a number of rounds equal to 1 + your Wisdom modifier.
  • Spiritual Barrier. As a reaction, when you are hit by a weapon attack or spell attack, you can spend 2 ki points. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain a +1 bonus to your AC. The bonus to AC increases by +1 at 5th level (+2 AC), 11th level (+3 AC), and 17th level (+4 AC).
  • Spiritual Healing. As a reaction, when you or a creature within 10 feet of you takes damage, you can spend 2 ki points to heal your target. It regains hit points equal to 1d4 + your Wisdom modifier. The hit points regained increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).
  • Stunning Paw. As a reaction action, when you hit with a paw attack, you can spend 2 ki points to force the target to make a Wisdom save or become stunned for a number of rounds equal to 1 + your Wisdom modifier.

Swift Paws. You are proficient in using your paws as natural weapons, which you can use to make unarmed strikes. If the attack hits, it deals bludgeoning damage equal to 1d4 + your Ability modifier, instead of the damage normal for an unarmed strike.

When making an attack with your paws, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. When you use the Attack action with your paws, you can make one paw attack as a bonus action.

Spiritual Paths

Path of the Tiger Spirit

Ability Score Increase. Your Strength score increases by 1.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.

Ki Ability. You gain the following Ki ability at 3rd level:

Spirit Rage. As a bonus action, you can spend 2 ki points to enter a spirit rage. While spirit raging, you gain the following benefits if you aren't wearing heavy armor or using a shield:

  • You have advantage on Wisdom checks and Wisdom Saving Throws.
  • When you make a melee weapon attack using Strength or Dexterity, you gain a +1 bonus to the damage roll.
  • You have resistance to magic damage.

Your spirit rage lasts for a number of rounds equal to 1 + your Wisdom modifier. It ends early if you are knocked unconcious or you lose concentration. You can also end your spirit rage on your turn as a bonus action.

The damage bonus increases by +1 at 12th level (+2).

If you gain the barbarian rage feature, you loose this ability.

Path of the Serpent Spirit

Ability Score Increase. Your Intelligence score increases by 1.

Ki Adept. You gain 2 additional ki points.

Ki Ability. You gain the following Ki abilities:

Ki Illusion. You know the Minor Illusion cantrip, and can cast it by spending 1 ki point.

Spirit Walk. As a move action you can spend 2 ki points to magically teleport, along with any equipment you’re wearing or carrying, up to 35 feet to an unoccupied space you can see.

Path of the Turtle Spirit

Ability Score Increase. Your Constitution score increases by 1.

Poultice Master. You have proficiency with the Medicine skill.

Thick Skinned. While you are not wearing any armor, your Armor class equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.

Ki Ability. You gain the following Ki ability:

Ancestral Protection. As a bonus action, you can spend 2 ki points to gain temporary hit points equal to 1d6 + your Wisdom modifier, for a number of rounds equal to 1 + your Wisdom modifier. The temporary hit points gained increases at 5th level (1d8), 11th level (2d6), and 17th level (2d8).

Path of the Wolf Spirit

Ability Score Increase. Your Dexterity score increases by 1.

Balance. You have proficiency with the Acrobatics skill.

Speed. Your movement speed increases by 5 feet.

Ki Ability. You gain the following Ki ability:

Sweep the Leg. When you hit a creature with an Opportunity Attack, if you attacked with your paws, you can spend 2 ki points to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Flurry of Paws. Immediately after make an Opportunity Attack using a reaction, if you attacked with your paws, you can spend 1 ki point to make one additional unarmed strike.