Champions of Pandaria

by Silverblade1234

Search GM Binder Visit User Profile
Champions of Pandaria

Credits




  • Based on 5th Edition Dungeons & Dragons by
    Wizards of the Coast

  • Based on the Warcraft franchise by
    Blizzard Entertainment

  • Inspired by the Warcraft 5E adaptation by
    Jihia, Tangerine, and many others (Reddit, Discord)

Last Updated: February 12, 2022

Disclaimer

The author is not responsible for any consequences that may result from dispersing the mists protecting your pristine island, including: unleashing bad feelings monsters; unearthing an Old God's heart; witnessing the resurrection of an ancient mogu emperor; inciting war among the locals; or blowing up a really nice statue.

Contents

Introduction

This supplement to Champions of Azeroth introduces content from World of Warcraft's expansion, Mists of Pandaria. It allows you to play pandaren native to either the Wandering Isle or Pandaria itself. It also allows you to play as goblins, who had a major role in the Horde's campaign in Pandaria.

Champions of Pandaria also presents Champions of Azeroth's take on the monk class. While the base monk remains the same as in 5E, the Champions monk has three new subclasses ready to punch and kick their way into your Warcraft-inspired 5E games: the mighty and resilient brewmaster, the mystical and wise mistweaver, and the agile and ferocious windwalker.

Contact and Feedback

I welcome any and all feedback on any of my work. You can reach me via my feedback form, on Discord in the Champions of Azeroth server or at Silverblade#9212, and on Reddit at u/Silverblade1234.

Acknowledgements

This project wouldn't be possible without the WC5E project. I have tremendous respect and gratitude for that project, as well as its creators, contributors, and community. My own Warcraft homebrew efforts began by helping out with that project, and its influence on my work is undoubtedly still apparent, even after many iterations. If you haven't checked it out yet, I highly recommend you do so!

A big thanks in particular to Auvreannia, who was a great source of inspiration, sounding board, and proofreader for my work. Thanks also to Lev and friends, who provided very detailed feedback on the final products. This project would have suffered greatly without their assistance and support.

Additional Resources

Character Creation

Champions of Pandaria presents a number of new character options for the heroes of Azeroth, including new races like the elusive and wise pandaren, and the ingenious and mercenary goblins. It also includes the monk class, enlightened warriors who harness the power of chi to combat their foes and aid their allies.

New Races

This section details rules for playing pandaren and goblins, to add to the races presented in Champions of Azeroth and other Champions supplements.

Pandaren

Couched in myth and legend, rarely seen and even more rarely understood, the enigmatic pandaren have long been a mystery to the other races of Azeroth. The noble history of the pandaren people stretches back thousands of years, well before the empires of man and before even the sundering of the world. Pandaren are native to the mysterious land of Pandaria, which seemingly vanished from the world during the Great Sundering, sealed away behind a veil of mist. A second civilization of pandaren dwells on the back of the giant turtle known as Shen-zin Su, or more commonly the "Wandering Isle." Unlike their Pandaria-bound brethren, these pandaren travel around Azeroth's seas seeking adventure.

Ability Score Increase. Your Wisdom score increases by 2.

Age. Pandaren reach adulthood in their second decade and can live for over a century.

Size. Pandaren tend to grow to between 6 and 7 feet tall and weigh between 300 and 400 pounds on average. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Inner Peace. You have advantage on Wisdom saving throws.

Bouncy. When you would take falling damage, you halve the distance you fell for the sake of calculating the damage rolled.

Keen Smell and Taste. You have advantage on Wisdom (Perception) checks that rely on smell or taste.

Languages. You can speak, read, and write Pandaren and one extra language of your choice.

Subrace. Despite their humble manner, pandaren are an ancient race. Several pandaren subraces have arisen in their long history.

Wandering Isle Pandaren Traits

Generations ago, pandaren explorers who wanted to see the world beyond Pandaria began to gather on the back of a giant turtle, Shen-zin Su, and traveled around Azeroth's seas. These wanderers returned each year to Pandaria to pick up more adventurers to join them on the back of the ever-growing Shen-zin Su. Eventually, the turtle grew large enough for entire buildings and towns to be constructed upon his back, and the pandaren began referring to him as the "Wandering Isle". You are one such adventurer, or descended from them. Wandering Isle pandaren are renowned for their expertise in both the martial and culinary arts.

Ability Score Increase. Your choice of Dexterity or Charisma increases by 1.

Martial Arts Training. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

Quaking Palm. When you hit another creature with an unarmed strike, you can attempt to disrupt its flow of chi. The target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn. Once you use this trait, you can't use it again until you finish a short or long rest.

Tool Proficiency. You gain proficiency with the artisan's tools of your choice: brewer's supplies or cook's utensils.

Extra Language. You can speak, read, and write one extra language of your choice.

Imperial Pandaren Traits

The pandaren of Pandaria have flourished for generations behind their land's protective mist, free of influences from the outside world. Long ago, the pandaren were the slaves of a cruel race of powerful warlords known as the mogu, until they successfully staged a revolution alongside several other slave races, establishing their own empire in the process. Though the pandaren empire ended when the last emperor Shaohao sacrificed himself to protect his land and people, its legacy remains. Imperial pandaren pursue their trades, crafts, and disciplines as they have for generations, and revere the four August Celestials who watch over Pandaria.

Ability Score Increase. Your choice of Strength or Intelligence increases by 1.

Tradesbear. You gain proficiency in one skill and one artisan's tool of your choice.

Celestial Blessings. You can use your bonus action to beseech the August Celestials for aid, casting one of the following spells: divine favor (Xuen), healing word (Yu'lon), sanctuary (Chi-Ji), shield of faith (Niuzao). Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (chosen when you choose this race), and you ignore their components. Once you use this feature, you must finish a long rest to use it again.

Goblins

Originally the slaves of jungle trolls on the Isle of Kezan, the goblin race was forced to mine Kaja'mite ore out of the Undermine, deep in the bowels of Mount Kajaro. Unbeknownst to anyone at the time, the mineral had magical properties that caused the goblins to rapidly increase in both cunning and intelligence. Tinkering their own powerful artifacts of engineering and alchemy in secret, the goblins overthrew their troll oppressors, taking over the island that they now call home. Quickly rising to prominence as masters of mercantilism, goblins and their global trade conglomerates dominate all commerce across Azeroth.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Goblins reach adulthood in their second decade and can live for just under a century---though they seldom do, for obvious reasons.

Size. Goblins grow to an average of 4 feet tall and weigh around 50 pounds on average. Your size is Small.

Speed. Your base walking speed is 25 feet.

Time is Money. You can take the Dash action as a bonus action on each of your turns.

Saving Face. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Orcish and Goblin.

Subrace. Always pursuing any advantage over their rivals, goblins have splintered into or even created several subraces over the years.

Bilgewater Cartel Goblin Traits

The Bilgewater Cartel is one of the largest goblin organizations found on Azeroth. After the Cataclysm, the Bilgewater joined the Horde and built a new capital in Kalimdor, Bilgewater Harbor. It's debatable what makes Bilgewater Cartel goblins most dangerous: they cutthroat business practices, their volatile scientific pursuits, or their love of all things that go BOOM!

Ability Score Increase. Your choice of Intelligence or Charisma increases by 1.

Best Deals Anywhere. Whenever you make a Charisma check related to haggling or negotiating, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tool Proficiency. You gain proficiency with the artisan's tools of your choice: alchemist's supplies or tinker's tools.

Goblin Science. Using goblin engineering and ingenuity, you can cast burning hands and jump. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (chosen when you choose this race), and you can use alchemist's supplies or tinker's tools as a spellcasting focus for them. You can cast any combination of spells using this feat a total number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gun Enthusiast. You have proficiency with firearms, and do not suffer disadvantage on attack rolls with heavy firearms because of your small size.

Hobgoblin Traits

Hobgoblins, sometimes known simply as brutes, oafs, or mooks, are large, mutated goblins most commonly found guarding goblin settlements, acting as bodyguards or even serving as mounts. They were once regular goblins, but have been altered by foul alchemy to become tough, powerful, and "dumber than an ogre with a hangover."

Ability Score Increase. Your choice of Strength or Constitution increases by 1.

Hulking. Your size is Medium. You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Alchemically Mutated. You have resistance to acid damage and poison damage.

Tireless. Whenever you gain any levels of exhaustion, you can reduce the number of levels gained by one (minimum of no levels gained). Once you use this trait, you can't use it again until you finish a long rest.
























Monk

Masters of bare-handed combat, monks never rely solely on weapons to defend against their enemies. Although most widely known to the outside world for their fearsome jabs and flying kicks, they refuse to limit themselves to a single method of combat. Many monks prefer instead to "soak it up" and seem to revel in the intoxicating effect of absorbing blow after blow while their companions press the attack. Other monks specialize in calling upon the restorative power of the mists to balance the good and bad energy within people, returning them to good health and fortune.

Class Features

As a monk, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per monk level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, shortswords
  • Tools: Choose one type of artisan's tools or one musical instrument

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

Alternatively, instead of the starting gold and items granted by your class, you may choose to start with 1d4 x 10 gp (25 gp average) and purchase equipment directly.

Monk
Level Proficiency
Bonus
Martial
Arts
Chi
Points
Unarmored
Movement
Features
1st +2 1d4 Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Chi, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monk Specialization, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Chi-Empowered Strikes, Monk Specialization Feature
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement Improvement
10th +4 1d6 10 +20 ft. Purity of Body
11th +4 1d8 11 +20 ft. Monk Specialization Feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monk Specialization Feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.

Chi

Starting at 2nd level, your training allows you to harness the mystic energy of chi. Your access to this energy is represented by a number of chi points. Your monk level determines the number of points you have, as shown in the Chi Points column of the Monk table.

 You can spend these points to fuel various chi features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more chi features as you gain levels in this class.

When you spend a chi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chi back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chi points.

Some of your chi features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Chi save DC = 8 + your proficiency bonus +

your Wisdom modifier

Flurry of Blows

Immediately 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.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monk Specialization

When you reach 3rd level, you commit yourself to a monk specialization. Choose Brewmaster, Mistweaver, or Windwalker, all detailed at the end of the class description. Your specialization grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Missiles

Starting at 3rd level, 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 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 chi point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

Starting at 5th level, you can interfere with the flow of chi in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 chi point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Chi-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body

At 10th level, your mastery of the chi flowing through you makes you immune to disease and poison.

Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the chi of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul

Beginning at 14th level, your mastery of chi grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 chi point to reroll it and take the second result.

Timeless Body

At 15th level, your chi sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty Body

Beginning at 18th level, you can use your action to spend 4 chi points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 chi points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Perfect Self

At 20th level, when you roll for initiative and have no chi points remaining, you regain 4 chi points.

Monk Specializations

Three specializations of monastic pursuit are common in Azeroth. Some schools and teachers practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three specializations rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a specialization only upon reaching 3rd level.

Brewmaster Monk

The brewmaster is a quirky character, though dangerous when underestimated. Brewmasters may seem to struggle with balance as they chug their concoctions in the middle of a fight, but this unpredictable behavior is far from foolhardiness. Most opponents barely have time to process the erratic nature of the brewmaster's fighting tactics before they find themselves laid low---possibly the result of a keg smash to the head. When an opponent actually manages to land an attack, it's often unclear how much the brewmaster feels it… if at all.

Potent Brews

When you select this specialization at 3rd level, you gain proficiency with brewer's supplies. In addition, you can use your bonus action to drink one of the following potent brews, gaining the listed benefits for 1 minute:

  • Fortifying Brew. You have advantage on Constitution checks and saving throws. In addition, when you or a creature within 5 feet of you takes damage, you can use your reaction to reduce the damage the target takes by one roll of your Martial Arts die + your Wisdom modifier (minimum reduction of 1).
  • Nimble Brew. You have advantage on Dexterity checks and saving throws. In addition, when a creature you can see hits you or a target within 5 feet of you with an attack, you can use your reaction to roll your martial arts die and subtract the result from the creature's attack roll. You can use this reaction after the creature makes its attack roll, but before the DM determines whether the attack hits or misses.
  • Purifying Brew. You have advantage on Wisdom checks and saving throws. In addition, when a creature you can see forces you or a target within 5 feet of you to make a Wisdom saving throw, you can use your reaction to roll your martial arts die and add the result to the target's saving throw. You can use this reaction after the target makes its saving throw, but before the DM determines whether the save succeeds or fails.

If you use this feature again while still under the effects of a potent brew, the previous brew ends and the new brew takes effect. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Stagger

Also at 3rd level, you learn to adopt an unpredictable, staggering stance in combat, which allows you to absorb the brunt of your opponents' blows. After you are hit by an attack that deals bludgeoning, piercing, or slashing damage, you gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. You can't use this feature or enjoy its benefits while incapacitated.

Protective Roll

At 6th level, you can use the momentum of battle to move swiftly and protect your allies. You can move up to half your speed to within 5 feet of a creature before using a potent brew's reaction to protect that creature. This movement doesn't provoke opportunity attacks.

Breath of Fire

When you reach 11th level, you learn to ignite your imbibed brews to breathe fire on your foes. When you take the Attack action on your turn while under the effects of a potent brew, you can replace one of the attacks with an exhalation of chi-empowered flame in a 30-foot cone. Each creature in that area must make a Constitution saving throw against your chi save DC. On a failed save, a creature takes fire damage equal to three rolls of your Martial Arts die, and its speed is halved and it has disadvantage on attack rolls against creatures other than you until the start of your next turn. On a successful save, a creature takes half as much damage and suffers no additional effects.

You can use this feature only once per potent brew, unless you spend 3 chi points to use it again.

Celestial Brewing

At 17th level, you have learned the greatest secrets of the ancient brewmasters. When you use your Potent Brews feature, you gain the benefits of all three brews. In addition, when you use your bonus action to drink a brew, and at the beginning of each of your turns for the brew's duration, you gain a number of temporary hit points equal to one roll of your Martial Arts die + your Wisdom modifier (minimum 1).

Mistweaver Monk

Mistweavers are unique among those who heal. The energies they channel are mysterious, oftentimes misunderstood by commoners—who rarely travel beyond the borders of their homelands---as some form of folk medicine. But those who weave the mists wield the power of life's essence, using a mixture of preventative and restorative spells to mend their allies' wounds. The inner tranquility that guides mistweavers allows them to interweave healing magic and martial arts, sustaining their allies while punishing their enemies.

Bonus Proficiencies

When you select this specialization at 3rd level, you gain proficiency in the Medicine skill and herbalism kit.

Soothing Mists

Also at 3rd level, you learn to use your chi to cast certain healing spells. When you take the Attack action on your turn, you can spend 1 chi point to replace one of the attacks with casting the spell cure wounds. At higher levels, you can spend more chi to cast more powerful spells, as shown in the Soothing Mists Spells table. Spells cast using this feature have a range of 30 feet, and use Wisdom as their spellcasting ability.

Soothing Mists Spells
Monk Level  Spells
3rd cure wounds (1 chi point)
5th lesser restoration (2 chi points)
9th revivify (3 chi points)
13th death ward (4 chi points)
17th greater restoration (5 chi points)

Teachings of the Monastery

Beginning at 6th level, when you cast a spell using Soothing Mists, you can use Flurry of Blows, Patient Defense, or Step of the Wind this turn without spending chi points.

Gust of Mists

At 11th level, when you cast a spell using your Soothing Mists feature, you can restore a number of hit points to the spell's target equal to one roll of your Martial Arts die, in addition to the spell's other effects. You can spend additional chi to increase this healing: for each chi point you spend, up to your Wisdom modifier, you can increase the hit points restored by an additional roll of your Martial Arts die.

Enveloping Mists

When you reach 17th level, you can spend 5 chi points and use your action to summon a shroud of healing mists for 1 minute. The area within 30 feet of you is heavily obscured, moving with you. Each friendly creature in the area (including you) ignores this obscurement. When a friendly creature enters the area for the first time on a turn or starts its turn there, you can restore a number of hit points to that creature equal to one roll of your Martial Arts die.

Windwalker Monk

Among monks, none have mastered the martial arts as the windwalkers have, and few across Azeroth can fight with their grace. Windwalkers possess unparalleled physical finesse, and are capable of overwhelming their enemies with a dizzying flurry of punches and kicks. Their skill comes primarily from a lifetime of intense training and discipline, but the power they exhibit is shrouded in more mysticism than meets the untrained eye. The combination of their peak physical conditioning, state of inner calm, and leveraging of mystical chi makes windwalker monks a true force to be reckoned with.

Ride the Wind

When you select this specialization at 3rd level, you gain proficiency in the Athletics or Acrobatics skill. In addition, you can use either your Strength or Dexterity to determine how far you can jump.

Combat Conditioning

Also at 3rd level, you have improved your chi abilities through intense training. Your Flurry of Blows, Patient Defense, and Step of the Wind features are improved, as described below.

  • Fists of Fury. Whenever you hit a target with one of the attacks granted by your Flurry of Blows, you can deal bludgeoning damage equal to your Martial Arts die to any other creature of your choice that is within your reach and within 5 feet of the original target.
  • Dampen Harm. When you use Patient Defense, you also gain temporary hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
  • Tiger's Lust. When you use Step of the Wind, the next successful melee weapon attack you make before the end of your next turn deals additional damage equal to your Martial Arts die, and your target must make a successful Strength saving throw or be knocked prone.

Serenity

At 6th level, you learn to harness your inner calm to replenish your chi. As a bonus action on your turn, you can regain chi points equal to your Wisdom modifier (minimum 1). You must finish a long rest before you can use this feature again.

Combo Strikes

Beginning at 11th level, you can create devastating chains of attacks in battle. When you take the Attack action on your turn and attack the same target with both attacks, you can make an additional attack against the same target.

Touch of Death

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Multiclassing and the Monk

If your group uses the optional rule on multiclassing, doing so as a monk requires Dexterity 13 and Wisdom 13. In addition, when you take your first monk level, you gain proficiency with simple weapons and shortswords.

Character Options

The mist-shrouded island of Pandaria holds many secrets. Adventurers may learn and employ these secret techniques to help bring balance to war-torn Azeroth. This chapter details new languages and feats related to Champions of Pandaria content.

Languages

In addition to the languages presented in Champions of Azeroth, adventurers may encounter the following new languages while traversing Pandaria. A comprehensive list of Warcraft languages can be found on Wowpedia.

New Languages
Language Races
Hozen Hozen
Mantid Mantid
Mogu Mogu, other Pandarian natives
Pandaren Pandaren, other Pandarian natives

Feats

As detailed in chapter 6 of the Player's Handbook, feats are an optional way of enhancing your character. The following feats relate to the content of Champions of Pandaria, to add to the many feats found in Champions of Azeroth and other 5E sources.

Advanced Goblin Science

Prerequisite: Goblin

You can prepare more advanced engineering devices or alchemical potions in your spare time... though beware possible side effects! You can cast the spells invisibility, levitate, and spider climb on yourself. You can cast each spell once, and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (chosen when you choose this feat), and you can use alchemist's supplies or tinker's tools as a spellcasting focus for them.

If you roll a natural 1 on a Constitution saving throw to maintain concentration on a spell cast using this feat, you are immediately knocked prone as your invention fails violently.

Built to Blast

Prerequisite: Goblin

Exposure and training has made you extremely good at mishandling explosives without blowing yourself up. You gain the following benefits:

  • You have resistance against the damage caused by explosives.
  • You automatically succeed on any save related to avoiding damage from explosives.
  • Whenever you finish a long or short rest and don't have any dynamite, you find a stick of dynamite you had forgotten you had on you.

Rules for explosives can be found beginning on page 267 of the Dungeon Master's Guide.

Monk Adept

Prerequisite: Dexterity 13 and Wisdom 13, not a monk

You have trained in the martial arts, and gain the following benefits:

  • Your speed increases by 10 feet.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and you can roll a d4 in place of their normal damage. When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
  • You can use a bonus action on your turn to take the Dash, Disengage, or Dodge action. Once you use this bonus action, you must finish a short or long rest to use it again.

Monk Mastery

Prerequisite: Monk Adept feat

You have continued your monk training, and gain the following benefits:

  • The damage die of your unarmed strikes increases to a d6.
  • When you make an unarmed strike as a bonus action, you can make an additional unarmed strike as part of the same bonus action. You must finish a short or long rest before making this additional unarmed strike again.

Preserve Balance

Prerequisite: Pandaren

Pandaren fight to preserve the balance and harmony of the natural world---and you have the power to do just that. When a creature you can see within 30 feet rolls a 1 or 20 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to make the creature reroll the die. The creature must use the new roll.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Rotund Defense

Prerequisite: Pandaren

Your thick fur and bear-like bulk help protect you from harm. You gain the following benefits while not wearing any armor:

  • Your AC equals 10 + your Dexterity modifier + your Constitution modifier.
  • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

You can use a shield and still gain these benefits.

Thanks For Reading

Champions of Azeroth has been a joy to design and write, and I hope it serves you well! If you have any feedback at all, or just want to reach out to chat about D&D or Warcraft, please do so. Reach me on Discord at Silverblade#9212, and on Reddit at u/Silverblade1234.

This project would not have been possible without the hard work of others. For more resources or information about D&D or Warcraft, or the Warcraft 5E project that inspired this one, please visit the following resources:

Dungeons & Dragons official site
World of Warcraft official site
Champions of Azeroth, Discord
Warcraft 5E Reddit, Discord




To make your own homebrew documents that look as fabulous as this, please visit GM Binder!