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View Full Version : D&D 5e/Next New Wizard subclass: Tradition of the Wu Jen (and 11 new spells) - PEACH



Kuulvheysoon
2021-08-12, 10:09 PM
Tradition of the Wu Jen
http://www.wizards.com/dnd/images/dx0228cwc_characterclass_wujen.jpg

Wu Jen are wizard with mysterious powers. They can command the elements, spiritual forces and the powers of nature. They are seldom found living with with the rest of civilization, instead preferring to live as hermits in the wilderness, purifying their minds and bodies to contact the various natural and supernatural powers of the world.

Many Wu Jen draw their power not from traditional sources, but from the Five Elements of the Natural World: Fire, Earth, Metal, Water and Wood. Their arcane secrets allow them a unique perspective on not only spellcasting, but on dealing with spiritual entities.

Elemental Mastery
When you adopt this tradition at 2nd level, you learn the secrets of the Wu Jen. There are five major elemental groups in this tradition, and you must pick one once you reach 2nd level in this class. Once you choose your elemental mastery, this choice cannot be changed.

Watchful Spirit
Starting at 2nd level, you have a friendly spirit whispering to you, protecting you from harm. This guidance is represented by guardian points, which allow you to create a variety of supernatural effects. You have a number of these points equal to your proficiency bonus. When you spend a guardian point, it is unavailable to you until you finish a long rest, at which point they are all refreshed. You learn additional ways to use these points as you gain levels in this class.

Beginning at 2nd level, when you roll initiative, you can spend 1 point to reroll your initiative check after you roll the die, but before the results are announced. If you do so, you must use the new roll.

At 6th level, if you spend a guardian point to reroll your initiative check, you may spend an additional point to gain resistance against the damage from the first attack before the start of your turn.

At 10th level, if you spend a guardian point to reroll your initiative check, you may spend an additional point to double your movement speed until the end of your next turn.

Starting at 14th level, if you spend a guardian point to reroll your initiative check, you may spend an additional point to increase your Armor Class by 2 until the end of the current encounter.

Wu Jen Magic
At 2nd level, you learn an additional cantrip and 1st level spell based off of your chosen elemental mastery. At each indicated Wizard level, add the listed spells to your spells prepared based on your elemental mastery. They do not count towards your limit.




Fire
Earth
Metal
Water
Wood



2nd level
produce flame, burning hands
magic stone, earth tremor
booming blade, entangling scarf*
shape water, ice knife
thorn whip, entangle


3rd level
flaming sphere
earthen grasp
magic weapon
snowball swarm
spike growth


5th level
fireball
erupting earth
storm of needles*
wall of water
plant growth


7th level
wall of fire
stone shape
dancing blade*
control water
grasping vine


9th level
immolation
wall of stone
steel wind strike
cone of cold
tree stride


11th level
investiture of flame
investiture of stone
iron body*
investiture of ice
wall of thorns


13th level
fire storm
earth glide*
Mordenkainen’s sword
red tide*
Abi-Dalzim’s horrid wilting


15th level
incendiary cloud
earthquake
decapitating scarf*
tsunami
touch of the green man*


17th level
meteor swarm
vitrify*
mold iron golem*
storm of vengeance
arboreal transformation*

Spells marked with an * are at the end of the subclass description.


To maintain their supernatural power, wu jen must abide by certain taboos that might seem inconsequential to other characters but are vitally important to the wu jen. If a wu jen violates one of their taboos, they cannot cast any wizard spells or use any of the features granted by this subclass until they complete a short or long rest. You must choose one taboo when you take this tradition at 2nd level, and an additional taboo at 6th, 10th and 14th level. Possible taboos include:
Cannot eat meat
Cannot own more than they can carry
Must make a daily offering to one or many spirit powers
Cannot bathe
Cannot cut their hair
Cannot touch a dead body
Cannot drink alcohol
Cannot wear a certain colour
Cannot light a fire
Cannot sit facing a certain direction
Must make a ritual thanks after each battle
May not show their ankles


Spirit Binding
Starting at 6th level, your belief in your traditions allows you to channel spiritual energy to fuel magical effects. You can channel this energy in one of two ways. When you use your Spirit Binding, you choose which effect to create. You must then finish a short or long rest to use your Spirit Binding again.
Spiritual Cleansing. As an action, you raise your hand and speak a prayer censuring spiritual entities. Each spirit that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Spiritual Communion. As an action, you can entreat a non-hostile spirit within 30 feet and ask it three questions. The knowledge and awareness of many spirits is limited by their intelligence, but at minimum, spirits can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. More intelligent spirits retain the knowledge from their lives and may choose to share it or not. The spirit is under no compulsion to answer your questions honestly, though most acknowledge the value of knowing a friendly wu jen. You can comprehend and communicate with all spirits while using this ability; you do not need to share a language with the spirit.

For the purposes of defining what a spirit is in your game, talk to your DM. Generally, however, the following creatures are generally considered to be spirits:
All incorporeal undead
All creatures of the Fey type
All creatures of the Elemental type
All creatures of the Plant type
Creatures in astral form or with astral bodies (but not physically present on the Material Plane)


Bound in Service
Starting at 10th level, you add the planar binding spell to your spellbook. If you target a willing spirit with the spell, you can cast it as a ritual. You may ignore the material component when it is cast in this way, and the spirit can choose to fail the saving throw.

You can expend a spell slot to extend the terms of this service; the duration increases to 10 days if you expend a 5th-level slot, to 30 days with a 6th-level slot, to 180 days with an 7th-level slot, and to a year and a day with a 8th-level spell slot.

Once you use this ability, you can’t do so again until you finish a long rest.

Surelife
At 14th level, you learn how to gird yourself against a specific condition that would ordinarily cause certain death. As an action, you can state a natural occurrence or condition, such as taking damage from lava or drowning. For the next minute, you take no damage or suffer any ill effects from the specified circumstance. You cannot choose a condition caused by a creature or spell, such as taking damage from an ogre’s club or being set on fire from a spellcaster's immolation spell. After the minute ends, the occurrence or condition has full normal effects if you are still subjected to it.

Once you use this ability, you can’t do so again until you finish a long rest.


Arboreal Transformation
9th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (leaves from seven different trees)
Duration: Instantaneous

You cause a target’s skin to split open, revealing the bark and leaves beneath their skin as they quickly transform into a tree. One creature of your choice within range must make a Constitution saving throw. On a failed save, the target is petrified and turned into an inanimate tree, requiring either a wish spell or this spell cast on them again to restore them to their normal form. On a successful save, it can use either an action or a bonus action, not both, on its turn. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn and can only spend a single Legendary Action per turn (if it has any).

A target suffering the secondary effect can make a Wisdom saving throw at the end of each of its turns. On a successful save, the secondary effect ends.

This spell has no effect on undead or constructs.

Classes: Druid

Dancing Blade
4th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a weapon)
Duration: Concentration, up to 1 hour

You cause a weapon to rise up and become animate, orbiting a creature within range. Choose an inanimate weapon within range; either unattended or in the possession of a willing target within the spell’s range. For purposes of the weapon’s reach, it is considered to be wielded by the creature. As a bonus action, you can mentally command it to attack a creature within range. It attacks twice, deals damage normal to the weapon animated, and it attacks using your spellcasting modifier rather than your Strength or Dexterity modifier.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the weapon may attack three times, and if you use a spell slot of 8th level or higher, the weapon attacks four times.

Classes: Artificer, Bard, Sorcerer, Wizard

Decapitating Scarf
8th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S, M (a silk scarf)
Duration: Instantaneous

With a flick of your wrist, the silk scarf used to cast this spell flies at a target that you can see and assumes the sharpness or adamantine as it wraps around the target’s neck. If you hit the creature with a ranged spell attack and it cannot survive the loss of its head, it dies. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes 15d10 slashing damage from the spell.

Classes: Bard, Sorcerer, Wizard

Entangling Scarf
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S, M (a silk scarf)
Duration: Concentration, up to 1 minute

With a flick of your wrist, the silk scarf used to cast this spell flies at a target that you can see and assumes the strength of steel as it wraps around the target, immobilizing it. Make a ranged spell attack against the target; they take 2d8 points of bludgeoning damage and are restrained. A creature restrained by the scarf can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Classes: Bard, Paladin, Sorcerer, Wizard

Earth Glide
7th-level transmutation
Casting Time: 1 action
Range: 15 feet
Components: V, S, M (a piece of unworked stone)
Duration: Concentration, up to 10 minutes

This spell grants up to 5 willing creatures that you can see within range the ability to burrow through earth and stone. While doing so, the creatures don't disturb the material that they move through. While within the earth or stone, they have tremorsense 120 feet and can magically sense any open pockets within that distance.

When the spell ends, if a creature is within 100 feet of an open space, they take 1d10 force damage for every 10 feet required to reach the open space. If there is no space within 100 feet, they become petrified and nearly indistinguishable from the stone or earth surrounding them.

Classes: Druid

Iron Body
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a small piece of iron)
Duration: 8 hours

You transform your body into living metal, conferring the following properties:
Any critical hit against you becomes a normal hit.
You cannot be blinded, deafened, diseased or stunned.
You do not need to breathe.
You have resistance to acid, fire and lightning damage.
Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your spellcasting modifier.
Classes: Sorcerer, Wizard

Mold Iron Golem
9th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (an iron ingot)
Duration: Concentration, up to 1 hour

Dropping an iron ingot at your feet, a massive metallic humanoid rises up, ready to serve its master. An iron golemMM appears in an adjacent unoccupied space. If there is not sufficient space to summon the construct, the spell fails. At the end of the spell duration, if your concentration is broken or if it reaches 0 hit points, the construct crumples into a mass of iron that quickly rusts away into nothing.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

Classes: Sorcerer, Wizard

Red Tide
7th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of contaminated water)
Duration: Instantaneous

With a wave of your hand, a torrent of red-tinged water bursts forth in a mighty wave. Each creature in a 30-foot radius of a point chosen within range must make a Strength saving throw or be pushed back to the edge of the spell and knocked prone. Additionally, any creature caught in the wave takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

A creature that fails the save also becomes incapactiated. An incapacitated target can make a Constitution saving throw at the end of each of its turns. On a successful save, the incapacitating effect ends. This secondary effect is a magical disease, and any advantage to saving throws against it or immunity to disease applies.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.

Classes: Druid

Storm of Needles
3rd-level transmutation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (three steel needles)
Duration: Instantaneous

A needle flicked from your fingers multiplies into a virtual hailstorm of needles. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 6d6 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Classes: Artificer, Sorcerer, Wizard

Touch of the Green Man
8th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a living sapling)
Duration: Concentration, up to 1 hour

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Huge or smaller plant with a challenge rating equal to half of your level (round down).

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen plant, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

Classes: Druid

Vitrify
9th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a shard of igneous rock, such as obsidian)
Duration: Until dispelled

You choose an area of stone, sand or mud that you can see that fits within a 40-foot cube and is within range. Nonmagical rock, sand or mud of any sort in the area becomes an equal volume of thick, flowing lava that remains for the spell's duration.

The ground in the spell's area becomes liquified enough that creatures can sink into it. Each foot that a creature moves through the mud costs 5 feet of movement, and any creature on the ground when you cast the spell immediately falls into the lava. Any creature that falls into the lava or starts its turn there takes 10d10 fire damage. Any object that falls into the lava takes damage on initial contact and once per round thereafter until it is removed from the lava or destroyed.

If you cast the spell on a ceiling, the lava falls. Any creature under the lava when it falls takes 20d10 fire damage and must make a Dexterity saving throw. A creature becomes restrained on a failed save, requiring its action to end the restrained condition. Each foot that a creature moves through the lava costs 10 feet of movement, and they take 20d10 fire damage when it moves into the area for the first time on a turn or ends its turn there.

Classes: Druid