Base Class: Sorcerer
The ability to control aspects of the elements is common among sorcerers. But the power to master the elements is the domain of the Wu Jen. By dedicating their minds and bodies to the way of the elements, the Wu Jen channel Earth, Wind, Fire, Water, Wood, and Metal as innately as they breathe. Wu Jen are often born near element rich locations with strong magical ley lines that merge with their innate magic, whether its a burning volcano, historic mountain range, churning sea, stormy coast or magical forest, a Wu Jen’s magic is forever tied with nature.
Emulating the steadfast and unwavering aspects of the elements, a Wu Jen has a powerful personality often resembling the element they were born near or chose to specialize in. Some Wu Jen take this as far as to challenge natural disasters to prove their power and mastery over the elements.
Wu Jen are highly spiritual and superstitious. They often attach abilities and power to taboos that they must strictly adhere to or risk losing their powers.
Wu Jen can be found in Druid Groves, Peaceful Monasteries, Industrial Cities, or alone in the wild. They can be powerful allies or dangerous disasters for the world and its inhabitants.
Clarifications:
-This is as direct a translation from 3.5 as possible.
-Earth and Metal are the same for the purposes of this
-Consider adding Blade Barrier, Cloud of Daggers, Modekainen’s Sword, Wall of Ice, Mighty Fortress to the possible spells known for the Wu Jen to bolster diversity for metal (and ice)
-Blade of Disaster is an Earth/Metal Spell
-Thunder/Lightning are Air for the purposes of this
-Cold, Water, and Ice are all Water for the purposes of this
-Abi-Dalzim's Horrid Wilting, and Blight count as Water spells
-Scatter, Haste are Air Spells
-Hold Person/Monster, Guardian of Nature,Wrath of Nature, Awaken, Creation, Power Word: Stun are Wood Spells
-Otherwise DM has final say on what element a spell is (if any. Totally possible for a spell to have no element I.E. magic missile or teleport)
Elemental Magic
Your link to the elements allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Druid spell list or the sorcerer spell list. It becomes a sorcerer spell for you.
Elemental Spells
1st level Wu Jen Feature
You learn additional spells when you reach certain levels in this class, as shown on the Wu Jen Spells Table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you may replace one spell you gained from this feature with another spell of the same level. The new spell must be from either the sorcerer or druid spell list.
Sorcerer Level |
Spells |
1st |
Armor of Agathys, Feather Fall |
3rd |
Healing Spirit, Flame Blade |
5th |
Thunder Step, Erupting Earth |
7th |
Summon Elemental, Wall of Fire |
9th |
Commune With Nature, Cone of Cold |
Elemental Affinity
You gain the Transmute Magic metamagic option and you gain proficiency in the Nature skill and the primordial language.
Starting at level 1, an elemental spirit watches over you and guides you. Once per day, you can heed the spirit’s wisdom and gain advantage on an ability check. You regain the feature after a long rest.
Taboos
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 her taboos, she cannot cast any more spells that day.
A Wu Jen must choose 1 Major Taboo at level 1 and add an additional major or minor taboo each time they gain a new Wu Jen Feature (6, 14, 18).
The Taboos presented are suggestions, you can swap them around or make up your own based on the character you play. Here are some examples:
Major Taboos -
- Cannot harm peaceful plants or animals.
- Cannot share your true name.
- Cannot use 1 of the 5 elements.
- Cannot own more than she can carry.
- Must give a coin to the homeless whenever possible.
- Must make a daily offering (such as food, flowers, or incense) to one or many spirit powers.
- Must always possess at least 1 naturally occurring source of the 5 elements on your person.
- Cannot purchase things with currency.
- Must give thanks every time she passes a large rock or stone.
- Can never accept food prepared by another.
- Must donate monthly to a charitable organization.
- Cannot lie to a host or caregiver.
Minor Taboos -
- Cannot eat meat.
- Must always wear a piece of metal.
- Cannot bathe.
- Cannot cut her hair.
- Cannot sleep on/in a bed.
- Cannot touch a dead body.
- Cannot drink alcohol.
- Cannot trade in leathers or cloths.
- Cannot wear a certain color.
- Cannot light a fire.
- Cannot dirty fresh water.
- Must smoke a pipe once a week.
- Cannot sit facing in a certain direction.
- Must take a deep breath each morning and evening.
- Cannot haggle price
- Cannot own a beast of burden.
Elemental Mastery
Many of the wu jen's spells are divided into five elemental groups: earth/metal, wind, fire, water, and wood. At 6th level a wu jen becomes a master of one of these five elements (her choice).
A number of times equal to your proficiency bonus, when you cast a spell using your mastered element, you may either increase the potency of the spell or the power of the spell. If you increase the potency, the target/s of the spell have disadvantage on the saving throw. If you increase the power of the spell, any attack roll is made with advantage and you may add 1d8 damage to the spell. This damage increases to 2d8 at 14th and 3d8 at 17th. You regain uses after a long rest.
In addition, the wu jen gains advantage on saving throws against spells or effects of her chosen element (the relationships are listed in the primordial avatar feature).
Certain spells on the wu jen spell list are designated "All" like prismatic spray or have more than one element like heat metal and Meteor Swarm; this means they belong to all / both elemental groups, and a wu jen who is a master of any/either element gains the mastery bonuses with respect to those spells.
Primordial Avatar
At 14th Level, as a bonus action, the Wu Jen can become one with their spiritual guide and assume a primordial avatar state, which lasts for 1 minute. Choose one of the Following Avatar states from the below table:
Wind |
Fire |
Water |
Earth/Metal |
Wood |
-Flying Speed equal to your movement speed. -You can take the dash or disengage action as a bonus action. -Resistance to Lightning Damage |
-Enemies within 15 ft take 1d10+cha fire damage at the start of their turns -You may add your charisma bonus to spells or attacks that deal fire damage. -Resistance to Fire Damage |
-Swim Speed equal to your Movement speed and can breath underwater -You have advantage on saving throws against the stun, restrained, grapple, and paralyzed condition -Resistance to Cold Damage |
-Burrow Speed equal to your Movement speed and tremorsense 30ft -You gain temporary hp equal to 1d6+your sorcerer level and your armor class increases by 2. -Resistance to Poison Damage |
-30ft radius around you becomes difficult terrain -You naturally regain hp based on your proficiency bonus at the start of each of your turns in combat while conscious -Resistance to Radiant damage |
You can use this feature once per long rest to turn into the form of your element chosen at 6th level. To use this feature again or to turn into the Avatar of another element, you must expend 5 sorcery points.
Truth of the Elements
At 18th level, you gain immunity to your mastered element, and resistance to two of your choice of fire, cold, lightning, acid, or poison. You can survive normally in extreme conditions and no longer need food, water, or air for sustenance.

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