Base Class: Sorcerer
"The cherry blossom kami whispered to her as they drifted past on the wind, and the nearby river beast kami mumbled something only watery ears can hear. Hanami listened and looked around the forest she called home, rapidly darting through the trees without a trace, scanning for the interlopers the flowers and river spoke of. It wasn't long before she had discovered the Orcish raiders that had made their way into her woods, crashing their own path, cutting with machete-like blades and hatchets and raising a ruckus. There were seven of them, but they obviously had no idea that a Wu Jen called these woods home, or they would never dare destroy these woods. Hanami remained hidden and silently spelled the entangling roots of the earth to reach out and ensnare them all. As they struggled in place, she magically summoned kami hawks to harass the orcs painfully. They ripped and clawed and swooped on the Orcs, who were now in a state of confusion and panic. Sensing their weakness, she appeared from her hiding place nearby and unloaded with a mighty chain lightning spell into the group. Most of the Orcs were nearly destroyed, yet all still lived by a bare margin. 'Flee here, never darken these woods again!' she shouted in Common, and immediately, all seven Orcs took the hint and fled, clamoring in broken, roasted orcish gear to escape the way they'd came. The Orcs were no doubt a scouting party, and Hanami knew that she could silently and invisibly follow them back to their horde. She would see how mighty this horde might be, and potentially even break yet another upstart warlord's dreams of conquest. This wasn't the first time she had sparred with raiders, after all, and she knew full well that without a clear sign that doom was imminent for trespassers to her forest, the Entekai Forest, the Orcs would come again, likely with more machete blades and axes. Her bond with the land was her great power, however, and if the land and the kami spirits rejected these Orcs also, Hanami the Elven Beastcaller, as her tribe called her, was likely to succeed yet again."
The Wu Jen are known throughout the eastern kingdoms as being the magicians capable of wielding the elemental forces of nature and the subtle nuances of nature alike. Whereas many sorcerers have an innate wellspring of magical power, Wu Jen have more of an innate connection to the natural world, and they can utilize that connection as instantly as any other sorcerer pulls from their internal power. They are often more able to communicate with animal and plant life, while still wielding the damage of storms, gouts of flame, surges of waves, or the rumblings of earth itself.
Wu Jen aren't commonly involved in human society, as they more enjoy being immersed in the natural elements and the "societies" of nature spirits, but they do have roles to play on the fringes of society, either as saviors of the local populace, or as a localized menace whispered of in quiet tones. The Wu Jen gain the attention of a unique breed of spirits known as the Kami, who represent elements and aspects of nature, and who seem to flock to the Wu Jen. Some of these spirits will even bestow mystical gifts to the Sorcerer, and they'll eventually risk manifesting momentarily in the material world to aid extremely powerful Wu Jen.
Bonus Proficiencies
1st-level Wu Jen feature
You gain proficiency in Animal Handling and the Herbalism Kit.
Nature's Magics
1st-level Wu Jen feature
You channel your spellcasting power from the natural world around you, and you are more adept with one particular element. When your Spellcasting feature lets you learn or replace 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. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Additionally, when you choose this subclass at 1st level, choose acid, cold, fire, force, lightning, necrotic, poison, thunder, or radiant, and you may choose spell attack rolls or spell save DCs. Whenever you cast a spell that deals damage of the chosen type, you gain your chosen benefit of +1 to spell attack rolls or +1 to spell save DCs of all spells of your chosen damage type. Wu Jen are flexible in their growth, so that when you gain a new level in this class you may choose a different damage type and a different choice between spell attack rolls or spell save DCs for this feature.
Ally of the Kami
6th-level Wu Jen feature
You are known well by the beings you can conjure with your spells, and they feel obliged to treat you with some modicum of respect. Whenever you cast a spell to summon a creature that creature is immune to the charmed condition from any other creatures' spells or features, and has no risk of attacking you, even if you lose concentration on the spell. Creatures summoned from these spells that you lose concentration on often just become unconcerned with and ambivalent to you, your allies, or your enemies, but they will defend themselves if attacked. If they are able to vanish to their home plane or location, they will simply choose to do so right away.
Additionally, you learn to read, write, and speak Primordial.
Elemental Gift
14th-level Wu Jen feature
Starting at 14th level, you receive a blessing of additional magical capability from the nature spirits known as Kami. Your maximum sorcery points improves by 2, and you gain your choice of one of the following abilities:
Fire Gift- you set lasting blazes with your fire spells if they can ignite flammable materials, which take twice the water, time, and effort to extinguish than normal fires. For example, if you cast Create Bonfire, a bucket of water would normally extinguish that fire, however your casting of that spell now takes two buckets of water to extinguish. Also, spells you cast that deal Fire damage that have a duration longer than instant have double the normal duration.
Wind Gift- you move with more speed and alacrity as nature spirits help lift you or move you. You gain a +10 Speed bonus which applies to all forms of movement you have at any time. For example, your base walking and swimming speed increases by 10, and if you gain flight or burrowing, you add +10 Speed to those movement modes.
Water Gift- you are granted more grace and fluidity of movement. You have advantage on Acrobatics checks and Dexterity saving throws, and when you are swimming, you do not suffer disadvantage on attack rolls.
Earth Gift- you are blessed with tougher skin and a sturdier frame. You gain a +2 magic bonus to your armor class.
Void Gift- your innate focus and meditative capacity are assisted by the spirits. When you would be forced to make a Concentration check to maintain Concentration on a spell, you may use this feature to treat that roll as if the die had rolled 20. You must finish a short rest to be able to use this feature again.
Earth Gift
You are blessed with tougher skin and a sturdier frame. You gain a +2 magic bonus to your armor class.
Fire Gift
You set lasting blazes with your fire spells if they can ignite flammable materials, which take twice the water, time, and effort to extinguish than normal fires. For example, if you cast Create Bonfire, a bucket of water would normally extinguish that fire, however your casting of that spell now takes two buckets of water to extinguish. Also, spells you cast that deal Fire damage that have a duration longer than instant have double the normal duration.
Void Gift
Your innate focus and meditative capacity are assisted by the spirits. When you would be forced to make a Concentration check to maintain Concentration on a spell, you may use this feature to treat that roll as if the die had rolled 20. You must finish a short rest to be able to use this feature again.
Water Gift
You are granted more grace and fluidity of movement. You have advantage on Acrobatics checks and Dexterity saving throws, and when you are swimming, you do not suffer disadvantage on attack rolls.
Wind Gift
You move with more speed and alacrity as nature spirits help lift you or move you. You gain a +10 Speed bonus which applies to all forms of movement you have at any time. For example, your base walking and swimming speed increases by 10, and if you gain flight or burrowing, you add +10 Speed to those movement modes.
Rage of the Kami
18th-level Wu Jen feature
You gain the ability to reinforce one of your favored Kami with magic, allowing them to momentarily manifest and help you cast a spell. When you cast a spell of the chosen damage type from your Nature's Magics feature, you can make a spirit instantly appear in a space within 20 feet of you. The spirit is a small intangible apparition and does not take up a space. That spirit immediately casts a copy of the spell you are casting, then vanishes when the spell effect resolves. This copy can have new targets from the original spell as you cast it. If that copy has a concentration duration, the spirit maintains concentration until the beginning of your next turn, and then that spell ends and the spirit vanishes. This ability is usable once before you must finish a long rest or spend 10 sorcery points to use it again.
Additionally, as a reaction when a creature you have summoned with a spell would take damage, you may spend a Sorcery Point to prevent 1d10 + your Charisma modifier damage to that creature. You may repeat this process a number of times equal to your proficiency bonus for any one instance of damage to that creature. For example, if a creature you summon would be dealt damage, you can use your reaction and spend 3 sorcery points to cause that damage to be decreased by 3d10 + 3 times your Charisma modifier, and at 18th level, your proficiency bonus of 6 indicates that you might potentially choose to expend 6 sorcery points on this feature, and prevent 6d10 + 6 times your Charisma modifier damage.
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