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===5th Edition=== The Wu Jen reappeared in 5th edition as one of the six subclasses presented for the full [[Mystic]] class in [[Unearthed Arcana]], which appeared on March 13 2017. Like most of its fellows, the 5e Wu Jen is ultimately based on one of the original AD&D schools of [[psionics]] - specifically, the Psychokinesis school, using psionic magic to manipulate the various elements. This is represented both by its list of associated Disciplines and by its class features, with the former directly manipulating various elements and the latter boosting its ability to interact with the elements both offensively and defensively. At first level, it gains 2 additional Disciplines taken from the Wu Jen List - an array consisting of Mastery of Air, Fire, Force, Ice, Light & Darkness, Water, Weather, and Wood & Earth - as well as free proficiency in any two skills from a list consisting of Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.<br> At 3rd level, it gains the Elemental Attunement feature. Essentially, if you haven't maxed out your psi limit, you can spend an extra psi point to ignore damage resistance when making an elemental psionic attack.<br> At 6th level, in a mythology gag to its origins as a [[Wizard]] variant, its Arcane Dabbler feature lets it take up to three 1st, 2nd or 3rd level wizard spells. It can fuel these by burning psi points to equate to spell slots; 2 points for a 1st level slot, 3 points for a 2nd level slot, 5 points for a 3rd level slot, 6 points for a 4th level slot, and maxing out at 7 points for a 5th level slot.<br> Finally, it finishes off its unique class features with Elemental Mastery, where it can boost a damage resistance it has to damage immunity for a turn by spending 2 psi points in reaction to taking damage of the appropriate type. Like all Psychic Disciplines in the mk3 Mystic, the Wu Jen's elemental masteries have a simple set of rules: each has a singular passive bonus which a Wu Jen can gain by choosing that discipline as a Psychic Focus, which they can only have one of at a time. It then consists of a small band of powers that a Wu Jen can activate by spending psionic energy points, or "psi points" for short. :'''Mastery of Air''' comes with a Focus ability that makes you immune to falling damage and which lets you ignore difficult terrain whilst walking. It has two powers with variable psi costs; ''Wind Step'' and ''Wind Stream''. Both cost from 1-7 psi, with Wind Step letting you fly 20 feet per psi spent, and Wind Stream creating a line-shaped blast of air (30ft long, 5ft wide) that does 1d8 bludgeoning damage per psi spent and which can knock victims prone on a failed Strength save. Its other powers are all concentration effects. ''Cloak of Air'' costs 3 psi and can last up to 10 minutes, imposing disadvantage on attack rolls against you and letting you force enemies that flub a melee attack against you to reroll that attack against themselves. ''Wind Form'', which costs 5 psi and lasts 10 minutes, grants you a flying speed of 60 feet. Misty Form (6 psi, 1 minute) is basically the Mist Form spell. ''Animate Air'' (7 psi, 1 hour) lets you conjure a loyal air elemental to do your bidding. :'''Mastery of Fire''' is, well, what are you expecting? Its Psychic Focus bonus is a nice little one-two combination of Resistance to Fire damage for yourself and a +2 damage bonus with your fire attacks. Which is handy because that's literally what this discipline is all about. ''Combustion'' is a concentration attack that literally lets you set somebody on fire with your brain, potentially inflicting 1d10 to 7d10 (depends how many of those 1-7 psi points you spend) fire damage and then burning them for 1d6 fire damage per round for up to 1 minute. ''Rolling Flame'' lets you drench a 20ft by 20ft cube in flames and keep them burning there through concentration for up to a minute, all for a measly 3 psi. ''Detonation'', costing 5 psi, is basically a psychokinetic fireball attack. ''Fire Form'', another 5 psi power, is a concentration power that lets you cloak yourself in flames that burn everything around you for up to a minute. Finally, ''Animate Fire'' lets you burn 7 psi in a potentially hour-long concentration power that creates a fire elemental. :'''Mastery of Force''' is about pure psychokinetic prowess; this is your telekinesis style, and it throws around Force damage like it's going out of style. Psychic Focus grants you Advantage on Strength checks, whilst its powers consist of ''Push'' and ''Move'', which are basic potentially deadly telekinetic manipulation; ''Inertial Armor'', which is a mage armor effect that costs 2 psi; ''Telekinetic Barrier'', which costs 3 psi to create a concentration (10 mins) wall of force; and ''Grasp'', which costs 3 psi and is a concentration (1 min) telekinetic grapple, which you can also use to crush or move your victim. :'''Mastery of Ice''' is, obviously, the frosty counterpart to Mastery of Fire. Using this as your Psychic Focus gives you Resistance to Cold Damage (duh). ''Ice Spike'' is a 120ft ranged attack that costs 1-7 psi; on a hit, it does 1d8 Cold damage per psi and slows the target until the sart of your next turn - if they pass a Dexterity save, they halve the damage and aren't slowed. ''Ice Sheet'' costs 2 psi and creates a 20ft wide ice slick at a spot of your choosing within 60 feet, lasting for 10 minutes. ''Frozen Sanctuary'' lets you gain 20 temporary HP by burning 3 psi. ''Frozen Rain'' is a nastier version of ice storm; it costs 5 psi, is a 1 minute Concentration effect, and affects a 20ft sphere within 120 feet, causing all critters within to make a Constitution save - if they fail, they take 6d6 Cold damage (+1d6 per bonus psi point you spend) and are reduced to Speed 0 until your Concentration ends, whilst success halves the damage and nullifies the slowing effect. A creature slowed by Frozen Rain can spend an action to make a Strength (Athletics) check against this power's save DC; success restores mobility. Finally, ''Ice Barrier'' basically lets the wu jen cast Wall of Ice for 6 psi with a Concentration of 10 minutes. :'''Mastery of Light and Darkness''' would be called "photokinesis" in more sci-fi settings. It lets you manipulate light and dark, as you can probably guess. When engaged as a Psionic Focus, you have Magical Darkvision 30 feet, which allows you to ignore even magical darkness. Its ''Darkness'' power is basically the same as the Darkness spell, but costs 1-7 psi, and affects a sphere (10ft per psi point spent) within 60 feet. ''Light'' costs 2 psi and is a 1 minute long Concentration effect, but basically lets you turn an object or a person into a glowing torch. ''Shadow Beasts'' lets you summon 2 [[shadow]]s as a Concentration power for 1 minute at a cost of 3 psi. Finally, ''Radiant Beam'' lets you blast a creature within 60 feet with a psionic laser for 5 psi. The target must pass a Dexterity save or take 6d6 Radiant damage and be blinded; their blindness is a Concentration effect for you, and can last up to 1 minute, but they can make a save to end the blindness at the end of each turn. On a successful save, they take half damage and aren't blinded. You can boost the radiant damage that this beam inflicts by +1d6 per bonus psi point. :'''Mastery of Water''' is another obvious elemental psionic school. As your Psychic Focus, you have a Swim speed equal to your walking speed and the ability to breathe water. ''Dessicate'' lets you spend 1-7 psi to inflict 1d10 Necrotic damage per psi spent on a creature within 60 feet, half that if they pass a Constitution saving throw. ''Watery Grasp'' lets you spend 2 psi to create a wave that knocks people off of their feet and drags them closer. ''Water Whip'' is basically the same as the [[Monk]] ki power of the same name, costing 3 psi. ''Water Breathing'' lets you grant yourself and up to 10 willing allies the ability to breathe underwater for the nex 24 hours, all at the cost of 5 psi. ''Water Sphere'' lets you entrap a creature in a bubble of solid water as a 1 minute Concentration effect by spending 6 psi. Finally, like the other "classic elemental" psionic schools, you have the ''Animate Water'' psi power; spend 7 psi and get a pet Water Elemental as a Concentration effect that lasts 1 hour. :'''Mastery of Weather''' is basically Mastery of Air, but with more zappy powers. As your Psychic Focus, you gain Resistance to Lightning & Thunder damage. ''Cloud Steps'' lets you summon a spiraling staircase of solid clouds for 1-7 psi that reaches 20 feet up per psi spent; this is a Concentration effect that lasts 10 minutes. ''Hungry Lightning'' is basically a Lightning Bolt spell; it costs 1-7 psi and does 1d8 lightning damage per psi spent, or half that if the victim saves. ''Wall of Clouds'' lets you burn 2 psi to create... well, waht do you think? It's a Concentration effect that lasts 2 minutes, and it only blocks vision, not physical bodies. ''Whirlwind'' costs 2 psi and summons a howling 20ft sphere of wind within 60 feet. ''Lightning Leap'' lets you spend 5 psi to create a 60ft long 5ft wide line of lightning that not only inflicts 6d6 lightning damage on anything in its path that fails a Dexterity save (+1d6 per bonus psi spent, but half the damage if they save), but also lets you teleport to an unoccupied space touched by the line. ''Wall of Thunder'' costs 6 psi and is a Concentration effect that lasts for 10 minutes; it's not only difficult lterrain to try and get through it, but anything trying has to pass a Strength save or take 6d6 Thunder damage and be thrown backwards 30 feet. Finally, ''Thunder Clap'' lets you spend 7 psi to target a 20ft sphere within 60 feet; anything in this sphere that fails a Constitution save takes 8d6 Thunder damage and is Stunned until the end of your next turn. :'''Mastery of Wood and Earth''' folds geokinesis and plant control into one discipline. As your Psychic Focus, it grants you +1 AC. ''Animate Weapon'' lets you spend 1-7 psi to telekinetically launch your one-handed melee weapon at a target within 30 feet and make an attack that does +1d10 force damage per psi spent. ''Warp Weapon'' lets you spend 2 psi to try and mangle a nonmagical weapon your opponent is holding, rendering it useless until the end of your next turn. ''Warp Armor'' costs 3 psi and similarly lets you try and mess over a foe's suit of non-magical armor. ''Wall of Wood'' lets you conjure a solid wall of wood for 3 psi, which is a Concentration effect that lasts 1 hour. ''Armored Form'' costs 6 psi and is a 1 minute Concentration effect, but it grants you Resistance to Physical Attacks whilst it lasts. Finally, ''Animate Earth'' is your "summon an earth elemental" power; 7 psi, Concentration, lasts 1 hour. {{D&D5-Classes}}
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