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# Anime, Xianxia & Wuxia
##### A collection of Asian inspired character options
\pagebreakNum ## Intention of this document I have written a lot of subclasses and character options. This can be a little difficult to parse and can be daunting for someone looking for cool ideas for characters. It's also not very well organized, thematically. So I am compiling my work into genre based groupings! This document is for anime, wuxia and xianxia. I will present the options below as well as some possible ways to re-flavour them to fit into an orient inspired world filled with impossible martial prowess, high flying action and Shinto mysticism. I have also included the Lancer class, seeing as it is inspired by the Dragoon archetype from Final Fantasy, as well as the Wukong race, which is quite clearly based on Sun Wukong from Journey to the West. ## Barbarians Anime and manga has a huge host of characters that would fall into the barbarian archetypes. It could be argued that almost every anime protagonist, given their proclivities for screaming and powering up, would fit this mould. Wuxia and Xianxia however, with their focus on self mastery, have less examples of this. Below is a barbarian option focused more around submitting to the rhythm of combat than your own rage, something much more in line with the core feel of the genre. Also included is the Bombast, a common trope in anime of the loud, brash and inspiring hero with a lust for combat and a fury born of the power of friendship! You may wish to reflavour the roar into an inspiring call to action or short speech about how, with your friends by your side, you are invincible! ### Whirling Dervish The Dervish is a sight to behold. It is a dance, a vicious and violent dance, that has existed for as long as there has been conflict. To tap into the Dervish is not a simple feat. It seems like it requires control. In fact, it requires the opposite. To find and feel the Dervish is to lose yourself into the pattern. It is a cold rage, a subdued passion, a fury so primal it defies explanation. This entire book may be a fool's errand but describing the Dervish is a hole I will not fall down. Suffice to say, those that find themselves within the Dervish are warriors of incredible swiftness and beauty, able to lash out at foes with a grace and speed that no other barbarian can possibly match. I have watched a troupe of wardancers tear a dragon apart, a shockingly quick death of a thousand cuts and tears, with the four of them left standing almost untouched atop the corpse of their kill. Would that I had the words to do this sight service. It may have been the most beautiful thing I have ever seen. \columnbreak #### Dervish When you adopt this Path at 3rd level, your Rage becomes a dance of savage fury. You lose the typical benefits of the Rage feature and replace them with the following benefits - You have advantage on all Dexterity checks and Dexterity saving throws - When you make a melee weapon attack using Dexterity while within 5 feet of your target you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. - Your AC is increased by your proficiency bonus. Additionally, your Reckless Attack feature applies to Dexterity based attacks while you are within 5 feet of your target, however you lose the AC bonus granted by your Dervish as well as the typical effects of that feature. #### Savage Dance Starting at 6th level, you have learned to perform your dervish while wielding heavier weapons. When you make an attack with a weapon in one hand and nothing in the other hand you can use your Dexterity modifier instead of your Strength modifier. Additionally, when you hit with a melee weapon attack while in your Dervish you can immediately make an additional attack against a different target within 5 feet. This additional attack deals 1d4 bludgeoning damage your Rage Damage bonus. #### Swirling Whirl Starting at 10th level, your every movement becomes lithe and deliberate. You can take the Disengage or Dash action as a bonus action. #### Leap Attack Starting at 14th level, you charge into combat with a savage leap, impacting with your target. When you move at least 20 feet towards a target in a straight line you can make a single attack against that target as a bonus action. You can add +5 to your attack roll and the attack deals 1d4 bludgeoning damage plus your Rage Damage. Additionally, while in your Dervish you score a critical hit on a 19 or 20. > ##### Whirling Dervish and Elven Accuracy > I am aware of Elven Accuracy as a feat and how it can turn the Whirling Dervish from an interesting Barbarian path into an unbridled engine of critical hitting terror. While this may be fun for the barbarian, it is possible it can frustrate the DM and other players. If you are a DM, strongly consider limiting the use of this feat in regards to this path. You are within your rights to say that it would not apply to the Reckless Attack feature given the flavour of submitting to the dance and lose of control that entails. > > Or you can have your barbarian crit for days, it's your game. I would feel remise if I did not point this out though. \pagebreakNum ### Bombast The bombasts are wonderful. Their passion and fury flies from them like a raging tide. One cannot see a bombast fight and refuse the call to join in. At home amidst the clash of steel and the roar of battle, there is no foe a bombast will not face, and they will convince you to join them in their glorious crusade for violence. Leaders, each and every one. I have fought amidst a tide of flesh and steel that attempted to tear me apart, a friend and bombast by my side. Together we carved our path through that inenviable tide and came out the other side bloodied but unbowed. I can not say I would have made it out of that situation without the encouraging fury of my friend. I owe them my life, and I would be lying if I said they were not a prime inspiration for this endeavor. My eternal respect to all bombasts. #### Bombastic Roar When you adopt this path at level 3, you can let loose an inspiring roar in the midst of combat. When you score a critical hit or reduce a creature to 0 hit points with a melee weapon attack you can use a bonus action to roar. If you do so, choose up to three allies within 60 feet that can hear you. They can add double their proficiency bonus to a single attack roll on their next turn. #### Inspiring Presence Starting at 6th level, your stalwart fury in the face of your foes gives your allies great solace. While you are raging you inspire all allies within 60 feet who can see you. They gain a number of temporary hit points equal to your proficiency bonus at the beginning of each of their turns. #### Encourage Violence Starting at 10th level, you can steel your allies for an upcoming fight. When you finish a short or long rest you can choose up to 3 allies. Each of these allies gain a single charge of Fury. They can expend this charge to increase either an attack roll or a damage roll by 5. This charge lasts until your next short or long rest. Whenever you enter a rage you can grant a single charge of fury to an ally within 30 feet. #### With Me! Starting at 14th level, you can lead your allies in a surging charge. You can use your action and choose any number of allies within 30 feet. You and each of these allies can move up to 30 feet and make a single melee weapon attack at any point during that movement. You can use this ability once and regain that use on finishing a short or long rest. \columnbreak ## Bards Asian media does not have many examples of bards, the concept seeming to be a mainly western idea. The examples I could find are pretty much all comic relief, which is understandable but means that almost any bard class can be flavoured as such. There is, however, a stereotype of the drunken gambler or the character who relies on luck to see them through the day. ### Gambler In all my travels and all my research I have never come across anything remotely close to the Gambler. I would not even designate them as a College in any real sense. Instead, they are a strange kind of performance art. The thrill they seek from the odds they play is incredibly infectious. Leaving their fate to the whims of luck, as likely to pull off incredible feats of daring do as they are to fall flat on their face. Their lows are lowest but their highs are highest and when travelling with a Gambler, you begin to understand that excitement. Without clamorous failure, what joy would there be in spectacular success? What is life without a little risk? Boring, sedate, monotonous. But with the correct application, all becomes elevated to a dizzying precipice of adrenaline, tension and ecstatic release. #### Double or Nothing When you become a Gambler at 3rd level, you can use your magic and gamblers thrill to either enhance or negate a moment of luck. When you score a critical hit with an attack, you may choose to double down. If you do so, you may roll a gamblers dice, which is a single d20. If the total results in a 15 or higher, double the number of dice you would roll for the critical hit. If the total result is less than a 15, treat the hit as a normal hit. Additionally, when you roll a critical failure you suffer a moment of devastating bad luck. Roll one of your bardic inspiration die and take that much damage. Alternatively, your DM can have an effect of their choosing happen to you. #### House Advantage Also at 3rd level, whenever you roll a gamblers dice you can spend a use of your Bardic Inspiration to roll an additional dice equal to your inspiration dice. You must choose to do this before you roll the gamblers dice. You can do this multiple times for each gamblers dice roll. #### Stacked Hand Starting at 6th level, you score a critical hit with an attack roll of 18, 19 or 20. You critically fail an attack roll or ability check on a natural 1, 2 or 3. Additionally, while an ally has an inspiration dice from you, they score a critical hit on an attack roll of 19-20. \pagebreakNum #### Let it Ride Starting at 14th level, you can push your luck even further. Whenever you successfully use you Double or Nothing ability, you may choose to attempt to do so again, doubling the number of dice you roll yet again. There is no limit to the amount of times you can attempt this. The result on your gamblers dice required to succeed increases by 10 for each attempt beyond the first. A failure on any gamblers dice roll results in the hit being treated as a normal hit and stops you from trying again. A natural 20 on a gamblers dice is always a success, no matter the DC. Additionally, when you are reduced to 0 hit points rather than make a death saving throw you can instead choose to roll a single d20. This dice roll cannot be modified by any means. If you roll an 11 or higher, you regain half your maximum hit points. If you roll a 10 or lower, you die and cannot be resurrected by any magic short of a Wish spell. ## Clerics Asia as a whole has a slightly different relationship with divinity than the west, a relationship that is much closer to the typical polytheistic view of most D&D campaigns. As such, most clerics make a lot of sense in an asian inspired campaign. My own cleric options, being based on the concept of the chaos gods, also fit quite well with the idea of kami. Rather than just repeat my cleric compendium here i have included the domain I find to fit most closely with the aesthetic of a shinto priest, mainly due to ghosts being depicted as small will-o-wisp style flames. ### Change The God of Change, The Knowing Whorl, The Smiling Eye, The Arcane Master, Azethoth, Tchar, The Raven Lord, Rainbow King. The God of Change is perhaps known by more names than any other. Their domain is the primal realm of change, of entropy and construction, of transmutation and growth. Wherever one thing becomes another, they are there. They are also Lord of Magic. Some theorize They are the source of all magic there is or was. One thing is known for certain, magic as a fundamentally transitive force lies squarely in Their domain. Those who bear Their mark gain the ability to see and directly manipulate the winds of magic They blow across creation, a constantly shifting and scintillating rainbow of magical energy that ebbs and flows and swirls in eddies and drafts. The purest and favored manifestation of Their power and influence is the ever-shifting and beautiful flame. It is common to see a Champion of Change burning with a flame of unusual colours, a flame that does not burn but freezes, or corrodes, or burns the mind or soul. A true Champion of Change is a terrifying opponent, capable of embodying a vast array of fighting styles and never truly out of options. \columnbreak ##### Change Expanded Spell list | Spell Level | Spell | |:----:|:-------------| | 1st | Chaos Bolt, Faerie Fire | | 2nd | Dragon's Breath. Nystul's Magic Aura| | 3rd | Counterspell, Elemental Weapon| | 4th | Elemental Bane, Sickening Radiance | | 5th | Destructive Wave, Conjure Elemental | #### Bonus Cantrips You learn the Produce Flame and Control Flames cantrips and they do not count towards your cleric cantrips known. Additionally, the flames you produce or control using these cantrips change colour randomly. #### Eldritch Rites Starting at 1st level, you learn arcane secrets and esoteric techniques to enhance your own abilities. Whenever you finish a short or long rest you can choose either weapon damage or spell damage. Once per turn, when you deal damage of your chosen type you can increase that damage by an amount equal to your Wisdom modifier. Additionally, your magic counts as both Arcane and Divine for any effects which consider that. #### Channel Divinity: Baleful Binding Starting at 2nd level, you can turn your strange techniques on your foes. As an action, choose a target within 30 feet to affect with a binding. The target must subtract 1d4 from any attack or damage rolls they make. Additionally, they must make a Constitution saving throw at the start of each of their turns or they lose their action. If they succeed on this saving throw three times the effect ends. This effect lasts for 1 minute. #### Arcane Winds Starting at 6th level, your command of the arcane winds of magic increase the potency of your spells and when you commit great acts of spellcasting you can cause these winds to cling to you. Whenever you cast a spell with a spell slot that deals damage it deals additional damage equal to the spells level. Additionally, whenever you have no spell slots of a level left your weapon attacks deal additional damage equal to the level of those slots. This effect stacks for multiple levels, up to a maximum of 5. #### Divine Strike Starting at 8th level, when you finish a long rest you can choose a damage type. Your weapon attacks deal an additional 1d8 of that damage type. When you reach level 14, this damage is increased to 2d8. This effect appears as different colored flames coating your weapon. Additionally, the damage done by your Produce Flame cantrip changes to match the damage type you choose for this ability. \pagebreakNum #### Well of Power Starting at 17th level, you are a near inexhaustible reservoir of magical power. When you kill an enemy with a melee weapon attack you can use a bonus action to regain any number of spell slots up to your Wisdom modifier. You can use this ability once and regain that use on finishing a long rest. ## Druids The Asian classical elements includes wood as one of the fundamental elements that make up all things. As such, most druids make a lot of sense in an Asian inspired campaign. I am including below my Fey Friend druid, which you may want to reflavour as a Kami Friend. If your campaign does not include the Feywilds, you may wish to change the No Place Like Home feature to allow transportation to the Divine Realm or it's campaign equivalent. ### Fey Friend This circle have almost nothing specific to do with the big circle but I found them on my travels and I fell in love so I'm going to tell you about them. These are druids who have made contact with the Feywild and became completely enamoured. They've learned the tricks and rituals necessary for making friends with the Fey. I asked one of them to teach me but the etiquette was way too fussy for me. Whatever weird little games they play they end up being more fey than whatever they started as by the end of it all. I know one woman who has spent two centuries wandering the Feywilds with her friends and she's easily much more fey than human. If I didn't go to school with her then I wouldn't believe she ever even was human. Friends is the right term, by the way. No magical coercion involved here, just rites and rules and often actual friendship. #### Fey Companion When you join this circle at 2nd level, you learn a ritual to summon and befriend a fey companion. You must spend 1 hour and pay 100 gold per challenge rating of the fey you are summoning, which cannot be higher than one third your druid level. The fey is friendly towards you but has its own outlook and is not bound to your will. It will do as you ask and follow your commands so long as those commands are not suicidal and do not run counter to the feys views and morality, and may take actions you do not ask of it outside of combat. The fey acts on your initiative though it has its own suite of actions. It retains any abilities it has other than those that allow it to summon other creatures and multiattack. #### Teamwork Also at 2nd level, you and your fey companion can combine your innate magics to make them more powerful. Whenever you cast a spell that instantly restores hit points, your fey companion can use its reaction to assist and empower. This allows you to reroll a number of dice up to your Wisdom modifier. When you reroll a dice you can take either result. \columnbreak #### Courting Fey Starting at 6th level, you are so used to dealing with fey and their idiosyncrasies that you have a limited resistance to them. You learn Sylvan if you did not know it already. While you have a Fey Companion you gain advantage on charisma checks when dealing with fey. Additionally, you gain resistance on saving throws against being charmed or frightened. #### Feywilds Walker Starting at 10th level, you are considered fey for any effect which benefits fey, though do not register as one for magical effects which detect fey. Additionally, wild beasts which would be neutral towards you are now friendly and hostile creatures are neutral towards you until you take a hostile action. #### No Place Like Home Starting at 14th level, you can cast Planeshift without requiring any components but only between the material realm and the Feywilds. Once you cast it with this feature you must finish a long rest before doing so again. ## Fighters Asian media has a focus on self control and martial prowess that makes fighters an obvious choice. Wuxia literally means 'martial heroes' and as such every fighter subclass has a place. I am including below two archetypes not readily supplied by the official material. The Dervish is a dual wielding flurry of light attacks and fits in with a more combat focused shinobi or ronin. The Duelist is a master of one-on-one fights and could easily be styled as a practitioner of Bushido or Iaijutsu, techniques which require concentration and are not well suited to large scale brawls. ### Duelist The duelist arises from the practice of one on one combat, most often as some form of ritual or judicial practice. Duelists were the first champions for hire or honour who perfected this style of fighting. Through concentration, rigor and needling persistence a Duelist is capable of taking on almost any opponent in a one on one fight. They practice the technique of counter tempo, where they adapt their rhythm to counter the rhythm of their opponent. In single combat, unmatched. However, in encounters with more than one opponent their specialisation can be a severe impediment. So complete is their focus upon one opponent that they leave themselves vulnerable to any other opponent to take advantage. With intelligent application, however, a duelist can be the most devastating warrior. \pagebreakNum #### One on One Starting at 3rd level, you can focus all your attention on a single opponent. You can spend a bonus action to choose a target. Once per turn, when you damage this opponent you can roll an additional weapon dice of damage. You add your proficiency bonus to your AC from attacks made by this opponent against you. Attacks against you from any other source have advantage. You can only focus your attention on one target at a time. This effect requires concentration, though you do not need to check for damage originating from your target. You can only drop concentration on this effect as bonus action. #### Counter Tempo Starting at 7th level, your ability to read your opponent allows you to interrupt their combat flow with your own. When the target of your One on One makes a melee weapon attack, attempts to cast a spell or attempts to use an ability while it is within 5 feet of you, you can use your reaction to make a melee weapon attack. #### Stare Down Starting at 10th level, your confidence and demeanour unnerves your opponent. When you use the Attack action against the target of your One on One ability you can forgo one of the attacks to instead make a flourish. If you do so, your opponent must make an Insight check versus your Intimidate or Perform check. If they fail they have disadvantage on attacks against you and on checks to notice anything other than you so long as you are conscious and within 10 feet. Creature that are immune to the Frightened condition are immune to this ability. #### Flurry Starting at 15th level, you can channel all your concentration into a devastating cavalcade of blows. If you use the Attack action on the target of your One on One you can declare it a Flurry. You must make this declaration before rolling to hit. If you do, each successful attack after the first deals an additional dice of damage. This effect is cumulative but only lasts until the end of your turn. You can use this ability once and regain that use on finishing a long rest, or by spending a use of your Action Surge as a part of the action to use this ability. #### One on Two Starting at 18th level, you can keep your concentration on two opponents at once. When you use your One on One ability, you can choose a second target to designate as your opponent. Additionally, you gain an additional reaction that can only be used against a target of your One on One ability and can only be used to use your Counter Tempo ability. \columnbreak ### Dervish The Dervish arises from the idea of the Death of a Thousand Cuts. While many warriors believe in the strength of a single, powerful blow a dervish knows that even the most powerful, implacable foe can be brought down with many smaller cuts. They take the oft overlooked art of dual wielding and bring it to a place of awesome efficacy. They rely on manual dexterity and practiced motion to engender the ambidexterity needed to perform their manoeuvres. The style itself is incredibly versatile, capable of performing well in single combat, but where it truly shines is in horde combat. A well trained dervish is capable of standing tall amidst a crowd of enemies and inflicting wounds on all those in reach with a whirling flurry of precise cuts. #### Bonus Proficiency When you adopt the archetype at 3rd level, you can choose either Sleight of Hand or Acrobatics. You gain proficiency in that skill. #### Ambidexterity Starting at 3rd level, your proficiency with both hands is marvelous. When you take the Attack action while wielding two weapons with the Light property and not wearing heavy armor then you can make a single attack with your off hand as a part of that action. Additionally, when you use your bonus action to make a dual wielding attack, that attack can be with either your main or your off hand. #### Dervish Starting at 7th level, you can unleash a flurry of light, quick blows at everyone around you. While you are not wearing heavy armor and wielding only weapons with the Light property, you can use an action to activate this ability, dealing damage to all enemies within 5 foot equal to your proficiency bonus. You can use this ability three times and regain those uses on finishing a short or long rest, or by spending a use of your Action Surge as a part of the action to use this ability. #### Biting Wind Starting at 10th level, you reflexively lash out at those who try to exploit your weak points. Whenever an opponent within 5 feet targets you as a part of a reaction they take damage equal to your Dexterity modifier. #### Whirlwind Attack Starting at 15th level, you can unleash a devastating flurry of blows against everyone you can reach. While you are not wearing heavy armor and wielding only weapons with the Light property you can spend an action to make an attack against every enemy within 5 feet with your main hand, and then make an additional attack against them with your offhand. You can use this ability twice and regain those uses on finishing a long rest. Additionally, when you use a bonus action to attack with your second weapon you can make two attacks instead so long as you are not wearing heavy armor. \pagebreakNum #### Steel Cage Starting at 18th level, your relentless cascade of attacks forms a wall of whirling steel around you. As a bonus action you can adopt a defesive stance. While in this stance, for each melee weapon attack you make on your turn that hits you can increase your AC by 1 until the start of your next turn. You can only increase your AC in this way by an amount equal to your Proficiency bonus. ## Monks Monks are most definitely the class most influenced by Asian culture already and as such all monk options are relevant. I am including below two options that cover two common archetypes not included in the official material. The first is the Ninja, a master of stealth and infiltration with a less mystical bent than the Shadowdancer. The Wayfarer is based on the archetype of the wandering warrior, the traveling ronin with no master. ### Ninja The tradition of Ninja is one devoted to infiltration and the silent kill. Self mastery, for them, is an art of movement. They glide like silent shadows, fly through the air like wisps of cloud, and then they strike from the shadows. This tradition is unparalleled at unnoticed infiltration and dispatch, a fact which has seen this tradition sustained throughout the ages as covert agents, spies and assassins. Some consider the Ninja to be magical, to be able to turn into logs or clone themselves to strike from multiple directions. These are fanciful tales told by frightened survivors of a Ninja assault. In truth, they are simply very, very good at being quiet and at swift murder from the shadows. Their fighting style reflects this, often front loading their power into a single strike. Footwork is the basis of all Ninja technique and their training and kata make their reflexes so practiced that reacting is as easy as breathing. A master Ninja is a true sight to behold, but only so long as they allow it. #### Ninja Arts When you adopt this tradition at 3rd level, you become proficient in infiltration and specialised movement. You gain proficiency in Stealth. If you already have proficiency you can add double your proficiency bonus to Stealth checks. Additionally, when you use your Step of the Wind ability your vertical jump height is quadrupled and it can move you further than your walking speed. You can also take the Hide action when you move using this ability by spending an additional Ki point. When you fall and take no damage you land soundlessly. If you move through the open between two pieces of cover while hiding, you can spend a Ki point to maintain your stealth. #### Ninja Ambush Starting at 6th level, your mastery of the hidden strike becomes readily apparent. When you attack a creature from hiding, who does not know your location, with a monk weapon, you can spend a Ki point to increase your damage by your martial arts die. You can spend any amount of Ki this way. Additionally, when you attack a target who is surprised by you, your first attack against them is an automatic critical if it hits. #### Practiced Reflexes Starting at 11th level, your speed and reflexes can be enhanced even further with your Ki. When you are hit by an attack or fail a Dexterity saving throw you can use your reaction and spend a Ki point to increase your AC or saving throw result by an amount equal to your half your Monk level against this attack or effect. This may cause the attack to miss or for you to succeed on the saving throw. #### Fading Wind Starting at 17th level, you gain the ability to use your Ki to disappear not just from sight but also mind. You can use an action to spend a Ki point to gain the effects of Invisibility until the end of your next turn. If you do so, you can spend an additional 8 Ki points to target one creature that can see you. That creature forgets you were involved in this combat. It remembers you, what you look like and any other information it has about you but it's lapse in memory means that the next time you attack it from hidden it is surprised by you. ### Wayfarer The Wayfarer is a monk who finds their love of Ki expressed in the landscapes and locales they visit. While many traditions are focused on an inward Ki, or at least a Ki within the living and the elemental, the Wayfarer has an appreciation of Ki as a natural force as it exists in tune with the landscapes and vistas. They see the Ki in the inanimate as worthy and valuable as the Ki expressed through living things. Given their nature, Wayfarers tend not to have traditional monasteries and instead are taught by a wandering master who takes them on their way. Their life is on the road and they are at home only while travelling. Their fighting style reflects this, with many techniques centred around movement and confounding the enemy. #### Wanderer's Soul When you adopt this tradition at 3rd level, you have a wanderlust and an ability to be at peace wherever you are. Whenever you finish a long rest you gain temporary hit points equal to your monk level plus your wisdom modifier if you did not rest in this location within the past week. While you have these temporary hit points, your parties overland speed is doubled. Additionally, whenever you enter a region for the first time or see a major landmark for the first time, you can spend a minute in quiet appreciation to gain these temporary hit points. #### Trusted Companion Also at 3rd level, you can choose a specific weapon you are proficient with. This weapon is your trusted companion, always by your side through your travels. It is considered a monk weapon for you. If your unarmed strikes are considered magical, so is your trusted companion. Additionally, while you are wielding this weapon and you take the Dodge action you gain a +2 bonus to your AC. You can bond to a new weapon if it is on your person when you gain temporary hit points from Wanderers Soul. You can only have one Trusted Companion at a time. \pagebreakNum #### Abundant Vitality Starting at 6th level, sating your wander's soul gives you a zest for life and an abundance of energy. While you have the temporary hit points from your Wanderer's Soul ability your jump height is doubled and you ignore difficult terrain when you take the Dash action. Additionally, you can spend 2 Ki to cast Longstrider but only targeting yourself. #### Mystic Speed Starting at 11th level, you can steady yourself to unleash a torrent of blows. When you take the Dodge action, on your next turn you can use an action and spend 3 Ki to make an attack against every creature within 10 feet with your Trusted Companion. This action must be used at the start of your turn or you lose this option. #### Transversal Starting at 17th level, you have begun to transcend physical limits. You can spend 6 Ki to cast Far Step. ## Paladins Paladins, being based on the Christian military and crusaders, don't really have an Asian analogue. This does not mean they have no place in an Asian inspired, you could easily flavour a paladin to be pledged to a lord rather than a god or church. It does mean that there are very few asian inspired paladin oaths, but I have included below the Oath of Dragons given the role dragons play in Asian mythology and folklore. Feel free to tweak the tenants of the oath and the wording on the Channel Divinity options to reflect the more benign nature of the typical Asian dragon ### Oath of Dragons Dragons, as a species, have historically been the object of worship by those who would be spared their horrendous wrath, or would pledge themselves to their ideals. These warriors, filled with fervour and a devotion to duty, are given pride of place among the dragons servants. Those who prove themselves worthy are gifted a young dragon as a companion, mount, weapon and symbol of the monarchs favour and might. There are as many and more orders of Dragon paladins as there are colours of dragon, and each order follows its own ideal based on the ideals of the dragon they have pledged themselves to. Some are terrifying foes leading an army in conquest. Some are defenders of wild and untamed woodlands. Others are mountaintop sentinels or desert rangers or servants of secret swamplords. Though their oaths vary greatly, some key factors remain consistent. \columnbreak #### Tenants of Dragons Though the words of the oath vary wildly, depending on the colour of the dragon you pledge your service to, these core tenants remain the same - **Devotion to Duty:** Your loyalty lies with your draconic monarch. - **Defend the Bloodline:** You fight to protect the brood and blood of your monarch. - **Prove Worthy of your Gifts:** You are risen above the average. Prove worthy, or face the wrath of your monarch. ##### Oath Spells | Level | Spell | |:----:|:-------------| | 3rd | Absorb Elements, Chromatic Orb | | 5th | Dragon's Breath, Suggestion | | 9th | Fear, Wind Wall | | 13th | Dominate Beast, Elemental Bane | | 17th | Dominate Person, Hold Monster | #### Channel Divinity When you take this oath at 3rd level, you gain the following two channel divinity options - **Kneel, chattel!** You can use an action to force any number of creatures within 30 feet to make a Charisma saving throw. If they fail, they must use their next action to kneel and keep their head bowed in supplication for the next minute. They can repeat this saving throw at the end of each of their turns. - **Dragons Wrath:** You can use an action to release the fury of your draconic monarch. Each creature in a 20 foot cone must make a dexterity saving throw against you Paladin spell save DC. They take 3d8 damage on a failed save, half as much on a success. The damage of this attack increases by 1d8 at 5th (4d8), 9th(5d8), 13th(6d8) and 17th (7d8) levels. #### Dragon Monarch Also at 3rd level, the colour of the monarch you have dedicated yourself to greatly effects your abilities. Any spells you cast that deal damage and allow you to choose a damage type must deal the damage type associated with your monarch. Your Dragons Wrath Channel Divinity deals damage of the type associated with your monarch. Additionally, when you cast the Find Steed or Find Greater Steed spell you can summon a dragon to act as your steed. You summon a Young dragon of your monarchs colour. If you summon it with Find Steed, it does not have wings and thus no fly speed. Your mount does not act under its own initiative. Instead, you can use your action to allow your mount to use one of its attacks. Your mount loses its Multiattack and Breath Weapon feature. It's hit points are equal to one half your own hit points. Your dragon steed is not a beast of burden and is a proud and noble companion. If you command it to do anything it does not agree with or that it considers beneath it, it will not agree and may leave your service if you persist. \pagebreakNum #### Dragon Knight Starting at 7th level, you and your dragon have become a single terrifying foe. You cannot be knocked off your mount if you do not wish to be. While you are on your dragon mount you gain resistance to damage of the type associated with your monarch. Additionally, you gain an additional use of Channel Divinity that can only be used while mounted on your dragon. You regain this additional use upon finishing a long rest. #### Aura of Majesty Starting at 15th level, you and your dragon radiate a power and majesty that emboldens your allies and worries your foes. As an action while mounted on your dragon, you can rear up and let out a roar. For the next 30 seconds, all your allies within 60 feet add 1d4 to attack rolls. Enemies in the area must make a Charisma saving throw against your paladin spell save DC or subtract 1d4 from attack rolls and saving throws for the next 30 seconds. You can use this ability once and regain that use upon finishing a long rest. Additionally, when you use your action to allow your dragon to make an attack, you can make a single melee weapon attack as a bonus action. #### Awaken The Dragon Starting at 20th level, you and your dragon can unleash the fury of your monarch. You can use an action to goad and encourage your dragon steed. For the next minute, your dragon steed gains a breath weapon attack. Use the breath weapon of an Adult dragon of the colour of your dragon monarch. If your monarch has multiple breath weapons, you can use either though they share a recharge mechanic. You can use this ability once and regain that use upon finishing a long rest. Additionally, when you use your action to allow your dragon to make an attack you can take the Attack action as a bonus action. > ##### Managing a Dragon > A dragon is not a typical steed, they are wilful and proud creatures and do not submit themselves to the will of others. As a DM, feel free to have your players dragon act as an NPC with it's own goals and desires, and you can have them leave the service of the player if they are being abused. > >Alternatively, you can just have the dragon as a mute but useful class feature. I'm not your boss. \columnbreak ## Rangers Asia has many cultural archetypes that could fall under a ranger, not least that of the Mongolian horse archer or the fact that Bushido actually translates as way of the horse and bow. Most ranger archetypes would readily fit in an oriental campaign but I have included below the Feral conclave, representing the surprisingly common archetype of the child raised by animals who is now a wild and wrathful being. ### Feral The feral are not so much a conclave as a classification. Many of those who walk this path have never seen civilization. They have spent their life in the wilds, surrounded by nature red in tooth and claw. They are sometimes more animal than anything else. What truly defines them though is the ability to let go of their restraint and let loose a savage side that is impossible to control but incredibly devastating in combat. They have learned to harness their rage into a brutal roar called a Howl. These howls have various properties but they cannot fail to stir something within those who hear them. To watch a feral go about their bloody business is to be struck with awe at the fury and power of the natural world. #### Feral Magic You learn additional spells when you reach certain levels in this class. They count as ranger spells for you but do not count against your ranger spells known. ##### Feral Spells | Level | Spell | |:----:|:-------------| | 3rd | Wrathful Smite | | 5th | Shatter | | 9th | Fear | | 14th | Staggering Smite | | 17th | Steel Wind Strike | #### Go Wild When you join this conclave at 3rd level, you gain the ability to give in to your feral nature and go wild. You can spend a bonus action to shake the shackles of control. You gain the following effects for one minute: - You lose the ability to make ranged attacks or to cast spells. You can maintain concentration on a spell already in effect. - You add your proficiency bonus to any damage rolls you make. - If you miss with a melee attack you can use your bonus action to make an additional weapon attack. - You have advantage on melee weapon attacks. Enemies have advantage on any melee attacks against you. You cannot choose to end this effect early and you must make a melee attack each round for the full duration. If there are no enemies to attack, you must attack a neutral creature. If there are no neutral targets, you must attack an ally. This effect ends early if you are knocked Unconscious or reduced to one quarter of your maximum hit points. You can use this ability once and regain that use on finishing a short or long rest. \pagebreakNum #### Extra Attack Starting at 5th level, whenever you use the Attack action you can make an additional attack as a part of that action. #### Terrifying Howl Starting at 7th level, you gain the ability to Howl and terrify your opponents. You can use a bonus action to let loose a roar. Choose one enemy within 60 feet who can hear you. They must make a Wisdom saving throw against your Ranger spell save DC. If they fail, they must use their turn to move as far from you as they are able to on their next turn. They will move at their fastest speed possible but will not spend spell slots. If they succeed, they subtract 1d4 from their next attack roll as they are shaken by your savage fury. You can Howl once and regain that use on finishing a short or long rest, or upon using your Going Wild ability. #### Bloodletting Howl Starting at 11th level, you can let loose a Howl that inspires a bloodthirst in your target. Choose a target within 60 feet who can hear you. If they are your ally they immediately make a melee weapon attack and add your proficiency bonus to any damage dealt. If they are your enemy they must make a Charisma saving throw against your Ranger spell save DC. If they fail, they immediately make a melee weapon attack against a target of your choice. If they succeed they must take the Attack action on their next turn. You can Howl once and regain that use on finishing a short or long rest, or upon using your Going Wild ability. #### Cacophonous Howl Starting at 15th level, you can let loose a Howl filled with such savage might that it hurts to hear. All creatures, including allies, within 60 feet who can hear you must make a Constitution saving throw against your Ranger spell save DC. Those who fail take 5d10 thunder damage and are deafened. Those who succeed take half damage and are not deafened. You can Howl once and regain that use on finishing a short or long rest, or upon using your Going Wild ability. ## Rogues The idea of a ronin, a lordless samurai, lends itself incredibly well to a rogue. ninja are also an obvious rogue parallel. As such, most rogues will find they slip quite easily into Asian inspired campaign. I have included below two roguish archetypes that fit common asian steretypes. First, the Dungeoneer can easily be reflavoured as the vetern warrior who has survived many battles on guile and wits rather than martial prowess. Second, the Slip Rogue is probably the most anime thing I have ever designed. Nothing personal, kid. \columnbreak ### Dungeoneer Where better to start talking about the more interesting and hidden aspects of rogues than diving head first into the most iconic of the rogueish ideals. The Dungeoneer! I have already said, traditionally rogues fill a specific roll in an adventuring group. Dungeoneers double down on this skill set. They have lived so much and learned so much that they can apply their knowledge to specific locations and thrive in an environment that may be far less than hospitable! A well worn Dungeoneer is an almost preternaturally tenacious creature, surviving terrible troubles with grim grit and gristle! If I were planning a dungeon dive in pursuit of untold treasures then the first thing I would seek out would be a dungeoneer. At the very least, your party will have at least one survivor to spread warnings for other groups to ignore. #### Dungeoneering When you adopt this archetype at 3rd level, you can adapt quickly to an environment and draw on a wealth of knowledge, learning and similar experience. After you spend an hour in a specific location then you gain the following benefits: - You and up to 5 companions of your choice have advantage on saving throws caused by the environment. - You are entitled to make a Perception check when you pass within 5 feet of a hidden door or trap trigger. You cannot gain advantage on this check. Your DM might make this check without your knowledge. - Through rationing, scrounging and eating boot leather if needed, you can supply enough food and drink to support yourself and up to 5 others per day. - You can make a Survival check to discern information about the location, such as possible inhabitants, potential pitfalls or dangers or probable direction towards an exit. Your DM will set a DC for these checks and will determine how much information you glean. These benefits only last so long as you are in the location and you can only be adapted to one location at a time. #### Grit and Gristle Also at 3rd level, when you finish a short rest in a location you have adapted to you gain temporary hit points equal to your rogue level plus your proficiency bonus. #### Get the Drop Starting at 9th level, you have advantage on Initiative checks in a location you have adapted to. Additionally, you have advantage on attack rolls against a creature that hasn't acted yet in combat. #### Resolute Survivor Starting at 13th level, you have resolved not to die under a pile of rocks or by some trap in some tomb. You gain resistance to damage from traps. If you succeed on a saving throw caused by a trap and would still suffer damage, you instead take no damage. Additionally, when you fail a saving throw caused by a trap while in a location you have adapted to, you can reroll that saving throw. You can use this ability once and regain that use on finishing a short or long rest. \pagebreakNum #### Not Today! Starting at 17th level, you can draw on your resolution to keep you going when others would fall. When you are reduced to 0 hit points you can make a Constitution saving throw with a DC equal to half the damage that reduced you to 0. If you succeed, you are instead reduced to 1 hit point. You can use this ability once and regain that use after finishing a short or long rest. Additionally, when you are within a location you are adapted to and have to make a death saving throw, if you roll a 16 or higher on that save then you regain 1 hit point. ### Slip Rogue Oh pal! Slip rogues! Don't get me wrong, I love who and what I am, but if I could be anything else I would be a slip rogue! These wonderful creatures have mastered a strange form of teleportation. Some of them have magic in their veins, some of them have hard won their powers from study and practice, but in any case they can slip short distances at will! Just think of the possibilities for stealing! And also combat and exploration and other things probably, but if I could teleport into any vault and just help myself you can be sure I would be doing little else! Watching a slip rogue at work is fascinating and awe inspiring, seeing them slip through space and attack from literally any direction. I am delighted I have never had to fight one because, truly, I have no idea what I would do other than just die... Quickly, I would hope. #### Slip When you adopt this archetype at 3rd level, you gain the ability to teleport short distances in a technique called a Slip. When you use the Dash action rather than move at your walking speed you can instead choose to teleport up to 15 feet in a direction of your choosing. If there is no space for you to fit in the space you would land in then you instead do not move and take 3d6 force damage and must make a DC 15 Constitution save or be stunned until the end of your next round. You cannot use this option if your speed is 0. #### Slip Strike Also at 3rd level, you can use your ability to Slip as a means of landing your sneak attacks. When you take the Attack action with a melee weapon you can sacrifice any amount of d6 from your sneak attack damage to teleport up to 10 feet per die spent. If you move at least 10 feet in this manner, you can make the attack with sneak attack, minus the dice spent to teleport. The dice spent to teleport are removed from your sneak attack even if you gain sneak attack from another source. #### Reflexive Slip Starting at 5th level, your ability to slip becomes reflexive and can take you out of harm's way with barely a thought. You can use your reaction when you are hit by an attack or forced to make a saving throw to teleport 5 feet in any direction. This can cause the attack to miss if you move out of reach or out of the area of effect. You can use this ability three times and regain those uses on finishing a short or long rest. This ability replaces Uncanny Dodge. \columnbreak #### Incredible Acrobatics Starting at 9th level, you proficiency with Acrobatics is enhanced by your use of slipping to build momentum and propulsion. Whenever you make an Acrobatics check you can use your reaction to add 10 to that check result. #### Adrenaline Rush Starting at 13th level, you can slip to gain the drop on your foes. You have advantage on Initiative rolls. Additionally, if you are not surprised, the first attack to hit you deals half damage. #### Slip Flurry Starting at 17th level, you can perform an amazing feat of slipping to attack all the enemies around you. You can use an action to make an attack with a melee weapon against every foe within 10 feet of you. This attack deals an additional 3d6 damage if it hits. You can end your turn in any space within 10 feet of your starting position. You can use this ability once and regain that use on finishing a short or long rest. ## Sorcerors Asian media most often portrays sorcerors as evil, often mixing into what D&D considers Warlocks. Given the asia emphasis on hard work paying off, it's easy to see why this is. I am including below, however, the Sunblooded sorcerous origin, as there is a strong link to Amaterasu and Shinto belief in the divine made flesh. ### Sunblooded The Sunblooded contain a spark of unsurpassed radiance. Their spark burns with such an intensity as to burn and their abilities to manipulate light based magics are profound. The obvious conclusion is that these sparks are touched with a celestial essence and this rings true in most cases. Perhaps there is a celestial being in their family tree, perhaps they have a proclivity towards divine magics of a particular type and their spark manifests as such. I have even met one Sunblooded who claims they have been personally touched by a radiant god. A claim I cannot disprove, despite my best efforts. However it came about, this spark allows it's wielder to weapoinze light in a, forgive the pun, flashy and impressive way. #### Bonus Cantrip You learn the Sacred Flame cantrip. #### Burning Bright Starting at 1st level, your affinity for light based magic allows you to control the intensity of these effects, allowing you to cause them to flare up into a burning blaze or diffuse into a radiant intensity. Whenever you cast a spell that deals fire or radiant damage you can choose whether that damage is fire or radiant. You choose when casting the spell and if it effects multiple targets all targets take the same type of damage. Additionally, you can cause yourself to glow brightly as a bonus action on your turn. This allows you to cast the Light spell but only targeting yourself. \pagebreakNum #### Radiance Starting at 6th level, you can manifest your gifts into a ball of incredible radiance. You learn the Daylight spell. You can cast it with a spell slot or you can spend 3 sorcery points. If you spend sorcery points to cast this spell then any enemy within 10 feet of the origin point takes 1d4 radiant damage if it starts its turn there or moves into this area during its turn. If the target is undead then it takes additional damage equal to your Charisma modifier. #### Phosphorescent Starting at 14th level, you cannot hide your radiance. You glow with a bright light out to 15 feet and a dim light for a further 15 feet. As a bonus action you can dim this down to a bright light out to 5 feet and a dim light a further 5 feet. You gain resistance to radiant damage. Additionally, you can spend 6 sorcery points to cast the Sunbeam spell without requiring any material components. #### Incandescent Starting at 18th level, your body and soul glow with such intensity that you can unleash it in a devastating blast. You can cast the Sunburst spell without expending a spell slot. You can regain the use of this ability by spending 8 sorcery points as a bonus action, or after finishing a long rest. ## Warlocks Given the Shinto belief of Kami it is easy to justify almost every Warlock pact in a Xianxia inspired campaign. My primordial pacts would fit in incredibly well but I am including below the Water pact as the regenrative properties of water are a very Asian idea. ### Primordial Pact - Water Those who have attained a mote of Primordial Water are often perceived to be the most sedate and calm of the primordial warlocks. This is probably because their gifts are the most outwardly beneficial. However, they too must battle their mote or find themselves and their bodies literally flowing away. The application of their motes powers are beneficial to their allies, using the water to soothe and rejuvenate, but they are also incredibly dangerous. Able to smash foes with their control of their element and, with practice, drown a living creature at will, these warlocks are a dangerous and frightening foe as well as a fantastic support to their allies. ##### Water Expanded Spell List | Spell Level | Spell | |:----:|:-------------| | 1st | Cure Wounds, Create or Destroy Water | | 2nd| Lesser Restoration, Augury | | 3rd | Tidal Wave, Water Breathing | | 4th | Control Water, Watery Sphere | | 5th |Greater Restoration, Maelstrom | \columnbreak #### Bonus Spell: You learn the Shape Water cantrip. Additionally, you gain an additional use for this cantrip. - You can use a freestanding body of water to attack a target. You can attack a target within 30 feet of the body of water, which should cover at least a 5 foot cube. Make a ranged spell attack, on a hit dealing 1d6 bludgeoning damage to the target and additional damage to enemies adjacent to the target up to your charisma modifier. The damage to the targets increases by 1d6 at levels 5, 11 and 17. #### Rejuvenating Waters Starting at 1st level, you gain the ability to create and manipulate water to sooth the suffering of your allies. You gain a pool of temporary hit points equal to your Charisma modifier plus three times your level. As a bonus action on your turn you may distribute these to an ally within 30 feet in any amount. This pool refills after a long rest. Additionally you can use your Hit Dice to restore this pool. As a bonus action, or as part of the bonus action to distribute the hit points, you can expend a hit dice to increase this pool by 1d8 plus your Charisma modifier. If this expands the pool past its usual maximum these additional temporary hit points last until the end of your next turn. You can spend a number of hit dice in a round equal to your charisma modifier. #### Aqueous Bolstering Starting at 6th level, you gain the ability to restore temporary hit points. Any time you heal a character who has temporary hit points you can restore lost temporary hit points up to the amount applied by the effect granting them their current temporary hit points. If a character has damage done to hit points and temporary hit points then the healing applies to their hit points first and any additional healing is applied to the temporary hit points. #### Drown Starting at 10th level, you gain the ability to attempt to drown a target by creating water within their lungs. As an action you can choose a target with 30 feet. If that target needs to breath and cannot breath water then it must make a Constitution saving throw against your Warlock spell save DC. If it fails then it takes 3d6 bludgeoning damage and has disadvantage on attack rolls and ability checks. This damage cannot be reduced by any means. The target can repeat this saving throw at the start of each of its turns. This ability requires concentration and can only be applied to one target at a time. #### Bolstering Deluge Starting at 14th level, you gain the ability to conjure a deluge of rejuvenating waters to rain down on your allies, bolstering them and granting them incredible resilience for a short time. As an action you can conjure a torrential downfall over a 30 foot radius around you for 1 minute. Any allies in this area gain 10 hit points per round. If they are at maximum hit points they gain temporary hit points instead. This area is considered a free standing area of water for the duration of the effect. You regain the use of this ability after finishing a long rest. \pagebreakNum ### Eldritch Invocations #### Bring the Weather *Prerequisite: Primordial Pact - Water, 14th level* The area of your Bolstering Deluge now moves with you. Additionally, you can use a bonus action to move the area up to 60 feet. #### Still Waters *Prerequisite: Primordial Pact - Water* If you did not move last turn, you can ignore the body of water restriction on your additional use for *shape water*. This effect lasts until you move. #### Tidal Flow *Prerequisite: Primordial Pact - Water, 5th level* An ally who has temporary hit points you granted them increases their AC by 2. This bonus lasts until they are hit by an attack or take damage. ## Wizards Asia does not really have the traditions of wizards that most of Europe does, but this does not mean that wizards do not have a place. Magical Girl is an entire genre of anime and the archetype of the analytical, intelligent hero or heroine is very prevalent. I am including below the Monster Researcher and the Summoner, mainly because both were inspired by archetypes from Final Fantasy. ### Monster Researcher Monster Researchers are emblematic of everything I espouse and adore about these fringe disciplines. This tradition takes an element of magical theory, that of the transmutative property allowing mimicry, and an interrogative and analytical mind to create an entirely new field of study. The magical effects and abilities of monsters have never satisfactorily been codified, bar some notable exceptions, and these brave souls have dedicated themselves to the pursuit of this very goal. This goal requires an incredible amount of study outside the broader arcane disciplines and an intelligent application of lore into magical theory. I would make the argument that this kind of discipline requires much more applied intellect than any of the disciplines based solely on the schools of magic. #### Monster Lore Starting at 2nd level, your extensive studies into monsters has given you an edge when dealing with their attacks. Whenever an ability used by a beast, dragon or monstrosity forces you to make a saving throw, you use your Intelligence modifier for that saving throw. Proficiency is still calculated based on the original statistic. \columnbreak #### Monster Magic Starting at 2nd level, you can use your magic coupled with your studies to emulate the abilities of monsters. When you are targeted by or subject to an effect originating from a monster that either has a recharge mechanic or recharges on a short rest you can use your reaction to attempt to learn this ability. You make an Arcana check with a DC equal to 10 plus one half of the CR of the creature using the ability (minimum 1). If you succeed on this check, you learn this ability as a spell whose level is equal to one half the CR of the creature who used that ability(minimum 1). When you learn a spell it uses the DC listed in the monsters stat block or your Wizard spell save DC, whichever is lower. If the spell requires a body part you do not possess you manifest that body part for the duration of the spell effect. You cannot learn lair actions nor legendary actions with this ability. If you learn an ability that replicates a spell effect and that would be a different level than that spell then you learn the spell that ability replicates at its original level. You cannot learn a spell for which you have no appropriate level spell slots. You cannot learn a spell cast by the Spellcasting feature. Once you gain this ability, you cannot scribe spells into your spellbook in the typical manner. You still learn spells as you level up but otherwise you can only add to your spellbook using this ability. #### Analysis Starting at 6th level, your capacity for analysis has become so honed as to be lightning fast. You can use a bonus action to attempt to analyze an enemy. Make an Intelligence check with a DC equal to 8 plus the CR of your opponent. If you succeed, you can learn one of the following statistics about that opponent: - Their highest saving throw - Their lowest saving throw - Their AC - If they have any resistances - If they have any vulnerabilities You are considered proficient for this check. Additionally, you add double your proficiency bonus to any check to research or learn information about a monster or its lair. #### Exploit Weakness Starting at 10th level, whenever you damage a creature you have successfully used your Analysis ability on you can add your proficiency bonus to damage you deal. #### Reflect Starting at 14th level, when you are affected by an attack you have the ability to learn with Monster Magic, you can use your reaction to spend a spell slot equal to one half the CR of the attacking creature. If you do, you use that ability on the triggering creature. If that ability allows a saving throw you automatically succeed on that saving throw. You can add that ability to your spellbook as a spell with level equal to one half the CR of the attacking creature. You can use this ability once per day and regain that use on finishing a long rest. \pagebreakNum > ##### On Monsters > The use of the word Monster in this document refers to any enemy that does not possess character levels. Consult with your DM to ensure they agree with this assessment. Your DM has final say on what constitutes a Monster in relation to this arcane tradition and is well within their rights to decide on a case by case basis. They can also change the level of the spell slot required for any learned effect, or allow you to learn an effect that does not fit within the outlined criterea. > >Note that Analysis does not specify it must be used on a Monster ### Summoner The practice of summoning creatures has long been practiced as an established magical method. While more often practiced by the nature based divine casters, the Druids, there is a similar tradition among almost all casters. The Summoner, however, takes that tradition to a new height. A typical summoning conjures a non-specific creature. This tradition, however, seems to be based upon either the creation of or contact with a specific creature of magical origin. The forms these creatures take are incredibly varied, I have never seen two the same and have only seen very few who could reasonably be classified as similar. The connection between the caster and creature is an interesting example of a symbiotic magical manifestation with the casters power fueling the creature. Whether this is an example of manifestation or anchoring is apparently varied from practitioner to practitioner. Despite being loosely grouped into a discipline, each Summoner seems to be unique in practice and application. #### Eidolon Starting at 2nd level, you gain the attention of an Eidolon and the ability to summon it into being with your magic. You choose the form the Eidolon takes though it is always a Large Magical Beast whatever shape you choose. You must also choose a damage type. The Eidolon has resistance to this damage type and whenever an ability says that your Eidolon deals damage then the damage is of that type. You choose the shape and damage type when you gain this ability and cannot change it afterwards. To summon your Eidolon you must use an action to spend a spell slot. When you do so your Eidolon appears within 30 feet of you. Your Eidolon has its own movement, action and reaction. It acts on your initiative and can act on the turn it is summoned. The magic required to tether your Eidolon means it requires concentration and you cannot cast a spell of 1st level or higher while it is summoned. The Eidolons hit points are equal to the level of the spell slot spent to summon it times ten, plus ten. It's attack bonus is your Intelligence modifier plus your proficiency bonus. It deals 1d10 damage with an attack plus half your Wizard level, plus an additional d6 per 2 levels of the spell slot spent to summon it. It's AC is equal to 8 plus your proficiency bonus plus the level of the spell slot spent to summon it. It uses your saving throws and ability score modifiers and is proficient in Athletics. It has a walking speed of 35 feet. \columnbreak The Eidolon cannot be healed nor can it gain temporary hit points. You can use an action to spend a spell slot and set its current and maximum hit points to the level of the spell slot spent times ten plus ten. #### Extra Attack Starting at 5th level, when you use your bonus action to command your Eidolon to take the Attack, it can make two attacks. #### Signature Move Starting at 6th level, your Eidolon gains the ability to perform an ability of your design. This ability can target either a 5 foot radius area within 30 feet or a 45 foot line, you can choose each time you activate it. You can use an action on your turn to spend a spell slot and activate this ability. Each target in the area makes a Dexterity saving throw versus your Wizard spell save DC. Those that fail take 2d10 damage per level of the spell spent while those that succeed take half as much damage. #### Spirit Bond Starting at 10th level, your bond to your Eidolon allows it to protect you at all times. While your Eidolon is summoned, if you take damage from any source, half of the damage is dealt to you and the other half is dealt to the Eidolon. Damage dealt to your Eidolon in this way cannot be reduced by any means. You can end this effect at any time without requiring an action and you can establish the link once more as a reaction upon taking damage. #### Limit Break Starting at 14th level, your Eidolon gains the ability to perform a powerful ability of your design. You can use an action on your turn to activate this ability. Your Eidolon can target any number of creatures within 30 feet of it. Each target must makes a Dexterity saving throw at your Wizard spell save DC plus 2. Targets that fail their save takes 25d4 damage, targets that succeed take half damage. You can use this ability once and regain that use on finishing a long rest. > ##### Your Eidolon and You > The design of your Eidolon is entirely up to you. Despite being classified as a Magcial Beast, it can take any shape you wish, though it should probably be tied pretty closely to the type of damage it deals. > > You should work closely with your DM when designing the abilities for your Eidolon. You may use separate damage types, different areas of effect, different saving throws or different amounts of damage or apply conditions if your DM approves \pagebreakNum # Lancer A wary man sits at a campfire, his compainions resting around him. He sharpens a glaive, his eyes darting over the surrounding forest. He stiffens, hearing a sound. He gets to his feet, lets out a whistle to rouse his friends, and leaps directly up near 100 feet into the sky. From this vantage he can see their ambushers. The tables turn as he rockets down, his glaive point reducing one foe to a fine mist. A gnomish woman wanders through an ancient ruin, strange sigils glowing faintly on the walls around her. She knows there is history here, old secrets of her order, but she is sure that is not all. She twils her spear about her with a short, graceful dance movement and magic trails like a ribbon from the tip. Protective magic sheaths her as she continues deeper into the ruin, eyeing every shadow warily. A ragged, bleeding and bruised elf stands supporting themselves on their pike. Facing them is a heavily armoured figure in plate and shield. The blood on their opponents blade prove they are losing this fight. Luckily, they still have one trick left. A leap into the air, a hanging moment of building momentum and a lightning fast dive directly into their foe. The sound of steel piercing steel, a cacophonous roar and a cloud of dust. As the wind blows the cloud away, two figures lie on the ground. Mystic knights, practitioners of an ancient and unique magic and fighting style, warrior scholars and wandering hunters. Lancers run the gamut from esoteric masters to brash and bloodhungry brawlers but what binds them all together is their ancient order of polearm mastery. ### An Ancient Order Lancers draw their origins back into the mists of time. The percise origins of their order are shrouded in mystery. Bodyguards for ancient kings, a mystical mercenary order, elite elven knights. All of these have been true at one point. A schism has resulted in a once-unified order splintering into hundreds of smaller orders each following a different credo. Their unifying thread is thier strange magic and their leaping based fighting style. Some orderstake utmost pride in their ancient heritage. Some seek to set themselves apart from the apart, forging their own reputation and destiny. Some are martial, seeking to further push the envelope on their mastery of the most versatile weaponry. Some are magical, seeking to further understand their esoteric arcana. Ancient secrets, long hidden. Some are proud, powerful bodyguards and knights. Some are roving mercenaries and andventurers. All a force to be reckoned with. \columnbreak ### A Unique Fighting Style Lancers fight in a way that most people have never seen. They approach combat through a more vertical lens than most, striking from on high to catch an opponent offguard before dancing back out of reach to set up for another diving blow. They utilize a subtle and powerful magical technique to enhance their movements and momentum, allowing them to jump prodigeous distances and move with surprising grace. This reaches a head with their signature jump technique, a dramatic and powerful attack that most people identify lancers by. Also unique is their magical pratices. They perform arcane rituals and ceremonies, using secrets that are passed down through their order to perform supportive magics that no other traditions have discovered. These practices make them fantastic secondary healers and support for primary casters while maintaining a powerful presence on the front lines. A versatility and power exemplified by their signature weapon, the polearm. ### Creating a Lancer When creating a lancer, consider their order and their relationship to it. Are they an active and proud memeber? How did they join their order? Do they believe in the credo? What drove them from their order to a life of adventuring? Were they driven out for violating the code? Were they sent out into the world to learn? Perhaps given a specific quest to accomplish? Are they open about their order or is it a dirty secret? A binding chain they wish to be free of? A far-off family they long to return to? Also consider their weapon, which polearm do they use, and why? Do they consider their unique practices to be something to keep secret or something to be proud of? Are they martial or esoteric? Do they seek out reasons to use their powers? Are they interested in the lost history of their order? Or are their abilities a means to an end? Do they feel a responability towards their abilities? #### Quick Build You can build a lancer quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Noble background.
>##### A note on polearms >In the document below, whenever the phrase polearm is used it refers to a spear, quarterstaff, glaive, halberd, lance or pike. This classification may extend to other weapons at your DMs discretion. \pagebreakNum ## Class Features As a lancer, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per lancer level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per lancer level after 1st #### Proficiencies ___ - **Armor:** Light and Medium armor - **Weapons:** Glaive, Halberd, Lance, Pike and all simple weapons - **Tools:** None ___ - **Saving Throws:** Strength, Wisdom - **Skills:** Athletics. Additionally, choose one from Acrobatics, History, Insight, Investigation, Perception #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a martial weapon or *(b)* two simple weapons - *(a)* five javelins or *(b)* any simple melee weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - *(a)* leather armor or *(b)* scale mail Alternatively you can ignore the starting equipment from your class and background and start with 5d4 x 10 gp
##### Lancer | Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Lancers Grace, Fighting Style | — | — | — | — | — | — | | 2nd | +2 | Spellcasting, Lancing | 2 | 2 | — | — | — | — | | 3rd | +2 | Lancer Order, Jump | 3 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement, Hone In | 3 | 3 | — | — | — | — | | 5th | +3 | Extra Attack, Backswing | 4 | 4 | 2 | — | — | — | | 6th | +3 | Order Feature | 4 | 4 | 2 | — | — | — | | 7th | +3 | Ever Vigilant | 5 | 4 | 3| — | — | — | | 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — | | 9th | +4 | Bounding | 6 | 4 | 3 | 2 | — | — | | 10th | +4 | Order feature | 6 | 4 | 3 | 2 | — | — | | 11th | +4 | Focused Instinct | 7 | 4 | 4 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 7 | 4 | 4 | 3 | — | — | | 13th | +5 | Improved Spearcracft | 8 | 4 | 4 | 3 | 1 | — | | 14th | +5 | Order feature | 8 | 4 | 4 | 3 | 1 | — | | 15th | +5 | High Jump | 9 | 4 | 4 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 9 | 4 | 4 | 3 | 2 | — | | 17th | +6 | —| 10 | 4 | 4 | 3 | 3 | 1 | | 18th | +6 | Practiced Safefall | 10 | 4 | 4 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 11 | 4 | 4 | 3 | 3 | 2 | | 20th | +6 | Flash Dive | 11 | 4 | 4 | 3 | 3 | 2 |
\pagebreakNum #### Lancers Grace Starting at 1st level, you have trained extensively with polearms both as weapon and as tool. While you are wielding a polearm you double your proficiency bonus on Athletics or Acrobatics checks that involve jumping or tumbling and you increase your jump distance on a running jump by a number of feet equal to your proficiency bonus. #### Fighting Style At 1st level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - **Archery:** You gain a +2 bonus to attack rolls you make with ranged weapons. - **Defense:** While you are wearing armor, you gain a +1 bonus to AC - **Dueling:** While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon - **Great Weapon Fighting:** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Spellcasting By 2nd level you can cast Lancer spells. You can use a polearm as a spellcasting focus for your lancer spells. ##### Preparing and casting spells The Lancer table shows how many spell slots you have to cast your lancer spells. To cast one of your lancer spells of 1st level or higher, you must exend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest. ##### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the lancer spell list. The spells known column of the Lancer table shows when you learn more lancer spells of your choice. Each of these spells must be of a level for which you have spells slots. For instance, when you reach 5th level in this class you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class you can choose one of the lancer spells you know and replace it with another spell from the lancer spell list, which also must be of a level for which you have spell slots. ##### Spellcasting Ability Wisdom is your spellcasting stat for your lancer spells. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a lancer spell you cast and when making an attack roll with one. **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier **Spell attack modifier** = your proficiency bonus + your Wisdom modifier \columnbreak #### Lancing Starting at 2nd level, you can use your momentum to perform an acrobatic strike, catching your opponent offguard. If you move 15 feet in a straight line, including straight down, on your turn and then make a melee attack with a polearm you can add a d4 to your first attack roll. This die increases to a d6 at level 11 and a d8 at level 17. #### Jump Starting at 3rd level, you can use your magic to augment your athletic ability and gain access to the lancers signature fighting style. You can use an action to spend a spell slot and launch directly up to a height of 20 feet per level of the spell slot spent. You hang in the air at this height until the end of your next turn. At the beginning of your next turn, you can move in a straight line to a point within 20 feet per level of the spell slot spent. That point must be equal to or lower than your current elevation. You can make a melee weapon attack with a polearm at any point during this movement. If you hit a creature, they take an additional 1d8 piercing damage, plus 1d8 per level of the expended spell slot above 1st. #### Lancer Order When you reach 3rd level, you adopt the traditions and tactics of one of the lancer orders. Your choice grants you features at 3rd, 6th, 10th and 14th levels. #### Hone In Starting at 4th level, you can focus in on a foe using experience and instinct to find a perfect strike. You can use an action to examine a foe you can see within 60 feet. The first time you deal damage to that target before the end of your next turn you deal additional damage equal to half your lancer level. Additionally, at 16th level, you can use your Hone In ability on a number of targets equal to your Wisdom modifier. #### Extra Attack Starting at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn. #### Backswing Starting at 5th level, you can turn a missed strike into an opening. When you miss a creature with a melee attack you can use a bonus action to make a melee attack against that creature. #### Ever Vigilant Starting at 7th level, you keep a perpetual eye out for danger and have a healthy and well earned paranoia. You cannot be surprised while you are conscious. Additionally, while out of combat you are considered proficient in checks to notice danger even if you would not normally be proficient in the relevant skill. This includes hidden ambushers, faults in terrain or monster leavings. A successful check on a skill you are not normally proficient in can only alert you to the danger and cannot give you additional information. \pagebreakNum #### Bounding Starting at 9th level, your magical ability to increase your fighting style becomes innate and constant. Your vertical jump height is doubled at all times and you gain resistance to falling damage while you are conscious. Additionally, you can cast the *jump* spell on yourself without requiring any componenets. You can cast this spell once using this feature and regain this use on finishing a short or long rest. #### Focused Instincts Starting at 11th level, you rely on your instincts which allow you to react quicker than thought. You gain a bonus on initiative rolls equal to your Wisdom modifier. You can use a bonus action to open your instincts. For the next minute, a creature you cannot see does not have advantage on attacks against you because you cannot see them. They may gain advantage from another source. Also, while under this effect, you gain a bonus on saving throws equal to your Wisdom modifier. You can use this ability once and regain that use on finishing a short ot long rest. #### Improved Spearcraft Starting at 13th level, your training and specialisation in polearms makes you an incredibly potent force in combat. If you are wielding a polearm and use the Attack action and attack the same target twice, the second attack deals an additional weapon die of damage if it hits. If you use the Attack action and attack two different targets, you can make an Attack action as a bonus action to attack up to two different targets. #### High Jump Starting at 15th level, your Jump ability becomes more powerful. When you spend a spell slot to Jump the height you ascend and distance you can move increases to 30 feet per level of the spell slot spent and the total damage from the attack increases by 1d8. Additionally, when you use your Lancing ability you increase the damage of the attack by 1d8. #### Practiced Safefall Starting at 18th level, you are capable of using your magic to help arrest your momentum from a fall. You reduce the distance you have fallen by 100 feet when calculating fall damage. #### Flash Dive Starting at 20th level, you can exert yourself to take advantage of an opponents openings in the blink of an eye. While you are wielding a polearm, you can use an action to move to a point within 40 feet. Each creature you choose within 30 feet of this point must make a Dexterity saving throw. On a failed saving throw a creature takes 6d8 piercing damage and has their speed halved until the end of their next turn. On a success, they suffer half of the piercing damage. You can use this ability once and regain that use on finishing a short or long rest. \columnbreak ## Lancer Orders The different orders of lancer fight in very distinct ways with an emphasis on different aspects of combat. The three primary orders are Errant, Resolute and Sagacious. While many splinter orders exist they tend to fall into the fighting styles of one of these orders. ## Errant Order The Errant order places it's emphasis on offense. They prefer lightning quick strikes to overwhelm their foes at any cost, often opperating under the adage of 'A good first strike negates the need for a second one' They often eschew the more esoteric or practical elements of the lancer's skillset in favour of the more flashy or exciting. What they lack in restraint they more than make up for in raw damage, often at the expense of themselves. #### Falling Sky Technique Starting at 3rd level, you can throw your all into a Jump attack to deal tremendous damage with some major backlash. When you spend a spellslot to Jump you can choose to increase the bonus damage by a number of d8's up to your Wisdom modifier. However, you suffer an equal amount of d8's in force damage from the attack. This damage cannot be reduced by any means. Additionally, when you use your Lancing ability, you can increase the damage you deal by your proficiency bonus, taking the same amount in force damage. #### Reckless Abandon Starting at 6th level, your all-or-nothing attitude extends to all of your attacks. Whenever you take the Attack action you can increase the damage you deal with each attack by an amount between 1 and 5. You suffer an equal penalty to your AC until the start of your next turn. #### Lightning Strike Starting at 10th level, you can gather your energy and release it in a burst of fury, dashing to your foe and using that momentum to deliver a powerful strike. You can use an action to teleport next to a target your Hone In ability is active on and make an attack against them, so long as they are within 60 feet and you can see them. You are considered to have moved 15 feet in a straight line for the purposes of this attack. You can use this ability a number of times equal to your Wisdom modifier and regain those uses on finishing a short or long rest. #### Jump Mastery Starting at 14th level, you are so adept and practiced at using the Jump techniques that they are second nature. You can use the Jump ability as though you had spent a 1st-level spell slot without needing to spend a spell slot. You can use this ability once and regain that use on finishing a short or long rest. Additionally, you can now use your Backswing ability on a creature if you hit them with a melee attack. \pagebreakNum ## Resolute Order The Resolute order stands closest to the oldest principles of the lancers, that is as knight protectors. They often serve as bodyguards to important figures, their unique fighting style giving them an edge against foes who do not expect it. They are focused on defence and battlefield support, their mobility allowing them to opperate in a manner most defensive fighters lack, while maintaining a solid offense. #### Resolute Training You gain proficiency in shields. Additionally, you are adept at wielding a one-handed polearm by using momentum and percise placement to maximize damage. You can roll a d8 in place of normal damage with melee attacks made with a polearm so long as you are also wielding a shield. #### Standing Peak Technique Starting at 3rd level, when you use your Jump technique, you can hold your position in the air for an additional turn. At any point while you are in the air you can use your reaction to land within 5 feet of an enemy that attempts to attack an ally of yours within 20 feet per level of spell slot spent to activate the ability. You may then make a melee attack with a polearm. If you hit, the creature takes an additional 1d8 piercing damage per level of the spell slot spent to activate the ability. Whether you hit or miss, you target suffers disadvantage on the triggering attack. #### Wallguard Starting at 6th level, you can hunker down and use your momentum magic to help deflect blows. While you are wielding a shield you can use an action to increase your AC by an amount equal to your Wisdom modifier until the start of your next turn. If you take this action, you can use your Hone In ability as a reaction. #### Throw Back Starting at 10th level, your momentum magic becomes a defensive weapon. If a target you have used your Hone In ability on attacks you or an ally while within your reach, you can use your reaction to make an attack against them. If this attack hits they must make a Constitution saving throw against your lancer spell save DC. If they fail, they are thrown 10 feet away from you and knocked prone. You can use this ability a number of times equal to your Wisdom modifier and regain those uses upon finishing a short or long rest. #### Resolution Starting at 14th level, so long as your allies stand you will stand beside them. While you have 10 or more hit points and can see an ally that is not unconscious, you can shrug off an otherwise lethal blow. If you are reduced to 0 hit points and not killed outright, make a Wisdom saving throw against a DC equal to the damage dealt. If you succeed, you remain standing on 1 hit point. \columnbreak ## Sagacious Order The Sagacious order is concerned with the unique aspects of the lancers brand of magic and its use in their fighting style. They have developed a particular technique involving momentum magic and spearcraft that allows them to wield spears of pure magic and launch them at incredible speeds. Their mastery of the esoteric aspects of the lancers techniques makes them great support while allowing them to keep up a solid offense with their magics. #### Sagacious Training You have learned to bind spears with a momentum magic. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls using spears. When you make a ranged weapon attack with a spear, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can roll a d8 in place of normal damage for ranged weapon attacks with a spear. Additionally, after you make a ranged weapon attack with a spear, it flies back into your hand. #### Shooting Star Technique Starting at 3rd level, you gain access to the Sagacious techniques altering the Jump ability. When you spend a spell slot to use the Jump ability you can hang in the air for a number of rounds equal to your Wisdom modifier. While hanging in this way the thrown range of your spears increases to 100 feet. The first ranged attack you make with a spear deals an additional 1d8 damage per level of the spellslot spent. You can return to the ground at any point during this duration by spending a bonus action. You return to the space you jumped from and do not suffer fall damage. #### Esoteric Study Starting at 6th level, you gain proficiency in Arcana and Religion. Additionally, choose either Cleric, Druid or Bard. You learn a cantrip from your chosen classes spell list though Wisdom is your spellcasting ability for it. #### Sagacious Mastery Starting at 10th level, your proficiency with the Sagacious techniques have reached complete mastery. Ranged attacks you make with a spear deal an additional 1d8 damage. Additionally, you double your proficiency bonus for the first attack when you take the Attack action so long as that attack is a ranged attack with a spear. #### Lancet Starting at 14th level, your magical studies have taught you the means to attack your foes source of magic directly. When you hit a target with a ranged spear attack that has the Spellcasting, Pact Magic or Innate Spellcasting feature you can force them to make a Wisdom saving throw against your Lancer spell save DC. If they fail, they lose a spell slot of the lowest level they have remaining. You then regain a spent 1st-level spell slot. You can use this ability once and regain that use on finishing a short or long rest. \pagebreakNum ### Lancer Spell List ___ **1st-level Spells** Absorb Elements Alarm Bane Bequeath Bless Compelled Duel Faerie Fire Healing Word Momentum Shift Thunderwave ___ **2nd-level Spells** Aid Continual Flame Earthbind Gust of Wind Magic Weapon See Invisibility Silence Warding Wind ___ **3rd-level Spells** Beacon of Hope Catnap Daylight Elemental Weapon Life Transference Magic Circle Rejuvenating Wind Protection from Energy Wind Wall ___ **4th-level Spells** Arcane Eye Death Ward Elemental Bane Freedom of Movement Locate Creature Mordenkainen's Private Sanctum Stoneskin ___ **5th-level Spells** Circle of Power Control Winds Dawn Holy Weapon Legend Lore Rary's Telepathic Bond Skill Empowerment \columnbreak ### New Spells #### Bequeath *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous You touch a willing creature, passing a fragment of your remaining energy into them. The creature regains a spent 1st-level spell slot. **At Higher Levels:** When you cast this spell using a higher level spell slot the level of restored spell slot equals the level of the spell slot spent to cast this spell. #### Momentum Shift *1st-level abjuration* ___ - **Casting Time:** 1 reaction which you take in response to falling or forced movement - **Range:** Self - **Components:** S - **Duration:** 1 round With a dramatic gesture a field of force sheaths you and locks you in place. You arrest your momentum and hold yourself in your current position for the duration of the effect. If you have fallen a distance before using this spell you take falling damage as if you had hit the ground. If you use this to negate forced movement, you take 1d6 damage for each 10 foot or part thereof you would otherwise be moved. Until this spell ends you can use an action to launch yourself 30 foot in a direction of your choice. **At Higher Levels:** If you cast this spell with a 2nd level spell slot or higher it gains a range of 30 feet. If you target an unwilling creature they must make a Strength saving throw to avoid the effect. #### Rejuvenating Wind *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Conc. up to 1 minute Choose up to 3 targets within range. Until the spell ends, each conscious creature regains hit points equal to your proficiency bonus, at the beginning of each of their turns. ## Multiclassing as a Lancer ##### Prerequisites | Class | Ability Score Minimum | |:----:|:-------------| | Lancer | Strength 13 and Wisdom 13 | ##### Proficiencies | Class | Proficiency gained | |:----:|:-------------| | Lancer | Athletics, spear, halberd, glaive and pike. | \pagebreakNum ## Wukong "THERE IS LITTLE IN THIS LIFE WORTH MORE THAN *good food, good friends and a good drink!" The simian figure delivered his sermon hanging from a rafter by his tail. He paused briefly to take a heart chug from a rapidly depleting tankard of beer. The resulting belch did little to slow him down. "I mean, a good fight ranks pretty high up there! And sex, I suppose. I'm partial to a good joke too. And music! And dancing..." This thought seemed to give him a moment of pause, which lasted a blessed three seconds before he shrugged. "I guess there's lots of things to enjoy in this life!" and with a hearty laugh he raised his tankard. "May you find what you enjoy, and plenty of it!"*
Wukong are a boisterous, good-natured and laid back people, as a rule. They live in fairly small nomadic bands, able to make a home anywhere they see fit. They prefer arboreal regions and tropic regions but are an adaptable race, capable of great ingenuity when they put their minds to it. An ingenuity born of a love of leisure and doing as little as possible, for the most part. ### Rash, Brash and Bold The culture of the Wukong encourages creativity, curiosity and inventiveness, with an emphasis on thinking on your feet and improvisation. They are happiest when in the thick of a mess they made, seeking a way out. This encourages an act first, think later mindset that can definitely lead to a lot of trouble. Wukong that live into adulthood do tend to have an instinct for getting out of trouble and a knack for mitigating of the worst of their mistakes. This cultural attitude is exacerbated by an almost instinctual competative streak Wukong tend to possess, happy to turn the most mundane of activities into a competition or a bet. Wukong bands tend to have little use for gold and so most of it is used as tokens for these games and bets. Those with more gold are seen as more lucky or skillful, the two attributes Wukong admire most. ### Smiles Abound The lifestyle of most Wukong is a life filled with music, friendship, jokes and games. Most Wukong are happy to live a life amongst their troupe, adopting an 'if it isn't broke, why fix it?' mentality. Within their limited circle, however, they are happy. On the rare instances where they cannot run from a fight they will attack with a passion and fury born of a need to protect their lifestyle and friends. More than one bandit pack has attacked what they thought was an easy mark only to be torn apart by the unexpectedly ferocious counterattack. Those Wukong who leave their homes never really leave this attitude behind and often gain reputations as louts, wastrels and ne'er-do-wells. Some of them play up to this stereotype, relishing in the freedom of being underestimated. Others set out to disprove this stereotype and sometimes over-compensate. Whatever attitude they adopt, Wukong in the wider world are considered a happy, well meaning lot who tend to get on well with most peoples. \columnbreak ### Wukong Names Wukong view names as badges of honour, tokens of affection and marks of skills they've learned. A Wukong with many names has many friends and has done much. They most often go by a self-adopted name chosen when they turn 12 years old. The other names are only brought out when feeling particularly formal or bragadocious. Given names are usually adjectives, embellished freely and are often corruptions of a descriptor of why the name was given. Adopted names tend to be one or two sylables and are easy to yell in anger or consternation. **Given Names:** Acrobacious, Battlebringing, Cardshark, Mendocious, Peacebound, Rapacial, Swordmending, Teneborial, Unthirsty, Willfiendish **Adopted Names:** Aang, Bakura, Felix, Goku, Jojo, Lindon, Marway, Sun, Vie, Whippant. ### Wukong Traits **Ability Score Increase:** Your Dexterity score increases by 2 and your Charisma score increases by 1 **Age:** Wukong reach maturity at age 12 and typically live to be around 80. **Alignment:** Wukong live in small, roving family bands. They tend towards a nomadic lifestyle and take life as it comes. They are typically chaotic, straying between good and neutral depending on how much they interact with the wider world beyond their clan. **Size:** Wukong are between 5 and 6 feet tall, weighing between 80 and 140 pounds. You are Medium. **Speed:** Your base walking speed is 35 foot and you have a climb speed of 20 foot. **The Good Life** Your people are fond of games and the finer things in life. Choose one musical instrument or one gaming set. You are proficient in your choice. **Brachiation:** You are at home in the trees and your movement is only helped by the abundance of branches to swing from. While in a wooded area your climb speed is doubled and you can move from one tree to an adjacent tree without needing an ability check. **Simian Agility** You are incredibly quick on your feet, your body reacting to danger often before you are fully aware of it. You can use your reaction to half the damage from an attack. Once you use this ability you cannot do so again until you finish a short or long rest. **Natural Acrobat:** Your people are as used to tumbling, jumping and falling as they are to walking. You are proficient in the Acrobatics skill. In addition, when you roll an Acrobatics check you can roll 1d4 and add the result to the roll. **Prehensile Tail:** Your tail is prehensile and fully within your control, however it is not capable of fine manipulation. You can use your tail to Use an Item on your turn as a bonus action, however it can only be used to accomplish tasks that do not require fine motor skills. For instance, it can open a door or pull a lever but it cannot turn a key or flip a coin. **Soft Landing:** Wukong who do not learn the art of falling well tend not to live to maturity. You have resistance to damage taken from falling. Additionally, you can subtract 20 feet from the distance you have fallen before calculating damage so long as you are not Incapacitated at the time. \pagebreakNum ## Feats ### Tail Mastery *Prerequisite: Wukong* You have become so proficient and practiced with using your tail that it has become like a third arm. You gain the following benefits: - Your tail becomes capable of fine motion. You can freely Use an Item as a bonus action. - You can use your tail to wield a shield. While you are wielding a shield you lose the ability to Use an Item as a bonus action and must use your reaction to gain the shield bonus to AC until the start of your next turn. ### Boisterous Charm *Prerequisite: Wukong* You are an emboidment of your races flippant, open and honest charm. People cannot help but make allowances for you and consider you a person of interest. - Your Charisma increases by 1. - People are more kindly inclined towards you, allowing you to get away with minor infractions without social reprecussions. It is readily accepted that you will climb things, sit in strange places and spend as little time touching the ground as possible. You can finagel and smile your way out of minor, harmless crimes by leveraging your status as an outsider. This consideration only lasts so long as you do not abuse it. - After spending 8 hours in a non-Wukong settlement you gain a reputation as an exotic and interesting person. You can leverage this into gaining an audience with people of interest such as local nobles or rulers. They will accept the audience but may not be kindly disposed towards you.