Wu Jiao Shaman | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Wu Jiao Shaman

The Wu Jiao shaman are a mysterious group from the Far East that practice their art in seclusion, often on mountains or tucked away near rivers in thick wilderness. As such, they are closer to myth than reality for most people. The way of the Wu Jiao is reckless, seeking encounters with dangerous creatures to face and hone their abilities. Following this tradition, you will learn to use glyphs to manifest the elements against your enemies, and as an assistance to your allies; as well as chants that will restore or upset the natural balance within a space, or another creature's body.

The Wu Jiao are said to control weather, and even be capable of manifesting storms of great destruction. Though rare, when seen they are iconic in their noble uniforms, and are often sought out by royals to send along with ambassadors to assist in negotiations due to their incredibly well controlled temper.
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Celestial Glyphs
At 3rd level, when you claim this tradition, you learn Celestial as a language. You may spend an action writing celestial symbols on long rectangular sheets of paper. These may be activated by thrusting them against a surface, and can be used to manifest one of the following conditions for 1d10 rounds:
  • Rainfall. A torrent of rain begins to fall, and turns all ground that is not stone into difficult terrain.
  • Fog Cloud. A cloud of fog shrouds everything in a 30ft radius.
  • Drout. All terrain and living creatures not allied to you within 60ft. are dehydrated. Living creatures that are affected by this move at half their normal speed.
  • Windstorm. A strong wind blows around you and your allies, causing disadvantage on any ranged weapon and spell attacks.
You cannot use this feature again until you complete a short or long rest.  
Wu Jiao Shaman Totems
At 3rd level, when you claim this tradition, your totem list expands. Wu Jiao shaman totems are made of bronze rings with celestial glyphs carved into them. These rings are typically worn on the same arm, or adorning the head of a staff, and are activated by shaking the desired totem ring. When active, these totems make a delicate ringing sound.
  • Azure Dragon. As an action, a line 60 feet long and 15 feet wide of grasping vines grows in a direction of your choice. Creatures within this area must make a Strength saving throw against your Spell Save DC, or be entangled. These vines last for 1 round, after which they burst into flames, dealing 1d6 fire damage to any creature in the area of the vines.
  • Vermillion Phoenix. *requires level 10 When activated, the ring radiates with the warmth and energy of fire, granting you and your allies within 30 feet resistance to fire damage for 1 minute. During this time, you and allied creatures heal an amount of hit points equal to 1d6 + your Wisdom modifier every round. Creatures that attack you or an allied creature while this effect is active recieve 4d8 fire damage.
  • White Tiger. When activated, the ring emanates a resolute and unyielding aura, granting you and your allies within 30 feet a bonus to AC equal to your Wisdom modifier for 1 hour.
  • Black Tortoise. When activated, the ring shimmers with fluidity and calmness, granting you and your allies within 30 feet the ability to breathe underwater and swim effortlessly for 1 hour. Additionally, you can use an action to invoke the Black Tortoise's protection, creating a dome of water that provides cover and advantage on Dexterity saving throws.
  • Yellow Dragon. *requires level 10 You create a 30-foot cone of force energy that emanates from you. Each creature in the cone must make a Strength saving throw against your spell save DC, taking 6d10 force damage on a failed save or half as much damage on a successful one. The ground in this area becomes cracked and destroyed, and is difficult terrain.
Heavenly Chant
At 6th level, you learn one of three celestial chants. This chant can be used instead of an action on your turn, and will affect a single target of your choice for up to one minute, as a concentration spell. To continue the effects, you must continue chanting. The chosen target makes a Wisdom saving throw against your spell save DC, being affected by this feature on a failed save.
  • Hóu Chéngfá The target is paralyzed and takes 1d6 psychic damage each round until the effect ends.
  • Zhū Chéngfá. The target is stunned, and repeats the saving throw upon taking damage. If the effect continues for the entire minute, the target gains two points of exhaustion upon standing.
  • Shā Chéngfá. The target enters a state of tranquility, refusing to fight or flee for the duration, and will answer questions truthfully.
You may not change your choice later on. You cannot use this feature again until you complete a short or long rest. You learn an additional chant at 12th level.  
Inverting the Trigrams
At 9th level, you learn a chant to upset the natural balance of life for a moment. You may use this feature in place of another action. In a 30ft radius centered on you, the colors of the world invert upon themselves. Up to 6 creatures of your choice within this space must make a Constitution saving throw against their own Constitution score + your proficiency bonus. On a failed save, they vomit and are rendered unconscious. On a successful save, they take 1d10 force damage and are rendered prone. You cannot use this feature again until you complete a long rest.  
Immortal's Signs
At 14th level, you learn sacred celestial glyphs belonging to the highest ranking Wu Jiao shaman of old legend. You can use these to enhance your Celestial Glyphs feature, changing the effects to one of the following:
  • Monsoon. A flood of rain washes over an area of 90ft. All creatures within must make a Strength (Athletics) saving throw against your spell save DC. On a failed save, they are swept away by the rain and flood, and carried for up to 1 mile. When they stop, they take bludgeoning damage equal to your spellcasting ability multiplied by 10.
  • Tornado. A massive burst of spiraling wind crashes down to the ground, upheaving creatures in a space of 60ft of Large or smaller size, and rendering Huge and Giant creatures in this space prone. Creatures that have been upheaved are thrown 60 feet in the air, in a random direction for 1d10 times 5 feet, taking 1d8 force damage for every 10 feet they were thrown
  • Wildfire. A 30ft circle centered on the glyph ignites in a raging fire. Creatures in this space take 1d6 fire damage each turn they are inside, and the fire will spread 10ft per round until it is either extinguished or out of fuel to burn.
You cannot use this feature again until you complete a long rest.
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Ticklesthegamemaster.

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