Wu Jen (5e Class)

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Wu Jen[edit]

Wu jen (pronounced: /wuːdʒɛn/ woo-jen Wu-ren, actually. The J is an old romanization for the mandarin r- initial.), also called wu-jen, were wielders of mysterious powers, similar to wizards.

Mystic Spellcaster[edit]

Wu Jen did not use spellbooks - they used the spirit forces, elements, and the powers of nature. Usually living in the wilderness as hermits and anchorites, they purified their minds and bodies in order to make contact with assorted natural and supernatural powers in the world around them.

Disciplined Mind[edit]

The wu jen devoted their lives to achieving a single goal, in a task that required great mental disciple, much like the shukenja. Reaching it usually required the sacrifice of family ties and concerns for honor.

Wu jen spoke the languages of tengu and oni. Their dealings with these creatures granted the wu jen favor in most circumstances.


Wu jen adopted special taboos that appeared insignificant or silly to outsiders, but were vitally important to the wu jen, since they drew their power from supernatural sources. Breaking these taboos resulted in the loss of spells, illness, or other misfortunes.

Creating a Wu Jen[edit]

When creating a wu jen, consider your character's background. How did you become a wu jen? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like?

Consider also why if you are returning to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other motivation?

Quick Build

You can make a Wu Jen quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Hermit background.

Class Features

As a Wu Jen you gain the following class features.

Hit Points

Hit Dice: 1d6 per Wu Jen level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Wu Jen level after 1st


Armor: none
Weapons: simple weapons, scimitars, katanas
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine, and Religion.


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon or (b) a scimitar
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • 2 daggers

Table: The Wu Jen

Level Proficiency
Features Soul Points Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Deep Study - 3 2 2
2nd +2 - 3 3 3
3rd +2 Mystical Soul 3 3 4 4 2
4th +2 Ability Score Improvement 4 3 5 4 3
5th +3 Keen Mind 5 4 6 4 3 2
6th +3 Oni's and Tengu's Respect, Offhand Spellcasting 6 4 7 4 3 3
7th +3 7 4 8 4 3 3 1
8th +3 Ability Score Improvement 8 4 9 4 3 3 2
9th +4 9 4 10 4 3 3 3 1
10th +4 Force Focus 10 4 11 4 3 3 3 2
11th +4 11 4 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 4 12 4 3 3 3 2 1
13th +5 Mystical Soul Enhancement 13 4 13 4 3 3 3 2 1 1
14th +5 Arcane Resistance 14 4 13 4 3 3 3 2 1 1
15th +5 15 4 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 4 14 4 3 3 3 2 1 1 1
17th +6 Control Over Evil 17 4 15 4 3 3 3 2 1 1 1 1
18th +6 Soul Restoration 18 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 5 15 4 3 3 3 3 2 1 1 1
20th +6 Master Of All Forces 20 5 15 4 3 3 3 3 2 2 1 1


Wu jen use the power of elements and the aid of spirits around them. They learn magic through fierce study, until they can incorporate it in their soul.


At 1st level, you know four cantrips of your choice from the wu jen spell list, you may switch cantrips when you gain a level in this class.

Spell Slots

The wu jen table shows how many spell slots you have to cast your wu jen spells of 1st level and higher. To cast one of these wu jen spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the wu jen spell list. You learn an additional wu jen spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd 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 wu jen spells you know and replace it with another spell from the wu jen spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your wu jen spells, since the power of your magic relies on your ability to study and incorporate. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wu jen spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wu jen spells.

Ritual Casting

You can cast a wu jen spell as a ritual if that spell has the ritual tag and you have the spell in your list of spells known.

Deep Study[edit]

You can speak, read, and write Draconic, Giant, Oni and Tengu.

Mystical Soul[edit]

At 3rd level, you gain the ability to twist your spells with the forces around you. You gain two of the following Mystical Soul options of your choice. You can use only one Mystical Soul option on a spell when you cast it, and whenever you gain a level in this class you may switch a Mystical Soul option you have with one you do not have. You regain all spent soul points when you finish a long rest.

-Twin Soul

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of soul points equal to the spell's level to target a second creature in range with the same spell (1 soul point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

-Flying Soul

As an action, you can spend 3 soul points causing whirling gusts of elemental air to briefly surround you, giving you 30 ft of flying speed, for 10 minutes.

-Changing Soul

When you cast a spell that could deliver damage, you can spend 3 soul points to add your Intelligence modifier to it, and make the damage be either cold, fire, lightning, thunder or bludgeoning. (The whole damage the spell unloads is of the type you choose, regardless of what type it was earlier.)

-Rejuvenating Soul

When you cast a spell of 3rd level or more, you can spend 4 soul points to regain 2 level 1 spell slots.

-Hopeful Soul

When you cast a spell, you can spend 4 soul points to heal 1d10 from you, or anyone on a 20ft radius from you.

-Timid Soul

When you cast a spell, you can spend 1 soul point to cast it without any somatic or verbal components.

-Fluid Soul

When you cast a spell that has a casting time of 1 action, you can spend 3 soul points to teleport places with a friendly humanoid within a 30 ft radius of you. The spell is cast after the teleportaion.

-Sharp Soul

When you cast a spell that has a casting time of 1 action, you can spend 2 soul points to change the casting time to 1 bonus action for this casting.

-Concentrated Soul

When you cast a spell that would require Concentration, you can spend 4 soul points and focus your mind, allowing you to concentrate on up to two spells for up to 1 minute. When the time runs out, you can choose to keep concentrating on one of the spells, if the spell's duration allows you to. If you fail a concentration test while concentrating on two spells, you lose concentration on both.

-Patient Soul

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 soul point to double its duration, to a maximum duration of 24 hours.

-Fightning Soul

As an action, you can touch one magical or nonmagical weapon and spend 2 soul points to imbue it with your soul's fightning will, for 8 hours. For this duration, when you, and only you, make a weapon attack with the chosen weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.

-Stubborn Soul

If you make an attack roll for a spell and miss, you can spend 2 soul points to reroll the d20, and you must use the new roll.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Keen Mind[edit]

You have advantage on initiative rolls.

You gain the Feng Shui spell, from the wu jen spell list. It does not count towards your total number of spells.

Oni's and Tengu's Respect[edit]

You have advantage on Charisma saving throws against Onis and Tengus.

Whenever you cast a spell with an Oni or a Tengu within a 60ft radius of you, roll a d20. On a roll of 10 or more, choose up to three Tengu or Oni within 60 ft radius of you, and choose if they are either charmed or frightened by you. If you cast a 5th level or higher spell, instead, it is as you casted Suggestion on the target(s), and you may give separate commands.

Offhand Spellcasting[edit]

Also starting from 6th level, when you use your action to cast a wu jen spell, or make an attack roll, you may cast one wu jen cantrip, that has a casting time of 1 action, as a bonus action.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Force Focus[edit]

When you reach 10th level, after you cast a spell that requires a saving throw or a skill check, you can gather the power of forces around you to give either plus or minus 1d8, to the rolls of those affected by the spell.

You may use this ability half your Intelligence modifier, rounded down times.

You gain all expended uses after completing a long rest.

Mystical Soul Enhancement[edit]

At 13th level, you learn an additional Mystical Soul option.

Arcane Resistance[edit]

Starting from 14th level, when you take damage, you can use your reaction to spend 2 soul points to grant yourself resistance to that damage type until the end of your next turn, or spend 4 soul points to grant yourself immunity to that damage type until the end of your next turn.

Control Over Evil[edit]

Starting at 17th level, you have power over the wretched evil souls, you can make Evil aligned Onis and Tengus paralyzed with 1 action.

You can use this ability your Intelligence modifier times, before completing a long rest.

Soul Restoration[edit]

At 18th level, you regain 4 expended soul points whenever you finish a short rest.

Master Of All Forces[edit]

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort and more powerfully. Choose two 3rd-level wu jen spells you already know. You can cast each of them once at 3rd level without spending a spell slot, and with the effect of the Changing Soul option from the Elemental Soul feature. When you do so, you can't do so again until you finish a short or long rest. If you wish to cast them at a higher level, you must spend the corresponding spell slot.

After you choose the two spells for this feature, choose 2 corresponding level spells from the wu jen spell list, and add them to your spell list.

Additionally, you can ignore the verbal and somatic components of your wu jen spells, as well as any material components.

(one vote)

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