Wuju Bladesman (5e Class)
Wuju Bladesman[edit]
A man wearing a kimono sits on top of a mountain, when a bunch of ronin surround him. They try to attack him to rob his goods, but in what appears to be less than a second he dissapears from where he was sitting, reapearing by the side of the ronin's dead corpses full of cuts.
Master of The Blade[edit]
The Wuju art was lost to time a long time ago, being almost impossible for one to find one of it's practioners in modern days. Those who practice this art often choose peace, prefering to solve things without war, but having the meanings to do so.
Creating a Wuju Bladesman[edit]
Master Yi the last of the Wuju, Riot Games [1] |
When creating a Wuju Bladesman, think about how did you learn about this art? Did an old wuju follower taught you? Have you read ancient scrolls about it? Or did you learn it on your own?
- Quick Build
You can make a Wuju Bladesman quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by wisdom.
Class Features
As a Wuju Bladesman you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Wuju Bladesman level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Wuju Bladesman level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Longswords, Shortswords, Light weapons
Tools: None
Saving Throws: Dexterity and wisdom
Skills: Choose 2 skills between: Acrobatics, Athletics, Arcana, History, Insight, Nature, Perception, Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1x long sword or (b) 1x shortsword
- (a) 1 simple weapon or (b) leather armor
- (a) Explorer's Pack or (b) Dungeoner's Pack
- If you are using starting wealth, you have 4d4 in funds.
Level | Proficiency Bonus |
Wuju Points | Features | Unarmored Movement |
---|---|---|---|---|
1st | +2 | 1 + wis | Double Strike, Wuju Techniques | - |
2nd | +2 | 2 + wis | Unarmored Movement | 10 ft. |
3rd | +2 | 3 + wis | Wuju Path | 10 ft. |
4th | +2 | 4 + wis | Ability Score Improvement | 10 ft. |
5th | +3 | 5 + wis | Extra Attack | 10 ft. |
6th | +3 | 6 + wis | Highlander, Wuju Path feature | 15 ft. |
7th | +3 | 7 + wis | Evasion | 15 ft. |
8th | +3 | 8 + wis | Ability Score Improvement | 15 ft. |
9th | +4 | 9 + wis | Wuju Path feature | 15 ft. |
10th | +4 | 10 + wis | Clean Mind | 20 ft. |
11th | +4 | 11 + wis | Extra Attack(2) | 20 ft. |
12th | +4 | 12 + wis | Ability Score Improvement | 20 ft. |
13th | +5 | 13 + wis | Wuju Path feature | 20 ft. |
14th | +5 | 14 + wis | Energy Recovery | 25 ft. |
15th | +5 | 15 + wis | Always Ready | 25 ft. |
16th | +5 | 16 + wis | Ability Score Improvement | 25 ft. |
17th | +6 | 17 + wis | Wuju Path feature | 25 ft. |
18th | +6 | 18 + wis | Extra Attack(3) | 30 ft. |
19th | +6 | 19 + wis | Ability Score Improvement | 30 ft. |
20th | +6 | 20 + wis | Realized Soul | 30 ft. |
Double Strike[edit]
Starting at 1st level, some times you attack your opponents with such an immense speed that even you are surprised. For each attack roll you make with a versatile or light weapon you must roll a d12, on a 12 you will give an additional attack. This cannot be used on a attack that came from this feature, and you cannot use this feature more times than your proficiency bonus per turn.
Wuju Techniques[edit]
Starting at 1st level, your Wuju training made you devolop powerful techniques. You can choose one of the following techniques, and from the next levels you can choose a new technique or upgrade the one you already have. Each Technique can be upgraded a maximum of 4 times, and you may not upgrade them at 6th, 11th and 16th levels.
- Alpha Strike
As an action for 1 Wuju Point, you enter a high speed state in which you become a flash of light and slice through your opponents. You target one creature within 30 ft. of you, make 1 melee weapon attack against that creature, after you attack that creature you may target another creature within 30 ft. of you to attack, being able to continue this sequence up to a number of targets equal to your proficiency bonus. You end 5ft. of one of the targets you have attacked. While dashing in this fashion, creatures cannot make attacks of opportunity against you since you're absent of a Size category. For each upgrade you give this Technique you will gain one additional target for this attack.
- Meditation
As an action for 1 Wuju Point, you rejuvenate your body and focus of mind to concentrate yourself. You will remain immobile until the beginning of your next turn. Your weapon floats a half of a foot from your hands and your body hovers a foot above the ground. A wall of chi pushes creatures and effects away from you. You will gain resistance to all damage and cannot be grappled or restrained for the duration. For each round that passes, you will regain 2d4 Hit Points. At the beggining of the rounds, you can keep this Technique active by spending 1 Wuju Point. For each upgrade you give this technique, you will add a d4 to the total amount healed.
- Wuju Style
As an action for 1 Wuju Point, you choose one weapon you are proficient with and makes it become covered in blue light until the end of your next turn. Your weapon deals additional 1d10 force damage. This damage ignores resistance and immunity to force damage. For each upgrade you give this technique, you will add a d10 to the total amount dealt.
Unarmored Movement[edit]
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Wuju Bladesman levels, as shown in the Wuju Bladesman table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Wuju Path[edit]
At 3rd level, you chose a Wuju Path. Choose between Path of The Sword or Path of Technique, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 9th, 13th and 17th level.
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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 18th level in this class.
Highlander[edit]
At 6th level, you have learned how to reach new levels of speed. As an action for 5 Wuju Points, you will gain 25 ft. of Movement Speed and can now make two additional attacks per turn, and will become immune to any effects that slow your movement speed (such as Ray of Frost, but not Entangle) until the end of your next turn. While active, reducing a target to 0 hit points extends the duration of Highlander by another round.
At 11th level, this feature lasts for 2 rounds. At 16th level, this lasts for 3 rounds.
Evasion[edit]
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Clean Mind[edit]
At 10th level, you have reached a stage of semi ilumination with the wisdom you have gathered on your journey. You will become immune to being frightened or charmed.
In addition, while you have at least half of your maximum Wuju Points remaining you will gain advantage in Wisdom saving throws.
Energy Recovery[edit]
At 14th level, you have learned how to force your body to let out more energy when necessary. As an bonus action you can roll a hit die, you will regain Wuju points equal to the number rolled. If you use this feature while at 0 Wuju Points, you will gain 1 level of exhaustion.
You may do this as much as your Wisdom modifier before needing to take a long rest.
Always Ready[edit]
At 15th level, your spiritual training has given you new heightened senses, making you alert at all times. You will add +5 to your passive perception.
In addition, you can't be surprised while conscious.
Realized Soul[edit]
Finally at 20th level, you have finally finished your Wuju training and become a master. Your Dexterity and Wisdom scores maximuns become 24, and you will gain a +4 to these scores.
In addition, you regain 1 Wuju Point at the beggining of your turns.
Wuju Paths[edit]
Path of The Sword[edit]
The path of the sword is a long and harsh one to endure, focusing on only counting on your weapon to slash through your enemies.
- Improved Dual Strike
At 3rd level, due to you focusing on improving your weapon's skills your speed has increased greatly. Your Dual Strike die is reduced to a d6, on a 6 you can attack an additional time.
- Vital Points
At 6th level, you have been improving your accuracy to always strike where it hurts. When attacking with a melee weapon attack, you score a critical in a 19-20.
- Wuju Stance
At 9th level, years of training made you realize any weapon can become a sword, it just depends of it's wielder. You may use any weapons that you are proficient with as if they had the versatile property.
- Blur
At 13th level, you have become so fast that your opponents do not even see you in battle. When you hit a target, you can take the dash action as a bonus action in that turn. Taking the dash action from this feature gives you advantage on your next attack roll.
In addition, opportunity attacks against you have disadvantage if you're dashing.
- True Path
At 17th level, you have studied the blade for a long time now, and finally after all these years you understood it's meaning. Your Dual Strike die is reduced to a d4, on a 4 you can attack an additional time.
In addition, when attacking with a melee weapon attack you score a critical on a 18-20.
Path of Technique[edit]
The path of Technique focus around using your Wuju skills in the battlefield to never be hit.
- Cunning Action
At 3rd level, you will gain an additional bonus action. You may only spend this bonus action to take the dodge, disengage or dash actions.
- Uncanny Dodge
At 6th level, you can seemingly get out unharmed from deadly blows as if it was nothing. As a reaction to being hit by an attack, you can halve the damage made against you.
- Spiritual Master
At 9th level, you have reached a semi state of illumination due to your Wuju training. You can add your proficiency bonus to your maximum Wuju Points.
In addition, you can add your proficiency bonus one additional time to any Wisdom based ability checks or saving throws.
- Limit Breaker
At 13th level, you have aprimored your Wuju techniques to a whole new level. You will gain one additional upgrade to each of your Wuju Techniques, including Highlander.
- Technique Rush
At 17th level, you have become a master when it comes to battling while using your techniques. You will gain one additional action on your turn, this action may only be used to utilize a Wuju Technique.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Wuju Bladesmen class, you must meet these prerequisites:14 dexterity, 13 wisdom
Proficiencies. When you multiclass into the Wuju Bladesmen class, you gain the following proficiencies: One sword of your choice.
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