Yin Yang (5e Class)

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Yin Yang[edit]

The multiverse is in constant conflict. Opposite constantly clash trough space and time, and from this conflict, resulting in an endless cicle of destruction and creation. Yin Yang is the symbol of this opposition, and followers of the concepts embodied by this symbol seek to understand the forces in opposition around them, to find balance in the knowing and control of these opposite forces.

Creating a Yin Yang[edit]

When creating a Yin Yang, the following questions can help you build your character: How did you learn how to channel the aspects? Have you been trained in a monastery, or you took the path of isolated contemplation? Learning how to control the natural conflict in the multiverse require discipline that only a master or isolation can teach. Why do you seek balance? Do you believe that balance can bring harmony and peace, or do you only want to seek freedom from the conflicts inside your own soul?

Quick Build

You can make a Yin Yang quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose either the Acolyte or the Hermit background.

Class Features

As a Yin Yang you gain the following class features.

Hit Points

Hit Dice: 1d8 per Yin Yang level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Yin Yang level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: none
Saving Throws: Strength, Wisdom
Skills: choose two from Animal Handling, Athletics, Arcana, Deception, Intimidation, Nature, Perception, History,Religion and Survival.

Equipment

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

Table: The Yin Yang

Level Proficiency
Bonus
Features Ki Points Ki Limit
1st +2 Path of Balance, Dualities, Ritual of Instability - 2 (1st-level)
2nd +2 Ki, Banish Extremes 2 2 (1st-level)
3rd +2 Channel Aspect 3 2 (1st-level)
4th +2 Ability Score Improvement 4 2 (1st-level)
5th +3 Extra Attack 5 3 (2nd-level)
6th +3 Shift Focus, Path of Balance Feature 6 3 (2nd-level)
7th +3 Disturb Balance 7 3 (2nd-level)
8th +3 Ability Score Improvement 8 3 (2nd-level)
9th +4 9 5 (3rd-level)
10th +4 Path of Balance Feature 10 5 (3rd-level)
11th +4 Ritual of Stability, Palm of Equilibrium 11 5 (3rd-level)
12th +4 Ability Score Improvement 12 5 (3rd-level)
13th +5 13 6 (3rd-level)
14th +5 Path of Balance Feature 14 6 (4th-level)
15th +5 Freedom in Opposition 15 6 (4th-level)
16th +5 Ability Score Improvement 16 6 (4th-level)
17th +6 17 7 (5th-level)
18th +6 Balance Keeper 18 7 (5th-level)
19th +6 Ability Score Improvement 19 7 (5th-level)
20th +6 Coalescence 20 7 (5th-level)

Path of Balance[edit]

Starting at 1st level, you can choose to focus in keeping your internal balance by choosing to master the moral dualities, following the Path of Spiritual Balance; or to focus in learning about balance on the material plane, by seeking the Path of Material Balance.

Your choice grant you features at 1st level, and again at 6th, 10th and 14th levels.

Dualities[edit]

Starting at 1st level, you learn to channel the opposite concepts that make part of the reality. The first duality learned by you is the duality between Shadow and Light, the most basic concept to master, since the distinction between light and darkness allow you to perceive the world.

These dualities grant you certain features, described below. You can be attuned to one Duality at any given time, and you can replace your attuned duality when you finish a short or long rest.

Ritual of Instability[edit]

At 1st level, over the course of a short rest, you learn how to unbalance your ki to channel the power of one aspect of your duality, tipping the scale to one of both sides. Doing so allows you to choose one of the aspects of a duality you know.

Each Aspect of Duality grant you some benefits, and allow you to harness its power to use in combat. One of this benefits is the Unstable Touch of that aspect.

Unstable Touch

When you take the Attack action, you can forgo any of your attacks to make a melee spell attack against a creature within 5 feet. On a hit, you cause 1d8 damage + your Wisdom modifier. The damage type depend on the aspect you currently is attuned to. In addition, each unstable touch have a different property, as describe on their on aspect section.

Ki[edit]

Your ability to connect and understand the life energy present in all living creatures have given you the ability to cast spells. See Spells Rules for the general rules of spellcasting and the end of the class listing for the Yin Yang spell list.

Cantrips

At 2nd level, you can now access the cantrips from the Aspect of Duality you are currently attuned to.

Ki Points

You have an internal reservoir of energy that can be devoted to spells you know. This energy is represented by ki points. Once you reach 3rd level in this class, you may cast spells at the cost of your ki points. To do so, you spend ki points equal to the spells level. You can also spend additional ki points to increase the level of an spell that you cast, provided that the spell has an enhanced effect at a higher level. Burning Hands is an example, as it's damage increases based every level spell slot used.

The number of ki points you have is based on your yin yang level, as shown in the Ki Points column of the yin yang table. The number shown for your level is your ki point maximum. Your ki point total returns to its maximum when you finish a short or a long rest, but you must meditate at least 30 minutes during the rest to regain your ki points. The number of ki points you have can’t go below 0 or over your maximum.

Ki Limit

Though you have access to a potent amount of ki energy, it takes training and practice to channel that energy. There is a limit on the number of ki points you can spend to enhance a spell. The limit is based on your yin yang level, as shown in the Ki Limit column of the yin yang table. For example, as a 4th-level yin yang, you can spend no more than 2 ki points to cast and enhance a spell, no matter how many ki points you have.

Adittionaly, you can't cast a spell stronger than your mind and body can endure. The Ki Limit-Column also shows the magic level you can cast. For example, a 2nd-level yin yang can only cast spells that are 1st level spells.

Spellcasting Ability

Wisdom is your spellcasting ability for your yin yang spells, since you learn your spells through concentration and attunement to the universe. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a yin yang 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
Spellcasting Focus

You can have a specially prepared tattoo, or ki-infused hand wraps, belts or any other type of clothing. You must attune to this object or tattoo to transform it into a spellcasting focus (as if you were attuning to a magic item). You can also use a staff arcane focus as a spellcasting focus for your yin yang spells.

Banish Extremes[edit]

Also at 2nd level, you learn how to banish creatures that disturb balance by embodying aspects of reality. As an action, you can choose one aberration, celestial, elemental, fiend or fey you can see within 30 feet and force it to make a Wisdom saving throw.

On a failed save, that creature is turned. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below CR 1/2 or lower. This increases to CR 1 at 8th level, 2 at 11th level, 3 at 14th level and 17th at 4 or lower.

Once you use this ability, you can't use it again until you finish a short or a long rest.

Channel Aspect[edit]

Starting at 3rd level, you can spend ki points to unleash the power of your aspect trough channeling it. You can use the Channel Aspect option from the Aspect you are currently attuned to.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action. Moreover, you can cast one of your cantrips in place of one of those attacks.

Shift Focus[edit]

At 6th level, you learn how to quickly break your attunement with one aspect and focus on another. You can spend a spell slot to replace your current Aspect of Duality active for a new one. The chosen aspect must be from the same duality you attuned to during your short rest.

You can use this feature and instead spend a spell slot of 2nd-level or higher to replace your current attuned Duality instead.

Disturb Balance[edit]

At 7th level, you can create perfect stability and balance for a short period, around you. As a bonus action, you can activate this stability for 1 minute. For the duration, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you use this feature, you can't do so again until you finish a short or long rest.

Ritual of Stability[edit]

At 11th level, you reach a new level of understanding in your path of balance. Whenever you use your ritual of instability feature, you attune with both aspects of the chosen duality. Both aspects need to be from the same duality.

Palm of Equilibrium[edit]

Starting at 11th level, you finally learn how to balance the Aspects of Duality you attune to. When you use your attack to deliver a Unstable Palm, you deliver the palm of both aspects of duality attuned to you.

For example, if you attune to the shadow and light duality, you cause 1d8 radiant and 1d8 necrotic damage with each attack of your unstable palm. The Unstable Palm effects of both aspects also apply. You add your Wisdom modifier to the damage only once per attack.

Freedom in Opposition[edit]

At 15th level, you learn how to detach the two parts of the eternal conflict between the dualities. When you finish a long rest, you can split yourself in two individuals. This works as the simulacrum spell, with the following differences:

  • When you split yourself, your hit point maximum is divided by half.
  • The duplicate lasts for 8 hours. When the duration ends, both of your essences return to your body, and your hit point maximum return to normal. However, you lose any hit points lost by your duplicate.
  • As an action, you can touch your duplicate to absorb it, becoming one again.
  • If your simulacrum is destroyed, you can't use this ability for the next 7 days.

When you split yourself, you have access to the benefits of only one of the Aspects of your chosen duality, while your duplicate has the benefits of the opposite Aspect.

Balance Keeper[edit]

Starting at 18th level, you gain the power to restore balance. Whenever a creature within 60 feet take damage, you can use your reaction to give resistance to that creature against the damage dealt. The creature that caused the damage take the same amount of damage.

In addition, whenever a creature within the same distance fail a saving throw that causes it to become frightened, charmed, poisoned or stunned, you can use your reaction to force the creature who imposed the condition to make a saving throw against its own DC or be targeted by the same condition.

Coalescence[edit]

When you reach the 20th level, you finally acquire full control over all the conflictual aspects inside of you. You are permanently attuned to all Dualities you currently have access too.

In addition, if you start your turn with 0 ki points, you regain 1 ki point.

Paths of Balance[edit]

Path of Material Balance[edit]

Nature is in constant conflict, and as a seeker of material balance, is your task to understand the nature of these conflict and to find harmony and equilibrium between the elements that make our reality.

Material Balance Spells

When you choose the path of material balance, the following spells are always prepared for you.

Path of Material Balance Spells
Yin Yang Level Spells
3rd absorb elements, chromatic orb
5th enhance ability, protection from poison
9th protection from energy, plant growth
13th elemental bane, summon elemental
17th antilife shell, commune with nature
Unarmored Defense

Starting when you choose this path at 1st level, when not wearing armor, your AC equals 10 + your Constitution modifier + your Dexterity modifier. You can use a shield and retain this benefit.

Primordial Speaker

Starting at 1st level, you can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

In addition, you learn how to speak, read and write in sylvan.

Shield of Opposition

At 6th level, you learn how to create balance from imbalance. Whenever you make the attune to an aspect, you gain resistance to the damage type of the opposite aspect on the same duality. For example, if you attune to the Water and Fire duality and choose fire, you gain resistance to cold damage, and vice versa.

Material Source

Also at 6th level, whenever use your Unstable Touch or you cast a spell from the Earth, Wind, Fire or Water aspects, you can choose a place you can see within 30 feet that has the correspondent element. The spell originates from that position.

In addition, you learn a new duality. You can choose between the "Earth and Wind" duality or the "Fire and Water" duality.

Suppressive Scale

To gain something, another creature must lose it. At 10th level, when you hit a creature with your Unstable Touch, you can spend 1 ki point to suppress that creature resistance to one damage type of your choice from the following: acid, cold, fire, lightning or thunder. For 1 minute, the creature lose that resistance, while you become resistant to that damage type. If the creature is immune to the damage type, you transform that immunity in resistance.

In addition, you learn a new duality. You can choose between the "Earth and Wind" duality or the "Fire and Water" duality.

Form of Four Elements

At 14th level, you can unleash the four elements at the same time, while your physical form change to match the form of these elements. As a bonus action, you can gain these benefits for 1 minute:

  • You gain a flying, swimming and burrowing speed equal to your movement speed. While flying you can hover.
  • You don't need to breathe while in this form.
  • Your body become amorphous. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
  • At the start of each turn, you can choose to gain the benefits of the spells investiture of wind, investiture of stone, investiture of ice or investiture of flame, lasting until the start of your next turn.
  • You gain resistance to all damage types, except force, necrotic, radiant and psychic.
  • You gain the benefits of the Earth and Sky and Fire and Water dualities.

Once you use this ability, you can't use it again until you finish a long rest.

Path of Spiritual Balance[edit]

Chaos and Order, Evil and Good; these aspects of morality compete for the souls of every living creature in the multiverse, and physical manifestations of these moral absolutes, such as demons and celestials, fight since the down of time for dominance. Your path, however, lies in the middle, seeking the truth beyond the extreme notions inside these aspects, understanding that all moral aspects have role to play in the existence.

Spiritual Balance Spells

When you choose the path of spiritual balance, the following spells are always prepared for you.

Path of Spiritual Balance Spells
Yin Yang Level Spells
3rd detect evil and good, protection from evil and good
5th blindness/deafness, aid
9th spirit guardians, aura of vitality
13th charm monster, aura of life
17th dispel evil and good, planar binding
Spiritual Barrier

Starting when you choose this path at 1st level, when not wearing armor or shield, your AC equals 13 + your Wisdom modifier.

Languages of Heaven and Hell

Starting at 1st level, you can speak, read, and write Celestial, Infernal and Abyssal.

Corruption and Cleansing

Starting at 6th level, you start your path to pursue the balance of good and evil in the world. You gain 5 points per level you have in this class.

You can touch a creature and spend these points to either cleanse or corrupt a creature. When you cleanse the creature, you can spend any amount of points as a bonus action to cure that creature by the amount spent. In addition, you can spend 5 points to cast lesser restoration on a creature cleansed.

When you corrupt the creature, you can spend any amount of these points when you cause damage to a creature to deal additional necrotic damage equal to the amount spent. In addition, you can spend 5 points to inflict the poisoned condition on a corrupted creature.

In addition, you learn the Evil and Good duality.

Discipline and Madness

At 10th level, you can cast compulsion or confusion once, without spending a spell slot and without requiring concentration.

In addition, you have immunity to the charmed condition and advantage on saving throws to resist effects from spells of the Enchantment school.

Moreover, you learn the Order and Chaos duality.

Form of Extremes

At 14th level, you can draw the power of both positive and negative energy, manifesting both at the same time. You can cast tasha's otherworldly guise. When you cast this spell, you gain the benefits of the Lower Planes and Upper Planes at the same time.

Once you use this ability, you can't use it again until you finish a long rest.

Dualities[edit]

Shadow and Light[edit]

Aspect of Shadow
Aspect Cantrip. minor illusion
Unstable Palm:Black Hand. You cause necrotic damage with your unstable palm. In addition, you cause the vision of your target to become obscured for a moment, imposing disadvantage on the next attack roll from it.
Channel Aspect:Cloak of Darkness As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per ki point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. This last until the end of your next turn, and you can see trough the darkness you have created.
Duality Spells
Shadow Spells
Yin Yang Level Spells
3rd silent image
5th darkness
9th summon shadowspawn
13th shadow of moil
17th creation
Aspect of Light
Aspect Cantrip. light
Unstable Palm:Glimmering Fist. The damage type of your palm is radiant. In addition, on a hit, the target become engulfed in light. The next attack made against it have advantage until the end of your next turn.
Channel Aspect:Corona of Light. As an action, a creature you touch radiates light in a 10-foot radius and dim light for an additional 10 feet per ki point spent. The light lasts until the end of your next turn. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.
Light Spells
Yin Yang Level Spells
3rd color spray
5th continual flame
9th daylight
13th sickening radiance
17th wall of light

Chaos and Order[edit]

Aspect of Chaos
Aspect Cantrip. prestidigitation
Unstable Palm:Warped Touch. You roll a d8, causing damage depending on the number rolled: 1. Acid; 2. Cold; 3. Fire; 4. Force; 5. Lightning; 6. Poison; 7. Psychic; 8. Thunder. In addition, if you roll the same number on this roll and on the damage, you deal one additional d8 of damage.
Channel Aspect:Wild Surge. When you hit a creature with your Warped Touch, you spend 1 ki point to unleash a burst of chaotic energy. This energy create one random effect, depending on the number rolled on a d100. You roll on the Wild Magic Surge table, on the Wild Magic sorcerer subclass. You can spend additional ki point to reroll the result.
Chaos Spells
Yin Yang Level Spells
3rd chaos bolt
5th crown of madness
9th summon lesser demons
13th freedom of movement
17th reincarnate
Aspect of Order
Aspect Cantrip. mending
Unstable Palm:Axiomatic Strike. You deal force damage with your palm. In addition, the target is charmed by you until the start of your next turn.
Channel Aspect:Fist of Authority. When you hit a creature with your Axiomatic Strike, you can spend 1 ki point to command any creature you can see within 60 feet to make an attack against another creature using its reaction. You can command additional creatures by spending more ki.
Order Spells
Yin Yang Level Spells
3rd command
5th hold person
9th intellect fortress
13th summon construct
17th dominate person

Good and Evil[edit]

Aspect of Good
Aspect Cantrip. sacred flame
Unstable Palm:Touch of Radiance. You cause radiant damage with this strike. In addition, you roll a d12, instead of a d8, if the target is an aberration, fiend or undead.
Channel Aspect:Divine Explosion. As an action, choose a point you can see within 60 feet. An explosion of divine energy affects that point and all allied creatures within 10 feet of that point regain 1d6 hit points per ki point spent, while all hostile creatures take 1d6 radiant damage per ki point spent. The hostile creatures can make a Constitution saving throw to reduce the damage to half.
Good Spells
Yin Yang Level Spells
3rd cure wounds
5th prayer of healing
9th remove curse
13th guardian of faith
17th summon celestial
Aspect of Evil
Aspect Cantrip. chill touch
Unstable Palm:Touch of Corruption. You deal necrotic damage with this strike. In addition, the target must make a Constitution saving throw, or is poisoned until the end of its turn.
Channel Aspect:Evil Touch. When you hit a creature with your Touch of Corruption, you can spend 1 ki point to unleash an evil touch. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage ki point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.
Evil Spells
Yin Yang Level Spells
3rd inflict wounds
5th ray of enfeeblement
9th bestow curse
13th summon greater demon
17th negative energy flood

Earth and Sky[edit]

Aspect of Earth
Aspect Cantrip. mold earth
Unstable Palm:Earthen Strike. You deal bludgeoning damage with this palm. In addition, the target is pushed 10 feet back.
Channel Aspect:Skin of Stone. As a reaction when you are hit by an attack, you gain a +2 bonus to AC for each ki point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.
Earth Spells
Yin Yang Level Spells
3rd earth tremor
5th earthen grasp
9th erupting earth
13th stone shape
17th wall of stone
Aspect of Sky
Aspect Cantrip. gust
Unstable Palm:Forceful Gale. The damage type is thunder. In addition, you can use your palm at a range of 10 feet.
Channel Aspect:Wind Rider. As a bonus action, you can fly up to 20 feet for each ki point spent. In addition, you gain the benefits of feather fall until the end of your next turn.
Sky Spells
Yin Yang Level Spells
3rd feather fall
5th gust of wind
9th fly
13th storm sphere
17th control winds

Water and Fire[edit]

Aspect of Water
Aspect Cantrip. shape water
Unstable Palm:Frozen Touch. The damage type of your palm is cold. In addition, the movement speed of the target is reduced in 10 feet.
Channel Aspect:Water Whip. As an action, you unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one for each ki point spent. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line.
Chaos Spells
Yin Yang Level Spells
3rd create or destroy water
5th snowball swarm
9th wall of water
13th watery sphere
17th cone of cold
Aspect of Fire
Aspect Cantrip. control flames
Unstable Palm:Cinder Touch. The target take fire damage on a hit. In addition, you can choose a creature within 5 feet of your target to make a Dexterity saving throw, or take the same damage
Channel Aspect:Immolation. When you hit a creature with your cinder touch, you can cause that creature to combust in flames. The target takes additional 1d6 fire damage per ki point spent. The creature takes this damage again at the end of each of its turns, for a number of rounds equal to the amount of ki spent, unless it uses an action to extinguish the flames.
Fire Spells
Yin Yang Level Spells
3rd burning hands
5th scorching ray
9th fireball
13th wall of fire
17th immolation

Yin Yang Spell List[edit]

1st-level

alarm, comprehend languages, detect magic, identify, sanctuary, sleep

2nd-level

arcane lock, augury, calm emotions, detect thoughts, knock, lesser restoration, misty step, silence, warding bond, zone of truth

3rd-level

blink, clairvoyance, counterspell, dispel magic, magic circle, tongues

4th-level

arcane eye, banishment, dimension door, divination, otiluke's resilient sphere

5th-level

banishing smite, circle of power, contact other plane, greater restoration, teleportation circle

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Yin Yang class, you must meet these prerequisites: 13 Dexterity, 13 Constitution

Proficiencies. When you multiclass into the Yin Yang class, you gain the following proficiencies: Simple weapons.

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