Yuheng (5e Class)

From D&D Wiki
Jump to navigation Jump to search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Genshin Impact franchise, and/or include content directly affiliated with and/or owned by HoYoverse. D&D Wiki neither claims nor implies any rights to Genshin Impact copyrights, trademarks, or logos, nor any owned by HoYoverse. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Work In Progress


Yuheng[edit]

Keqing1.png
Keqing, Yuheng of the Liyue Qixing (Created by Vardan)


<!-Introduction Leader->[edit]

Creating a Yuheng[edit]


Quick Build

You can make a Yuheng quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Yuheng you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: All bladed Martial weapons and Simple Weapons
Tools: None
Saving Throws: Dexterity and Charisma
Skills: Survival, and your pick of three from Acrobatics, Animal Handling, Arcana, Athletics, Deception, Insight, History, Intimidation, Investigation, Nature, Medicine, Perception, Persuasion, and Slight of Hand.

Equipment

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

Table: The Yuheng

Level Proficiency
Bonus
Features Stamina Points Swordplay Techniques
1st +2 Electro Vision, Bravado, Parry and Riposte - -
2nd +2 Yunlai Swordsmanship, Land's Overseer, Unarmored Defense 4 3
3rd +2 Elemental Energy, Stellar Restoration, Starward Sword 4 3
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 5 4
6th +3 Thundering Presence, Quick Thinking 5 4
7th +3 Improved Elemental Reactions, Evasion 5 4
8th +3 Ability Score Improvement 5 5
9th +4 Workaholic 6 5
10th +4 6 5
11th +4 6 6
12th +4 Ability Score Improvement 7 6
13th +5 7 6
14th +5 8 7
15th +5 8 7
16th +5 Ability Score Improvement 9 7
17th +6 9 8
18th +6 10 8
19th +6 Ability Score Improvement 10 8
20th +6 10 8

Electro Vision[edit]

Starting at 1st level, you acquire an Electro Vision, a symbol of recognition granted by the Electro Archon for performing legendary feats, being pushed to the brink of losing everything, or even needing a friend. This vision represents your ambitions and dreams manifested as a physical item. It is virtually indestructible, and if taken, you will lose access to your class features involving your vision's respective element until returned to your possession. The Visionless individual may also suffer from memory loss or a loss of self due to their vision not being in their possession. Your vision will function as a catalyst for all of your class features and a spellcasting focus ignoring verbal and material components(If applicable). Your Vision will become dull and lifeless upon death, save for another whom it next resonates with.

Vision Save DC = 8 + your proficiency bonus + your Charisma modifier
Vision attack modifier = your proficiency bonus + your Charisma modifier

Bravado[edit]

At 1st level, you've learned to fight with a shocking amount of flair, causing your opponents to stumble and falter in your wake. Whenever you make the attack action, you may use your bonus action to distract the creature you are targetting. That creature must make a Wisdom saving throw against your Yuheng DC. On a failure, you will increase your AC against that target by an amount equal to your proficiency bonus until the start of your next turn.

Parry and Riposte[edit]

At 1st level, your reflexes have been honed like a fine edge, allowing you to anticipate and deliver a deadly counter to your enemies. Whenever you are hit by an attack made with a melee weapon, as a reaction, you make an attack roll against the attacker. If you succeed, you reduce the damage taken from the attack by half. The counterattack also gains bonus damage of 1d4 at 3rd level, 2d4 at 7th level, 3d4 at 11th level, and 4d4 at 15th level.

Unarmored Defense[edit]

Beginning at 2nd level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Yunlai Swordsmanship[edit]

Starting at 2nd level, You've honed your swordplay to such a degree only a few in the world can rival you. Any sword you are wielding that does not have the heavy, or two-handed property now has the finesse property, deals 1d8 damage (unless higher), and has a bonus to attack rolls equal to half of your proficiency bonus (rounded down). You also learn a variety of swordplay that is fueled by stamina points. Your techniques will be displayed at the bottom of the class, and you automatically learn them and always have prepared two techniques, Blade Flurry and Lightning Wave. The number of techniques you can know and the stamina points you have per character level will be displayed in the Yuheng table. You regain half of your maximum stamina points during a short rest and refill all of your stamina after a long rest. Additionally, every turn, when you do not use your action to attack, you regain one stamina point.

Preparing a swordplay technique To prepare your swordplay, you must spend some moments each day practicing movements with your weapon and visualizing combats. During a short or a long rest, you must spend at least 10 minutes for each technique you want to prepare, and you can have a total of techniques prepared equal to your proficiency bonus.

Techniques You have four stamina points initially. You gain additional stamina points and your technique dice change as you gain levels, as displayed on the Yuheng table.

Using Stamina points.During your turn or as a reaction, you can expend a stamina point to perform a Technique of your choice. Your technique options are detailed at the end of the class description.

Saving Throws. Some of your swordplays require your target to make a saving throw to resist the technique’s effects. The saving throw DC will use your Yuheng DC.

Land's Overseer[edit]

Starting at 2nd level, Whenever traversing the wilderness, you gain the following benefits:

  • You may move at a quick pace without incurring penalties, and you may now travel at a normal pace while being able to use stealth.
  • You make stealth checks in the wilderness at advantage.
  • Difficult terrain doesn’t slow your party's travel.
  • While moving at a normal pace, you and up to five other creatures who travel with you produce no tracks nor scent, and you cannot be tracked by mundane means unless you wish to be.
  • Additionally, you have advantage on Wisdom (Survival) checks to navigate the wild, forage for food and water, and avoid becoming lost.

Elemental Energy[edit]

Beginning at 3rd level, you begin to harness a resource called elemental energy from engaging in combat with your vision. You may have a maximum of 200 elemental energy at any given time and lose all energy upon being reduced to 0 hit points or being knocked unconscious. Completing a long rest will reduce your energy to zero and completing a short rest will reduce your remaining energy by 100. Your elemental energy, once at 100, can be used to activate your elemental burst, your strongest ability. You may gain elemental energy through these methods:

  • Damaging an enemy with a melee weapon grants 5 energy.
  • Successfully parrying an attack will grant an additional 5 energy.
  • Expending a Stamina point grants 10 energy.
  • Using your elemental skill grants 20 energy.
  • Reducing a creature's hit points to 0 or knocking them unconscious grants 10 energy.

Additionally, whenever you deal damage to an enemy, roll a d4. On a 4, you gain an elemental particle which immediately grants 10 elemental energy.

Stellar Restoration[edit]

At 3rd level, you unlock your elemental skill: Stellar Restoration. Stellar Restoration begins by allowing the Yuheng to hurl a lightning stiletto at a direction within 30ft of them. You may perform Stellar Restoration by using an action, bonus action, or reaction. Using Stellar Restoration in each manner will produce a different result.

When used as a bonus action, target a specific location within 30ft for the stiletto to land and even have it stay suspended mid-air. Any creature within 5ft of where the stiletto lands must make a Dexterity saving throw or take half of your proficiency bonus (rounded down)d4 lightning damage or half as much on a success as it explodes in electro energy. You may also choose to attack a specific creature with the stiletto by making an attack roll using your Yuheng attack modifier. On a hit, they will take your (proficiency bonus)d4 lightning damage and become marked. On a missed attack, you may choose to have the stiletto continue to travel up to its 30ft maximum or stop it at any point prior. However, using your stiletto in this manner will not cause it to erupt in electro energy. Your lightning stiletto will persist at its location or on a marked creature for the next minute, and using Stellar Restoration in this manner will not grant you additional energy from your Elemental Energy feature.

While a creature or location is marked by Stellar Restoration, and you use your blade flurry technique on that creature or within the affected area, you will unleash a massive thunderclap, converting your blade flurry into lightning damage and increasing its damage by adding one additional die and adding your Yuheng level. Unleashing your thunderclap will also consume your stiletto or mark your targetted enemy.

Whenever your stiletto has marked a target or landed at a specific location as an action, you may use your Stellar Restoration a second time, allowing you to perform a lightning blink toward the stiletto. During your blink, you will traverse through all creatures and terrain to reach your destination, and upon reaching, you will unleash a thunderous slash causing all creatures within a 15ft cone to make a Constitution saving throw or take (your proficiency bonus)d4 lightning and slashing damage or half as much on a success.

As a reaction, whenever you are attacked by a melee attack, you may immediately blink behind your opponent, imposing disadvantage on the attack roll and, if they miss, granting you an attack in retaliation with advantage. Alternatively, whenever you are attacked by a ranged weapon attack, you may hurl your lightning stiletto at the projectile, potentially causing it to be destroyed. As a reaction, you may reduce the projectile's damage by an amount equal to a d4 + Your Charisma Modifier + Your Yuheng level. If you reduce the damage to 0, then you will not expend a use of this feature.

After using your elemental skill to perform a thunderclap or blinking to a location or marked target or using this feature as a reaction, you will electro-charge the weapon you are currently wielding, causing it to gain an additional d4 lightning damage for the next minute. You may not gain this benefit if you choose to hurl your stiletto at a projectile as a reaction. You may use this feature a number of times equal to your Your Charisma Modifier (minimum of 1) and regain expended uses of this feature at the end of a long rest.

Starward Sword[edit]

A starward sword is your elemental burst and will require 100 energy before it can be used. When the Yuheng uses this feature, they infuse themselves with electro energy and blend into the shadow of your blade to make dozens of lightning-fast strikes within the blink of an eye leaving. The Yuheng makes five melee weapon attacks at choosing up to five creatures or as many as you see fit within a 20ft radius centered on you and dealing d4 lightning damage and d4 slashing damage on hit, leaving a trail of thunder and lightning echos in your wake.

Afterward, you command all of your lightning echoes to strike alongside you, simultaneously dicing across the area. All hostile creatures within the 20ft radius must make a Strength saving throw. On a failure, they take (Your proficiency bonus)d4 slashing and lightning damage and are knocked prone, or take half as much on a success and are not prone. After completing your elemental burst, you return to the space you originally occupied before using it, and you reduce your elemental energy to 0.

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.

Quick Thinking[edit]

Beginning at 6th level, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn. You also gain an additional number of reactions per round equal to half of your proficiency bonus (rounded down).

Thundering Presence[edit]

Beginning at 6th level, you've refined yourself to display a level of pedigree matching those of the aristocratic class and striking fear into those who earn your ire. You learn two languages of your choice and one exotic language of your choice. Whenever you make a Charisma (Deception), Charisma (Persuasion), or Charisma (Intimidation) check, you are considered proficient, and if you already have proficiency in any of those skills, instead treat it as if you had expertise. Additionally, you grant all allies (including yourself) a bonus to their initiative rolls equal to your proficiency bonus.

Improved Elemental Reactions[edit]

Beginning at 7th level,

Evasion[edit]

Also at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon’s fiery breath or an Ice Storm 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.

Evasion[edit]

Beginning at 9th level,


Swordplay Techniques[edit]

Blade Flurry

As an action, you may spend a stamina point to exert yourself to slash in front of you at rapid speeds dicing anything in your path. All enemies within a 10ft cone in front of you will make a Dexterity saving throw. On a failure, roll a number of 10s equal to your proficiency bonus; they take damage equal to the result plus your Charisma Modifier. (Ex. A level 10 Yuheng with a shortsword and 20 in their Charisma score will deal 4d10+5 slashing damage). This feature also counts as a melee weapon attack when used.

Lightning Wave

As an action, you may expend a stamina point to perform an elegant slash through the air launching a lightning slash toward your opponents. You may make as many attacks as your proficiency bonus using your Yuheng attack modifier, they have a range of 30/90, and you may target up to as many creatures as your proficiency bonus for these attacks. On a hit, they deal d10 + Your Charisma Modifier Lightning damage. These attacks may benefit from the additional damage granted to melee attacks from your Stellar Restoration feature.

Death by a Thousand Cuts

As a bonus action, whenever you take the attack action and are wielding a sword, you may expend a stamina point to unleash a series of attacks against a creature. You make a number of attacks equal to your proficiency bonus. On a hit, the attacks deal d4 slashing damage (without any attribute bonuses).

Lunge

As an action, you may expend a stamina point to perform a long-reaching lunge attack moving in a line up to a distance equal to half of your movement speed. All creatures within the line must make a Strength saving throw or take damage equal to your melee weapon's normal attack plus an additional two damage die and be knocked prone. On a success, creatures aren't knocked prone and only take half damage.

Lightning Draw

At the start of combat, before initiative is rolled, you may expend a stamina point and target one creature the Yuheng can see. You immediately move up to half of your movement speed toward them and make a melee single attack. If you successfully hit, you gain advantage on your initiative roll, and that creature gains disadvantage on its initiative roll.

Tenden Cut

When you make an attack of opportunity against a creature, you may also expend a stamina point to attempt to stop their movement. If your attack hits you, reduce their movement to 0 until the end of your next turn. You may also expend another stamina to attempt to stop a creature who took the disengage action or is using a movement spell or feature to move more than 5ft from you.

Diplomatic Armistice

When you successfully make an attack against a creature, you may instead choose to not deal damage and immediately disarm the creature of one object they are holding. The creature must make a Wisdom saving throw. On a failed save, it drops the object you choose and catches it with a free hand or on the ground if you do not have a free hand. For the next minute, if you disarm the creature, you gain advantage on Charisma checks against them for the next hour.

Swift Recovery

Whenever you are knocked prone, disarmed of your weapon, or grappled, as a reaction, you may expend a stamina point to immediately recover from the prone position, catch your weapon, or escape the grapple.

Posture Break

When you successfully attack a creature with a melee weapon, you may expend a stamina point and choose to deal no damage instead. When you do so, all melee attacks against that creature have advantage until the end of your turn.

Pierce Defense

When you make a melee attack against a creature, you may expend a stamina point to cause all of your attacks that hit a creature to reduce that creature's AC by 1 for every successful attack until the start of your next turn.

Carve a path

Whenever you successfully attack a creature, using the attack action, you may use your bonus action to immediately cause an ally within 30ft of the creature to make a single melee attack or ranged attack against them at advantage.

Time Fracture

Prerequisite: 7th-level Yuheng Whenever you are forced to make a saving throw, as a reaction, you may spend a stamina point, initiating a small Time Fracture, slowing down time for yourself, granting you a bonus to Strength, Dexterity, and Constitution saving throws equal to your Charisma Modifier until the start of your next turn.

Crashing Thunder

Prerequisite: 10th-level Yuheng Whenever you are airborne, as a reaction, you may expend a stamina point and choose to perform a plunging attack against a creature within a number of feet equal to half of your movement speed. Make a single weapon attack against the creature. On a hit, you roll your weapon damage plus 4d8 lightning damage. If the attack is a critical hit, then instead of rolling an additional die, you instead maximize the damage. Additionally, you half any fall damage you would have taken during your fall.

Lightning Strike

Prerequisite: 10th-level Yuheng As an action, you may make a single attack against a creature at blinding speeds. The creature you perform this attack against cannot use any reactions or features in response to this attack. On a hit, they take your normal weapon damage plus 2d8 lightning damage and make a Constitution saving throw. On a failure, that creature is paralyzed until the start of your next turn. Additionally, you cannot use any other swordplay techniques until the end of your turn when you use this technique.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses