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Anime Xianxia & Wuxia
Anime Xianxia & Wuxia
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Dervish
Intention of this When you adopt this Path at 3rd level, your Rage becomes a
document dance of savage fury. You lose the typical benefits of the Rage
feature and replace them with the following benefits
I have written a lot of subclasses and character options. This
can be a little difficult to parse and can be daunting for You have advantage on all Dexterity checks and Dexterity
someone looking for cool ideas for characters. It's also not saving throws
very well organized, thematically. So I am compiling my work When you make a melee weapon attack using Dexterity
into genre based groupings! while within 5 feet of your target you gain a bonus to the
This document is for anime, wuxia and xianxia. I will damage roll that increases as you gain levels as a
present the options below as well as some possible ways to re- barbarian, as shown in the Rage Damage column of the
flavour them to fit into an orient inspired world filled with Barbarian table.
impossible martial prowess, high flying action and Shinto Your AC is increased by your proficiency bonus.
mysticism. Additionally, your Reckless Attack feature applies to
I have also included the Lancer class, seeing as it is Dexterity based attacks while you are within 5 feet of your
inspired by the Dragoon archetype from Final Fantasy, as well target, however you lose the AC bonus granted by your
as the Wukong race, which is quite clearly based on Sun Dervish as well as the typical effects of that feature.
Wukong from Journey to the West.
Savage Dance
Barbarians Starting at 6th level, you have learned to perform your dervish
while wielding heavier weapons. When you make an attack
Anime and manga has a huge host of characters that would with a weapon in one hand and nothing in the other hand you
fall into the barbarian archetypes. It could be argued that can use your Dexterity modifier instead of your Strength
almost every anime protagonist, given their proclivities for modifier. Additionally, when you hit with a melee weapon
screaming and powering up, would fit this mould. Wuxia and attack while in your Dervish you can immediately make an
Xianxia however, with their focus on self mastery, have less additional attack against a different target within 5 feet. This
examples of this. Below is a barbarian option focused more additional attack deals 1d4 bludgeoning damage your Rage
around submitting to the rhythm of combat than your own Damage bonus.
rage, something much more in line with the core feel of the
genre. Swirling Whirl
Also included is the Bombast, a common trope in anime of Starting at 10th level, your every movement becomes lithe and
the loud, brash and inspiring hero with a lust for combat and a deliberate. You can take the Disengage or Dash action as a
fury born of the power of friendship! You may wish to bonus action.
reflavour the roar into an inspiring call to action or short
speech about how, with your friends by your side, you are Leap Attack
invincible! Starting at 14th level, you charge into combat with a savage
leap, impacting with your target. When you move at least 20
Whirling Dervish feet towards a target in a straight line you can make a single
The Dervish is a sight to behold. It is a dance, a vicious and attack against that target as a bonus action. You can add +5 to
violent dance, that has existed for as long as there has been your attack roll and the attack deals 1d4 bludgeoning damage
conflict. To tap into the Dervish is not a simple feat. It seems plus your Rage Damage. Additionally, while in your Dervish
like it requires control. In fact, it requires the opposite. To find you score a critical hit on a 19 or 20.
and feel the Dervish is to lose yourself into the pattern. It is a
cold rage, a subdued passion, a fury so primal it defies Whirling Dervish and Elven Accuracy
explanation. This entire book may be a fool's errand but
describing the Dervish is a hole I will not fall down. Suffice to I am aware of Elven Accuracy as a feat and how it
can turn the Whirling Dervish from an interesting
say, those that find themselves within the Dervish are warriors Barbarian path into an unbridled engine of critical
of incredible swiftness and beauty, able to lash out at foes with hitting terror. While this may be fun for the
a grace and speed that no other barbarian can possibly match. barbarian, it is possible it can frustrate the DM and
I have watched a troupe of wardancers tear a dragon apart, a other players. If you are a DM, strongly consider
shockingly quick death of a thousand cuts and tears, with the limiting the use of this feat in regards to this path.
four of them left standing almost untouched atop the corpse of You are within your rights to say that it would not
their kill. Would that I had the words to do this sight service. It apply to the Reckless Attack feature given the
may have been the most beautiful thing I have ever seen. flavour of submitting to the dance and lose of
control that entails.
Or you can have your barbarian crit for days, it's
your game. I would feel remise if I did not point this
out though.
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Bombast Bards
The bombasts are wonderful. Their passion and fury flies Asian media does not have many examples of bards, the
from them like a raging tide. One cannot see a bombast fight concept seeming to be a mainly western idea. The examples I
and refuse the call to join in. At home amidst the clash of steel could find are pretty much all comic relief, which is
and the roar of battle, there is no foe a bombast will not face, understandable but means that almost any bard class can be
and they will convince you to join them in their glorious flavoured as such. There is, however, a stereotype of the
crusade for violence. Leaders, each and every one. I have drunken gambler or the character who relies on luck to see
fought amidst a tide of flesh and steel that attempted to tear them through the day.
me apart, a friend and bombast by my side. Together we
carved our path through that inenviable tide and came out the Gambler
other side bloodied but unbowed. I can not say I would have
made it out of that situation without the encouraging fury of In all my travels and all my research I have never come across
my friend. I owe them my life, and I would be lying if I said anything remotely close to the Gambler. I would not even
they were not a prime inspiration for this endeavor. My eternal designate them as a College in any real sense. Instead, they
respect to all bombasts. are a strange kind of performance art. The thrill they seek
from the odds they play is incredibly infectious. Leaving their
Bombastic Roar fate to the whims of luck, as likely to pull off incredible feats of
When you adopt this path at level 3, you can let loose an daring do as they are to fall flat on their face. Their lows are
inspiring roar in the midst of combat. When you score a lowest but their highs are highest and when travelling with a
critical hit or reduce a creature to 0 hit points with a melee Gambler, you begin to understand that excitement. Without
weapon attack you can use a bonus action to roar. If you do so, clamorous failure, what joy would there be in spectacular
choose up to three allies within 60 feet that can hear you. success? What is life without a little risk? Boring, sedate,
They can add double their proficiency bonus to a single attack monotonous. But with the correct application, all becomes
roll on their next turn. elevated to a dizzying precipice of adrenaline, tension and
ecstatic release.
Inspiring Presence
Starting at 6th level, your stalwart fury in the face of your foes Double or Nothing
gives your allies great solace. While you are raging you inspire When you become a Gambler at 3rd level, you can use your
all allies within 60 feet who can see you. They gain a number magic and gamblers thrill to either enhance or negate a
of temporary hit points equal to your proficiency bonus at the moment of luck. When you score a critical hit with an attack,
beginning of each of their turns. you may choose to double down. If you do so, you may roll a
gamblers dice, which is a single d20. If the total results in a 15
Encourage Violence or higher, double the number of dice you would roll for the
Starting at 10th level, you can steel your allies for an critical hit. If the total result is less than a 15, treat the hit as a
upcoming fight. When you finish a short or long rest you can normal hit.
choose up to 3 allies. Each of these allies gain a single charge Additionally, when you roll a critical failure you suffer a
of Fury. They can expend this charge to increase either an moment of devastating bad luck. Roll one of your bardic
attack roll or a damage roll by 5. This charge lasts until your inspiration die and take that much damage. Alternatively, your
next short or long rest. DM can have an effect of their choosing happen to you.
Whenever you enter a rage you can grant a single charge of
fury to an ally within 30 feet. House Advantage
Also at 3rd level, whenever you roll a gamblers dice you can
With Me! spend a use of your Bardic Inspiration to roll an additional
Starting at 14th level, you can lead your allies in a surging dice equal to your inspiration dice. You must choose to do this
charge. You can use your action and choose any number of before you roll the gamblers dice. You can do this multiple
allies within 30 feet. You and each of these allies can move up times for each gamblers dice roll.
to 30 feet and make a single melee weapon attack at any point
during that movement. Stacked Hand
You can use this ability once and regain that use on Starting at 6th level, you score a critical hit with an attack roll
finishing a short or long rest. of 18, 19 or 20. You critically fail an attack roll or ability check
on a natural 1, 2 or 3.
Additionally, while an ally has an inspiration dice from you,
they score a critical hit on an attack roll of 19-20.
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Dragon Knight
Starting at 7th level, you and your dragon have become a Rangers
single terrifying foe. You cannot be knocked off your mount if Asia has many cultural archetypes that could fall under a
you do not wish to be. While you are on your dragon mount ranger, not least that of the Mongolian horse archer or the fact
you gain resistance to damage of the type associated with your that Bushido actually translates as way of the horse and bow.
monarch. Most ranger archetypes would readily fit in an oriental
Additionally, you gain an additional use of Channel Divinity campaign but I have included below the Feral conclave,
that can only be used while mounted on your dragon. You representing the surprisingly common archetype of the child
regain this additional use upon finishing a long rest. raised by animals who is now a wild and wrathful being.
Aura of Majesty Feral
Starting at 15th level, you and your dragon radiate a power The feral are not so much a conclave as a classification. Many
and majesty that emboldens your allies and worries your foes. of those who walk this path have never seen civilization. They
As an action while mounted on your dragon, you can rear up have spent their life in the wilds, surrounded by nature red in
and let out a roar. For the next 30 seconds, all your allies tooth and claw. They are sometimes more animal than
within 60 feet add 1d4 to attack rolls. Enemies in the area anything else. What truly defines them though is the ability to
must make a Charisma saving throw against your paladin let go of their restraint and let loose a savage side that is
spell save DC or subtract 1d4 from attack rolls and saving impossible to control but incredibly devastating in combat.
throws for the next 30 seconds. They have learned to harness their rage into a brutal roar
You can use this ability once and regain that use upon called a Howl. These howls have various properties but they
finishing a long rest. Additionally, when you use your action to cannot fail to stir something within those who hear them. To
allow your dragon to make an attack, you can make a single watch a feral go about their bloody business is to be struck
melee weapon attack as a bonus action. with awe at the fury and power of the natural world.
Awaken The Dragon Feral Magic
Starting at 20th level, you and your dragon can unleash the You learn additional spells when you reach certain levels in
fury of your monarch. You can use an action to goad and this class. They count as ranger spells for you but do not count
encourage your dragon steed. For the next minute, your against your ranger spells known.
dragon steed gains a breath weapon attack. Use the breath
weapon of an Adult dragon of the colour of your dragon Feral Spells
monarch. If your monarch has multiple breath weapons, you
can use either though they share a recharge mechanic. Level Spell
You can use this ability once and regain that use upon 3rd Wrathful Smite
finishing a long rest. 5th Shatter
Additionally, when you use your action to allow your dragon
to make an attack you can take the Attack action as a bonus 9th Fear
action. 14th Staggering Smite
17th Steel Wind Strike
Managing a Dragon
A dragon is not a typical steed, they are wilful and Go Wild
proud creatures and do not submit themselves to When you join this conclave at 3rd level, you gain the ability to
the will of others. As a DM, feel free to have your give in to your feral nature and go wild. You can spend a bonus
players dragon act as an NPC with it's own goals action to shake the shackles of control. You gain the following
and desires, and you can have them leave the effects for one minute:
service of the player if they are being abused.
Alternatively, you can just have the dragon as a You lose the ability to make ranged attacks or to cast
mute but useful class feature. I'm not your boss. spells. You can maintain concentration on a spell already in
effect.
You add your proficiency bonus to any damage rolls you
make.
If you miss with a melee attack you can use your bonus
action to make an additional weapon attack.
You have advantage on melee weapon attacks. Enemies
have advantage on any melee attacks against you.
You cannot choose to end this effect early and you must
make a melee attack each round for the full duration. If there
are no enemies to attack, you must attack a neutral creature.
If there are no neutral targets, you must attack an ally. This
effect ends early if you are knocked Unconscious or reduced
to one quarter of your maximum hit points.
You can use this ability once and regain that use on
finishing a short or long rest.
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Monster Magic
Starting at 2nd level, you can use your magic coupled with On Monsters
your studies to emulate the abilities of monsters. When you The use of the word Monster in this document
are targeted by or subject to an effect originating from a refers to any enemy that does not possess character
monster that either has a recharge mechanic or recharges on levels. Consult with your DM to ensure they agree
a short rest you can use your reaction to attempt to learn this with this assessment. Your DM has final say on what
ability. You make an Arcana check with a DC equal to 10 plus constitutes a Monster in relation to this arcane
one half of the CR of the creature using the ability (minimum tradition and is well within their rights to decide on
1). If you succeed on this check, you learn this ability as a spell a case by case basis. They can also change the level
whose level is equal to one half the CR of the creature who of the spell slot required for any learned effect, or
used that ability(minimum 1). When you learn a spell it uses allow you to learn an effect that does not fit within
the DC listed in the monsters stat block or your Wizard spell the outlined criterea.
save DC, whichever is lower. If the spell requires a body part Note that Analysis does not specify it must be
you do not possess you manifest that body part for the used on a Monster
duration of the spell effect.
You cannot learn lair actions nor legendary actions with this
ability. If you learn an ability that replicates a spell effect and Summoner
that would be a different level than that spell then you learn
the spell that ability replicates at its original level. You cannot The practice of summoning creatures has long been practiced
learn a spell for which you have no appropriate level spell as an established magical method. While more often practiced
slots. You cannot learn a spell cast by the Spellcasting feature. by the nature based divine casters, the Druids, there is a
Once you gain this ability, you cannot scribe spells into your similar tradition among almost all casters. The Summoner,
spellbook in the typical manner. You still learn spells as you however, takes that tradition to a new height. A typical
level up but otherwise you can only add to your spellbook summoning conjures a non-specific creature. This tradition,
using this ability. however, seems to be based upon either the creation of or
contact with a specific creature of magical origin. The forms
Analysis these creatures take are incredibly varied, I have never seen
Starting at 6th level, your capacity for analysis has become so two the same and have only seen very few who could
honed as to be lightning fast. You can use a bonus action to reasonably be classified as similar. The connection between
attempt to analyze an enemy. Make an Intelligence check with the caster and creature is an interesting example of a
a DC equal to 8 plus the CR of your opponent. If you succeed, symbiotic magical manifestation with the casters power
you can learn one of the following statistics about that fueling the creature. Whether this is an example of
opponent: manifestation or anchoring is apparently varied from
practitioner to practitioner. Despite being loosely grouped into
Their highest saving throw a discipline, each Summoner seems to be unique in practice
Their lowest saving throw and application.
Their AC
If they have any resistances Eidolon
If they have any vulnerabilities Starting at 2nd level, you gain the attention of an Eidolon and
the ability to summon it into being with your magic. You
You are considered proficient for this check. Additionally, choose the form the Eidolon takes though it is always a Large
you add double your proficiency bonus to any check to Magical Beast whatever shape you choose. You must also
research or learn information about a monster or its lair. choose a damage type. The Eidolon has resistance to this
Exploit Weakness
damage type and whenever an ability says that your Eidolon
deals damage then the damage is of that type. You choose the
Starting at 10th level, whenever you damage a creature you shape and damage type when you gain this ability and cannot
have successfully used your Analysis ability on you can add change it afterwards.
your proficiency bonus to damage you deal. To summon your Eidolon you must use an action to spend a
Reflect spell slot. When you do so your Eidolon appears within 30
Starting at 14th level, when you are affected by an attack you feet of you. Your Eidolon has its own movement, action and
have the ability to learn with Monster Magic, you can use your reaction. It acts on your initiative and can act on the turn it is
reaction to spend a spell slot equal to one half the CR of the summoned. The magic required to tether your Eidolon means
attacking creature. If you do, you use that ability on the it requires concentration and you cannot cast a spell of 1st
triggering creature. If that ability allows a saving throw you level or higher while it is summoned.
automatically succeed on that saving throw. You can add that The Eidolons hit points are equal to the level of the spell
ability to your spellbook as a spell with level equal to one half slot spent to summon it times ten, plus ten. It's attack bonus is
the CR of the attacking creature. You can use this ability once your Intelligence modifier plus your proficiency bonus. It
per day and regain that use on finishing a long rest. deals 1d10 damage with an attack plus half your Wizard level,
plus an additional d6 per 2 levels of the spell slot spent to
summon it. It's AC is equal to 8 plus your proficiency bonus
plus the level of the spell slot spent to summon it. It uses your
saving throws and ability score modifiers and is proficient in
Athletics. It has a walking speed of 35 feet.
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The Eidolon cannot be healed nor can it gain temporary hit
points. You can use an action to spend a spell slot and set its
current and maximum hit points to the level of the spell slot
spent times ten plus ten.
Extra Attack
Starting at 5th level, when you use your bonus action to
command your Eidolon to take the Attack, it can make two
attacks.
Signature Move
Starting at 6th level, your Eidolon gains the ability to perform
an ability of your design. This ability can target either a 5 foot
radius area within 30 feet or a 45 foot line, you can choose
each time you activate it. You can use an action on your turn to
spend a spell slot and activate this ability. Each target in the
area makes a Dexterity saving throw versus your Wizard spell
save DC. Those that fail take 2d10 damage per level of the
spell spent while those that succeed take half as much
damage.
Spirit Bond
Starting at 10th level, your bond to your Eidolon allows it to
protect you at all times. While your Eidolon is summoned, if
you take damage from any source, half of the damage is dealt
to you and the other half is dealt to the Eidolon. Damage dealt
to your Eidolon in this way cannot be reduced by any means.
You can end this effect at any time without requiring an action
and you can establish the link once more as a reaction upon
taking damage.
Limit Break
Starting at 14th level, your Eidolon gains the ability to perform
a powerful ability of your design. You can use an action on
your turn to activate this ability. Your Eidolon can target any
number of creatures within 30 feet of it. Each target must
makes a Dexterity saving throw at your Wizard spell save DC
plus 2. Targets that fail their save takes 25d4 damage, targets
that succeed take half damage.
You can use this ability once and regain that use on
finishing a long rest.
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Lancer
A
wary man sits at a campfire, his compainions A Unique Fighting Style
resting around him. He sharpens a glaive, his
eyes darting over the surrounding forest. He Lancers fight in a way that most people have never seen. They
stiffens, hearing a sound. He gets to his feet, lets approach combat through a more vertical lens than most,
out a whistle to rouse his friends, and leaps striking from on high to catch an opponent offguard before
directly up near 100 feet into the sky. From this dancing back out of reach to set up for another diving blow.
vantage he can see their ambushers. The tables They utilize a subtle and powerful magical technique to
turn as he rockets down, his glaive point reducing one foe to a enhance their movements and momentum, allowing them to
fine mist. jump prodigeous distances and move with surprising grace.
A gnomish woman wanders through an ancient ruin, This reaches a head with their signature jump technique, a
strange sigils glowing faintly on the walls around her. She dramatic and powerful attack that most people identify
knows there is history here, old secrets of her order, but she is lancers by.
sure that is not all. She twils her spear about her with a short, Also unique is their magical pratices. They perform arcane
graceful dance movement and magic trails like a ribbon from rituals and ceremonies, using secrets that are passed down
the tip. Protective magic sheaths her as she continues deeper through their order to perform supportive magics that no
into the ruin, eyeing every shadow warily. other traditions have discovered. These practices make them
A ragged, bleeding and bruised elf stands supporting fantastic secondary healers and support for primary casters
themselves on their pike. Facing them is a heavily armoured while maintaining a powerful presence on the front lines. A
figure in plate and shield. The blood on their opponents blade versatility and power exemplified by their signature weapon,
prove they are losing this fight. Luckily, they still have one the polearm.
trick left. A leap into the air, a hanging moment of building
momentum and a lightning fast dive directly into their foe. Creating a Lancer
The sound of steel piercing steel, a cacophonous roar and a When creating a lancer, consider their order and their
cloud of dust. As the wind blows the cloud away, two figures relationship to it. Are they an active and proud memeber? How
lie on the ground. did they join their order? Do they believe in the credo? What
Mystic knights, practitioners of an ancient and unique drove them from their order to a life of adventuring? Were
magic and fighting style, warrior scholars and wandering they driven out for violating the code? Were they sent out into
hunters. Lancers run the gamut from esoteric masters to the world to learn? Perhaps given a specific quest to
brash and bloodhungry brawlers but what binds them all accomplish? Are they open about their order or is it a dirty
together is their ancient order of polearm mastery. secret? A binding chain they wish to be free of? A far-off family
An Ancient Order they long to return to?
Also consider their weapon, which polearm do they use,
Lancers draw their origins back into the mists of time. The and why? Do they consider their unique practices to be
percise origins of their order are shrouded in mystery. something to keep secret or something to be proud of? Are
Bodyguards for ancient kings, a mystical mercenary order, they martial or esoteric? Do they seek out reasons to use their
elite elven knights. All of these have been true at one point. A powers? Are they interested in the lost history of their order?
schism has resulted in a once-unified order splintering into Or are their abilities a means to an end? Do they feel a
hundreds of smaller orders each following a different credo. responability towards their abilities?
Their unifying thread is thier strange magic and their leaping
based fighting style. Quick Build
Some orderstake utmost pride in their ancient heritage. You can build a lancer quickly by following these suggestions.
Some seek to set themselves apart from the apart, forging First, Strength should be your highest ability score, followed
their own reputation and destiny. Some are martial, seeking to by Wisdom. Second, choose the Noble background.
further push the envelope on their mastery of the most
versatile weaponry. Some are magical, seeking to further
understand their esoteric arcana. Ancient secrets, long
hidden. Some are proud, powerful bodyguards and knights.
Some are roving mercenaries and andventurers. All a force to A note on polearms
be reckoned with. In the document below, whenever the phrase
polearm is used it refers to a spear, quarterstaff,
glaive, halberd, lance or pike. This classification may
extend to other weapons at your DMs discretion.
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Alternatively you can ignore the starting equipment from
Class Features your class and background and start with 5d4 x 10 gp
As a lancer, you gain the following class features
Hit Points
Hit Dice: 1d10 per lancer level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per lancer level after 1st
Proficiencies
Armor: Light and Medium armor
Weapons: Glaive, Halberd, Lance, Pike and all simple
weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Athletics. Additionally, choose one from Acrobatics,
History, Insight, Investigation, Perception
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a martial weapon or (b) two simple weapons
(a) five javelins or (b) any simple melee weapon
(a) a dungeoneer's pack or (b) an explorer's pack
(a) leather armor or (b) scale mail
Lancer
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Lancers Grace, Fighting Style — — — — — —
2nd +2 Spellcasting, Lancing 2 2 — — — —
3rd +2 Lancer Order, Jump 3 3 — — — —
4th +2 Ability Score Improvement, Hone In 3 3 — — — —
5th +3 Extra Attack, Backswing 4 4 2 — — —
6th +3 Order Feature 4 4 2 — — —
7th +3 Ever Vigilant 5 4 3 — — —
8th +3 Ability Score Improvement 5 4 3 — — —
9th +4 Bounding 6 4 3 2 — —
10th +4 Order feature 6 4 3 2 — —
11th +4 Focused Instinct 7 4 4 3 — —
12th +4 Ability Score Improvement 7 4 4 3 — —
13th +5 Improved Spearcracft 8 4 4 3 1 —
14th +5 Order feature 8 4 4 3 1 —
15th +5 High Jump 9 4 4 3 2 —
16th +5 Ability Score Improvement 9 4 4 3 2 —
17th +6 — 10 4 4 3 3 1
18th +6 Practiced Safefall 10 4 4 3 3 1
19th +6 Ability Score Improvement 11 4 4 3 3 2
20th +6 Flash Dive 11 4 4 3 3 2
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Bounding
Starting at 9th level, your magical ability to increase your Lancer Orders
fighting style becomes innate and constant. Your vertical jump The different orders of lancer fight in very distinct ways with
height is doubled at all times and you gain resistance to falling an emphasis on different aspects of combat. The three
damage while you are conscious. primary orders are Errant, Resolute and Sagacious. While
Additionally, you can cast the jump spell on yourself without many splinter orders exist they tend to fall into the fighting
requiring any componenets. You can cast this spell once using styles of one of these orders.
this feature and regain this use on finishing a short or long
rest. Errant Order
Focused Instincts The Errant order places it's emphasis on offense. They prefer
Starting at 11th level, you rely on your instincts which allow lightning quick strikes to overwhelm their foes at any cost,
you to react quicker than thought. You gain a bonus on often opperating under the adage of 'A good first strike
initiative rolls equal to your Wisdom modifier. negates the need for a second one' They often eschew the
You can use a bonus action to open your instincts. For the more esoteric or practical elements of the lancer's skillset in
next minute, a creature you cannot see does not have favour of the more flashy or exciting. What they lack in
advantage on attacks against you because you cannot see restraint they more than make up for in raw damage, often at
them. They may gain advantage from another source. the expense of themselves.
Also, while under this effect, you gain a bonus on saving
throws equal to your Wisdom modifier. Falling Sky Technique
You can use this ability once and regain that use on Starting at 3rd level, you can throw your all into a Jump attack
finishing a short ot long rest. to deal tremendous damage with some major backlash. When
you spend a spellslot to Jump you can choose to increase the
Improved Spearcraft bonus damage by a number of d8's up to your Wisdom
Starting at 13th level, your training and specialisation in modifier. However, you suffer an equal amount of d8's in force
polearms makes you an incredibly potent force in combat. If damage from the attack. This damage cannot be reduced by
you are wielding a polearm and use the Attack action and any means.
attack the same target twice, the second attack deals an Additionally, when you use your Lancing ability, you can
additional weapon die of damage if it hits. increase the damage you deal by your proficiency bonus,
If you use the Attack action and attack two different targets, taking the same amount in force damage.
you can make an Attack action as a bonus action to attack up
to two different targets. Reckless Abandon
Starting at 6th level, your all-or-nothing attitude extends to all
High Jump of your attacks. Whenever you take the Attack action you can
Starting at 15th level, your Jump ability becomes more increase the damage you deal with each attack by an amount
powerful. When you spend a spell slot to Jump the height you between 1 and 5. You suffer an equal penalty to your AC until
ascend and distance you can move increases to 30 feet per the start of your next turn.
level of the spell slot spent and the total damage from the
attack increases by 1d8. Lightning Strike
Additionally, when you use your Lancing ability you Starting at 10th level, you can gather your energy and release
increase the damage of the attack by 1d8. it in a burst of fury, dashing to your foe and using that
momentum to deliver a powerful strike. You can use an action
Practiced Safefall to teleport next to a target your Hone In ability is active on and
Starting at 18th level, you are capable of using your magic to make an attack against them, so long as they are within 60
help arrest your momentum from a fall. You reduce the feet and you can see them. You are considered to have moved
distance you have fallen by 100 feet when calculating fall 15 feet in a straight line for the purposes of this attack.
damage. You can use this ability a number of times equal to your
Wisdom modifier and regain those uses on finishing a short
Flash Dive or long rest.
Starting at 20th level, you can exert yourself to take advantage
of an opponents openings in the blink of an eye. While you are Jump Mastery
wielding a polearm, you can use an action to move to a point Starting at 14th level, you are so adept and practiced at using
within 40 feet. Each creature you choose within 30 feet of this the Jump techniques that they are second nature. You can use
point must make a Dexterity saving throw. On a failed saving the Jump ability as though you had spent a 1st-level spell slot
throw a creature takes 6d8 piercing damage and has their without needing to spend a spell slot.
speed halved until the end of their next turn. On a success, You can use this ability once and regain that use on
they suffer half of the piercing damage. finishing a short or long rest.
You can use this ability once and regain that use on Additionally, you can now use your Backswing ability on a
finishing a short or long rest. creature if you hit them with a melee attack.
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Proficiencies
Class Proficiency gained
Lancer Athletics, spear, halberd, glaive and pike.
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Feats
Tail Mastery
Prerequisite: Wukong
You have become so proficient and practiced with using
your tail that it has become like a third arm. You gain the
following benefits:
Your tail becomes capable of fine motion. You can freely
Use an Item as a bonus action.
You can use your tail to wield a shield. While you are
wielding a shield you lose the ability to Use an Item as a
bonus action and must use your reaction to gain the shield
bonus to AC until the start of your next turn.
Boisterous Charm
Prerequisite: Wukong
You are an emboidment of your races flippant, open and
honest charm. People cannot help but make allowances for
you and consider you a person of interest.
Your Charisma increases by 1.
People are more kindly inclined towards you, allowing you
to get away with minor infractions without social
reprecussions. It is readily accepted that you will climb
things, sit in strange places and spend as little time
touching the ground as possible. You can finagel and smile
your way out of minor, harmless crimes by leveraging your
status as an outsider. This consideration only lasts so long
as you do not abuse it.
After spending 8 hours in a non-Wukong settlement you
gain a reputation as an exotic and interesting person. You
can leverage this into gaining an audience with people of
interest such as local nobles or rulers. They will accept the
audience but may not be kindly disposed towards you.
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