Shin-chi

Shin-chi are surviving warrior-mages of a fallen elven empire, once the law enforcement arm of imperial will. They are strict, legalistic, and often tragically rigid, treating old edicts as still binding long after the empire that wrote them has crumbled.

Class Features

Hit Die d8
Primary Ability Strength, Intelligence
Saving Throws Constitution, Intelligence
Archetype Hybrid_Battlemage
Ability Categories martial_abilities, spellcasting
Caster Progression Third

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial weapons
Tools Calligrapher's supplies or mason's tools
Skills Choose two from Arcana, Athletics, History, Insight, Investigation, and Perception

Class Resources

Inertia Points

Max 20

You have a pool of Inertia Points that you use to fuel your martial techniques.

Reset
Short or long rest
Spending
You can spend Inertia Points to activate martial techniques that require them. You cannot spend more Inertia Points than you have.
Recovery
You regain all expended Inertia Points when you finish a short or long rest.

Class Abilities

Spellcasting

Spellcasting Ability Intelligence
Cantrips Known 0

Martial Abilities

Alchemist's Fire
Activate None Level 1
Range 20 ft.
Target One creature or object you can see within range.
Duration Instant
Movement None
Attack / Save act

When you take the Attack action, you can replace one of your attacks with a vial of Alchemist's Fire.

Rules Text:

When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). On a failed save, the target takes 1d4 fire damage and starts burning.

Attack Effect
Attack: Act
Range: +5
Damage: 1d4 Fire
Condition Effect
Conditions: burning
Acid Splash
Action None Level 1
Range 60 feet
Target Each creature in a 5-foot-radius Sphere at a point within range.
Duration Instantaneous
Movement None
Attack / Save Dexterity saving throw

You create a vial of acid within your reach, then throw it at a point you can see within range. The acid splashes in a 5-foot-radius sphere.

Rules Text:

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Range 60 ft. Target: Each creature in a 5-foot-radius Sphere. Duration: Instantaneous. Damage: 1d6 Acid. Cantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Damage Effect
Damage: 1d6 Acid
Acid Arrow
Action Spell slot Level 2
Range 90 ft.
Target One creature
Duration Instantaneous, plus end of target's next turn
Movement None
Attack / Save Attack roll

You hurl a shimmering green arrow toward a target within range, where it bursts in a spray of acid.

Rules Text:

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only. Range 90 ft. Target: One creature. Duration: Instantaneous, plus end of target's next turn. Attack: Ranged spell attack. Damage: 4d4 Acid on hit and 2d4 Acid at the end of the target's next turn. Scaling: The damage (both initial and later) increases by 1d4 for each spell slot level above 2.

Damage Effect
Damage: 4d4 Acid
Damage Effect
Damage: 2d4 Acid
Adjudicator's Grip
Action None Level 1
Range Melee
Target One creature you hit with a melee weapon attack or unarmed strike.
Duration End of target's next turn
Movement None
Attack / Save Strength saving throw

You touch a creature and attempt to anchor it to a surface with a sticky, gravity-aligned seal.

Rules Text:

When you hit a creature with a melee weapon attack or unarmed strike, you can attach a gravity seal to it. The target must make a Strength saving throw. On a failure, it has the grappled condition until the end of its next turn. While grappled in this way, the target is stuck to a surface within 5 feet of you. Range Melee. Target One creature you hit with a melee attack. Duration Until end of the target's next turn. Saving Throw Strength. Conditions Grappled. Resource Cost None. Scaling: At 5th level, the target also has disadvantage on ability checks to escape the grapple.

Effects Effect
Damage:
Vertical Jurisdiction
Bonus Action None Level 1
Range Self
Target Self
Duration Instantaneous
Movement 15 feet along vertical surfaces or ceilings
Attack / Save None

You twist gravity around your body and move along walls or ceilings as if they were the ground.

Rules Text:

You can move up to 15 feet along vertical surfaces or ceilings without falling. This movement does not provoke opportunity attacks. Range Self. Target Self. Duration Instantaneous. Movement 15 ft. Resource Cost None. Scaling: At 5th level, the movement increases to 30 feet.

Movement Effect
Movement: 15 feet
Ceiling Drop
Action None Level 1
Range Melee
Target One creature
Duration Instantaneous
Movement None
Attack / Save Attack roll

You strike from an unexpected angle while moving along a wall or ceiling, adding gravity-driven force to your blow.

Rules Text:

Make one melee weapon attack. If you moved at least 10 feet along a vertical surface or ceiling before the attack, the target takes an extra 1d8 bludgeoning damage on a hit. Range Melee. Target One creature. Duration Instantaneous. Attack Melee weapon attack. Damage Weapon damage plus 1d8 bludgeoning. Resource Cost None. Scaling: At 11th level, the extra damage increases to 2d8.

Damage Effect
Damage: 1d8 Bludgeoning
Pin to Surface
Action None Level 2
Range 5 ft.
Target One creature within 5 feet
Duration End of your next turn
Movement None
Attack / Save Strength saving throw

You grab a creature and press it against a nearby surface, pinning it with a gravity seal.

Rules Text:

Choose one creature within 5 feet of you. The target must make a Strength saving throw. On a failure, it is grappled and stuck to a surface within 5 feet of you until the end of your next turn. Range 5 ft. Target One creature. Duration Until end of your next turn. Saving Throw Strength. Conditions Grappled. Resource Cost None. Scaling: At 9th level, the target has disadvantage on ability checks to escape.

Effects Effect
Damage:
Deflective Stance
Reaction None Level 2
Range Self
Target Self
Duration Instantaneous
Movement None
Attack / Save None

You angle your body and shield to absorb the force of a strike.

Rules Text:

When a creature hits you with an attack, you can use your reaction to become harder to hit. Until the end of the current turn, you gain a +1 bonus to AC. Range Self. Target Self. Duration End of current turn. Defense +1 AC. Resource Cost None. Scaling: At 9th level, the bonus increases to +2 AC.

Effects Effect
Damage:
Wallbound Charge
Action None Level 3
Range Melee
Target One creature
Duration Instantaneous
Movement 20 feet along vertical surfaces or ceilings
Attack / Save Attack roll

You rush along a wall or ceiling and slam into a foe.

Rules Text:

Move up to 20 feet along a vertical surface or ceiling, then make one melee weapon attack. On a hit, the target takes an extra 2d6 bludgeoning damage. Range Melee. Target One creature. Duration Instantaneous. Attack Melee weapon attack. Damage Weapon damage plus 2d6 bludgeoning. Movement 20 ft. along vertical surfaces or ceilings. Resource Cost None. Scaling: At 9th level, the extra damage increases to 3d6.

Damage Effect
Damage: 2d6 Bludgeoning
Gravity Sling
Action None Level 3
Range 30 ft.
Target One creature
Duration Instantaneous
Movement None
Attack / Save Strength saving throw

You hurl a small object at a creature and use gravity to slam it downward.

Rules Text:

Choose one object no larger than 5 pounds within 5 feet of you and one creature within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 1d6 bludgeoning damage and must make a Strength saving throw. On a failure, it falls prone. Range 30 ft. Target One creature. Duration Instantaneous. Attack Ranged spell attack. Damage 1d6 bludgeoning. Saving Throw Strength (on hit). Conditions Prone. Resource Cost None. Scaling: The damage increases by 1d6 at 5th, 11th, and 17th level.

Damage Effect
Damage: 1d6 Bludgeoning
Downward Verdict
Bonus Action None Level 4
Range 30 ft.
Target One creature
Duration End of your next turn
Movement None
Attack / Save Constitution saving throw

You focus gravity downward, causing a creature to be squeezed toward the ground.

Rules Text:

Choose one creature within 30 feet of you. The target must make a Constitution saving throw. On a failure, it has the restrained condition until the end of your next turn. Range 30 ft. Target One creature. Duration Until end of your next turn. Saving Throw Constitution. Conditions Restrained. Resource Cost None. Scaling: At 11th level, the target also takes 1d6 bludgeoning damage when it fails the save.

Effects Effect
Damage:
Counterweight
Reaction None Level 5
Range 30 ft.
Target Self or one creature within 30 feet
Duration Instantaneous
Movement None
Attack / Save None

You use a sudden shift in gravity to slow your fall or soften an ally's landing.

Rules Text:

When you or a creature within 30 feet of you falls, you can use your reaction to reduce the fall damage by 5 × your Proficiency Bonus. Range 30 ft. Target Self or one creature. Duration Instantaneous. Defense Reduces fall damage. Resource Cost None.

Effects Effect
Damage:
Shove the Floor
Action None Level 5
Range 15-foot cone
Target Each creature in a 15-foot cone
Duration Instantaneous
Movement 10 feet away from you
Attack / Save Strength saving throw

You invert gravity for an instant, shoving creatures away from the ground beneath them.

Rules Text:

Each creature in a 15-foot cone originating from you must make a Strength saving throw. On a failure, it is pushed 10 feet away from you and has the prone condition. Range Self (15-foot cone). Target Each creature in the cone. Duration Instantaneous. Saving Throw Strength. Conditions Prone. Movement Pushed 10 ft. Resource Cost None. Scaling: At 11th level, the push increases to 15 feet.

Effects Effect
Damage:
Ceiling Trap
Action None Level 6
Range 5 ft.
Target One creature
Duration 1 hour
Movement None
Attack / Save Dexterity saving throw

You prepare a gravity trap on a ceiling or wall, waiting for a creature to pass beneath it.

Rules Text:

Choose a 10-foot-square area on a ceiling or wall within 5 feet of you. The first creature that enters the area must make a Dexterity saving throw. On a failure, it is restrained until the end of its next turn. Range 5 ft. Target One creature. Duration 1 hour or until triggered. Saving Throw Dexterity. Conditions Restrained. Resource Cost None. Scaling: At 11th level, a creature that fails the save also takes 2d6 bludgeoning damage.

Effects Effect
Damage:
Inversion Field
Action None Level 7
Range 30 ft.
Target Each creature in a 10-foot-radius sphere
Duration 1 minute
Movement None
Attack / Save Strength saving throw

You create a small region where gravity pulls inward, hampering movement.

Rules Text:

Choose a point within 30 feet of you. A 10-foot-radius sphere centered on that point becomes an inversion field for 1 minute. Each creature that starts its turn in the field must make a Strength saving throw. On a failure, its speed is halved and it cannot fly until the start of its next turn. Range 30 ft. Target Each creature in a 10-foot-radius sphere. Duration 1 minute. Saving Throw Strength. Resource Cost None. Scaling: At 13th level, the radius increases to 15 feet.

Effects Effect
Damage:
Sudden Downfall
Action None Level 8
Range 30 ft.
Target One creature
Duration Instantaneous
Movement None
Attack / Save Constitution saving throw

You seize a creature's weight with a sharp gesture and drive it to the ground.

Rules Text:

Choose one creature within 30 feet of you. The target must make a Constitution saving throw. On a failure, it takes 2d8 bludgeoning damage and has the prone condition. Range 30 ft. Target One creature. Duration Instantaneous. Saving Throw Constitution. Damage 2d8 bludgeoning. Conditions Prone. Resource Cost None. Scaling: The damage increases to 3d8 at 13th level and 4d8 at 17th level.

Damage Effect
Damage: 2d8 Bludgeoning
Condition Effect
Conditions: prone
Wall Run
Bonus Action None Level 9
Range Self
Target Self
Duration Instantaneous
Movement Up to your speed along vertical surfaces or ceilings
Attack / Save None

You run along a wall or ceiling, defying gravity for a moment.

Rules Text:

You move up to your speed along vertical surfaces or ceilings without falling. This movement does not provoke opportunity attacks. Range Self. Target Self. Duration Instantaneous. Movement Up to your speed. Resource Cost None.

Movement Effect
Movement: Your speed
Gravity Lock
Action None Level 10
Range 5 ft.
Target One creature within 5 feet
Duration End of your next turn
Movement None
Attack / Save Strength saving throw

You lock a creature in place with a surge of gravitic force.

Rules Text:

Choose one creature within 5 feet of you. The target must make a Strength saving throw. On a failure, it has the restrained condition until the end of your next turn. Range 5 ft. Target One creature. Duration Until end of your next turn. Saving Throw Strength. Conditions Restrained. Resource Cost None.

Effects Effect
Damage:
Falling Hammer
Action None Level 11
Range Melee
Target One creature
Duration Instantaneous
Movement None
Attack / Save Attack roll

You crash down onto a foe from above, adding the force of your fall to your attack.

Rules Text:

Make one melee weapon attack. If you moved at least 10 feet downward before the attack, the target takes an extra 3d8 bludgeoning damage on a hit and must make a Strength saving throw. On a failure, it has the prone condition. Range Melee. Target One creature. Duration Instantaneous. Attack Melee weapon attack. Damage Weapon damage plus 3d8 bludgeoning. Saving Throw Strength. Conditions Prone. Resource Cost None. Scaling: The extra damage increases to 4d8 at 17th level.

Damage Effect
Damage: 3d8 Bludgeoning
Condition Effect
Conditions: prone
Unseen Angle Strike
Action None Level 13
Range Melee
Target One creature
Duration Instantaneous
Movement None
Attack / Save Attack roll

You strike from a wall or ceiling at an angle your foe cannot predict.

Rules Text:

Make one melee weapon attack against a creature you can see. If you are above the target or are on a vertical surface or ceiling, you have advantage on the attack roll. On a hit, the target takes an extra 2d8 bludgeoning damage. Range Melee. Target One creature. Duration Instantaneous. Attack Melee weapon attack. Damage Weapon damage plus 2d8 bludgeoning. Resource Cost None.

Damage Effect
Damage: 2d8 Bludgeoning
Crushing Orbit
Action None Level 15
Range 20-foot radius
Target Each creature of your choice within 20 feet
Duration Instantaneous
Movement 10 feet straight toward you
Attack / Save Strength saving throw

You create a crushing orbit of force that pulls creatures toward you.

Rules Text:

Each creature of your choice within 20 feet of you must make a Strength saving throw. On a failure, it takes 2d10 force damage and is pulled 10 feet straight toward you. On a success, it takes half as much damage and is not pulled. Range Self (20-foot radius). Target Each creature of your choice within 20 feet. Duration Instantaneous. Saving Throw Strength. Damage 2d10 force. Movement Pulled 10 ft. Resource Cost None. Scaling: The damage increases to 3d10 at 17th level.

Damage Effect
Damage: 2d10 Force
Suspended Judgment
Action None Level 17
Range 60 ft.
Target One creature
Duration End of your next turn
Movement Lifted 20 feet off the ground
Attack / Save Strength saving throw

You suspend a creature in the air and lock it in place with a judgment of gravity.

Rules Text:

Choose one creature within 60 feet of you. The target must make a Strength saving throw. On a failure, it has the restrained condition and is lifted 20 feet off the ground until the end of your next turn. Range 60 ft. Target One creature. Duration Until end of your next turn. Saving Throw Strength. Conditions Restrained. Movement Lifted 20 ft. Resource Cost None.

Effects Effect
Damage:
Final Fall
Action None Level 20
Range 60 ft.
Target One creature
Duration End of target's next turn
Movement None
Attack / Save Strength saving throw

You pronounce a final verdict of gravity, crushing a creature with overwhelming force.

Rules Text:

Choose one creature within 60 feet of you. The target must make a Strength saving throw. On a failure, it takes 8d10 bludgeoning damage and has the restrained condition until the end of its next turn. On a success, it takes half as much damage and is not restrained. Range 60 ft. Target One creature. Duration Instantaneous, plus end of target's next turn. Saving Throw Strength. Damage 8d10 bludgeoning. Conditions Restrained. Resource Cost None.

Damage Effect
Damage: 8d10 Bludgeoning

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2
Balance Notes A third-caster hybrid battlemage with strong mobility and control, but lower spellcasting output and no full spell progression. Its martial techniques provide reliable damage and control, while limited spellcasting supports utility and area control.
Level Prof. Features Resources Spell Slots
1 +2 Adjudicator's Grip, Vertical Jurisdiction, Inertia Pool, Martial Techniques - -
2 +2 Fighting Style - -
3 +2 Spellcasting, Martial Techniques, Bench Authority / Ambush Angle / Codex of Falling Stones - L1: 2
4 +2 Ability Score Improvement - L1: 3
5 +3 Extra Attack, Martial Techniques - L1: 3
6 +3 Spell Slots Improved - L1: 3
7 +3 Gravity Tether, Binding Precedent / Prepared Ceiling Trap / Relic Analysis - L1: 4 L2: 2
8 +3 Ability Score Improvement - L1: 4 L2: 2
9 +4 Unseen Angle, Martial Techniques - L1: 4 L2: 2
10 +4 Spell Slots Improved - L1: 4 L2: 3
11 +4 Fallwarden - L1: 4 L2: 3
12 +4 Ability Score Improvement - L1: 4 L2: 3
13 +5 Martial Techniques, Summary Judgment / Hunter's Drop / Counter-Contraband - L1: 4 L2: 3 L3: 2
14 +5 Suspended Sentence - L1: 4 L2: 3 L3: 2
15 +5 Gravity Tether improvement - L1: 4 L2: 3 L3: 2
16 +5 Ability Score Improvement, Spell Slots Improved - L1: 4 L2: 3 L3: 3
17 +6 Martial Techniques, Supreme Tribunal / No Escape / Archive Verdict - L1: 4 L2: 3 L3: 3
18 +6 Imperial Writ - L1: 4 L2: 3 L3: 3
19 +6 Ability Score Improvement, Spell Slots Improved - L1: 4 L2: 3 L3: 3 L4: 1
20 +6 Final Edict, Martial Techniques - L1: 4 L2: 3 L3: 3 L4: 1

Class Features

Adjudicator's Grip (Level 1)

You touch a creature and attempt to anchor it to a surface with a sticky, gravity-aligned seal. When you hit a creature with a melee weapon attack or unarmed strike, you can attach a gravity seal to it. The target must make a Strength saving throw. On a failure, it has the grappled condition until the end of its next turn. While grappled in this way, the target is stuck to a surface within 5 feet of you.

Vertical Jurisdiction (Level 1)

You twist gravity around your body and move along walls or ceilings as if they were the ground. You can move up to 15 feet along vertical surfaces or ceilings without falling. This movement does not provoke opportunity attacks. At 5th level, the movement increases to 30 feet.

Inertia Pool (Level 1)

You have a pool of Inertia Points equal to your Intelligence modifier + your Proficiency Bonus (minimum 1). You regain all expended Inertia Points when you finish a short or long rest.

Martial Techniques (Level 1)

You learn one martial technique from the Shin-chi martial abilities list at 1st, 3rd, 5th, 9th, 13th, 17th, and 20th level. You must meet the technique's level requirement. When you gain a level, you can replace one known technique with another for which you qualify.

Fighting Style (Level 2)

You gain one Fighting Style feat of your choice.

Spellcasting (Level 3)

You gain the ability to cast spells. See the spellcasting rules for your known spells, cantrips, spell slots, and spell list.

Extra Attack (Level 5)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Gravity Tether (Level 7)

Whenever you seal a creature with Adjudicator's Grip, you can form a 30-foot gravity tether. While the tether persists, you can use a bonus action to pull the sealed creature up to 10 feet straight toward you or push it up to 10 feet straight away. At 15th level, the distance increases to 20 feet and the damage increases to 2d6.

Unseen Angle (Level 9)

When you attack a creature from a vertical surface or ceiling and you moved at least 10 feet on that surface this turn, you have advantage on the attack roll and deal an extra 1d8 bludgeoning damage on a hit.

Fallwarden (Level 11)

As a reaction when you or a creature within 30 feet of you falls, you can reduce the fall damage by 5 × your Proficiency Bonus.

Suspended Sentence (Level 14)

When you hit a sealed creature with a melee attack, you can spend 2 Inertia to suspend it. The target must make a Constitution saving throw. On a failure, it has the restrained condition and is lifted 5 feet off the ground until the end of its next turn, when it falls.

Imperial Writ (Level 18)

As a Magic action, you can recite an imperial writ. Choose up to three creatures within 60 feet of you. Each target must make a Wisdom saving throw or have the frightened condition for 1 minute or until it takes any damage. While frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Final Edict (Level 20)

Once per long rest, as a Magic action, choose a point within 120 feet of you. Each creature in a 30-foot-radius sphere centered on that point must make a Strength saving throw. On a failure, it takes 10d10 bludgeoning damage and has the restrained condition until the end of its next turn. On a success, it takes half as much damage and is not restrained.

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