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1 Creating a Shugenja
With knowing steps, an elf straddles a snowy mountain ridge. When making a shugenja, determine the pious rituals, rules,
Inhaling deeply, she visualizes the mighty earth beneath her or dispositions your character might harbor for perfecting
feet, the cold nipping of air and water against her face, and and mimicking the elements. Even though several of your
the muted midday sun's heat. hallmark abilities won't manifest until your later levels, think
Amid the blazing heat of a desert, a young human sweats in about your character's mounting strength as they pursue the
the exposed dunes. Seated for the last two days, he focuses path of the shugenja.
on the overbearing swelter around him, and, for the first time, After considering these things, determine how your
he channels that same fire into a streak of flame. character came to walk this path. Were you enrolled in a
Knowing no custom, the barbarian chieftain rises from his monastery by choice or through circumstances beyond your
throne, tossing threats of war and violence to the orc. control? Did a sense of duty overcome you upon seeing the
Hospitality cast aside, the orc mutters a mantra as his feet degrees of strife in your land? Maybe your family's tradition
quiver. After a moment, a giant stone fist shoots from the requires you to exile yourself in tutelage before you are
floor, striking the chieftain, collapsing the tent, and heralding eligible to obtain wealth or title? Perhaps a passing shugenja
battle. impressed upon you a path toward cosmic order or internal
Shugenja serve as an amalgamation of pious practitioners strength that you could not easily ignore?
and methodic casters rooted in a near-divine sense of
elemental order. Understanding, mimicking, and ultimately Shugenja and History
bending the very elements to their will, shugenja spend their Like many borrowed concepts for certain classes or
days building the strength to command the power without abilities, the shugenja is not a historical emulation
from within. Though the path to these abilities might take as much as a take from popular culture. The real
years, shugenja consider each cobbled stone, rain droplet, world shugenja are followers of shugendo, a
gentle breeze, and sun ray as an experience for . syncretic religion incorporating shinto, buddhist,
and other practices that developed within Japan's
Order Within early history. Their focus on interpersonal
meditation in remote locations such as mountains
A shugenja uses a mix of observed phenomena, rituals and or waterfalls eventually morphed into the elemental
rites, and meditation to contemplate the elements' nature. focus shugenja in popular culture exhibit today.
Schools, monasteries, and teachers impart different focuses This romanticized impression of shugenja
or specialities, but all share two key pillars: enlightened features in various media such as Nickelodeon's
wholeness or certainty of position in the world, and how each Avatar: The Last Airbender, Wizard of the Coast's
element churns in the grand system of balance. Not wrapped Dungeons and Dragons, or Fantasy Flight Games'
in any particular god, bloodline, or method, shugenja combine Legend of the Five Rings. The shugenja presented
several traditional approaches to pursue an understanding of here shares many similarities with priests and
magic. clerics; their focus orbits around the intermingling
Shugenja spend years in retreat and study, memorizing of elements rather than a particular concept,
idiosyncrasies and maxims of their particular path in order to domain, or god.
both perform magic as well as enrich their own spirit. Those
who master these techniques awaken a sense of self that
finds harmony with the world and restore order. Quick Build
You can make a shugenja quickly by following these
Solemn Rank suggestions. First, Charisma should be your highest ability
Shugenja emerge from nearly every walk of life in areas that score, followed by Constitution or Dexterity. Second, choose
revere or handle the elements. However, shugenja find the noble background. Third, choose the dancing lights, fire
particular interest in the ruling classes and nobilities. Though bolt, and guidance cantrips, along with the 1st level spells
not without hardship, a shugenja's path provides a safe mix of burning hands and cure wounds.
scholastic regimen, visible pious contemplation, and tangible
power. This avenue tantalizes people of station to pursue Class Features
training, practicing the ways of the shugenja before returning
wiser and stronger to whatever destiny might await them. As a shugenja, you gain the following class features.
Though a shugenja's study might not always plan for heroic
exploits, the needs of balance go hand in hand with action. Hit Points
Because of this, shugenja make for ideal adventurers as they Hit Points: 1d6 per shugenja level
search for areas steeped in turmoil, whether elemental or Hit Points at 1st Level: 6 + your Constitution modifier
otherwise, and attempt to rectify the chaos they find. Their Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
travels and insights affect their outlooks as each shugenja modifier per level after 1st
blossoms into a soul more attuned with the world around
them.
By evawin |
http://homebrewery.naturalcrit.com/
1
The Shugenja -Spell Slots per Spell Level-
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Element of Supplication, Spellcasting 3 2 2 — — — — — — — —
2nd +2 Kinesthesia 3 3 3 — — — — — — — —
3rd +2 Element of Supplication feature, Placating 3 4 4 2 — — — — — — —
Rite (1/rest)
4th +2 Ability Score Improvement 4 5 4 3 — — — — — — —
5th +3 End the Intrusion (CR 1/2) 4 6 4 3 2 — — — — — —
6th +3 Element of Supplication feature, Placating 4 7 4 3 3 — — — — — —
Rite (2/rest)
7th +3 End the Intrusion (CR 1) 4 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement, Element of 4 9 4 3 3 2 — — — — —
Supplication feature
9th +4 — 4 10 4 3 3 3 1 — — — —
10th +4 End the Intrusion (CR 2), Paper Charm 5 11 4 3 3 3 2 — — — —
11th +4 — 5 12 4 3 3 2 2 1 — — —
12th +4 Ability Score Improvement, End the 5 12 4 3 3 3 2 1 — — —
Intrusion (CR 3)
13th +5 — 5 13 4 3 3 3 2 1 1 — —
14th +5 Element of Supplication feature 5 13 4 3 3 3 2 1 1 — —
15th +5 End the Intrusion (CR 4) 5 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1 —
17th +6 — 5 15 4 3 3 3 2 1 1 1 1
18th +6 Placating Rite (3/rest) 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 15 4 3 3 3 3 2 2 1 1
20th +6 Element of Supplication feature, End the 5 15 4 3 3 3 3 2 2 1 1
Intrusion (Any CR)
Proficiencies Spells
Armor: Light armor Between bouts of meditative study and force of will, you mete
Weapons: All simple weapons, shortswords different elements in a cosmic system, allowing you to cast
Tools: Calligrapher's supplies spells.
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Nature, Cantrips
Persuasion, and Religion At 1st level, you know three cantrips of your choice from the
shugenja spell list. You learn additional shugenja cantrips of
Equipment your choice at higher levels, as shown in the Cantrips Known
You start with the following equipment, in addition to the column of the Shugenja table.
equipment granted by your background:
(a) a shortsword or (b) a spear Spell Slots
(a) a shortbow and 20 arrows or (b) 10 darts The Shugenja table shows how many spell slots you have to
(a) leather armor or (b) scale mail and a shield (if cast your spells of 1st level and higher. To cast one of these
proficient) shugenja spells, you must expend a slot of the spell's level or
A holy symbol and calligrapher's supplies higher. You regain all expended spell slots when you finish a
(a) a priest's pack or (b) an explorer's pack long rest.
For example, if you know the 1st level spell gust and have a
1st-level and a 2nd-level spell slot available, you can cast gust
using either slot.
2
Spells Known of 1st Level and Higher Placating Rite
You know two 1st-level spells of your choice from the Starting at 3rd level, you learn to extend your inner balance in
shugenja spell list. the form of a minor rite to invoke magical effects. You start
The Spells Known column of the Shugenja table shows with two such effects: Pacify Elementals and an effect
when you learn more shugenja spells of your choice. Each of determined by your Element of Supplication. Some
these spells must be a level for which you have spell slots. For
instance, when you reach 3rd level in this class, you can learn supplications grant you additional effects as you advance in
one new spell of 1st or 2nd level. levels, as noted in the supplication description.
Additionally, when you gain a level in this class, you can When you use your Placating Rite, you choose which effect
choose one of the shugenja spells you know and replace it to create. You must then finish a short or long rest to use your
with another spell from the shugenja spell list, which also Placating Rite again.
must be of a level for which you have spell slots. Some Placating Rite effects require saving throws. When
you use such an effect from this class, the DC equals your
Spellcasting Ability shugenja spell save DC.
Charisma is your spellcasting ability for your shugenja spells, Beginning at 6th level, you can use your Placating Rite
since warping the often tumultuous elements requires a twice between rests, and beginning at 18th level, you can use
strong personal force to command them. You use your it three times between rests. When you finish a short or long
Charisma whenever a spell refers to your spellcasting ability. rest, you regain your expended uses.
In addition, you use your Charisma modifier when setting the
saving throw DC for a shugenja spell you cast and when Placating Rite: Pacify Elementals
making an attack roll with one. As an action, you touch your holy symbol and speak a word or
Spell save DC = 8 + your proficiency bonus + your vowel, sending out a wave of quelling energy. Each elemental
Charisma modifier that can see or hear you within 30 feet of you must make a
Spell attack modifier = your proficiency bonus + your Charisma saving throw. If the creature fails its saving throw,
Charisma modifier it is pacified for 1 minute or until it takes any damage.
A pacified creature becomes indifferent and loses any
Spellcasting Focus impetus to attack you or your allies. It can take actions as
You can use a holy symbol as a spellcasting focus for your normal, but it cannot use those actions to directly impede or
shugenja spells. harm you or your allies.
3
Paper Charm aggression, and upon answering the call, you channeled that
pugnacity by supplicating yourself to the element of fire.
When you reach 10th level, your intrapersonal studies allow Maybe in a moment of painful clarity after a personal disaster,
you to craft temporary incantations. When you finish a short you saw your struggle as a series of chains and devoted
or long rest, you can magically craft a paper charm that yourself to the principles of air to liberate yourself.
contains a shugenja spell you do not know but that is of a The main elements listed here are: Air, Earth, Fire, and
spell level you have spell slots for. Water, though there may exist more in the strange
While presenting a paper charm, you can cast the spell dimensions beyond.
stored within by using a spell slot of that spell's level or
higher as if you were casting that spell normally. A paper Element of Supplication - Air
charm used in this way loses its magic and vanishes in an
elemental burst. The element of air idealizes the wind: weightless, ever-
You can have a number of active paper charms up to your moving, and free. As the element of breath and movement, a
Charisma modifier (minimum 1). If you craft a new charm shugenja who supplicates to air finds liberation from the coils
while you have your maximum number of active charms, the that might bind them. Though the dismissive eye might see
oldest charm loses its magic and vanishes in an elemental them as lofty and detached, a devoted follower of air can
burst. Because the charm is made from your own personal whisper like a gentle breeze or, like a storm, echo the force of
insight, only you can cast the spell stored within it. a gale.
Air Supplication Spells
The Various Elements Shugenja Level Spells
The shugenja is closely associated with the 1st Feather Fall
elemental planes presented in both the Player's 3rd Gust of Wind
Handbook as well as the Dungeon Master's Guide:
Air, Earth, Fire, and Water. These respective planes 5th Wind Wall
serve as the basis for a majority of the shugenja's 7th Freedom of Movement
identity as a caster, both manipulating the
elements as well as embodying their structure. 9th Mislead
However, unlike the classes presented in any of
the main books, the shugenja does not have the Drafty Step
benefit of monsters and other details organized by Starting when you supplicate to this element at 1st level, your
appropriate keywords ("elemental" is often the only movement is a breeze quicker than most. Your speed
descriptor). As a result, think about how particular increases by 5 feet.
creatures, planar objects, or even simple items like In addition, you can use your action to target one willing
wine, flowers, or lantern oil might register with creature within 60 feet of you. For the next 1 hour, that
abilities like your Kinesthesia feature, if at all. Your creature increases their speed by 5 feet while they are within
DM serves as the final arbiter for determining what
qualifies as a particular element or not.
60 feet of you. Once you use this feature, you can't do so
Furthermore, your game world might feature
again until you finish a short or long rest.
different elements, such as Wood, Metal, or Void,
that serve to organize and delineate the campaign Auran Scripture
world. Speak with your DM about any specifics and As part of your foray into the study of air, you learn how to
how they might apply to your shugenja, and adjust speak, read, and write Auran at 1st level.
your features accordingly.
Placating Rite: Shirk Shackles
Starting at 3rd level, you can use your Placating Rite by
beckoning spirits of wind to allow you to move unimpeded.
Elements of Supplication As an action, you clutch your holy symbol and invite a
cadre of lesser air creatures to guide you. Target a number of
Amid the different laws governing the universe, the willing creatures equal to your Charisma modifier. Until the
juxtaposed elements serve as the foundation for a shugenja's end of your next turn, a targeted creature's movement is
balance. Whether in tempered equilibrium or violent unaffected by difficult terrain. A targeted creature also gains
cataclysm, the individual elements possess stark qualities advantage on any rolls to escape from nonmagical restraints
that, by their innate differences, highlight their fluctuating and grapples, such as prison manacles or a giant octopus'
interactions. As a result, you pick one element and devote tentacles.
yourself to learning from, mimicking, and commanding it.
Your supplication might be chosen for a number of Placating Rite: Headwind
reasons. For instance, the school you follow might be a By 6th level, you can perform your Placating Rite to impede
proponent of water, teaching that in such a chaotic world, the travel.
need of each shugenja requires the ability to ride on the When a creature within 30 feet of you that you can see
dissonance and, by doing so, see it to its conclusion. Or moves, you can use your reaction and present your holy
perhaps in your youth, you cultivated a penchant for symbol to have that target make a Strength saving throw. A
4
creature has its speed reduced to 0 for the rest of the turn Shored Defense Wh
and is knocked prone on a failed saving throw, and its When you choose this element at 1st level, you gain withi
movement reduced by 5 feet on a successful one. proficiency with medium armor and shields. In addition, you rolled
A Huge or larger creature automatically succeeds on this increase your hit point maximum by 1, and it increases by 1 numb
saving throw. every time you gain a shugenja level. amou
Placa
Lighter than Air Down to Earth
Starting at 8th level, your supplication grants you another To be like the earth, you must remain in touch with the
aerial ability. As part of your move action, you can rise ground. Starting at 1st level, you have advantage on Strength
vertically up to 20 feet and remain suspended there until the and Dexterity checks and saving throws made against effects
end of your turn. that would knock you prone, push you, or levitate you against
You can move only by pushing or pulling against a fixed your will.
object or surface within reach (such as a wall, floor, or
ceiling), which allows you to move as if you were climbing. Terran Scripture
You can alter your altitude by up to 20 feet in either direction As part of your foray into earth, you learn how to speak, read,
on your turn. If you are still airborne at the end of your turn and write Terran at 1st level.
or become incapacitated, you float gently to the ground.
You cannot be encumbered to use this feature. Placating Rite: Earthen Bulwark
Starting at 3rd level, you can use your Placating Rite to
Improved Drafty Step bolster allies in a casing of hardened clay and stone.
At 8th level, your windswept movement becomes like a gale. As an action, you present your holy symbol and bolster
Your Drafty Step feature increases your speed and any your defenses. Choose a number of creatures within 30 feet
targets by 10 feet rather than 5 feet. of you up to your Charisma modifier. Those creatures gain a
In addition, you learn to affect multiple targets at a single number of temporary hit points equal to your Charisma
time. When you use your Drafty Step feature, you can target a modifier plus your shugenja level for 1 hour.
number of other willing creatures up to your Charisma
modifier (min. 1) rather than one. Like normal, it lasts 1 hour Crystallized Bulwark
and a target must be within 60 feet of you to gain this speed. Starting at 6th level, your resilience toughens to diamond
hardness. While you have temporary hit points, your Armor
Improved Lighter than Air Class increases by 2. When a creature hits you with a melee
At 14th level, your supplication matures, manifesting your weapon attack while you have temporary hit points, you can
Lighter than Air feature into a true display of wind. Rather deal magical piercing damage equal to your shugenja level to
than merely levitating, you gain a flying speed equal to your the attacker as their weapon shatters segments of the
walking speed, and if you are incapacitated, you float, protective coating.
suspended in the air rather than descending.
Aspect of Air A Reminder
At 20th level, elemental creatures of the plane of air identify Whatever the source, temporary hit points cannot
you as a walking embodiment of their element. Although they be added together or stacked. If you are presented
may not be overly friendly to you, these creatures show with multiple sources of temporary hit points, you
reverence by avoiding conflict, aiding, or speaking with you (if choose only one. Unless a feature that grants
they are capable and not compelled), as determined by your temporary hit points specifies a duration, they last
DM. until they are depleted or the creature finishes a
long rest.
For example: if a creature is targeted with
Element of Supplication - Earth Placating Rite: Stone Surge while they have a spell
Earth symbolizes the set stone, the rooted mountain, and the or feature that grants temporary hit points and an
weighty rock. As the element of tradition and stability, a effect related to those temporary hit points, that
shugenja who supplicates to earth maintains their footing creature will have to choose between the
even amid chaotic winds that would bend lesser souls. temporary hit points of their original effect or the
Overtly rigid, the rough composure of an earthen follower new temporary hit points provided by the Placating
might earn a label of stagnation, but to the world around Rite.
them, they are a bed of balance.
Earth Supplication Spells
Shugenja Level Spells Placating Rite: Stone Surge
At 8th level, you can use your Placating Rite to accentuate an
1st Shield ally's defense.
3rd Shatter
5th Meld into Stone
7th Stoneskin
9th Passwall
5
Rock Formation
Also at 8th level, your body constantly arrays itself like the
endlessly churning plane of earth. At the start of your turn, if P
you have 0 temporary hit points, you gain temporary hit T
points equal to half your shugenja level. m
t
Earth Glide n
At level 14th, you master the art of moving through stern tu
e
terra unimpeded. You gain a burrow speed equal to your p
walking speed, and gain the ability to travel through c
nonmagical, unworked earth and stone without disturbing the A
material you move through. E
Aspect of Earth e
At 20th level, elemental creatures of the plane of earth T
identify you as a walking embodiment of their element. u
Although they may not be overly friendly to you, these c
creatures show reverence by avoiding conflict, aiding, or s
speaking with you (if they are capable and not compelled), as t
determined by your DM. fr
e
Element of Supplication - Fire h
6
Aspect of Fire Pla
At 20th level, elemental creatures of the plane of fire identify Start
you as a walking embodiment of their element. Although they moist
may not be overly friendly to you, these creatures show As
reverence by avoiding conflict, aiding, or speaking with you (if in a 3
they are capable and not compelled), as determined by your you c
DM. savin
succe
Element of Supplication - Water AH
Flowing, yielding yet always pressing, polarizing: these are As t
the qualities that embody the element of water. As both an At 8th
element of violent seas and calm streams, a shugenja who walki
supplicates to water weaves careful magic, feeling the tug of Fur
hardship and pushing forward to overcome with a steady your
effort. Others might refer to water as weak-willed, lacking the while
spontaneous power or the sturdy structure to withstand, but a
shugenja knows that, given time and patience, even the Impr
mightiest canyons whittle away to a life-giving river. As yo
Water Supplication Spells you m
Shugenja Level Spells
Wh
resto
1st Cure Wounds your
3rd Aid
Aspe
5th Water Breathing At 20
7th Control Water ident
9th Mass Cure Wounds Altho
creat
Healing Mist
speak
As part of your earliest training into the element of water, you deter
emulate your restoring magic like the enveloping moisture of
mist. Starting at 1st level, whenever you use a spell or
shugenja class feature to restore hit points to a creature, you
can choose a second creature within 10 feet of that first
creature: the second creature regains hit points equal to half
your shugenja level by healing off the ambient magic.
You can only use this feature once per turn.
Aquan Scripture
As part of your foray into water, you learn how to speak, read,
and write Aquan at 1st level.
Placating Rite: Ebb and Flow
Starting at 3rd level, you can use your Placating Rite to
summon nurturing waves that provide respite to you or an
ally.
As an action, you can conjure a layer of water around your
hands that lasts for 1 minute, until you expend all uses of this
Placating Rite, or until you lose your concentration (as if you
were concentrating on a spell). While this Placating Rite is
active, you have a number of uses equal to your Charisma
modifier.
As a bonus action, you can target a creature within 15 feet
of you, restoring hit points to that creature equal to half your
shugenja level and marking that target. The water's healing
lingers on the target: at the start of the creature's next turn,
the mark restores hit points to that creature equal to half
your shugenja level, afterwhich the mark ends.
Losing concentration on this Placating Rite ends any
marks you have on any number of creatures.
7
Spell List Blink
Delay
Call Lightning
Divin
Cantrips (0 Level) Clairvoyance
Ether
Dancing Lights
Fire S
Fire Bolt
Daylight
Plane
Guidance
Dispel Magic
Rever
Mending
Elemental Weapon
Symb
Message
Fireball
Telep
Produce Flame
Fly
Ray of Frost
Gaseous Form
8th
Resistance
Glyph of Warding
Antim
Shocking Grasp
Haste
Antip
Thaumaturgy Lightning Arrows
Contr
Lightning Bolt
Earth
1st Level Meld into Stone Glibn
Bless
Incen
Burning Hands
Tsuna
Create or Destroy Water
Cure Wounds
Sending
Detect Magic
Sleet Storm
Feather Fall
Slow
Fog Cloud
Water Breathing
Healing Word
Water Walk
Illusory Script
Wind Wall
Jump
4th Level
Longstrider
Banishment
Sanctuary
Shield of Faith
Control Water
Freedom of Movement
Aid
Stone Shape
Blindness/Deafness
Stoneskin
Blur
Wall of Fire
Calm Emotions
Continual Flame
5th Level
Enhance Ability
Cone of Cold
Flame Blade
Conjure Elemental
Flaming Sphere
Gust of Wind
Flame Strike
Heat Metal
Hold Monster
Levitate
Misty Step
Planar Binding
Scorching Ray
Wall of Force
Flesh to Stone
Heal
Move Earth
Freezing Sphere
Planar Ally
True Seeing
Wall of Ice
Wind Walk
7th Level
8
9th Level
Astral Projection
Gate
Imprisonment
Meteor Swarm
Storm of Vengeance