Cleric
Base Class: Cleric

Shugenja are the mortal links between the people of Teikoku and the Kami, the the spirits who they believe inhabit everything in their world. Each Shugenja devotes herself or himself to one of the four types of elemental Kami, and gains a particular affinity for spirits of that kind.

Elemental Kami

Shugenja dedicate themselves to a particular elemental Kami type. At 1st Level, you must choose either Air, Fire, Water, or Earth as your chosen element. At least 50% of your prepared spells each day must be of your chosen element, and you can never prepare spells of the element opposed to your chosen element. Opposing elements are Air and Earth, and Water and Fire.

Air Kami

You have devoted yourself to the Air Kami. The Air Kami are precise, graceful, cunning, and eloquent, and shugenja who share or value these attributes often flock to devoting themselves to the Air Kami. 50% of your prepared spells must be Air spells, and you can never prepare Earth spells.

Earth Kami

You have devoted yourself to the Earth Kami. The Earth Kami are steady, resilient, considerate, and thorough, and shugenja who share or value these attributes often flock to devoting themselves to the Earth Kami. 50% of your prepared spells must be Earth spells, and you can never prepare Air spells.

Fire Kami

You have devoted yourself to the Fire Kami. The Fire Kami are passionate, ferocious, direct, quick, and intelligent, and shugenja who share or value these attributes often flock to devoting themselves to the Fire Kami. 50% of your prepared spells must be Fire spells, and you can never prepare Water spells.

Water Kami

You have devoted yourself to the Water Kami. The Water Kami are adaptable, balanced, powerful, and easygoing, and shugenja who share or value these attributes often flock to devoting themselves to the Water Kami. 50% of your prepared spells must be Water spells, and you can never prepare Fire spells.

Elemental Spell List

AIR

  • Cantrips
    • Guidance
    • Thaumaturgy
  • Level 1
    • Bane
    • Bless
    • Command
    • Detect Evil and Good
    • Detect Magic
  • Level 2
    • Aid
    • Augury
    • Find Traps
    • Silence
  • Level 3
    • Animate Dead
    • Clairvoyance
    • Remove Curse
    • Sending
    • Speak with Dead
    • Tongues
  • Level 4
    • Divination
    • Locate Creature
  • Level 5
    • Geas
    • Legend Lore
    • Scrying
  • Level 6
    • Create Undead
    • True Seeing
    • Word of Recall
  • Level 7
    • Etherealness
    • Plane Shift
  • Level 8
    • Control Weather
  • Level 9
    • Astral Projection

EARTH

  • Cantrips
    • Resistance
  • Level 1
    • Detect Poison and Disease
    • Protection from Evil and Good
    • Sanctuary
    • Shield of Faith
  • Level 2
    • Enhance Ability
    • Hold Person
    • Locate Object
  • Level 3
    • Dispel Magic
    • Glyph of Warding
    • Magic Circle
    • Meld into Stone
    • Protection from Energy
  • Level 4
    • Banishment
    • Stone Shape
  • Level 5
    • Dispel Evil and Good
    • Hallow
    • Planar Binding
  • Level 6
    • Find the Path
    • Forbiddance
  • Level 7
    • Symbol
  • Level 8
    • Earthquake
  • Level 9
    • True Resurrection

FIRE

  • Cantrips
    • Light
    • Sacred Flame
  • Level 1
    • Guiding Bolt
    • Inflict Wounds
    • Purify Food and Drink
  • Level 2
    • Continual Flame
    • Protection from Poison
    • Spiritual Weapon
    • Warding Bond
    • Zone of Truth
  • Level 3
    • Bestow Curse
    • Daylight
  • Level 4
    • Freedom of Movement
    • Guardian of Faith
  • Level 5
    • Contagion
    • Flame Strike
  • Level 6
    • Blade Barrier
    • Harm
  • Level 7
    • Divine Word
    • Fire Storm
  • Level 8
    • Antimagic Field
  • Level 9
    • Gate

WATER

  • Cantrips
    • Mending
  • Level 1
    • Create or Destroy Water
    • Cure Wounds
    • Healing Word
  • Level 2
    • Blindness/Deafness
    • Gentle Repose
    • Lesser Restoration
    • Prayer of Healing
  • Level 3
    • Beacon of Hope
    • Create Food and Water
    • Mass Healing Word
    • Revivify
    • Water Walk
  • Level 4
    • Control Water
    • Death Ward
  • Level 5
    • Greater Restoration
    • Mass Cure Wounds
    • Raise Dead
  • Level 6
    • Heal
    • Heroes Feast
  • Level 7
    • Regenerate
    • Resurrection
  • Level 8
    • Holy Aura
  • Level 9
    • Mass Heal

Samurai

Though they have chosen to walk the path of spirituality and religion, shugenja are still members of the Samurai class of Teikoku and are revered above other Samurai. As Samurai, they are permitted to wear the katana and wakizashi. At 1st level, you gain proficiency with the katana (longsword) and wakizashi (shortsword).

Channel Divinity: Commune with the Spirits

You learn to speak to the Kami in your area to learn about recent events or about the land. At 2nd level, you can use your Channel Divinity to tap into the spirits of the world around you. By expending one use of your Channel Divinity, you may reach out and commune with the spirits around you, specifying an elemental spirit which you are specifically communing with. The spirits of that element will answer three questions, with their own restrictions and in their own way based on the element of the spirit. Spirits of an element opposed to the one you are dedicated to will be far less helpful.

Channel Divinity: Elemental Transformation

You learn to invoke the Kami around you to infuse and alter your divine spells. At 6th level, you can use your Channel Divinity to transform the element of a spell you cast. When casting a spell, you may expend one use of your Channel Divinity to change the type of damage the spell deals. The new damage must be either fire, cold (water), force (air), or bludgeoning (earth).

Potent Elementalism

You delve deeper into the knowledge of the Kami and the power they provide you. At 8th level, you add a bonus equal to your Wisdom modifier to the damage or healing of all spells of your chosen Element. At 14th level, this increase to a bonus equal to twice your Wisdom modifier.

Elemental Mastery

You have achieved a connection to the Kami so deep, that some stand ready to assist you at all times. At 17th level, you may choose spells from your chosen Element to be among those you have Mastered. These spells must be of a combined level of 4 or lower. These spells always count as being prepared, and you can cast each of them once at their normal spell slot without expending one of your spell slots. You regain those free uses after finishing a short or long rest.

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