Base Class: Warlock
The Shugenja are unique breed of spellcaster, indeed. These astonishing arcanists are not only trained in the usage of magic, but they serve a number of other different roles from spiritual advisor all the way to court infiltrator, depending entirely on their clan's individual usage of them. Lion Clan Shugenja are known for wielding destructive magical power on the battlefield, Unicorn Clan Shugenja are known for enhancing their horses and other beasts with magical ability, and Scorpion Clan Shugenja are social infiltrators, known for their magical aptitude in gathering the information of the Imperial Courts. Each of the nine major clans employs these spellcasters, but for different and varied reasons. Despite these differences, Shugenja are fundamentally similar in that the clan's elder Shugenja bestow higher power and authority to the lesser members, and only honorable service to the clan will cause them to gain in power and influence.
Expanded Spell List
The Shugenja lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Shugenja Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
Catapult, Detect Magic |
|
2nd |
Dragon's Breath, Enhance Ability |
|
3rd |
Life Transference, Sending |
|
4th |
Fabricate, Resilient Sphere |
|
5th |
Creation, Steel Wind Strike |
Clan Magic
You gain a cantrip and a new spell known based on which clan you are a member of. Additionally, you receive a bonus to a skill which you have enhanced through magical focus and meditation.
Crab Clan- You learn the Spare the Dying cantrip and the Shield spell. You have advantage on Medicine rolls made to assess the health of a target.
Crane Clan- You learn the Friends cantrip and the Compelled Duel spell. You have advantage on Insight rolls used to sense spoken lies.
Dragon Clan- You learn the Message cantrip and the Absorb Elements spell. You have advantage on Perception checks related to vision.
Lion Clan- You learn the Create Bonfire cantrip and the Searing Smite spell. You have advantage on History rolls regarding knowledge of tactics.
Mantis Clan- You learn the Gust cantrip and the Witch Bolt spell. You have advantage on Survival rolls to know the weather's patterns.
Phoenix Clan- You learn the Fire Bolt cantrip and the Burning Hands spell. You have advantage on Arcana rolls to identify a spell being cast.
Scorpion Clan- You learn the Sapping Sting cantrip and the Disguise Self spell. You have advantage on Deception rolls to tell verbal lies.
Unicorn Clan- You learn the Resistance cantrip and the Animal Friendship spell. You have advantage on Animal Handling rolls to calm beasts.
Spider Clan- You learn the Toll the Dead cantrip and the False Life spell. You have advantage on Religion rolls to identify undead.
Crab Clan
You learn the Spare the Dying cantrip and the Shield spell. You have advantage on Medicine rolls to determine a creature's health.
Crane Clan
You learn the Friends cantrip and the Compelled Duel spell. You have advantage on Insight rolls used to sense spoken lies.
Dragon Clan
You learn the Message cantrip and the Absorb Elements spell. You have advantage on Perception rolls related to vision.
Lion Clan
You learn the Create Bonfire cantrip and the Searing Smite spell. You have advantage on History rolls regarding knowledge of tactics.
Mantis Clan
You learn the Gust cantrip and the Witch Bolt spell. You have advantage on Survival rolls to know the weather's patterns.
Phoenix Clan
You learn the Fire Bolt cantrip and the Burning Hands spell. You have advantage on Arcana rolls to identify a spell being cast.
Scorpion Clan
You learn the Sapping Sting cantrip and the Disguise Self spell. You have advantage on Deception rolls to tell verbal lies.
Spider Clan
You learn the Toll the Dead cantrip and the False Life spell. You have advantage on Religion rolls to identify undead.
Unicorn Clan
You learn the Resistance cantrip and the Animal Friendship spell. You have advantage on Animal Handling rolls to calm beasts.
Wisdom of the Five Rings
Your clan has taught you a more focused approach to spellcasting which allows you to integrate more power and capability with certain types of spells. Each clan has it's own leanings toward certain elements. Crab Clan teaches acid and cold, Crane Clan teaches lightning and necrotic, Dragon Clan teaches cold and fire, Lion clan teaches fire and lightning, Mantis clan teaches cold and lightning, Phoenix clan teaches acid and fire, Scorpion clan teaches acid and necrotic, Unicorn clan teaches acid and lightning, and Spider clan teaches cold and necrotic.
At 6th level, when you gain this feature, choose acid, cold, fire, lightning, or necrotic. Whenever you cast any spell that deals the chosen type of damage, you may add 1d6 to any roll of that spell. You may add the 1d6 after you roll, but before you know the result of any such roll. You may also choose to add 3d6 instead to any roll of such a spell, but doing so causes you to be unable to gain any benefit from this feature until you finish a long rest.
Honored of the Elements
The chosen element from your Wisdom of the Five Rings feature can now be substituted for the damage type of any spell you cast. For example, if you had chosen fire as your damage type for the Wisdom of the Five Rings feature, you may cast the Blight spell and substitute the necrotic damage dealt by that spell for fire damage, instead.
Additionally, you have gained a very honorable reputation in your clan, and you may call in a favor from your clan once every 7 days to gain one of the following benefits:
-you gain one day of service from an expert your clan employs. This expert can be a messenger, a researcher, an investigator, a scribe, a guard, or a scout. They will follow you and obey your orders without you paying them or making any bargain with them for one 24-hour period, after which, they have no further obligation to serve you, although you may pay them, bargain with them, or otherwise convince them to continue serving your commands.
-you can borrow any one magic item your clan has access to. This item may be of no greater than Rare quality, and you may use it for any amount of time, but only ever one item in such a way at any one time. You must return the item to be able to use another item in this way, and if the item becomes lost or destroyed, you must reimburse your clan for that loss in a way in which they see fit, whether through gold cost, a service of value to the clan, or some other agreeable arrangement.
Mastery of the Five Rings
You gain an ability to channel energy from your spell slots into a new "void energy," and you now have a Void Score. Whenever you cast a spell using one of your Warlock spell slots, you gain one Void Point. When you finish a long rest, your Void Score resets to 0. You may spend 3 Void Points to cast your 6th Level Mystic Arcanum, 4 Void Points to cast your 7th Level Mystic Arcanum, 5 Void Points to cast your 8th Level Mystic Arcanum, and 6 Void Points to cast your 9th Level Mystic Arcanum. When casting your Mystic Arcanum spells by expending your Void Points, you cast them without using any spell slots or using your daily uses of your Mystic Arcanum spells.
Previous Versions
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