Sorcerer
Base Class: Sorcerer

Shugenja are priests and scribes that serve as the envoys of the fortunes and kami.The magic of the shugenja is drawn from one of the five elements: Fire, Air, Water, Earth, and Void. They are able to create powerful spells by offering prayers which were written upon scrolls called ofuda.

 
 
 
 

Shugendō

1st-level Shugenja feature

You gain proficiency in religion, calligrapher's supplies and one simple or martial weapon of your choice. In addition, you learn the Ceremony spell and you can cast it as a ritual. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known.


You can also use a special type of holy symbol called Ofuda as your spell focus.

 

Elemental Spells

1st-level Shugenja feature

Your mystical connection to the Kami infuses you with the ability to cast certain spells. Choose an element you have the most affinity with - water, earth, air, fire or void. You gain a bonus cantrip related to the chosen element:

ELEMENT BONUS CANTRIP

Water

shape water

Earth

mold earth

Air

gust

Fire

produce flame

Void

guidance


You also learn additional spells when you reach certain levels in this class, as shown on the Elemental Spells table associated with the element of your choice. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

The spells gained from these lists can not be replaced even when you gain a new sorcerer level.

Water Elemental Spell List
Water is the moving strength, perception, healing and destruction. Water is pure, and washed away taint and deceit. As it relates to spell effects, Water affected water, bodies of water, healing, strength, and perception.

SORCERER LEVEL SPELLS

1st

cure wounds, create or destroy water

3rd

see invisibility, healing spirit

5th

wall of water, tidal wave

7th

control water, summon elemental  (water)

9th

commune with nature, maelstrom 

 
Earth Elemental Spell List
Earth is passive strength, resistance, and fortitude. All life blossomed from the earth and one day must return to it. As it relates to spell effects, Earth was used to affect earth and the land in general, minerals, metals, protection and warding, stamina, and willpower. 

SORCERER LEVEL SPELLS

1st

earth tremor, entangle

3rd

spike growth, maximilian's earthen grasp

5th

erupting earth, intellect fortress

7th

stoneskin, summon elemental  (earth)

9th

commune with nature, wall of stone 


Air Elemental Spell List
Air is intuition, because no one could see the air but everyone could feel its effects. It is all the forces that were not seen, the element of storms, subtlety, and unpredictability. As it relates to spell effects, Air is used to affect air and wind, illusions, detection of thoughts and feelings, reflexes, and awareness. 

SORCERER LEVEL SPELLS

1st

dissonant whispers, fog cloud

3rd

detect thoughts, warding wind

5th

call lightning, wind wall

7th

freedom of movement, summon elemental  (air)

9th

commune with nature, control winds 

 
Fire Elemental Spell List
Fire is active energy, activity, motion, action and force, inspiration and illumination, so it is mainly related to agility and raw prowess. As it relates to spell effects, Fire is used to affect fire, light, agility, and bravery.

SORCERER LEVEL SPELLS

1st

hellish rebuke, heroism

3rd

flaming sphere, heat metal

5th

haste, flame arrows

7th

wall of fire, summon elemental  (fire)

9th

commune with nature, immolation 

 
Void Elemental Spell List
Everything in the world is created from the four elements: Air, Earth, Fire, and Water. The student of Void, however, knows that all things are all four elements, held together by the intangible Void. The element of Void is that which exists outside of and surrounding the other four elements, defining them in its absence as silence defines the musical note it surrounds, it is all and nothing. This is the nature of the Realm of Void.

SORCERER LEVEL SPELLS

1st

bless, absorb elements

3rd

calm emotions, lesser restoration

5th

spirit shroud, sending

7th

elemental bane, summon elemental

9th

commune with nature, greater restoration 

 

 
 
 

Favored by the Kami

6th-level Shugenja feature

At 6th level you gain the Metamagic option Transmuted Spell as a bonus Metamagic option and you can add bludgeoning type of damage to the list of types of damage affected by the Transmuted Spell Metamagic option.

If you already have Transmuted Spell as one of your Metamagic options when you gain this feature you can select another Metamagic option of your choice instead. 

In addition, once per long rest, you can use Transmuted Spell Metamagic option without spending any sorcerer point. Beginning at 10th level, you can use Transmuted Spell without spending sorcerer points twice per long rest, and beginning at 18th level you can use it three times per long rest.

You can still use Transmuted Spell as normal by spending 1 sorcerer point when casting a spell.

Transmuted Spell (Metamagic option)

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

 
 

Elemental Mastery

14th-level Shugenja feature

Starting at 14th level, your mastery of elemental magic allows you to add the force of elements to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra damage equal to half your sorcerer level. The type of the extra damage depends on the element you have affinity with: cold (water), lightning (air), bludgeoning (earth), fire (fire) or force (void). This feature can be used only once per casting of a spell.

 

Wrath of the Kami

18th-level Shugenja feature

You deeply connect to all the Kami surrounding you and call for their help. As an action, you summon the Kami in a 30-foot cube originating from you. The Kami are intangible and invulnerable, and they grant the following effects within the cube before vanishing:

  • The kami restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Each creature of your choice in the cube must make a Dexterity saving throw. On a failed save, a creature takes 3D10 damage of the type of your choice: cold, fire, lightning, thunder or bludgeoning. You choose the type of the damage applied for each affected creature individually. On a sucessful save, the creature takes half as much damage.

Once you use this action, you can’t use it again until you finish a long rest.

 
 
 
 
 
 
 

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