Shugenja v1.1 With knowing steps, an elf straddles a snowy mountain ridge. Inhaling deeply, she visualizes the mighty earth beneath her feet, the cold nipping of air and water against her face, and the muted midday sun's heat. Amid the blazing heat of a desert, a young human sweats in the exposed dunes. Seated for the last two days, he focuses on the overbearing swelter around him, and, for the first time, he channels that same fire into a streak of flame. Knowing no custom, the barbarian chieftain rises from his throne, tossing threats of war and violence to the orc. Hospitality cast aside, the orc mutters a mantra as his feet quiver. After a moment, a giant stone fist shoots from the floor, striking the chieftain, collapsing the tent, and heralding battle. Shugenja serve as an amalgamation of pious practitioners and methodic casters rooted in a near-divine sense of elemental order. Understanding, mimicking, and ultimately bending the very elements to their will, shugenja spend their days building the strength to command the power without from within. Though the path to these abilities might take years, shugenja consider each cobbled stone, rain droplet, gentle breeze, and sun ray as an experience for . Order Within A shugenja uses a mix of observed phenomena, rituals and rites, and meditation to contemplate the elements' nature. Schools, monasteries, and teachers impart different focuses or specialities, but all share two key pillars: enlightened wholeness or certainty of position in the world, and how each element churns in the grand system of balance. Not wrapped in any particular god, bloodline, or method, shugenja combine several traditional approaches to pursue an understanding of magic. Shugenja spend years in retreat and study, memorizing idiosyncrasies and maxims of their particular path in order to 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. Solemn Rank Shugenja emerge from nearly every walk of life in areas that revere or handle the elements. However, shugenja find particular interest in the ruling classes and nobilities. Though not without hardship, a shugenja's path provides a safe mix of scholastic regimen, visible pious contemplation, and tangible power. This avenue tantalizes people of station to pursue training, practicing the ways of the shugenja before returning wiser and stronger to whatever destiny might await them. Though a shugenja's study might not always plan for heroic exploits, the needs of balance go hand in hand with action. Because of this, shugenja make for ideal adventurers as they search for areas steeped in turmoil, whether elemental or otherwise, and attempt to rectify the chaos they find. Their travels and insights affect their outlooks as each shugenja blossoms into a soul more attuned with the world around them. Creating a Shugenja When making a shugenja, determine the pious rituals, rules, or dispositions your character might harbor for perfecting and mimicking the elements. Even though several of your hallmark abilities won't manifest until your later levels, think about your character's mounting strength as they pursue the path of the shugenja. After considering these things, determine how your character came to walk this path. Were you enrolled in a monastery by choice or through circumstances beyond your control? Did a sense of duty overcome you upon seeing the degrees of strife in your land? Maybe your family's tradition requires you to exile yourself in tutelage before you are eligible to obtain wealth or title? Perhaps a passing shugenja impressed upon you a path toward cosmic order or internal strength that you could not easily ignore? Shugenja and History Like many borrowed concepts for certain classes or abilities, the shugenja is not a historical emulation as much as a take from popular culture. The real world shugenja are followers of shugendo, a syncretic religion incorporating shinto, buddhist, and other practices that developed within Japan's early history. Their focus on interpersonal meditation in remote locations such as mountains or waterfalls eventually morphed into the elemental focus shugenja in popular culture exhibit today. This romanticized impression of shugenja features in various media such as Nickelodeon's Avatar: The Last Airbender, Wizard of the Coast's Dungeons and Dragons, or Fantasy Flight Games' Legend of the Five Rings. The shugenja presented here shares many similarities with priests and clerics; their focus orbits around the intermingling of elements rather than a particular concept, domain, or god. Quick Build You can make a shugenja quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Second, choose the noble background. Third, choose the dancing lights, fire bolt, and guidance cantrips, along with the 1st level spells burning hands and cure wounds. Class Features As a shugenja, you gain the following class features. Hit Points Hit Points: 1d6 per shugenja level

1d6 per shugenja level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st 1

The Shugenja -Spell Slots per Spell Level- Level Proficiency Bonus Features Cantrips Known Spells 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 Rite (1/rest) 3 4 4 2 — — — — — — — 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 Rite (2/rest) 4 7 4 3 3 — — — — — — 7th +3 End the Intrusion (CR 1) 4 8 4 3 3 1 — — — — — 8th +3 Ability Score Improvement, Element of Supplication feature 4 9 4 3 3 2 — — — — — 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 Intrusion (CR 3) 5 12 4 3 3 3 2 1 — — — 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 Intrusion (Any CR) 5 15 4 3 3 3 3 2 2 1 1 Proficiencies Armor: Light armor

Light armor Weapons: All simple weapons, shortswords

All simple weapons, shortswords Tools: Calligrapher's supplies Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two from Arcana, Deception, History, Nature, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword or (b) a spear

(a) a shortbow and 20 arrows or (b) 10 darts

(a) leather armor or (b) scale mail and a shield (if proficient)

A holy symbol and calligrapher's supplies

(a) a priest's pack or (b) an explorer's pack Spells Between bouts of meditative study and force of will, you mete different elements in a cosmic system, allowing you to cast spells. Cantrips At 1st level, you know three cantrips of your choice from the shugenja spell list. You learn additional shugenja cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shugenja table. Spell Slots The Shugenja table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these shugenja spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a 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 You know two 1st-level spells of your choice from the shugenja spell list. The Spells Known column of the Shugenja table shows when you learn more shugenja spells of your choice. Each of 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 one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the shugenja spells you know and replace it with another spell from the shugenja spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your shugenja spells, since warping the often tumultuous elements requires a strong personal force to command them. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a shugenja spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your shugenja spells. Element of Supplication At 1st level, you adopt the credence of a particular element. Choose an element: Air, Earth, Fire, or Water. Each element is detailed at the end of the class description. Your choice grants you features when you choose it at 1st level. It also grants you additional features and new ways to use Placating Rite when you gain that feature at 3rd level, and additional benefits at 6th, 8th, 14th, and 20th levels. Kinesthesia To command and live harmoniously with the elements, you first learn to observe them in their many forms. Starting at 2nd level, you can use an action to focus on your surroundings. Until the end of your next turn, you know the location of all elements within 60 feet of you that you can see; this sense penetrates through total cover for 1 foot before stopping. You know the type of element as well as a simple estimation of that element's concentration. For instance, a fire elemental would reveal an exuberant amount of the fire element, a pressurized vacuum pipe in a stone wall might be described as a cylinder of the void element within solid earth, and a zombie lying motionless on the floor might appear to have the same trace elements as a lifeless humanoid corpse. You can use this feature a number of times equal to 1 + your Charisma modifier (minimum 1). When you finish a long rest, you regain all expended uses. Placating Rite Starting at 3rd level, you learn to extend your inner balance in the form of a minor rite to invoke magical effects. You start with two such effects: Pacify Elementals and an effect determined by your Element of Supplication. Some supplications grant you additional effects as you advance in levels, as noted in the supplication description. When you use your Placating Rite, you choose which effect to create. You must then finish a short or long rest to use your Placating Rite again. Some Placating Rite effects require saving throws. When you use such an effect from this class, the DC equals your shugenja spell save DC. Beginning at 6th level, you can use your Placating Rite twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. Placating Rite: Pacify Elementals As an action, you touch your holy symbol and speak a word or vowel, sending out a wave of quelling energy. Each elemental that can see or hear you within 30 feet of you must make a Charisma saving throw. If the creature fails its saving throw, it is pacified for 1 minute or until it takes any damage. A pacified creature becomes indifferent and loses any impetus to attack you or your allies. It can take actions as normal, but it cannot use those actions to directly impede or harm you or your allies. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. End the Intrusion Starting at 5th level, when an elemental fails its saving throw against your Placating Rite: Pacify Elementals feature, you can have that creature banished to its plane of origin if its challenge rating is at or below a certain threshold, as shown in the End the Intrusion table. The creature vanishes in a surge of primordial tumult, disappearing with any equipment it is wearing or carrying. A creature banished in this way cannot leave its plane of origin for a year and a day unless you allow it to (no action required). End the Intrusion Shugenja Level Banishes Elementals of CR . . . 5th 1/2 or lower 7th 1 or lower 10th 2 or lower 12th 3 or lower 15th 4 or lower 20th Any CR 3

Paper Charm When you reach 10th level, your intrapersonal studies allow you to craft temporary incantations. When you finish a short or long rest, you can magically craft a paper charm that contains a shugenja spell you do not know but that is of a spell level you have spell slots for. While presenting a paper charm, you can cast the spell stored within by using a spell slot of that spell's level or higher as if you were casting that spell normally. A paper charm used in this way loses its magic and vanishes in an elemental burst. You can have a number of active paper charms up to your Charisma modifier (minimum 1). If you craft a new charm while you have your maximum number of active charms, the oldest charm loses its magic and vanishes in an elemental burst. Because the charm is made from your own personal insight, only you can cast the spell stored within it. The Various Elements The shugenja is closely associated with the elemental planes presented in both the Player's Handbook as well as the Dungeon Master's Guide: Air, Earth, Fire, and Water. These respective planes serve as the basis for a majority of the shugenja's identity as a caster, both manipulating the elements as well as embodying their structure. However, unlike the classes presented in any of the main books, the shugenja does not have the benefit of monsters and other details organized by appropriate keywords ("elemental" is often the only descriptor). As a result, think about how particular creatures, planar objects, or even simple items like wine, flowers, or lantern oil might register with abilities like your Kinesthesia feature, if at all. Your DM serves as the final arbiter for determining what qualifies as a particular element or not. Furthermore, your game world might feature different elements, such as Wood, Metal, or Void, that serve to organize and delineate the campaign world. Speak with your DM about any specifics and how they might apply to your shugenja, and adjust your features accordingly. Elements of Supplication Amid the different laws governing the universe, the juxtaposed elements serve as the foundation for a shugenja's balance. Whether in tempered equilibrium or violent cataclysm, the individual elements possess stark qualities that, by their innate differences, highlight their fluctuating interactions. As a result, you pick one element and devote yourself to learning from, mimicking, and commanding it. Your supplication might be chosen for a number of reasons. For instance, the school you follow might be a proponent of water, teaching that in such a chaotic world, the need of each shugenja requires the ability to ride on the dissonance and, by doing so, see it to its conclusion. Or perhaps in your youth, you cultivated a penchant for aggression, and upon answering the call, you channeled that pugnacity by supplicating yourself to the element of fire. Maybe in a moment of painful clarity after a personal disaster, you saw your struggle as a series of chains and devoted yourself to the principles of air to liberate yourself. The main elements listed here are: Air, Earth, Fire, and Water, though there may exist more in the strange dimensions beyond. Element of Supplication - Air The element of air idealizes the wind: weightless, ever-moving, and free. As the element of breath and movement, a shugenja who supplicates to air finds liberation from the coils that might bind them. Though the dismissive eye might see them as lofty and detached, a devoted follower of air can whisper like a gentle breeze or, like a storm, echo the force of a gale. Air Supplication Spells Shugenja Level Spells 1st Feather Fall 3rd Gust of Wind 5th Wind Wall 7th Freedom of Movement 9th Mislead Drafty Step Starting when you supplicate to this element at 1st level, your movement is a breeze quicker than most. Your speed increases by 5 feet. In addition, you can use your action to target one willing creature within 60 feet of you. For the next 1 hour, that creature increases their speed by 5 feet while they are within 60 feet of you. Once you use this feature, you can't do so again until you finish a short or long rest. Auran Scripture As part of your foray into the study of air, you learn how to speak, read, and write Auran at 1st level. 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. As an action, you clutch your holy symbol and invite a cadre of lesser air creatures to guide you. Target a number of willing creatures equal to your Charisma modifier. Until the end of your next turn, a targeted creature's movement is unaffected by difficult terrain. A targeted creature also gains advantage on any rolls to escape from nonmagical restraints and grapples, such as prison manacles or a giant octopus' tentacles. Placating Rite: Headwind By 6th level, you can perform your Placating Rite to impede travel. When a creature within 30 feet of you that you can see moves, you can use your reaction and present your holy 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 and is knocked prone on a failed saving throw, and its movement reduced by 5 feet on a successful one. A Huge or larger creature automatically succeeds on this saving throw. Lighter than Air Starting at 8th level, your supplication grants you another aerial ability. As part of your move action, you can rise vertically up to 20 feet and remain suspended there until the end of your turn. You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall, floor, or ceiling), which allows you to move as if you were climbing. You can alter your altitude by up to 20 feet in either direction on your turn. If you are still airborne at the end of your turn or become incapacitated, you float gently to the ground. You cannot be encumbered to use this feature. Improved Drafty Step At 8th level, your windswept movement becomes like a gale. Your Drafty Step feature increases your speed and any targets by 10 feet rather than 5 feet. In addition, you learn to affect multiple targets at a single time. When you use your Drafty Step feature, you can target a number of other willing creatures up to your Charisma modifier (min. 1) rather than one. Like normal, it lasts 1 hour and a target must be within 60 feet of you to gain this speed. Improved Lighter than Air At 14th level, your supplication matures, manifesting your Lighter than Air feature into a true display of wind. Rather than merely levitating, you gain a flying speed equal to your walking speed, and if you are incapacitated, you float, suspended in the air rather than descending. Aspect of Air At 20th level, elemental creatures of the plane of air identify you as a walking embodiment of their element. Although they may not be overly friendly to you, these creatures show reverence by avoiding conflict, aiding, or speaking with you (if they are capable and not compelled), as determined by your DM. Element of Supplication - Earth Earth symbolizes the set stone, the rooted mountain, and the weighty rock. As the element of tradition and stability, a shugenja who supplicates to earth maintains their footing even amid chaotic winds that would bend lesser souls. Overtly rigid, the rough composure of an earthen follower might earn a label of stagnation, but to the world around them, they are a bed of balance. Earth Supplication Spells Shugenja Level Spells 1st Shield 3rd Shatter 5th Meld into Stone 7th Stoneskin 9th Passwall Shored Defense When you choose this element at 1st level, you gain proficiency with medium armor and shields. In addition, you increase your hit point maximum by 1, and it increases by 1 every time you gain a shugenja level. Down to Earth To be like the earth, you must remain in touch with the ground. Starting at 1st level, you have advantage on Strength and Dexterity checks and saving throws made against effects that would knock you prone, push you, or levitate you against your will. Terran Scripture As part of your foray into earth, you learn how to speak, read, and write Terran at 1st level. Placating Rite: Earthen Bulwark Starting at 3rd level, you can use your Placating Rite to bolster allies in a casing of hardened clay and stone. As an action, you present your holy symbol and bolster your defenses. Choose a number of creatures within 30 feet of you up to your Charisma modifier. Those creatures gain a number of temporary hit points equal to your Charisma modifier plus your shugenja level for 1 hour. Crystallized Bulwark Starting at 6th level, your resilience toughens to diamond hardness. While you have temporary hit points, your Armor Class increases by 2. When a creature hits you with a melee weapon attack while you have temporary hit points, you can deal magical piercing damage equal to your shugenja level to the attacker as their weapon shatters segments of the protective coating. A Reminder Whatever the source, temporary hit points cannot be added together or stacked. If you are presented with multiple sources of temporary hit points, you choose only one. Unless a feature that grants temporary hit points specifies a duration, they last until they are depleted or the creature finishes a long rest. For example: if a creature is targeted with Placating Rite: Stone Surge while they have a spell or feature that grants temporary hit points and an effect related to those temporary hit points, that creature will have to choose between the temporary hit points of their original effect or the new temporary hit points provided by the Placating Rite. Placating Rite: Stone Surge At 8th level, you can use your Placating Rite to accentuate an ally's defense. When a creature you can see hits you or a willing creature within 30 feet of you with an attack roll but before damage is rolled, you can use your reaction to give that hit creature a number of temporary hit points equal to double their current amount. A creature can't gain temporary hit points from this Placating Rite again until it finishes a long rest. 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 you have 0 temporary hit points, you gain temporary hit points equal to half your shugenja level. Earth Glide At level 14th, you master the art of moving through stern terra unimpeded. You gain a burrow speed equal to your walking speed, and gain the ability to travel through nonmagical, unworked earth and stone without disturbing the material you move through. Aspect of Earth At 20th level, elemental creatures of the plane of earth identify you as a walking embodiment of their element. Although they may not be overly friendly to you, these creatures show reverence by avoiding conflict, aiding, or speaking with you (if they are capable and not compelled), as determined by your DM. Element of Supplication - Fire Like a pyroclasm, the element of fire erupts with fury. Representing passion, annihilation, and desire, a shugenja that stokes his inner flame is always weary of the element's devastation if left unchecked. However, what critics might see as a dangerous endeavor wrought with wanton destruction, a shungeja sees the burning of a wicker as a purging and purifying renewal. Fire Supplication Spells Shugenja Level Spells 1st Burning Hands 3rd Heat Metal 5th Fireball 7th Wall of Fire 9th Flame Strike Bonus Cantrip When you supplicate to this element at 1st level, you gain the fire bolt cantrip if you don't already know it. Conflagrate At 1st level, you learn one of the most important dangers of fire: how alarming it can spread. Whenever you deal fire damage to a creature, you can mark that creature until the start of your next turn (no action required). A creature marked in this way sheds 5 feet of bright light and 5 additional feet of dim light and takes fire damage equal to your Charisma modifier if it ends its turn without moving at least 10 feet. A creature in heavy winds or fully submerged in water loses this mark as the environment snuffs the lingering flame, and a creature can use their action to extinguish the fire and remove the mark. Ignan Scripture As part of your foray into fire, you learn how to speak, read, and write Ignan at 1st level. Primordial and its Dialects Though the primordial age exists only in the memories of the oldest, most dangerous beings of the world, the language used by the very forces of nature persevere in Primordial. As the original turmoil of the elemental chaos simmered, the main elements divorced from one another, creating the planes known today. With that change however, came the rise of specific dialects: Auran for Air, Aquan for Water, Ignan for Fire, and Terran for Earth. The natives of these planes, such as genies and elementals, specialize in a particular dialect. Though the mother tongue of Primordial is understood by all, it is seen as a necessity of communication, lacking tact or genuineness. When speaking to a particular type of elemental, using the correct dialect, while not a shoo-in for friendship, goes far, and using an opposing elemental dialect usually results in an immediate hostile disposition. As a shugenja, your element of supplication grants you the tools needed to speak and deal with your chosen element, and though success is never assured, your call to balance will often be tested against the short-sighted and basic impulses of the very powers you seek to emulate. Placating Rite: Purifying Flame Starting at 3rd level, you can use your Placating Rite to scorch enemies with a flame rivaling the Sea of Fire. When you roll fire damage, you can use your Placating Rite to deal maximum damage, instead of rolling. Placating Rite: Acrid Fumes Starting at 6th level, you can use your Placating Rite to manipulate the smoke of a flame to blind your foes. As a bonus action, you can choose an open source of fire within 30 feet of you such as a burning torch, a fire elemental, or a creature marked by your Conflagrate feature. Each creature of your choice within 15 feet of that source of fire must make a Constitution saving throw. On a failed save, a creature is blinded. A blinded creature must make a Constitution saving throw at the end of each of its turns. On a successful save, that creature is no longer blinded. Flaring Soul Starting at 8th level, you gain resistance to fire damage. In addition, when you take fire damage, you can use your reaction to take no fire damage instead. Once you use this feature, you can't do so again until you finish a long rest. Improved Conflagrate At 14th level, your ability to waste your enemies becomes like wildfire. When you mark a creature with your Conflagrate feature, a creature is marked for 1 minute rather than until the start of your next turn. In addition, a creature must move at least 30 feet instead of 10 feet in order to remove the mark. 6

Aspect of Fire At 20th level, elemental creatures of the plane of fire identify you as a walking embodiment of their element. Although they may not be overly friendly to you, these creatures show reverence by avoiding conflict, aiding, or speaking with you (if they are capable and not compelled), as determined by your DM. Element of Supplication - Water Flowing, yielding yet always pressing, polarizing: these are the qualities that embody the element of water. As both an element of violent seas and calm streams, a shugenja who supplicates to water weaves careful magic, feeling the tug of hardship and pushing forward to overcome with a steady effort. Others might refer to water as weak-willed, lacking the spontaneous power or the sturdy structure to withstand, but a shugenja knows that, given time and patience, even the mightiest canyons whittle away to a life-giving river. Water Supplication Spells Shugenja Level Spells 1st Cure Wounds 3rd Aid 5th Water Breathing 7th Control Water 9th Mass Cure Wounds Healing Mist As part of your earliest training into the element of water, you 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. Placating Rite: Water Geyser Starting at 6th level, you can use your Placating Rite to foam moisture into a mighty torrent of water. As an action, you present your holy symbol and shoot water in a 30-foot line that is 5 feet wide out from you in a direction you choose. Each creature in that line must make a Dexterity saving throw or be pushed 30 feet and knocked prone. On a success, a target is pushed 5 feet, but is not knocked prone. A Huge or larger creature is unaffected by this feature. As the Current At 8th level, you gain a swimming speed equal to your walking speed and the ability to breathe in water. Furthermore, you can take the dash action in addition to your other actions once per turn. You can only use this dash while swimming in water. Improved Placating Rite: Ebb and Flow As you complete your understanding of water at 14th level, you master the breadth of the ocean's diverse life. Whenever you use your Placating Rite: Ebb and Flow, you restore hit points equal to your shugenja level rather than half your shugenja level. Aspect of Water At 20th level, elemental creatures of the plane of water identify you as a walking embodiment of their element. Although they may not be overly friendly to you, these creatures show reverence by avoiding conflict, aiding, or speaking with you (if they are capable and not compulsed), as determined by your DM. 7

Spell List Cantrips (0 Level) Dancing Lights

Fire Bolt

Guidance

Mending

Message

Produce Flame

Ray of Frost

Resistance

Shocking Grasp

Thaumaturgy 1st Level Bless

Burning Hands

Create or Destroy Water

Cure Wounds

Detect Magic

Feather Fall

Fog Cloud

Healing Word

Illusory Script

Jump

Longstrider

Purify Food and Drink

Sanctuary

Shield of Faith

Thunderwave 2nd Level Aid

Blindness/Deafness

Blur

Calm Emotions

Continual Flame

Enhance Ability

Flame Blade

Flaming Sphere

Gust of Wind

Heat Metal

Levitate

Misty Step

Scorching Ray

Shatter 3rd Level Blink

Call Lightning

Clairvoyance

Create Food and Water

Daylight

Dispel Magic

Elemental Weapon

Fireball

Fly

Gaseous Form

Glyph of Warding

Haste

Lightning Arrows

Lightning Bolt

Meld into Stone



Protection from Energy

Sending

Sleet Storm

Slow

Water Breathing

Water Walk

Wind Wall 4th Level Banishment

Conjure Minor Elementals

Control Water

Fire Shield

Freedom of Movement

Ice Storm

Stone Shape

Stoneskin

Wall of Fire 5th Level Cone of Cold

Conjure Elemental

Contact Other Plane

Flame Strike

Hold Monster

Mass Cure Wounds

Planar Binding

Wall of Force

Wall of Stone 6th Level Chain Lightning

Find the Path

Flesh to Stone

Heal

Move Earth

Freezing Sphere

Planar Ally

True Seeing

Wall of Ice

Wind Walk 7th Level Delayed Blast Fireball

Divine Word

Etherealness

Fire Storm

Plane Shift

Reverse Gravity

Symbol

Teleport 8th Level Antimagic Field

Antipathy/Sympathy

Control Weather

Earthquake

Glibness

Incendiary Cloud

Tsunami 8