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Here is the third class for Oriental Adventures the shukenja. Much like the samurai and sohei I decided to make the shukenja a subclass, in this case of, sorcerous origin.  Though the shukenja can conceivably fit with either the monk or sorcerous class the spellcasting ability of the shukenja is more intrinsic to the class concept than the martial arts so I went with sorcerer over monk but included some monk-like abilities.  It needs further testing to see if this setup is broken or not.  It looks OK on paper though.

Sorcerous Origin

At 1st level, a sorcerer gains the Sorcerous Origin feature. Here is an Oriental Adventure option for that feature: Shukenja.


A shukenja (sometimes called shugenja) is a wandering priest or monk who has accepted a life of hardship and poverty. This self-sacrifice, combined with devout religious beliefs, places the shukenja outside the caste system. He is treated with respect by all members of society, from samurai to peasant. In return he normally gives aid, both spiritual and physical, and instruction to those who desire or need it. While he has some training in fighting, his choice of armor and weapons is limited. His main power is the spells he can cast to enlighten, aid, and protect himself and others.

Although a shukenja serves a particular religion, players don’t need to choose any particular religion for their shukenja characters. All religions are respected and venerated, and the practices and beliefs of one are often intermingled by the peasants with those of another. Unlike the western world, the land of Oriental Adventures has no separate, organized church.  Instead, religious beliefs and rituals are intertwined with the rituals of daily life. Temples abound, each more or less independent of all others regardless of the deity or deities worshipped.

However, shukenja run the gamut of responsibilities in Rokugan – some times they are just wandering priests, other times they are acting as witch hunters tracking down bloodbenders, and sometimes they are acting as overt (or subversive) agents of a particular clan.

Shukenja must live by certain rules imposed by their religion. They cannot eat meat; they must refrain from violence whenever possible (especially killing), and they must avoid immoderate drinking and eating. Failing to follow these rules will result in some type of punishment for the character, chosen by the DM

Shukenja are much more than spell-slinging sorcerers. They are the foundation of Rokugan’s religion — priests who teach the rituals of piety, keep the names of the Fortunes, and even measure the passage of time. They study for years to learn even the fundamental elements of their magical practice and are the most literate class of people in Rokugan. A shukenja’s spells are written on ofudas (nonmagical prayer scrolls) that the shukenja carries with him, serving as a divine focus for casting the spell.

Shukenja Features

Sorcerer Level Feature
1st Divine Magic, Monastic Training
6th Empowered Healing, Way of the Gods
14th Way of the Fist
18th Power of the Kami

Divine Magic
1st-level Shukenja feature

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, you add the kami domain spells. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Monastic Training
1st-level Shukenja feature

Before beginning their wandering, shukenja undergo training at a monastery or temple. This training has three aspects: ritual, meditation, and self-defence.

A shukenja can perform marriages, christenings, funeral rites, observances of holy days, and purifications. The last of these can be effective at lifting curses and warding off evil influences. A shukenja has a basic chance of 5% per level to remove any curse when performing a purification ritual. When purifying to ward off evil influences, the shukenja can sanctify an area with a radius of 5 feet (75 square feet). At the end of the ritual, everyone within the area gains a +1 bonus on all rolls to hit and saving throws when fighting evil spirits.  This effect lasts only as long as the shukenja remains within the purified circle.  Multiple purifications do not have a cumulative effect.

Meditation is a state of deep concentration. By meditating, the shukenja focuses and regains his energies. One hour of uninterrupted meditation is as restful as two hours of sleep.  While meditating, the shukenja is oblivious to hunger, thirst, heat, and cold. He is still conscious and aware of his surroundings, however, so he does not suffer any penalties on surprise or initiative dice rolls.

The self-defence training received by the shukenja gives the character access to martial arts.  You also gain proficiency with short swords and simple weapons as well as Religion as a class skill.  You gain access to the martial arts and ki pool class skill feature as a monk.  However, you count your proficiency bonus number as your monk level when calculating your unarmed attack damage, features and ki points.

The shukenja can also deliver touch spells via unarmed attacks.  You also have a ki pool that has the same total as your proficiency bonus but otherwise functions as the monk ki class feature.

Finally, you are proficient in the use of calligrapher tools as these are required to inscribe spells on your ofuda.

Empowered Healing
6th-level Shukenja feature

The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.

You also heal yourself whenever you cast one of your spells, you regain hit points equal to your Charisma modifier (minimum +1). This affects all allies within 5 feet of you at 14th level and all allies within 30 feet at 18th level.

Way of the Gods
6th-level Shukenja feature

Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

Way of the Fist
14th-level Shukenja feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Power of the Kami
18th-level Shukenja feature

You gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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


A new domain exclusive to Oriental Adventures and specifically for shukenja.  Some spells are slightly modified or flavoured for OA, these spells only get summaries, not full descriptions.  Spells marked with an * are new and full descriptions are provided. The shukenja always has these spells prepared and do not count against your total known spells.



  • Bo of Water*. Melee attack deals 1d8+1/two levels damage.
  • Horse’s Nose*. Grants the scent special ability.
  • Know the Shadows*. +20 to Hide checks in darkened areas.
  • Tetsubo of Earth*. Melee attack deals 1d10+1/two levels damage.
  • Yari of Air*. Melee attack deals 1d8+1/two levels damage.


  • Barkskin.  Bark encases your skin protecting you from attack.
  • Jade Strike*. Damages and blinds Shadowlands creatures.
  • Magic Circle against Taint. As magic circle with the added creature type of shadowlands.
  • Spike Growth.  The ground in a 20-foot radius centred on a point within range twists and sprouts hard spikes and thorns.
  • When Two Become One*. Your spirit merges with your horse’s.


  • Dispel Taint. As dispel evil with the additional shadowlands creature type added.


  • Conjure Elemental. Call an elemental to fight for you.
  • Dance of the Unicorn*. Purifying mist washes the air clean of smoke, dust, and poisons.
  • Fire Circle of Flame*. Flames deal 1d8+1/level damage in all directions.
  • Plant Growth. This spell channels vitality into plants within a specific area.
  • Windwall. A wall of strong wind rises from the ground at a point you choose within range.


  • Fires of Purity*. Target bursts into magical flame, becoming a dangerous weapon.
  • Yakamo’s Anger*. Blinds creatures within 10 ft.
  • Master of the Rolling River*. A wave of water deals damage.


  • Dominate Beast. You attempt to beguile a beast that you can see within range.
  • Grasping Vine. You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range.
  • Tomb of Jade*. Entraps and harms Shadowlands creatures. 1d8/two levels damage and bull rush.
  • Words of the Kami*. Kills, paralyzes, weakens, or dazes Tainted subjects.


  • Commune with Spirits.  This spell is identical to the commune with nature spell except the wu jen is contacting spirits in the area for information.
  • Tree Stride. You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.


  • Jade Aura*. +4 AC, +4 resistance, and 25 SR against evil spells.
  • Insect Plague. Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range.


2nd-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute

A 6-foot-long staff formed of water, which you can use with proficiency, springs forth from your hands. You wield this staff as if it were a quarterstaff. Attacks with the bo of water are regular melee attacks. The bo deals 1d8 points of cold damage plus your Wisdom ability modifier. The bo is considered a magical weapon for purposes of overcoming damage resistance and immunities.

5th-level evocation
Casting Time: 1 action
Range: 20 feet
Components: V, S
Duration: Instantaneous

Fire bursts in a 20-ft.-radius sphere cantered on you in all directions, dealing 1d8 points of fire damage +1 point per caster level to nearby creatures who fail a Dexterity save. Creatures who succeed only suffer half damage.

5th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes.

You surround yourself with a purifying swirling mist with a radius of 10 feet sphere that washes the air clean of smoke, dust, and poisons. Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud. Magical effects, including acid fog, cloudkill, and green dragon breath, are negated only if your level is greater than the offending spell’s caster level (or the dragon’s CR).

If your level is lower than the caster level, the dance of the unicorn grants everyone within the mist advantage on his or her saving throw against the effect. The cloud of mist leaves everything within its area damp.

6th-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute

The creature you touch bursts into magical flames that do not harm the target but are quite capable of harming anyone else who comes into contact with them.

The target deals an additional 1d6 points of fire damage with a successful melee attack. Creatures hitting the target within 5 feet take 1d6 points of fire damage and must succeed at a Dexterity save or catch fire and begin burning taking 1d6 points of ongoing fire damage until the flames are put out or 1 minute has passed.

This damage is cumulative until the flame is put out but can only be applied once per turn per creature. For example a creature attacks during a round of combat and hit’s a ensorcelled target twice it starts burning for 1d6 fire damage. If the creature attacks the same target again the next round ongoing fire damage increases to 2d6.

A burning creature can spend an action to put out the flame. The target gains fire immunity for the duration of the spell, but vulnerability to cold damage.

2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You gain advantage on all Perception and Survival skill checks related to smell. That is you are more likely to track and detect approaching creatures if they have any kind of odor.

9th-level abjuration
Casting Time: 1 action
Range: 20 feet
Components: V, S, F (a tiny statue carved from jade, representing one of the Seven Fortunes. The statue costs at least 500 gp.)
Duration: Instantaneous

All allied creatures in a 20-ft-radius sphere centered on you are affected by a radiance of shimmering jade color surrounding each target, protecting them from attacks, granting them resistance to maho and other evil magic, and blinding Tainted and Shadowlands creatures when they strike the subjects. This abjuration has four effects.

First, the warded creatures is more difficult to hit by Shadowland and Tainted creatures. Shadowland and tainted creatures have disadvantage on attacks against the warded creature.

Second, the warded creature gains advantage on all saving throws against spells cast by maho-tsukai, oni, or other Tainted or Shadowlands creatures.

Third, the abjuration blocks possession and mental influence, just as protection from Taint does.

Finally, if a creature with a Taint score or the Shadowlands subtype succeeds at a melee attack against a warded creature, the offending attacker is blinded (Constitution save negates).

3rd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous

You call up holy jade power to smite your enemies. Only Tainted creatures and creatures with the Shadowlands subtype (by default all abberations, fiends and undead) are harmed by the spell; other creatures are unaffected.

The spell deals 6d8 points of radiant damage to all Shadowland creatures in a 20-ft-radius sphere entered on you, and blinds them until the end of their next round. A successful Charisma save reduces damage to half and negates the blinding effect.

The spell deals only half damage against creatures with a Taint score (and without the Shadowlands subtype), and they are not blinded. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Charisma save.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

6th-level evocation
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Instantaneous

When you cast this spell, you create a huge wave of water that slams into one or more targets within range. If there is no large, natural source of water (a river, lake, or ocean) within the spell range, you can affect only one target. If such a source of water exists within the range of the spell, the spell creates a 20-ft.-radius sphere centered on a location you designate. In either case, the water deals 7d8 points of bludgeoning damage to the target or to creatures within the area.

In addition, all affected creatures are pushed back, forcing them to make opposed Strength checks against the wave of water. The wave uses your spell attack bonus for the opposed check. You designate the direction the wave pushes when you cast the spell; creatures that lose the opposed Strength check are pushed 5 feet, plus 1 foot for every point by which the wave beats their Strength checks, in that direction. It is possible for a wave arising from a body of water to push characters into the water.

The wave puts out torches, campfires, exposed lanterns, and other open flames if they are carried by the target or located within the area and they are of Large size or smaller. Magical fires are targeted by a dispel magic effect as if you had cast that spell.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

2nd-level illusion
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 minute

You bend surrounding shadows and blend them to yourself, making yourself one with the darkness. As long as you remain within 10 feet of some kind of shadow (except your own shadow) or within at least moderate darkness, your ability to hide is greatly enhanced. You can hide yourself from view in the open without anything to hide behind, even while being observed, and you gain a +10 bonus on Hide checks.

Unlike invisibility, this spell’s effects do not end when you attack, though you cannot hide and attack at the same time. You are clearly visible while attacking, but you can use a bonus action to hide again after attacking , and you still gain the +10 bonus on your Hide check. Your opponent can ready an action to attack you when you come into view to attack.

2nd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 minute

A 6-foot-long tetsubo formed of earth springs forth from your hands. You wield this weapon with proficiency as if it were a greatclub. Attacks with the tetsubo of earth are regular melee attacks. The tetsubo deals 1d10 points of bludgeoning damage plus your Wisdom ability. The tetsubo is considered a magic weapon for purposes of overcoming damage resistance and immunities.

7th-level transmutation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a finger of jade worth at least 50 gp.)
Duration: Concentration, up to 1 minute

When you cast this spell, you attempt to draw out the impure substance of a Tainted creature and replace it with your own pure substance. The spell is draining for you to cast, but it is deadly to creatures that are infected with the Shadowlands Taint.

You can only cast this spell on a Shadowlands creature (a creature with the Shadowlands subtype or with a Taint score). The target must succeed on a Constitution saving throw or be paralyzed for the duration. This spell has no effect on non-Tainted creatures. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Each round you maintain the spell, the creature must attempt another Constitution save. If it fails the save, it takes 1d6 points of permanent Constitution drain. Each round you maintain the spell, however, you take 1d6 points of necrotic damage. If you fall unconscious, or if the creature succeeds at its save, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. The creatures must be within 30 feet of each other when you touch them.

2nd-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute

A 6-foot-long shaft formed of air springs forth from your hands. You wield this shaft as if it were a yari (shortspear) and are automatically proficient in it. Attacks with the yari of air are regular melee attacks. The yari deals 1d8 points of thunder damage plus your Wisdom ability bonus. The yari is considered a magic weapon for purposes of overcoming damage resistance and immunities.

6th-level evocation
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous

This spell unleashes the anger of the sun deity in a blinding flash originating with you and expanding outward to 10-ft.-radius burst. Any creature within the area of the spell that can see you must make a Dexterity saving throw or be temporarily blinded. The blindness lasts for 1 minute. Sightless creatures are not affected by Yakamo’s anger.

3rd-level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V, S, F (your horse!)
Duration: Concentration, up to 1 hour.

When you cast this spell, your spirit enters the body of your horse (which you must be riding when you cast the spell) and merges with the horse’s own. Your own body hunkers low on the horse’s back and holds on tight for the duration of the spell; it is a part of the body you and your steed share, but not a particularly useful part.

As a joint creature, you and your mount share all your skills, feats, and abilities. You make all checks, saves, and attack rolls using the better base number (yours or your horse’s) and the better ability score modifier. You retain your own Intelligence, Wisdom, Charisma, memory, personality, level and class, alignment, and extraordinary and supernatural abilities. You gain your horse’s Strength, Dexterity, Constitution, speed, natural armor and weapons, and extraordinary abilities.

Opponents can attack either your body or your mount’s. Your body uses the mount’s Dexterity bonus to AC, not subject to the maximum Dexterity bonus for your armor type, with your own size modifier, armor bonus, and magical bonuses. Your mount’s body uses its own Dexterity bonus, size modifier, armor bonus, natural armor bonus, and any magical bonuses derived from items on your body other than armor (such as an amulet of natural armor or ring of protection).

You and your mount share a pool of hit points equal to your combined total hit points. When an opponent hits either your body or your mount’s, the damage is subtracted from this combined pool. Neither you nor your mount becomes disabled or dying until all these combined hit points are exhausted. When the spell ends, you divide the hit points remaining in the pool as you choose between you and your mount.

7th-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous

To utter the holy words of the kami is to bring forth magic of awesome power. Creatures with the Shadowlands subtype or with a Taint score within a 30-ft.-radius spread of the caster suffer the following ill effects:

HD                             Effect
12 or more                Deafened
Less than 12            Blinded, deafened
Less than 8              Paralysed, blinded, deafened
Less than 4              Killed, paralysed, blinded, deafened

Creatures free of Taint and without the Shadowlands subtype, including the spellcaster, are deafened for 1d4 rounds, regardless of their Hit Dice.

Posted in 5e, Adventurer's Vault, Class, Dungeons & Dragons, Oriental Adventures




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