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Way of the Shugenja

Acting as ascetic priests, sometimes called yamabushi, monks of the Way of the Shugenja tend to spiritual matters. They follow religious tenants, and serve as spiritual guides. Many shugenja are hermits, preferring solitude to hone their supernatural powers, but some congregate in temples along mountain trails, especially along holy mountains, and serve as guards and guides.

Way of the Shugenja Features
SpellSlots perSpellLevel
Monk LevelFeatureCantrips KnownSpells Known1st2nd3rd4th
3rdSpellcasting, Bonus Proficiency232
4th 243
5th 243
6thMountain’s Sigh243
7th 2542
8th 2642
9th 2642
10th 3743
11thRetort3843
12th 3843
13th 39432
14th 310432
15th 310432
16th 311433
17thRumbling Rocks311433
18th 311433
19th 3124331
20th 3134331

Spellcasting

3rd-level Way of the Shugenja feature

You can channel your spirit to cast cleric spells.

Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots. The Way of the Shugenja table shows how many slots you have to cast your cleric spells. To cast one of your cleric spells of 1st level or higher, 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 sanctuary and have a 1st-level or 2nd-level spell slot available, you can cast sanctuary using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and transmutation spells on the cleric spell list.

The Spells Known column of the Way of the Shugenja table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Wisdom is your spellcasting ability, since you learn your spells through discipline and devotion. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Multiclassing. If you have two or more classes with the spellcasting feature, add one third your monk level to determine how many spell slots you have. The spells you know or can prepare follow the rules for each of your classes.

Bonus Proficiency

3rd-level Way of the Shugenja feature

You gain proficiency in the Nature or Religion skill (your choice).

Mountain’s Sigh

6th-level Way of the Shugenja feature

When you cast a cleric spell with a casting time of 1 action that has a range of touch or which only targets you, you can make an unarmed strike as a bonus action or use your Flurry of Blows feature.

Retort

11th-level Way of the Shugenja feature

Through a powerful resolve, you can respond to an attack in an instant. When you are hit by an attack, spell, or power which only targets you, you can use your reaction to cast a cleric spell you know from this class with a casting time of 1 action that targets either only you or only the creature that attacked you, provided it is within range of the spell.

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

Rumbling Rocks

17th-level Way of the Shugenja feature

After casting a cleric spell of 1st level or higher, the next time you hit a foe with an unarmed strike or monk weapon before the end of your next turn, you deal additional radiant damage equal to two rolls of your martial arts die.