Cleric
Base Class: Cleric

Unlike other clerics, your role is somewhat different in the grand scheme of things.  While you have a pantheon with gods and demons, it filters down to lesser gods known as Kami.  As a Shrine priest or priestess, you've devoted your life to a specific Kami, and have done well enough to keep its shrine in great condition.  For some reason, you've left it to pursue a life of adventure.  Perhaps your guardian deity has sent you on a quest.  Perhaps you need funds for your temple.  Whatever the case, you've temporarily left your post to seek your fortune elsewhere.

Seal Magic

You have access to these spells, and do not go against the limited number of spells that you may know at any given time.

Level 1   Ceremony, Find Familiar

Level 2    Summon Beast, Arcane Lock

Level 3    Summon Fey, Glyph of Warding 

Level 4    Banishment, Summon Elemental

Level 5    Summon Draconic Spirit, Dispel Evil and Good


In addition, upon taking this subclass, after a long rest you may change your known cantrips from either the Cleric or Wizard class, and gain access to the wizard class cantrips upon character creation.  Wisdom is your casting ability for these cantrips.

Channel Divinity: Scroll Sealing

As an action, you may choose one Fey, Fiend, Undead, or Celestial that you can see within 30 feet of you.   The target must make a Charisma saving throw against your spell save DC.  On a failure, the target is paralyzed until the end of your next turn.   When you use this channel divinity, you may expend a spell slot, increasing the duration of the paralysis equal to the spell slot expended.  For example, expending a level 1 spell slot increases the duration to 2 rounds, while a level 9 increases it to 10.

Guardian Yokai

Starting at level 6, you've gained the service of a lesser yokai to assist you on your travels.   As a bonus action, you may choose to give the creature an order, otherwise it uses the dodge action.   The yokai has the following stats:

Hit Points:  8 (plus 1d6+Constitution modifier per cleric level)
AC:  13
Strength: 14
Dexterity: 16
Constitution: 14
Wisdom: 12
Intelligence: 8
Charisma: 10
Damage Resistance:  Bludgeoning, Piercing, Slashing from non-magical, non-silvered weapons
Size: Medium
Movement: 30 feet
Languages:  Common
Attacks:  +3 plus Cleric's Proficiency Bonus
Hit: 1d4+3 force damage 
Range: 5 feet
Target: One Creature

On a hit, the creature must make a saving throw equal to the cleric's DC.  On a failure, until the end of the creature's next turn, it rolls all d20s with a -1d4 to the roll.

In addition, the Guardian Yokai gains one of the following traits.

Traditional: The guardian Yokai is something akin to a pipe fox.  When not summoned by you, it fits neatly into a container of your choice.  The creature is considered Tiny while in this form, although returns to medium size when summoned.  Beyond this, the creature can cast Invisibility at will, and gains the use of Faerie Fire three times per day regaining use after a long rest.

Bird Demon: You've enlisted the aid of a sort of bird demon.  It gains a 40 foot flight speed, but base movement becomes 10 feet.  In addition, it gains the Flyby attack, not provoking an opportunity attack when flying out of an enemy creature's reach.

Wolf Demon:  You've enlisted the aid of a sort of canine demon.  It gains Keen Hearing and Smell, gaining advantage on perception checks against creatures it can hear or smell.  In addition, gaining Pack Tactics, gaining advantage on attack rolls made when an allied creature is conscious and within 5 feet of the attacked creature.

Badger Demon: You've enlisted the aid of a sort of badger demon.  It gains a Burrow Speed equal to it's movement speed.  In addition, it gains Tremor Sense 60, but gains sunlight sensitivity.

If killed, the Yokai will return at the end of a long rest.  If you use an action and expend a spell slot, you can summon it back at full health to a space adjacent to you that is unoccupied.  

Potent Spellcasting

Starting at level 8, you add your Wisdom modifier to damage dealt with your cantrips.

Refuge

Starting at level 17, you are able to cast a quick, desperate prayer.  As an action, you may bless  the area with sealing scrolls and anti yokai bindings.   From your location, you designate an area 20 feet from yourself in all directions.  For the next minute, all Fiends, Celestials, Fey, and Undead of your choosing suffer from disadvantage on saving throws and attacks made within the binding area, and suffer 2d8 force damage while they remain in the circle.   While within the area, creatures of your choosing have advantage on saving throws as long as they remain within the area.

Regain use after a long rest.

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