Cleric
Base Class: Cleric

Ofuda charms

Ofuda can be slapped onto a creature (5’ range, melee) or tossed onto a creature (10’ range, ranged) 15 at disadvantage as an attack action. On a successful hit, it causes 1d6 psychic and a +6 damage to undead, fiends, aberrations, or monstrosities. AT lv 5, 11, and 15 the die size goes up by 1. 

Also, creatures of those categories of a challenge rating of 1 or less must make a Charisma save with a DC equal to your spell DC save.  If the save is failed, the creature is paralyzed.  The save may be made at the end of each of an affected creature’s turns.  The challenge rating is increased at certain levels:  

6: CR 3  

14: CR 5  

 17: CR 7

Each charm requires ink, a brush, and a half sheet of parchment (which is used up) and a five minute ritual.   The ofuda is considered magical for 24 hours after creation, after which time the symbols fade and it becomes ordinary paper.

Kami Sensitivity

You are proficient in Nature if you are not already; if you are, you may choose another Wisdom based spell.

Extended spells

Cantrips: sacred flame, druidcraft

First: healing word, speak with animals

Second: augury, lesser restoration

Third: glyph of warding, remove curses

Fourth: divination, guardian of nature

Fifth: commune with nature, dispel evil and good

Call of the Divine

1 per long rest you can call upon the one you worship to aid you in what you ask for but be wary for what the god seems fit to aid you might not be what you want. To call the divine you must cast a 15-minute ritual and have something to offer. At the end of this ritual, you must roll a d100 the number must fall within your characters lv or roll a 100. this number can be changes depending on your deeds, what you are offering, and/or what you are asking. The dm is not obligated to tell the player what the number you need to roll is. they do have to tell the player if they successful or not. on a success or failure what you are offering is consumed. 

Shrine Maiden's Dance

Starting at 5th level, as an action, you learn a sacred dance to please the deity you serve. Using an action, you can start your sacred dance and select a ritual from the list below. you can target up to 1+ your charisma modifier creatures. If the target moves farther than 60 feet away from you, they lose the effects of blessings or curses. Number of charges is 3.

At the start of your turn while Shrine Maiden's Dance is active, you target up to 1+ your charisma modifier creatures again and grant those targets either blessing or curse. These do not stack unless otherwise stated. Some effects require saving throws. When you use such an effect from this class, the DC equals your shrine maiden spell save DC.

Shrine Maiden's Dance and its effects end after one minute since it started or when you stop dancing, either by your choice (no action required by you) or if you become unconscious, paralyzed, grappled or your movement speed is reduced to zero. The blessing counts as a magical effect and can be dispelled by Dispel Magic and similar effects with DC equaling your shrine maiden spell save DC. The curse effects can be removed by Remove Curse and similar effects. During Shrine Maiden's Dance, by using a bonus action, you are able to change a ritual into a different one. The effects of the old one will cease in the place of the new one. You must finish a short or long rest to use to regain charges.

At every 2nd lv after this the number of creatures you can affect and number of uses goes up by 1.

7th 2+ your charisma modifier 4 number of uses, 9th 3+ charisma modifier 5 number of uses. etc...

At 17th lv you can target any and every creature you can see with in 90 feet

Crop Fertility- Blessing

Targeted creatures are freed from any natural weather penalties and they have advantage on the next ability check, attack roll, or saving throw they make.

Crop Fertility- Curse

Targeted creatures must make a Constitution saving throw. If that creature fails its saving throw, they are affected by a wind storm. As long as the enemies remain targeted by you in consecutive rounds, a failure means that they receive cumulative penalties each time they fail.

Early Crops- Blessing
  • Blessing: Targeted creatures are gains a +5 feet bonus to its movement speed, ignore terrain penalties if they move on the ground, and gain 1d8 temporary hit points. This increases to 2d8 at level 13.
Early Crops- Curse

Curse: Targeted creatures must make a Dexterity saving throw. If the creature fails its saving throw, they become restrained. However, they can use their action to make a Strength saving throw against the same DC. On a success, they are freed.

Festive- Blessing

Blessing: Targeted creatures receive cold, fire, lightning, and thunder resistance.

Festive- Curse

Curse: Targeted creatures must succeed on a Constitution Saving Throw. If that creature fails its saving throw, they take 2d6 Lightning and 2d6 Cold damage and half as much on a success.

Fortune- Blessing

Blessing: Targeted creatures gain one Small Luck die (a d6). The creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Small Luck die, but must decide before the DM announces whether the roll succeeds or fails. Once the Small Luck die is rolled, it is lost. A creature can have only one Small Luck die at a time.

Fortune- Curse

Curse: Targeted creatures must make a Wisdom saving throw. If the creature fails its saving throw, they receive one Small Curse. When that creature successfully land an attack, as a reaction, their target can spend one of that creature's Small Curse to force a reroll on that attack roll and take the worse result. Creatures can have any number of the Small Curses applied to them.

Plentiful Harvest- Blessing

Blessing: Targeted creatures have their exhaustion level decreased by 1 and they regain 1d8 + your Charisma modifier hit points.

Plentiful Harvest- Curse

Curse: Targeted creatures must make a Constitution Saving throw. If that creature fails its saving throw, they take 2d8 Force damage and gain one level of Exhaustion. Exhaustion gained this way only goes up to level 3.

Purification- Blessing

Blessing: Targeted creatures additionally deal an extra 2d8 radiant damage when they hit with an attack.

Purification- Curse

Curse: Targeted creatures must make a Wisdom Saving throw if it's an Aberrations, Fiend, Monstrosity, or Undead type or is Ethereal. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If that creature that failed its saving throw is of CR 4 or below, the creature is instantly destroyed instead.

Charmed arrows

Starting at 6 level, you gain proficiency in Shortbows if you are not already.  Also, you may affix an ofuda to an arrow.  If the arrow hits, it does normal piercing damage as well as the damage the ofuda may cause.

Kami Guardians

As an action, you can call out to the kami for assistance.  The kami then give a benefit to you and any friendly creatures that end their turn within 15 feet of you.  Those creatures have the benefit until the end of their next turn while you have it for as long as the feature remains in effect.  You choose one of the following benefits based on the elemental forces that you choose.

Air:  Your speed is increased by 5’

Earth:  Your AC is increased by 1

Fire:  Your attack rolls are increased by 1

Water:  You recover 3 HP at the beginning of each turn

Air:  Your Saving rolls are increased by 1

Earth:  Anytime you would take damage from a passed saving throw, halved damage is reduced to 0

Fire:  Your damage rolls are increased by 1 for each type of damage that is done

Water:  Your Saving rolls against conditions are increased by 1

     The use of this feature requires Concentration as if it were a concentration spell. The Kami guardians remain with you as long as you maintain concentration.  You regain the use of this feature after a short or long rest.

Kami Communion

At 14th level, you may ask the kami questions about the area you are in. This acts as if you cast the spell “Contact Higher Plane”; with the following changes.  it does not use up a spell slot and you do not need to know the spell.  Also, you do not need to make the Wisdom saving throw mentioned in the spell description.  The kami will only be able to answer questions about the 5 square mile area that you are in, with you as the center, and will only answer three questions.

Greater Kami Guardians

Beginning at 18th level, you can call upon the kami to give aid to you and those friendly to you.  As an action, you can call out to the kami for assistance.  The kami then give a benefit to you and any friendly creatures that end their turn within 15’ of you.  Those creatures have the benefit until the end of their next turn while you have it for as long as the feature remains in effect up to a maximum of 1 minute.  You choose one of the following benefits based on the elemental forces that you choose.

Air:  Your speed is increased by 10’ and your Saving rolls are increased by 2

Earth:  Your AC is increased by 2 and anytime you would take damage from a failed saving throw, full damage is halved

Fire:  Your attack rolls are increased by 2 and your damage increases by 1 for each die rolled for damage

Water:  You recover 5 HP at the beginning of each turn and your Saving rolls against conditions are increased by 2

The use of this feature requires Concentration as if it were a concentration spell. The Kami guardians remain with you as long as you maintain concentration up to 1 minute.  You regain the use of this feature after a long rest.

Ofuda Charm

Ofuda can be slapped onto a creature (5’ range, melee) or tossed onto a creature (10’ range, ranged) 15 at disadvantage as an attack action. On a successful hit, it causes 1d6 psychic and a +6 damage to undead, fiends, aberrations, or monstrosities. AT lv 5, 11, and 15 the die size goes up by 1. 

Also, creatures of those categories of a challenge rating of 1 or less must make a Charisma save with a DC equal to your spell DC save.  If the save is failed, the creature is paralyzed.  The save may be made at the end of each of an affected creature’s turns.  The challenge rating is increased at certain levels:  

6: CR 3  

14: CR 5  

 17: CR 7

Kami Sensitivity

You are proficient in Nature if you are not already; if you are, you may choose another Wisdom based spell.

Call of the Divine

1 per long rest you can call upon the one you worship to aid you in what you ask for but be wary for what the god seems fit to aid you might not be what you want. To call the divine you must cast a 15-minute ritual and have something to offer. At the end of this ritual, you must roll a d100 the number must fall within your characters lv or roll a 100. this number can be changes depending on your deeds, what you are offering, and/or what you are asking. The dm is not obligated to tell the player what the number you need to roll is. they do have to tell the player if they successful or not. on a success or failure what you are offering is consumed. 

Extended Spells

Cantrips: sacred flame, druidcraft

First: healing word, speak with animals

Second: augury, lesser restoration

Third: glyph of warding, remove curses

Fourth: divination, guardian of nature

Fifth: commune with nature, dispel evil and good

Shrine Maiden's Dance

Starting at 5th level, as an action, you learn a sacred dance to please the deity you serve. Using an action, you can start your sacred dance and select a ritual from the list below. you can target up to 1+ your charisma modifier creatures. If the target moves farther than 60 feet away from you, they lose the effects of blessings or curses. Number of charges is 3.

At the start of your turn while Shrine Maiden's Dance is active, you target up to 1+ your charisma modifier creatures again and grant those targets either blessing or curse. These do not stack unless otherwise stated. Some effects require saving throws. When you use such an effect from this class, the DC equals your shrine maiden spell save DC.

Shrine Maiden's Dance and its effects end after one minute since it started or when you stop dancing, either by your choice (no action required by you) or if you become unconscious, paralyzed, grappled or your movement speed is reduced to zero. The blessing counts as a magical effect and can be dispelled by Dispel Magic and similar effects with DC equaling your shrine maiden spell save DC. The curse effects can be removed by Remove Curse and similar effects. During Shrine Maiden's Dance, by using a bonus action, you are able to change a ritual into a different one. The effects of the old one will cease in the place of the new one. You must finish a short or long rest to use to regain charges.

At every 2nd lv after this the number of creatures you can affect and number of uses goes up by 1.

7th 2+ your charisma modifier 4 number of uses, 9th 3+ charisma modifier 5 number of uses. etc...

At 17th lv you can target any and every creature you can see with in 90 feet

Crop Fertility- Blessing

Targeted creatures are freed from any natural weather penalties and they have advantage on the next ability check, attack roll, or saving throw they make.

Crop Fertility- Curse

Targeted creatures must make a Constitution saving throw. If that creature fails its saving throw, they are affected by a wind storm. As long as the enemies remain targeted by you in consecutive rounds, a failure means that they receive cumulative penalties each time they fail.

Early Crops- Blessing
  • Blessing: Targeted creatures are gains a +5 feet bonus to its movement speed, ignore terrain penalties if they move on the ground, and gain 1d8 temporary hit points. This increases to 2d8 at level 13.
Early Crops- Curse

Curse: Targeted creatures must make a Dexterity saving throw. If the creature fails its saving throw, they become restrained. However, they can use their action to make a Strength saving throw against the same DC. On a success, they are freed.

Festive- Blessing

Blessing: Targeted creatures receive cold, fire, lightning, and thunder resistance.

Festive- Curse

Curse: Targeted creatures must succeed on a Constitution Saving Throw. If that creature fails its saving throw, they take 2d6 Lightning and 2d6 Cold damage and half as much on a success.

Fortune- Blessing

Blessing: Targeted creatures gain one Small Luck die (a d6). The creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Small Luck die, but must decide before the DM announces whether the roll succeeds or fails. Once the Small Luck die is rolled, it is lost. A creature can have only one Small Luck die at a time.

Fortune- Curse

Curse: Targeted creatures must make a Wisdom saving throw. If the creature fails its saving throw, they receive one Small Curse. When that creature successfully land an attack, as a reaction, their target can spend one of that creature's Small Curse to force a reroll on that attack roll and take the worse result. Creatures can have any number of the Small Curses applied to them.

Plentiful Harvest- Blessing

Blessing: Targeted creatures have their exhaustion level decreased by 1 and they regain 1d8 + your Charisma modifier hit points.

Plentiful Harvest- Curse

Curse: Targeted creatures must make a Constitution Saving throw. If that creature fails its saving throw, they take 2d8 Force damage and gain one level of Exhaustion. Exhaustion gained this way only goes up to level 3.

Purification- Blessing

Blessing: Targeted creatures additionally deal an extra 2d8 radiant damage when they hit with an attack.

Purification- Curse

Curse: Targeted creatures must make a Wisdom Saving throw if it's an Aberrations, Fiend, Monstrosity, or Undead type or is Ethereal. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If that creature that failed its saving throw is of CR 4 or below, the creature is instantly destroyed instead.

Charmed Arrows

Starting at 7th level, you gain proficiency in Shortbows if you are not already.  Also, you may affix an ofuda to an arrow.  If the arrow hits, it does normal piercing damage as well as the damage the ofuda may cause.

Kami Guardians

Starting at 8th level, As an action, you can call out to Kami for assistance.  The Kami then give a benefit to you and any friendly creatures that end their turn within 15 feet of you.  Those creatures have the benefits of your chosen Kami Guardian until the end of their next turn while you have it for as long as the feature remains in effect.  You choose one of the following benefits based on the elemental forces that you choose.

Air:  Your speed is increased by 5’

Earth:  Your AC is increased by 1

Fire:  Your attack rolls are increased by 1

Water:  You recover 3 HP at the beginning of each turn

Air:  Your Saving rolls are increased by 1

Earth:  Anytime you would take damage from a passed saving throw, halved damage is reduced to 0

Fire:  Your damage rolls are increased by 1 for each type of damage that is done

Water:  Your saving throws against conditions are increased by 1

     The use of this feature requires Concentration as if it were a concentration spell. The Kami guardians remain with you as long as you maintain concentration.  You regain the use of this feature after a long rest.

Kami Communion

At 17th level, you may ask the Kami questions about the area you are in. This acts as if you cast the spell “Contact Higher Plane”; with the following changes.  it does not use up a spell slot and you do not need to know the spell.  Also, you do not need to make the Wisdom saving throw mentioned in the spell description.  The Kami will only be able to answer questions about the 5 square mile area that you are in, with you as the center, and will only answer three questions.

Greater Kami Guardians

Beginning at 17h level, you can call upon the kami to give aid to you and those friendly to you.  As an action, you can call out to the kami for assistance.  The kami then give a benefit to you and any friendly creatures that end their turn within 15’ of you.  Those creatures have the benefit until the end of their next turn while you have it for as long as the feature remains in effect up to a maximum of 1 minute.  You choose one of the following benefits based on the elemental forces that you choose.

Air:  Your speed is increased by 10’ and your Saving throws are increased by 2

Earth:  Your AC is increased by 2 and anytime you would take damage from a failed saving throw, the damage is halved

Fire:  Your attack rolls are increased by 2 and your damage increases by 1 for each die rolled for damage

Water:  You recover 5 HP at the beginning of each turn and your Saving rolls against conditions are increased by 2

The use of this feature requires Concentration as if it were a concentration spell. The Kami guardians remain with you as long as you maintain concentration up to 1 minute.  You regain the use of this feature after a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes