Cleric
Base Class: Cleric

In the realm of spirits and nature, there exists a sacred calling, embodied by the Shrine Keeper. These clerics, attuned to the Kami Domain, serve as intermediaries between mortals and the kami, the mystical beings that inhabit the natural world. Inspired by the rich tapestry of Japanese folklore and mythology, Shrine Keepers are not mere priests but guardians of ancient shrines and temples, entrusted with maintaining the delicate balance between humanity and the spirits.

Their connection to the kami grants them unique powers, allowing them to commune with nature, summon its guardians, and wield its elemental forces against those who would disrupt the harmony of the world. Through rituals and prayers passed down through generations, Shrine Keepers channel the essence of Japanese nature deities such as Amaterasu, Susanoo, Tsukuyomi, and Raijin, embodying their virtues and strengths.

Whether meditating beneath the shade of a sacred tree or standing against the forces of darkness in defense of their land, the Shrine Keeper stands as a beacon of hope and reverence for the natural world. Theirs is a calling of both spiritual devotion and martial prowess, as they strive to uphold the ancient traditions and honor the kami in all their endeavors.

 
 
 

Blessing of the Kami

When you choose this domain at 1st level, you gain proficiency with the Nature and Religion Skills.

Additionally, you can cast the druidcraft cantrip, it counts as a cleric spell but does not count for the total amount of cleric spells you know.

Extended Spell List

You gain the following spells, they are always prepared and count as cleric spells for you, they do not count to the max cleric spells you may have prepared

Level 1, Speak with Animals, Gift of Alacrity

Level 3, Healing Spirit, Pass Without Trace

Level 5, Plant Growth, Bestow Curse

Level 7, Elemental Bane, Dominate Beast

Level 9, Awaken, Dominate Person

Spirit Attunement

At 1st level, your deep connection with the kami allows you to sense the presence of spirits and the natural energies around you. You gain the following benefits:

  • Sense Spirits: As an action, you can open your awareness to detect the presence of spirits within 60 feet of you. Until the end of your next turn, you know the location of any Fey or Otherworldly Beings within 60 feet of you that is not behind total cover. You know the type (Fey, Fiends or Celestials) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

  • Natural Harmony: You have advantage on Charisma (Persuasion) checks when dealing with fey creatures and nature spirits, as well as on Wisdom (Insight) checks to determine the true nature of a being or object influenced by the spirit world(such as being cursed by spirits or fey).

Channel Divinity: Nature's Guardians

At 2nd level, you can use your Channel Divinity to Summon Kami from the spirit realm.

As an action, you present your holy symbol, and call a shroud of Kami in a sphere around you. The sphere is centered on you, has a 30-foot radius, and is filled with either Darkness or Bright light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Creatures of your choice within the sphere are immune to the frightened and charmed condition. furthermore, when a creature gets targeted by an attack or is forced to make a saving throw you can use your reaction to allow the Kami to bless them, forcing the attack roll to be made at disadvantage or giving advantage on the saving throw of the ally.

Nature's Sanctuary

At 6th level, your bond with the natural world allows you to create a sanctuary of peace and protection. You gain the following Feature:

Kami's Shelter: As an action, you can invoke the spirits of nature to create a protective sanctuary within a 30-foot radius centered on you. This sanctuary lasts for 1 minute and has the following effects:

- You and your allies within the sanctuary gain a +1 bonus to AC and saving throws.
- At the start of each of your turns, you and your allies within the sanctuary regain hit points equal to your Wisdom modifier (minimum of 1). This does not apply to allies who are unconscious.
- Any creature who targets the creatures within the sanctuary with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This feature doesn't protect the creature from area effects, such as the explosion of a fireball.

You can use this feature once per long rest. At 14th level, you can use this feature twice per long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Nature

At 17th level, you can transform into an avatar of a specific kami for 1 minute. As an action, choose one of the following forms. Once you use this feature, you can't use it again until you finish a long rest. When you are in this form you act as if you are concentrating on a spell. You choose what form to use each time to use this ability.

Amaterasu's Radiance

You are enveloped in a dazzling, golden light, with radiant beams shining from your eyes and hands. Your form glows with the intensity of the sun, casting bright light all around you. You gain resistance to radiant damage and advantage on all Constitution saving throws. You also gain a Passive Aura that heals allies within 30 feet of you for 2d6 + your Wisdom modifier hit points at the start of each of their turns. Furthermore, you gain access to two abilities while in this form:

  • Healing Rays: As a bonus action, you can heal a creature within 30 feet for 7d8 hit points. 

  • Radiant Burst: As a reaction, when you or an ally within 30 feet takes damage, you can cause a burst of radiant energy. Each enemy within 10 feet of the target must make a Constitution saving throw against your spell save DC or be blinded for one minute. A creature blinded by this feature makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

You have a pool of uses equal to your wisdom modifier(minimum of +1) for both abilities, they share the same pool of uses

Inari's Prosperity

You are adorned in shimmering, golden robes that flutter like fox tails, and your eyes gleam with a mischievous yet benevolent light. Golden rice stalks and vibrant foxfire wisps swirl around you, symbolizing fertility and abundance. You gain resistance to poison damage and advantage on all Charisma saving throws. You also gain a Passive Aura that grants allies within 30 feet of you a +2 bonus to attack rolls and saving throws. Furthermore, you gain access to two abilities while in this form:

  • Bountiful Harvest: As an action, you can choose up to six creatures within 30 feet. Each target regains 3d8 hit points and gains advantage on their next attack roll, saving throw, or ability check within the next minute. 

  • Prosperity’s Blessing: As a bonus action, you can grant an ally within 30 feet temporary hit points equal to 3d10 + your Wisdom modifier. These temporary hit points last for 1 hour.

You have a pool of uses equal to your wisdom modifier(minimum of +1) for both abilities, they share the same pool of uses 

Susanoo's Fury

Dark storm clouds swirl around you, and your eyes crackle with electricity. Your hair stands on end as lightning arcs around your body, and you move with the force of a tempest. You gain resistance to lightning damage and advantage on all Dexterity saving throws. You also gain a Passive Aura that causes enemies within 30 feet of you to have disadvantage on concentration checks to maintain spells. Furthermore, you gain access to two abilities while in this form:

  • Tempest Strike: As an action, you can call down a lightning bolt at a point you can see within 60 feet. Each creature within 10 feet of that point must make a Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much on a successful one.

  • Thunderous Rebuke: As a reaction when you are hit by a melee attack, you can cause a thunderous burst. The attacker must make a Constitution saving throw against your spell save DC or be pushed 10 feet away and take 6d6 thunder damage. 

You have a pool of uses equal to your wisdom modifier(minimum of +1) for both abilities, they share the same pool of uses

Izanagi and Izanami's Protection

A dual aura surrounds you, half glowing with the light of creation and half shrouded in the shadow of death. Your form is split with Izanagi’s divine radiance on one side and Izanami’s dark power on the other. You gain resistance to necrotic damage and advantage on all Wisdom saving throws. You also gain a Passive Aura that grants allies within 30 feet of you resistance to necrotic damage and advantage on death saving throws. Furthermore, you gain access to two abilities while in this form:

  • Life and Death: As an action, you can choose up to three creatures within 30 feet. Each target regains 4d8 hit points or takes 4d8 necrotic damage (your choice). 

  • Rebirth’s Grace: As a reaction, when an ally within 30 feet drops to 0 hit points and does not die outright, you can use your divine energy to immediately stabilize them and restore 3d8 + your Wisdom modifier hit points. 

 You have a pool of uses equal to your wisdom modifier(minimum of +1) for both abilities, they share the same pool of uses

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