Base Class: Cleric
The Shinto Priests and Priestess' are regarded with high honor in the Kingdom of Aseel. The Priests must perform rituals and offerings daily to please their deity of choice and keep the balance between the 12 deities of Aseel, as well as tend to cases revolving spirits and demons. Although the priestess' are also given similar duties, however are more famous for the fact that if they marry someone, they and their partner will become nobles of the Aseel kingdom.
They are proficient with the bow and have acquainted themselves in the art of the Blessed arrow. This martial art is a mixture of archery involving blessings of their deity and holy magic.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Bows. Bows are your spellcasting focus.
Disciple of Shinto
When you use a bow to attack, you may use a bonus action to enchant a cantrip into your arrow. The spell will share the share attack roll as the weapon attack. Cantrips using saves still need to be rolled, however get advantage if the arrow hits.
Channel Divinity: Deities Aura
Starting at 2nd level, You can choose one of two options for your Channel Divinity.
The Shinto Domain focuses its teachings on two paths.
- Exorcist path
- Temple path
Exorcist
You are now trained in how to fight unholy beings, such as the undead, onis and demons. You have learnt about these creatures generally having a weakness to radiant damage sources. As of such, your during can channel divine energy into your bow. For one minute your arrows radiant light up to 10ft. radius and apply 1d4 radiant damage.
Temple
You dedicated yourself to training in ways to heal and tend to people amongst conflict and fighting. Use a bonus action to activate your channel divinity into your bow for 1 minute. As an action you imbue divine energy into your arrow. The arrow is fired at a target area and upon contact with a surface, it will explode in a 5ft. radius. All creatures in the explosion heal for your cleric class level and need to make a (14DC con save). If they succeed the save, the target creature gets a temporary health shield equal to the amount they healed.
Divine Spirit
Starting at level 6, you've gained the service of a divine spirit to assist you on your travels. As a bonus action, you may choose to give the creature an order, otherwise it will just follow you. The Divine Spirit 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
Size: Medium
Movement: 30 feet
Languages: Common
Attacks: +3 to hit
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.
If killed, the divine spirit 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.
There are four divine spirits to choose from.
Divine Spirit Badger
Badger Spirit: You've enlisted the aid of a sort of badger spirit. It gains a Burrow Speed equal to it's movement speed. In addition, it gains Tremor Sense 60, but gains sunlight sensitivity.
Divine Spirit Bird
Bird Spirit: 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.
Divine Spirit Fox
Divine spirit fox 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. It has the ability to become invisible at will but cannot perform actions while invisible. If it uses an action while invisible, it will reveal itself.
Divine Spirit Wolf
Wolf Spirit: You've enlisted the aid of a sort of canine spirit. 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.
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.
Divine Deity Awakening
Starting at 17th level, when you would normally roll one or more dice to deal radiant damage from an attack, the radiant damage roll is increased to the highest possible roll. Once per round, if you were to kill a creature with Radiant damage caused from a weapon attack, you gain an additional action for the turn.
For those that follow the Temple path at level 2, when an arrow explosion from your channel divinity hits an allied creature, you can use a spell slot to apply the healing affect an additional time on a target creature in the explosion radius.
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