Base Class: Cleric
Miko of the Divine Talismans are clerics dedicated to the preservation and utilization of ancient wisdom through the creation and use of powerful talismans. These holy artisans craft talismans that can hold and combine spells from any school of magic, allowing them to adapt to a variety of situations. With a deep connection to the divine and the natural world, they serve as intermediaries between the gods and the people, often found tending to sacred shrines or in the heat of battle, calling upon the gods’ favor to empower their allies and weaken their enemies.
As they grow in power, their ability to infuse these talismans with magic intensifies, eventually allowing them to create a Super Talisman—a potent artifact that can unleash a devastating combination of spells once per week. At the pinnacle of their craft, they can perform a sacred rite to create an Ultimate Talisman, capable of combining an unprecedented number of spells to deliver a divine judgment.
The Miko of the Divine Talismans is a subclass for those who wish to play a cleric deeply rooted in tradition, mysticism, and the art of combining spells in creative and strategic ways. They are the keepers of balance, the weavers of fate, and the silent guardians who watch over the world from their serene shrines.
Talismanic Casting
- You can use talismans as a spellcasting focus for your spells, these talismans must be created from unused paper and a quill.
- Wisdom is your spellcasting ability for your spells.
- Can cast a dual spell through a talisman as an action, this feat can improve over the levels. The spells can be used as a combination of normal spells and cantrips, only using 1 spell slot of the minimum level used; if 2 cantrips are used on a talisman, no spell slots were used.
Scribe's Principle
When you need to occupy some kind of paper-focused component to make your talismans, you can always do it by invoking it by your willpower.
Pray for Myself
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to the same restored HP.
Pray of Supreme Healing
Starting at 8th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.
Divine Intervention
Call upon your deity to intervene on your behalf using your talismans. Your deity is a conscious being who will have seen your entire life trajectory up to that point, the deity will appear with the objective of supporting those it deems worthy, but will have a predisposition to his summoner.
Previous Versions
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