Base Class: Cleric
Clerics of the Miko Domain(Shrine Maiden) act as conduits between the mortal realm and the spirit world, seeking harmony through blessings and purification rites. Often skilled in Kyudo (Way of the Bow), they use their bows alongside Ofuda charms and Gohei wands to channel divine power, empowering allies and hindering those who would disrupt the balance. Whether through focused archery, calming chants, or entrancing dances, they manipulate spiritual energies to bolster friends and weaken foes
Kyudo Training
When you choose this domain, your divine practice includes sacred archery. You gain proficiency with the shortbow and longbow.
Additionally, you add your Wisdom modifier to the attack roll as a bonus when making an attack with a shortbow or longbow you are proficient with.
Sacred Rites
You learn the basic rites of a shrine attendant. You gain proficiency in the Performance skill.
You can use Ofuda paper charms or a Gohei (a ritual wand) as a divine focus for your cleric spells.
Additionally, when you cast a cleric spell of 1st level or higher or use Channel Divinity using your Ofuda or Gohei as the focus that targets at least one creature, you can choose one target of the spell and apply one of the following effects:
Blessing: If the target is an ally, grant that creature Temporary Hit Points equal to your Wisdom modifier (minimum of 1).
Curse: If the target is an enemy, it has Disadvantage on the next saving throw it makes before the end of your next turn.
Miko Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Miko Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Bane, Bless, Cure Wounds, Lesser Restoration |
| 5 | Silence, Magic Circle |
| 7 | Dispel Magic, Spirit Guardians |
| 9 | Hallow, Divination |
Guidance of the Kami
You learn to channel the power of the Kami more directly to influence the flow of battle. You gain the following when using Channel Divinity:
Empower: If the target is an ally, they gain Advantage on the next Attack roll or Ability check they make before the start of your next turn.
Weaken: If the target is an enemy, they gain Disadvantage on the next Attack roll or Ability check it makes before the start of your next turn.
Additional you can use your Channel Divinity to empower your Kyudo Training further.
Divine Arrow: When you make a weapon attack with a Shortbow or Longbow, you can expend one use of your Channel Divinity to guide the arrow with divine purpose, transforming it into a Divine Arrow. Unless the target becomes invisible or moves, Divine Arrow automatically scores a Critical Hit. Additionally it deals 3d4 Radiant Damage. (Increases to 5d4 at Cleric level 17)
Kagura Dance
You can perform a potent sacred dance to invoke the Kami's protection and presence. As an Action, you begin the Kagura Dance, which requires your Concentration. While dancing, your speed is 0 and you cannot benefit from any bonus to your speed. You emanate an aura of divine energy in a 30-foot radius. You can end the dance at any time (no action required). The aura provides the following effects:
Divine Protection: Friendly creatures (including you) in the aura gain a bonus to their Armor Class equal to your Proficiency Bonus.
Continuous Blessing: At the start of each friendly creature's turn within the aura, that creature gains Temporary Hit Points equal to your Wisdom modifier (minimum of 1).
Spiritual Pressure: When a hostile creature enters the aura for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw (DC equal to your Cleric spell save DC) or have Disadvantage on its saving throw it makes while inside the aura and takes double damage (Critical Hit are always the max number of the damage die)
Previous Versions
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5/21/2025 11:14:47 PM
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