Cleric
Base Class: Cleric

Across the realms and beyond exist countless deities and spirits, each with their own motivations, power, and temperament, and each with their own devoted followers. Shrine Warden clerics celebrate and honour the deities they follow through the creation and preservation of hallowed sites in their honour—consecrated ground where the misty division between spiritual and physical melts away to nothing. To such clerics, power can be drawn from almost any kaiju, spirit, deity, or pantheon they worship. For the Shrine Warden, the act of devotion itself is magical, and the erection of a shrine a beacon of hope to those in need, and of terror to those who mean it harm.

Level 3: Consecration

As a bonus action, you can imbue a point on the ground that you can see within 60 feet of yourself with divine magic. A small, spectral shrine appears at that location and radiates magic in a 15-foot-radius aura. When you use this feature, choose a Blessing or Curse from the options below, and then choose a number of creatures up to 1 + your Wisdom modifier (minimum of up to one creature) to be affected by the shrine’s magic.

Blessing of Fortune. An affected creature in the aura can add 1d4 to an attack roll, ability check, or saving throw it makes. It then can’t gain this benefit again until the start of its next turn.

Blessing of Power. When an affected creature in the aura hits a target with an attack roll, it can deal an extra 1d6 radiant damage to that target. It then can’t gain this benefit again until the start of its next turn. This damage increases to 2d6 when you reach 10th level in this class.

Blessing of Hope. An affected creature in the aura is immune to the frightened condition, and it gains 1d4 temporary hit points when it ends its turn there.

Curse of the Void. The shrine’s aura is obscured by opaque darkness for affected creatures.

Curse of Pain. An affected creature takes 1d8 necrotic damage when it enters the aura for the first time on its turn or its turn there starts its turn in the aura. This damage increases to 2d8 when you reach 11th level in this class.

Curse of Panic. An affected creature that attempts to enter the aura for the first time on its turn or starts its turn there must succeed on a Wisdom saving throw or become frightened of the shrine until the start of its next turn.

You can only have one shrine up at a time, lasting 1 minute. Once you deplete this feature, you can’t do so again until you finish a short or long rest.

Level 3: Channel Divinity: Hallowed Ground

You can use your Channel Divinity to attempt to expel a creature from an area, or trap it there. As a bonus action, you present your holy symbol and choose one creature you can see within 60 feet of you. That creature must succeed on a Charisma saving throw or suffer one of the following effects of your choice:

  • The creature is pushed up to 30 feet away from you.

  • The creature’s speed is reduced to 0 feet until the end of its next turn.

Level 3: Shrine Warden Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Shrine Warden Domain Spells table, you thereafter always have the listed spells prepared.

Cleric Level

Prepared Spells

3

Sanctuary, Bless, Lesser Restoration, Warding Bond, Calm Emotions

5

Mass Healing Word, Dispel Magic

7

Divination, Guardian of Faith

9

Mass Cure Wounds, Greater Restoration

Level 6: Shrine Guardian

When you create a shrine with your Consecration feature, you also summon a Tiny Fey (yokai) spirit to act as its guardian. This shrine guardian is immune to all damage and conditions and can fly. As a bonus action on your turn, you can command it to move the shrine up to 20 feet in any direction.

The shrine guardian can also help or hinder nearby creatures. When a creature in the shrine’s aura makes an attack roll, ability check, or saving throw, you can use your reaction to command the shrine guardian to intervene, rolling 1d4 and applying it as a bonus or penalty (your choice) to the creature’s roll. You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses upon finishing a long rest.

Level 17: Empowered Consecration

When you use your Consecration feature, the radius of the shrine’s aura increases to 30 feet. In addition, you can choose three Blessing or Curse options to affect creatures you designate with this feature, rather than just one.

Previous Versions

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2/17/2026 11:31:20 PM
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