Cleric
Base Class: Cleric

In the realm of spirits and nature, there exists a sacred calling, embodied by the Shrinekeeper. These clerics, attuned to the Kami, serve as intermediaries between mortals and the Kami, the mystical beings that inhabit the natural world. Originating from the continent of Nakatari on Aellarus, Shrinekeepers 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, Shrinekeepers channel the power of the assortment of Kami when needed the most.

Level 3: Blessing of the Kami

When you take this domain at 3rd level, you can cast the Druidcraft cantrip. It counts as a cleric spell but does not count against the total amount of cleric spells you know. Your connection with the Kami has also allowed you free communication. You gain fluency in the Sylvan language. 

Additionally, you gain proficiency in the Nature skill. If you already have proficiency, you instead gain expertise.

Level 3: Shrinekeeper Spells

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

Shrinekeeper Spells
Cleric Level Prepared Spells
3 Speak with Animals, Gift of Alacrity, Healing Spirit, Sanctuary
5 Plant Growth, Erupting Earth
7 Elemental Bane, Conjure Woodland Beings
9 Reincarnate, Wrath of Nature

Level 3: Nature's Guardian

At 3rd level, you gain the following channel divinities:

Channel Divinity: Nature’s Guardian (Debilitate)

When you hit a creature, you expend one use of your channel divinity to weaken their defenses. The creature’s AC is reduced by 1/3 of your cleric level (rounded down) for 2 rounds.

Channel Divinity: Nature’s Guardian (Warding)

You can use a Magic action to expend one use of your channel divinity to increase the defense of an ally you can see within 30 feet of you. The ally’s AC is increased by 1/3 of your cleric level (rounded down) for 2 rounds.

Level 6: Ward of the Kami

When you reach 6th level, your mastery over magical wards gains new heights. You can cast the Sanctuary spell without expending a spell slot a number of times equal to your Wisdom modifier (minimum of 1). Additionally, any creature you cast Sanctuary on can make an attack roll, cast a spell, or deal damage freely without it being dispelled until the start of your next turn. Otherwise, the spell acts as normal.

Only one creature can be affected by this enhanced Sanctuary at any time.

Level 17: Avatar of Nature

At 17th level, at the end of every long rest, you can choose one of the following Kami to put your devotion into. You gain resistance to a damage type's and advantage on a saving throw associated with your chosen Kami, as detailed in the table below:

Avatar of Nature
Kami Resistance Save Advantage
 Amaterasu Radiant & Fire  Constitution
 Inari Poison & Psychic Charisma 
 Susanoo  Lighting & Thunder Dexterity 
 Izanagi & Izanami  Necrotic & Radiant Wisdom 

 

Worshippers may also call upon their Kami’s blessing. You gain a channel divinity associated with your chosen Kami:

Channel Divinity: Amaterasu’s Radiance: As a bonus action, you can heal a creature within 30 feet that you can see for 10d8 plus your wisdom modifier in hit points. All creatures within 15 feet of them must succeed on a Constitution saving throw against your spell save DC or be blinded for one minute. A creature blinded by this feature can repeat the saving throw at the end of each of its turns, removing the effect on a success.

Channel Divinity: Inari’s Prosperity: As an action, you can choose up to six creatures within 30 feet of you that you can see. Each target regains 5d10 hit points and can add your wisdom modifier to one D20 test they make within the next minute.

Channel Divinity: Susanoo’s Fury: As a reaction when you or a creature within 15 feet of you is hit by a melee attack, you can release a burst of thunder. The attacker must make a Constitution saving throw against your spell save DC. On a failure, they take 10d8 thunder damage, are pushed up to 15 feet away, and cannot take reactions for 1 round. On a success, they take half damage and no further effects.

Channel Divinity: Izanagi and Izanami’s Protection: As a Magic action, you can invoke both death and life upon your surroundings. Each creature in a 20-foot-radius sphere centered on a point within 60 feet of you regains 8d6 hit points or must make a Constitution saving throw against your spell save DC (your choice). On a failure, they take 8d6 necrotic or radiant damage(your choice) and half as much on a success. 

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