Base Class: Warlock
Selected among many promising candidates, only those naturally gifted can become shrine maidens. Through mind-taxing training of being repeatedly possessed by various spirits, if one survives with their mind sane, they are prepared to host a part of the deity into their body. After this ritual the shrine maiden becomes the vector between her world and the world of her deity.
Shrine maiden's magic is granted by the connection they have to their deity, as well as from the communication with lesser spirits as a medium. Their occupation is primarily related to the service and wishes of her deity, gathering faith from the surrounding villages and performing rituals during festivals. Shrine maidens are primarily female, the male equivalent are simply referred to as priests.
Spellcasting
Originating from the will of the deity you house in your body, you are granted their ability to cast spells.
Ofuda
As a shrine maiden, you are able to produce ofuda, warding papers that can be plastered onto an object or used to attack. During a long rest, you can prepare the ofuda using ink, an ink pen, and at least one sheet of paper. It takes 1 minute of inscribing the formula you knows onto a single piece of paper to create a single ofuda. A 1-ounce bottle of ink can produce up to ten ofuda. Alternatively, instead of preparing the materials, you can use your Calligrapher's Supplies along with 1 gold and 5 silver to create a single ofuda.
When you finish a long rest, you can imbue a number of ofuda up to your shrine maiden level + your proficiency bonus + your Charisma modifier with magic, and they are then considered magical for the next 24 hour. (You can have as many ofuda imbued with magic at a time as you can imbue in one go). Imbuing a ofuda that is already imbued resets the duration. After this duration expires, the ofuda are considered ordinary pieces of paper and are still an ofuda but with no magic. No one else can use ofuda that are created by you, nor restore their magic, and are considered to be ordinary pieces of paper if they attempt to use it.
One ofuda can be plastered on an object to ward it from unwelcome creatures using an action. If plastered on the ground or wall, it affects a 5 feet x 5 feet square, centered on the ofuda. If a creature with the aberration, fiend, monstrosity, or undead type, or is a creature on the ethereal plane attempts to touch the object the ofuda is attached to, they make a Dexterity saving throw of DC equal to your shrine maiden spell save DC. On a failure, they take radiant damage equal to half of your proficiency bonus in d6 (rounded up), and are pushed back 10 feet from the object. On a successful Dexterity saving throw, they take half damage, but is still pushed. Equipment and weapons cannot benefit from this feature, and the creature must willingly touch the object to trigger the ofuda. If the object is already protected by a different shrine maiden's ofuda, another ofuda plastered onto that object has no effect. If you or anyone else remove a plastered ofuda, it loses its magic. Plastered ofuda lose their magic after 7 days, and become ordinary pieces of paper. You can reset this duration by touching them. Each plastered ofuda reduces the number of ofuda you can imbue with magic at the end of a long rest by one. For example, if you can imbue up to six ofuda, and have two ofuda currently appplied, you can only imbue at most four at the end of a long rest.
An ofuda is considered a weapon with the light and range (30/60) property, and you are considered proficient in using it. When making an attack with it, you use Charisma as the attack and damage modifier instead. Drawing an ofuda from a backpack, belt pouch, or other container is part of the attack. On a successful hit, the target take radiant damage equal to half of your proficiency bonus in d6 (rounded up). If the creature has the aberration, fiend, monstrosity or undead type, or is on the ethereal plane, double the number of dice rolled. After throwing it, whether or not it hits, it loses its magic.
Starting at 7th level, you may use a bonus action to conjure a spiritual ofuda using magic. This spiritual ofuda only lasts one minute, and functions exactly like a regular ofuda. However, you cannot recharge it, and it does not gain the benefits of Enchanted Ofuda. You can only have one of these spiritual ofudas at a time. After one minute or you throw it, whether or not it hits, the spiritual ofuda vanishes and if it was plastered on something, it is considered as if the ofuda was removed.
Kamigakari
Starting at 2nd level, you can perform a ritual to channel a dead creature's soul or deity into your body. To channel a person's soul, you must know their name and what they look like. For deities, you need only know their name. You must spend at least 1 minute in concentration, after which the connection is established. For the next 10 minutes, that soul or deity will use your mouth to speak. Other people can ask the soul or deity up to 5 questions regarding present or future events, or for more specific guidance concerning a problem. How the question is answered is up to GM discretion, and they are under no obligation to answer truthfully. This connection can end early by your choice, or if your body reaches 0 hit points. You may only perform this ritual once, and regain the ability to perform it again when you finish a long rest.
During this ritual, the soul or deity may attempt to wrest control over your body. You then must make a Charisma saving throw with a DC of 15. Failure means that the soul or deity takes full control over your body for the remainder of the ritual and you can no longer end this by your choice. After which, you have no memory of what they were using your body to do. During the time, the DM (if it was a NPC) or player (if it was a dead player's character) is in full control of your character. While in control, instead of yours, they instead have the proficiencies and know the languages they had in life while using your body, and can use any of your racial or class features as they please. You are aware of attempts to take control, and can choose to end the connection immediately on a successful save to prevent more attempts.
Mystic Custodian
Through a devotion to safekeeping her shrine, the shrine maiden learns the art of banishing wicked foes. This feature focuses on employing spirits for aggression. A shrine maiden choosing this Shamanistic Sense receives a number of features that can prove useful in combat both defensively and offensively.
Danmaku
Starting at 18th level, using an action, you can create a barrage of spiritual ofuda around you lasting one minute. This barrage starts in a sphere with a 10 feet radius centered on you, and moves with you. The radius increases by 10 feet at the start of each of your turn up to a maximum of 60 feet. When a creature enters this space or starts their turn in it, you can force that creature to make a Dexterity Saving Throw with DC equal to your Shrine Maiden spell save DC. On failure, they take 6d6 radiant damage, or half as much on a success.
Divine Wrath
Starting at 14th level, your deity quickens your spellcasting to ward banish wicked foes. When you use your action to cast a spell, you can make one weapon attack as a bonus action.
Additionally, as an action, you can regain all spellslots used to cast a cleric spell prepared through Divine Bond. You regain usage of this part of this feature when you finish a long rest.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Juudenkikan
Starting at 10th level, you can now also recharge Ofudas at the end of a short rest, with the same restrictions as if you were to recharge them at the end of a long rest.
Ofuda User
Starting at 2nd level, you are more adept at using your ofudas. The effective range of an ofuda is now 60 feet with a maximum range of 120 feet. And instead of using spellslots, you can drain the magic from your ofuda instead. If you do so to cast a spell, you must drain magic from a number of ofudas equal to two times the spellslot that it would've been casted in
Divine Bond
Starting at 3rd level, your connection to your god grows stronger and you gain some of their divine power. You learn one Cantrip of your choice from the Cleric spell list. You also can prepare one additional level 1 spell from the cleric spell list. The spells prepared by this feature do not count towards the number of prepared spells granted by Spellcasting. Spells gained through this feature cannot also be included in the Druid spell list.
To cast one of these spells, you must expend a slot from the shrine maiden table of the spell’s level or higher. The spellcasting ability for these spells is Charisma. Casting the spell doesn't remove it from this list of prepared spells. You can change this list when you finish a long rest. You do not need to meditate to changing this list. You can cast these spells as a ritual if that spell has the ritual tag and you have the spell prepared. You can use a Yorishiro as a holy symbol for these spells. The spellcasting ability for these spells is also Charisma.
You can additionally prepare one 2nd level cleric spell at 5th level, one 3rd level cleric spell at 7th level, one 4th level cleric spell at 9th level, one 5th level cleric spell at 11th level, one 6th level cleric spell at 13th level, one 7th level cleric spell at 15th level, one 8th level cleric spell at 17th level, and one 9th level cleric spell at 19th level.
Mikagura
Starting at 5th level, as an action, you learn a sacred dance to please the deity you serve. Using an action, you can start your sacred dance and select a ritual from the list below. Some are available only after you gains more levels. Target up to 3 creatures within 60 feet of you and grant them either the blessing or curse of the ritual, as listed below. If the target moves farther than 60 feet away from you, they lose the effects of blessings or curses.
At the start of your turn while Mikagura is active, you target up to 3 creatures again, and grant those targets either blessing or curse. These do not stack unless otherwise stated. Some Mikagura effects require saving throws. When you use such an effect from this class, the DC equals your shrine maiden spell save DC.
Mikagura and its effects end after one minute since it started or when you stop dancing, either by your choice (no action required by you) or if you become unconscious, paralyzed, grappled or your movement speed is reduced to zero. The blessing counts as a magical effect and can be dispelled by Dispel Magic and similar effects with DC equaling your shrine maiden spell save DC. The curse effects can be removed by Remove Curse and similar effects. During Mikagura, by using a bonus action, you are able to change a ritual into a different one. The effects of the old one will cease in the place of the new one. You must finish a short or long rest to use Mikagura again.
Every time you learn a new Mikagura ritual, the number of creatures you can target, and number of uses between rests, increases by 1.
Crop Fertility- Blessing
Targeted creatures are freed from any natural weather penalties and they have advantage on the next ability check, attack roll, or saving throw they make.
Crop Fertility- Curse
Targeted creatures must make a Constitution saving throw. If that creature fails its saving throw, they are affected by a wind storm. As long as the enemies remain targeted by you in consecutive rounds, a failure means that they receive cumulative penalties each time they fail.
Early Crops- Blessing
- Blessing: Targeted creatures are gains a +5 feet bonus to its movement speed, ignore terrain penalties if they move on the ground, and gain 1d8 temporary hit points. This increases to 2d8 at level 13.
Early Crops- Curse
Curse: Targeted creatures must make a Dexterity saving throw. If the creature fails its saving throw, they become restrained. However, they can use their action to make a Strength saving throw against the same DC. On a success, they are freed.
Festive- Blessing
Blessing: Targeted creatures receive cold, fire, lightning, and thunder resistance.
Festive- Curse
Curse: Targeted creatures must succeed on a Constitution Saving Throw. If that creature fails its saving throw, they take 2d6 Lightning and 2d6 Cold damage and half as much on a success.
Fortune- Blessing
Blessing: Targeted creatures gain one Small Luck die (a d6). The creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Small Luck die, but must decide before the DM announces whether the roll succeeds or fails. Once the Small Luck die is rolled, it is lost. A creature can have only one Small Luck die at a time.
Fortune- Curse
Curse: Targeted creatures must make a Wisdom saving throw. If the creature fails its saving throw, they receive one Small Curse. When that creature successfully land an attack, as a reaction, their target can spend one of that creature's Small Curse to force a reroll on that attack roll and take the worse result. Creatures can have any number of the Small Curses applied to them.
Plentiful Harvest- Blessing
Blessing: Targeted creatures have their exhaustion level decreased by 1 and they regain 1d8 + your Charisma modifier hit points.
Plentiful Harvest- Curse
Curse: Targeted creatures must make a Constitution Saving throw. If that creature fails its saving throw, they take 2d8 Force damage and gain one level of Exhaustion. Exhaustion gained this way only goes up to level 3.
Purification- Blessing
Blessing: Targeted creatures additionally deal an extra 2d8 radiant damage when they hit with an attack.
Purification- Curse
Curse: Targeted creatures must make a Wisdom Saving throw if it's an Aberrations, Fiend, Monstrosity, or Undead type or is Ethereal. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If that creature that failed its saving throw is of CR 4 or below, the creature is instantly destroyed instead.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Enchanted Ofuda
Starting at 7th level, you may enchant your ofudas to gain one of the following additional effects when you throw it.
- On a failed save, the target is also paralyzed for 1 minute. At the start of it's turn, it can repeat the saving throw. On a success it is no longer paralyzed.
- Your ofuda explode and creatures within 5 feet of the target must also do a Dexterity saving throw with DC equal to your shrine maiden spell save DC, taking radiant damage equal to half of your proficiency bonus in d6 (rounded up) on success and half as much on a failure.
- Your ofuda instead deals 1d6 radiant damage equal to your proficiency bonus
At the end of a long rest, you can change the enchantment to another or remove the enchantment. The enchanted ofuda is destroyed and unusable again after it is thrown.
Additionally, while your ofudas are magical, they can no longer be removed by creatures other than you and gains the following effects.
- While your ofuda is plastered on a door, chest or similar object, it cannot be opened.
- While your ofuda is plastered on a corpse, it cannot be raised as an undead.
- Plastering it on a willing creature allows the creature to additionally be treated as a humanoid for the duration.
- Plastering it on a cursed or magical item breaks its owner's Attunement to the object.
- Plastering it on a magical item nullifies its magical properties.
- Attaching an ofuda to a wall instead affects a 20ft by 20ft square, centered on the ofuda.
Teiketsu
Starting at 9th level, your mind and body are so pure, they can no longer become corrupted. You can't be charmed or frightened, and you are immune to poison and disease.
Ethereal Form
Starting at 11th level, if you're not on the Ethereal Plane or a plane that doesn't border it, using an action, you can become ethereal using an action and your maximum and current hit points becomes halved. While in this state, using a bonus action, you can vanish from your current plane of existence and appear in the Ethereal Plane. If you're in the Ethereal Plane, using your bonus action, you can return to the plane you originated from. All your equipped items travel with you. All magical effects applied on you are halted, and are resumed when you stop being ethereal. You can remain in this state for an hour and can use this feature 4 times. If you wish to, you can extend the duration by expanding one use of this feature, the duration will increase by an hour. Additionally, you can choose to cease the effect of this feature at any time. Extending duration and ceasing does not require any actions from you. When this feature ends, the maximum and current hit points you lost to enter this state is added back to your hit point maximum and current hit points.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane, unless a special ability or feature has given them the ability to do so. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or feature has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. Your vision and movement remains the same as from before this feature was used. You can cast spells or use any features from the shrine maiden class while in this form, but they will only affect other creatures on the Ethereal Plane.
When this feature is no longer in effect and you are still on the ethereal plane, you are sent back to the plane you originated from. If at that time you occupy the same space as a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you were moved.
Improved Mikagura
Starting at 13th level, when you choose a ritual for Mikagura, you instead choose two and apply both Rituals' Blessing to creatures you targeted to give the blessing, and both Rituals' curses to creatures you targeted to give the curse.
Kamikakushi
Starting at 15th level, you can use this feature to spirit away one creature to another plane. Target one creature that you can see within 60 feet. The target must succeed on a Charisma saving throw against your shrine maiden spell save DC or be transported to a random location on the plane of existence you specify. You can then choose for one of the following to happen:
- The creature so transported must find its own way back to your current plane of existence.
- The creature reappears in the space it left or in the nearest unoccupied space if that space is occupied after 1 minute.
You can only use this feature once, and must finish a long rest to regain usage of this feature.
Tenimuhou
Starting at 17th level, your bond with your deity increases and you gain a portion of their powers. You gain a flying speed equal to your base speed walking speed. Additionally, your natural beauty becomes more ideal with no trace of artificiality. Your Charisma score increases by 2 and your maximum for your Charisma score is now 24.
Living God
After many troubles, your connection to your deity changed the nature of your soul. Starting at 20th level, you no longer age, need to eat or breathe. Your form can't be changed by others by force, although you can still accept transmutation effects if you wish.
Furthermore, by using this feature as a reaction, you can alter an event that does not includes you, similar to Wish but with a few conditions. You can only use this feature to prevent something from happening in reality, but you can't form your own events as you please. Examples include: Stopping a natural disaster from occurring; Stopping someone from getting married; Stopping someone from attacking a certain creature; Stopping someone from casting a certain spell. As long as you are alive that event is not permitted to happen for the next 24 hours. You cannot use this part of the feature until you finish a long rest.
Proficiencies
Skills: Performance, Religion and choose two from Animal Handling, Deception, Investigation, Nature, Perception and Persuasion
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Posted Mar 11, 2022Author's Note: when using this Subclass in the builder, please follow the level guides as written in the descriptions, not as listed in the builder requirements. Beyond kind of forced differing level requirements than intended and I could not get around them. Hence 2 ASIs at level 14, ect. Please do not leave comments or downvotes about those issues, I'm already well aware of them.