Base Class: Cleric
You've spent a good deal of your life tending to the shrine of some particular deity or being, protecting it with warding magic and rituals. Now, you've been forced to venture out from this sacred place, or perhaps chosen to- whatever the case, the influence of your deity travels with you, allowing you to bring the skills you learned at the shrine to a greater purpose on and off the battlefield.
Teachings of the Shrine
1st level Shrine Domain feature
When you choose this domain at 1st level, you gain proficiency with heavy armor. In addition, you gain two ritual spells of a level you can cast from any class's spell list- you gain an additional ritual at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th. Any spells you learn this way are always prepared and do not count against the amount of spells you can prepare, but can only be cast as a ritual, unless you have also learned that spell from another source.
Wardcraft
1st level Shrine Domain feature
You can craft special talismans using your divine energy when you finish a long rest. You can create an amount of talismans equal to your Wisdom modifier per long rest, and you can create any amount of any of the talismans that you have learned how to craft. You learn how to craft two talismans when you gain this feature, and can craft an additional type of talisman at 5th, 7th, 9th, 13th, and 17th level. If a talisman requires an enemy to make a saving throw, the DC of that saving throw is equal to your spellcasting DC. All crafted talismans vanish when you take a long rest, being replaced by the next set you craft. In addition, no one else can use these talismans- if anyone tries to evoke their power other than you, they take 3d6 psychic damage and the talisman vanishes. However, a creature can use an action or one of their attacks to destroy a talisman that is on the ground.
Alert Talisman
Prerequisite: 5th level
You can use an action to bestow this talisman's effects on one creature you can see within 30 feet. For 8 hours, they cannot be surprised, and gain advantage on intiative rolls. This effect ends when a creature affected by it rolls initiative.
Barrier Talisman
You can drop this talisman onto the ground in your space as an action- it creates a barrier in a 10-foot radius sphere around you. While the talisman is placed onto the ground, all creatures within the space of the barrier gain resistance to piercing, bludgeoning, and slashing damage. The talisman cannot be moved, and expires after one minute.
Blessing Talisman
You can throw this talisman at a creature that you can see within 60 feet as an action. A creature hit by this talisman gains 2d6 + your Wisdom modifier hit points, and in addition, you grant them one of the following effects until the end of their next turn:
- They gain 10 feet of movement speed, and their movement doesn't provoke opportunity attacks.
- They gain a +1 bonus to AC.
- They gain advantage on one ability check they make before the end of the turn.
Curse Talisman
You can throw this talisman with the Attack action at a creature you can see within 50 feet. Make a ranged spell attack roll- on a successful hit, the creature takes 2d6 magical piercing damage. In addition, the enemy must make a Wisdom saving throw. On a failed save, you can choose to subject them to one of the following effects until the start of your next turn: blinded, poisoned, frightened, deafened, or charmed.
Evoking Talisman
Prerequisite: 5th level
As a reaction, you can hold this talisman up to the face of a creature that would hit you with a melee attack roll. That creature must make a Charisma saving throw- on a failed save, the attack misses, and they are transported to an ethereal replication of your shrine. They linger there until the start of their next turn, when they are instantly transported back to their original space, or an adjacent space if it is occupied.
Guardian Talisman
Prerequisite: 7th level
You can use your action to throw this talisman at a creature you can see within 60 feet. The talisman hovers around them, and when they are targeted by an attack roll or forced to make a saving throw, they can destroy the talisman to reroll the saving throw or force the enemy to reroll their attack roll. This talisman lingers for an hour.
Pure Talisman
You can lay this talisman on the ground in your space and use 10 minutes to draw ritual circles and prepare the talisman. Once the talisman is prepared, all creatures within a 40-foot radius sphere of it have advantage on saving throws against effects that inflict the following conditions: blinded, charmed, frightened, deafened, and poisoned. The talisman cannot be moved, and lasts for one hour.
Sanctuary Talisman
Placing this talisman onto a space on the ground within 5 feet of you and drawing the required ritual circles takes ten minutes. When the talisman is prepared, select a particular alignment type- lawful, chaotic, good, or evil. Any creatures with the chosen alignment suffer the following effects while inside of a 30-foot radius sphere from the talisman:
- They take 2d6 psychic damage whenever they start their turn inside of the sphere.
- They have disadvantage on Wisdom saving throws while inside the sphere.
- The sphere is treated as difficult terrain for them.
The talisman cannot be moved, and lasts for one hour.
Skilled Talisman
You can prepare this talisman by placing it on the ground in your space and drawing ritual circles around it for 10 minutes. Once the talisman has been placed, you can choose one ability score. All creatures inside of a 20-foot radius sphere gain a bonus equal to your Charisma modifier to ability checks and saving throws that use that modifier.
Channel Divinity: Ritual Dance
1st level Shrine Domain feature
You can spend 10 minutes doing a ritual dance to grant a d20 to an amount of creatures you can see within 30 feet equal to your proficiency bonus. Until your next long rest, these creatures can expend that d20 to reroll an attack roll, ability check, or saving throw (no action required).
Talisman Creation
6th level Shrine Domain feature
You can expend a spell slot of 3rd level or higher as a bonus action to create a talisman if you have an empty slot. You can still only create talismans up to a maximum of your Wisdom modifier.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Ritualistic Form
17th level Shrine Domain feature
When you use your Channel Divinity, you can enter an ascended form for 8 hours. While in this form, you gain the following benefits:
- Any talismans that would normally take an action to use can now be used as a bonus action if you choose, and any talismans that would normally take 10 minutes can now be used as an action.
- You can now use a spell slot of 1st level or higher with your Talisman Creation feature.
- You can now cast any ritual spells learned using Teachings of the Shrine as an action, though they still have the other properties of being a ritual (i.e. not using spell slots)
Previous Versions
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