Shrine Maiden (5e Class)
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|[Hakurei Reimu, Shrine Maiden by 朱シオ]|
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.
Creating a Shrine Maiden
Shrine maidens rarely embark on an adventure, as they lack a reason to leave their shrines behind. If a disaster strikes or an opportunity arises they might be forced to leave behind their home, pursuing a different goal. When making a shrine maiden it is important to consider how and why would she embark on her journey. Is she forced to leave her past social connection behind? How far is she willing to travel? Is the religion she practices something she wants to spread or show to others? Is she ever planning to return to her shrine? Does she consider her journey as her training?
You can make a shrine maiden quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Acolyte background. Third, choose Guidance and Produce Flame cantrips.
As a Shrine Maiden you gain the following class features.
- Hit Points
Armor: Light Armor, medium armor and shields
Weapons: Simple Weapons, Longbow
Tools: Calligrapher's supplies and choose one additional Artisan's tool
Saving Throws: Charisma, Wisdom
Skills: Performance, Religion and choose two from Animal Handling, Deception, Investigation, Nature, Perception and Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 20 arrows and a longbow or (b) a quarterstaff
- (a) a component pouch or (b) a yorishiro focus
- (a) a diplomat's pack or (b) a priest's pack
- leather armor, a calligrapher's supplies and a sickle
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|2nd||+2||Kamigakari, Shamanistic Sense||2||3||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||4||3||—||—||—||—||—||—||—|
|5th||+3||Divine Bond, Mikagura||3||4||3||2||—||—||—||—||—||—|
|6th||+3||Shamanistic Sense feature||3||4||3||3||—||—||—||—||—||—|
|7th||+3||Divine Bond, Ofuda, Enchanted Ofuda||3||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement||3||4||3||3||2||—||—||—||—||—|
|9th||+4||Divine Bond, Mikagura, Teiketsu||3||4||3||3||3||1||—||—||—||—|
|10th||+4||Shamanistic Sense feature||4||4||3||3||3||2||—||—||—||—|
|11th||+4||Divine Bond, Ethereal Form||4||4||3||3||3||2||1||—||—||—|
|12th||+4||Ability Score Improvement||4||4||3||3||3||2||1||—||—||—|
|13th||+5||Divine Bond, Mikagura, Improved Mikagura||4||4||3||3||3||2||1||1||—||—|
|14th||+5||Mikagura, Shamanistic Sense feature||4||4||3||3||3||2||1||1||—||—|
|15th||+5||Divine Bond, Kamikakushi||4||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement||4||4||3||3||3||2||1||1||1||—|
|17th||+6||Divine Bond, Mikagura, Tenimuhou||4||4||3||3||3||2||1||1||1||1|
|18th||+6||Shamanistic Sense feature||4||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement, Divine Bond||4||4||3||3||3||3||2||1||1||1|
Originating from the will of the deity you house in your body, you are granted their ability to cast spells.
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the shrine maiden table.
Preparing and Casting Spells
The shrine maiden table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of shrine maiden spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Charisma modifier + your shrine maiden level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level shrine maiden, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of shrine maiden spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Charisma is your spellcasting ability for your shrine maiden spells, since your magic is based on persuading spirits. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for shrine maiden spells you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You can cast shrine maiden spells as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a Yoshida (Equivalent of a Druidic Focus, see “Equipment”) as a spellcasting focus for your shrine maiden spells.
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.
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.
At 2nd level, your natural talent of a medium is further explored and tested. Choose from Mystic Custodian, Warding Guardian, Fortune Teller, and Spirit Watcher. Your choice will grant you features at 2nd level 6th, 10th, 14th, and 18th level.
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.
Starting at 5th level, 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 gain 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.
- 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.
- 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.
You learn this ritual at 5th level.
- 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.
- 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.
You learn this ritual at 9th level.
At 9th level your deity grants you the Crop Fertility Ritual. By changing the weather, this effect greatly improves the surrounding area's crops and vegetation within half a mile away from you. Rain comes down falling, dousing off all surrounding fires in a 200 foot cube centered on you. You automatically attempt to dose magical fires within 200 feet using your spellcasting ability at the beginning of your round when this ritual is active. The DC for magical fires is 10 + the spell's level. Failure decreases their duration by half, while success means that they are extinguished.
- 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.
- 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.
- First time they fail, their movement speed is halved.
- Second time they fail, their ranged attacks gain a disadvantage against all targets.
- Third time they fail, at the beginning of their turn, they must succeed on a Strength saving throw or they can't perform an action nor move during that turn.
You learn this ritual at 9th level.
- Blessing: Targeted creatures have their exhaustion level decreased by 1 and they regain 1d8 + your Charisma modifier hit points.
- 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.
You learn this ritual at 13th level.
- Blessing: Targeted creatures additionally deal an extra 2d8 radiant damage when they hit with an attack.
- 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.
You learn this ritual at 13th level.
This ritual can only be performed outdoors, or in spaces where the ceiling is at least 100 feet high. You conjure fireworks that shoot into the sky, flying within a 200 foot cube centered on you, turning the area into difficult terrain. Darkness turns to dim light, and dim light to bright light in this area. At the start of a creature's turn, you may force that creature to do a Dexterity saving throw. On a failure, it takes 1d6 fire and 1d6 thunder damage, and half as much on a successful save.
- Blessing: Targeted creatures receive cold, fire, lightning, and thunder resistance.
- Curse: Targeted creatures must succeed on a Constitution saving throw. If a creature fails its saving throw, it takes 2d6 lightning and 2d6 cold damage, and half as much on a success.
You learn this ritual at 17th level.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
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.
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.
Though your pacifist approach, you learn how to use the spirits to protect your allies, and can seal the enemy away rather than killing them. A Shrine Maiden choosing this Shamanistic Sense gains a number of feature to support their allies in combat.
Starting at 2nd level, you employ the spirits to create a protective shield around a creature. When you or another creature that you see within 60 feet would be hit, you can use your reaction to grant a +5 bonus to AC, including against the triggering attack, until the start of your next turn. Additionally, you roll 1d8 equal to half your proficiency bonus rounded up and that creature gains that amount as temporary hit points. You can use this feature a number of times equal to 1 + your proficiency bonus. When you finish a long rest, you regain all expended uses.
Starting at 6th level, you can invoke protective spirits to from a barrier that decreases the effects of spells and ranged attacks. Whenever the enemy is casting a spell, attacks you or a creature within 10 feet of you with a ranged projectile weapon, as a reaction, you create a spherical 15 foot radius barrier with one of the following options.
- Creatures of your choice within the barrier receive resistance to damage caused by spells.
- The DC for creatures of your choice within the barrier to resist spells is decreased by 2.
- Any area affecting spell with duration that would affect you is Countered. For the purpose of determining this feature's Counterspell level, use 3rd level.
- Projectile weapon attacks have disadvantage against creatures of your choice within the barrier.
This barrier is centered at the place you were when you activated this feature and lasts for one minute. You can use this feature a number of times equal to your proficiency bonus, you regain expended uses when you finish a short or long rest.
Starting at 10th level, you can have the spirits produce a protective circle to ward off or seal the contents. As an action, you create a 5-foot radius, 15-foot tall cylinder of magical energy centered on a point on the ground that you see within 60 feet. This circle lasts one minute. Anything outside the circle is prevented from entering and anything inside is prevented from exiting, except sound. The DC to dispel a sacred circle using Dispel Magic or a similar effect is 15.
You can alternatively use this feature as a ritual by concentrating for at least half a minute to increase the radius, height, and range up to a maximum of a 25-foot radius and 40-foot tall cylinder up to 60 feet away from you. A circle made this way lasts for one hour and the DC to dispel a sacred circle using Dispel Magic or a similar effect is 20.
You can attach an ofuda on the wall created by the sacred circle, either on the inside or outside wall, and make the Sacred Circle last for one week. You can reset this duration by touching the ofuda. You can only have up to your proficiency bonus number of sacred circles active this way at a time, and attempting to make another beyond that number automatically dispels the oldest circle.
You can only use this feature once and you regain usage of this feature after a long rest.
Starting at 14th level, you can use your connection with your deity enhances your spells. All of your cleric spells learned through Divine Bond and features gained through the shrine maiden class increases their DC by 2 except the shrine maiden spell save DC. Additionally, when casting a cleric spell learned through Divine Bond, it is considered as using one slot higher than the one you decided to spend.
Starting at 18th level, using an action, you can have the spirits create a 30-foot-radius invisible sphere of antimagic that surrounds you. This area is considered to be under the Antimagic Field Spell, but you may designate up to 6 creatures. Spells cast by those creatures are not suppressed and magical items equipped to them are not mundane. This sphere moves with you, centered on you and dissipates after 1 minute. You can use this feature twice, and you regain all uses of this feature when you finish a long rest.
Reality matters less and less for you, as the boundary between present and future diminishes for you. This feature focuses on invoking the spirits to gain knowledge about the future. A shrine maiden choosing this Shamanistic Sense receives a number of features that can prove useful outside combat.
Starting at 2nd level, the spirits around you send glimpses of the future that begin to press in on your awareness and your deity appears in your dreams to communicate its will. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each of these foretelling roll can be used only once, but you can expend a spellslot to use a used foretelling roll again. When you finish a long rest, you lose any unused foretelling rolls.
Starting at 14th level, you roll three d20s for this feature, instead of two.
Starting at 6th level, you can invoke glimpses of the immediate future to rush into your head from the spirits. Using an action, you start to see glimpses of the future. Roll a d20 and that result becomes your shourai roll. Using a reaction, you can replace any attack roll, saving throw, or ability check made by a creature that you can see within 60 feet with your shourai roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
At the start of your turn, roll a new d20, and this is your new shourai roll. These glimpses of the future lasts for one minute and when it ends, you lose your shourai roll. You may only use this feature twice, and regain all uses when you finish a long rest.
Starting at 10th level, when you finish a long rest, you can determine what your fortune for today is. Roll a d100 on the Omikuji table, and you gain those effects until the end of your next long rest. You are allowed to reroll once, and you must take the second result.
|1||Great Curse||You gain the effects of all the curses (rolls 2 - 40).|
|2-10||Future Curse||Once, if you were to do an attack roll, saving throw or ability check, the DM can force disadvantage on that roll.|
|11-20||Half-Curse||Your ability score modifiers are considered half for ability checks and saving throws.|
|21-30||Curse||Your proficiency modifier becomes half.|
|31-40||Small Curse||Difficult terrain costs you 3 feet for 1 foot of movement.|
|41-50||Future Small Blessing||Once, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.|
|51-60||Future Blessing||Once, if you were to do an attack roll, saving throw or ability check, you can gain advantage on that roll.|
|61-70||Half-Blessing||Your ability score modifiers are considered double for ability checks and saving throws.|
|71-80||Small Blessing||You do not suffer the effects of harsh environments nor difficult terrain.|
|81-90||Blessing||Your proficiency bonus becomes double.|
|91-99||Middle Blessing||For each of your ability score modifiers less than +3, they become +3.|
|100||Great Blessing||You gain the effects of all the blessings (rolls 41 - 99).|
Starting at 14th level, you can see into imminent future through your senses. All of your cleric spells learned through Divine Bond receive advantage on their spellcasting attack rolls as well as on countering and dispelling spells. Additionally, the ranges and duration of those spells are doubled.
Your glimpses of the future also lets you see the optimal movement to dodge an attack and have it graze you. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Starting at 18th level, you become more aware of dangers around you, as you have been forewarned by the spirits around you. You are immune to the surprised condition. You also gain advantage in all saving throws against magic and other creatures have disadvantage when attacking you while conscious.
As your vision expands, you start to see things that normal people would not be able to. This feature focuses on observing spirits and deriving information from them. A shrine maiden choosing this Shamanistic Sense receives a number of features that can prove useful many different situations.
Starting at 2nd level, you can see any aberration, fiend, monstrosity or undead type or creature on the ethereal plane that are invisible to the normal eye that are not behind total cover.
Additionally, as an action, you can focus your awareness to this sense. Until the start of your next turn, you know the location of any aberration, fiend, monstrosity or undead type within 60 feet of you that is not behind total cover. You know the type (aberration, fiend, monstrosity or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this part of this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Starting at 14th level, you become more skilled at using this to see more than a normal person. You gain Truesight for 60 feet.
Spirits of the Past
Starting from 6th level, the shrine maiden can begin a ritual to see through the eyes of the spirits in the area to determine its history. After concentrating for at least 1 minute, you receive information concerning about the events of one hour of the past 24 hours that occurred in a space no larger than a 60 foot square centered on you. You regain usage of this feature after finishing a long rest.
Starting at 14th level, you can see 1 hour of events of unfold up to 1 year into the past. And then at 20th level, there is no limit to how far back you can go.
Starting at 10th level, you can hear the whispers of the spirits, and they help you to see through disguises and lies. When making a ability check to see through a disguise or trying to learn the true intentions of a creature, you can roll a d4 and add the number rolled to that ability check. You also gain proficiency in Insight and Perception.
Starting at 14th level, the spirits around you gives you additional assistance. All of your Cleric spells learned with Divine Bond become enchanted, and the DC to dispel or counter them increases by 2.
Looking at the spirits around a person, you can determine what kind of person they are. You can automatically determine what their creature type is, as well as whether their alignment is good, evil, or neutral.
Prerequisites. To qualify for multiclassing into the Shrine maiden class, you must meet these prerequisites:
- Charisma 13
- Must be a part of religion that includes at least one deity.
Proficiencies. When you multiclass into the class, you gain the following proficiencies:
- Light armor