Ryoko's Guide to the Yokai Realms, pg 174

Shrine Warden Domain - Cleric Subclass

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.



class features:

Domain Spells

*Cleric LevelSpells
1stprotection from evil and good, sanctuary
3rdprotection*, silence
5thdispel magic, extract shirikodama*
7thguardian of faith, rock tomb*
9thBakuryo's blessed blizzard*, Magatsuchi's lantern*

*See Chapter 13 - Spells

Bonus Proficiencies

3rd-Level Shrine Warden Domain Feature

You gain proficiency with martial weapons and heavy armour.

Enrapture

3rd-Level Shrine Warden Domain Feature

Once per turn, when you hit a creature with an attack roll, you can attempt to expel or trap the creature. That creature must succeed on a Charisma saving throw against your cleric spell save DC or suffer one of the following effects of your choice:

• The creature is pushed away from you a number of feet equal to five times your proficiency bonus.

• The creature’s speed is reduced by a number of feet equal to your five times your proficiency bonus until the end of its next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all expended uses when you finish a long rest.

Channel Divinity: Consecration

3rd-Level Shrine Warden Domain Feature

You can use your Channel Divinity to imbue an area with divine magic. As a bonus action, you target a point within 60 feet of you, causing a small, spectral shrine to appear and radiate magic in a 20-foot-radius aura for the next 10 minutes. When you use this feature, choose a Blessing or Curse from the options below, and then choose a number of creatures you can see up to 1 + your Wisdom modifier (minimum of 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. The creature can wait until after it rolls the d20 before deciding to use the Blessing of Fortune, but must decide before the outcome is determined. 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 11th 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. An affected creature that enters the aura for the first time on its turn or starts its turn there must succeed on a Constitution saving throw or be blinded until the start of its next turn.
  • Curse of Pain. An affected creature takes 1d8 necrotic damage when it enters the aura for the first time on its turn or 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 enters 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.

Shrine Guardian

7th-Level Shrine Warden Domain Feature

When you create a shrine with your Consecration Channel Divinity, 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, 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 when you finish a long rest.

Divine Strike

11th-Level Shrine Warden Domain Feature

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.

Empowered Consecration

15th-Level Shrine Warden Domain Feature

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


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