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Kagura Miko

Kagura Miko

Kagura

Starting at 3rd level, you learn a sacred dance to please the kami 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 kagura is active, you may change your target of 3 creatures again, and grant those targets either blessing or curse. These do not stack unless otherwise stated. Some kagura effects require saving throws. When you use such an effect from this class, the DC equals your shrine maiden spell save DC.
  Kagura 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 kagura, 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 kagura 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.
 

Shukaku Kagura

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 3rd level.
 

Unsei Kagura

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 3rd level.
 

Kagura 2

At 6th level you may now target an additional person, and gain a second use of your kagura per rest. You learn Ame Kagura
 

Ame Kagura

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.
 

Kagura 3

At 11th level you can use an additional action and use of Kagura to perform two Kagura effects at once. You learn Fukugen Kagura and Seisei Kagura.
 

Fukugen Kagura

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.
 

Seisei Kagura

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 Aberration, 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.
 

Kagura 4

At 17th level Kagura may now be activated as a bonus action. You learn Omatsuri Kagura
 

Omatsuri Kagura

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.
  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.

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