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Shrine Maiden Class

Shrine Maiden

A shrine maiden is a spiritually attuned woman or girl who participates in Shinto Rituals & Doctrine. These duties involve warding off evil spirits and purifying areas, people, and things. The shrine maiden class is centered around paper talismans called ofudas which have a number of versatile uses. Subclasses exapnd the shrine maiden abilities to fortune telling, martial combat, magical kagura dances, ofuda barriers, and communing with spirits. A shrine maiden is connected to a specific shrine, and with a specific Kami they serve, though often more than one.
hit dice: 1d8
hit points at 1st level: 8 + your Consititution modifier
hit points at higher levels: 18d + your Consititution modifier per Shrine Maiden level after 1st
armor proficiencies: Light Armor, Medium Armor and Shields
weapon proficiencies: Simple Weapons, Longbow
tools: Calligrapher's supplies and choose one additional Artisan's tool
saving throws: Wisdom, Intelligence
skills: Choose two from Performance, Religion, Animal Handling, Medicine, Investigation, Nature, Perception and Arcana
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

(a) a shortbow and 20 arrows or (b) any simple weapon
(a) a priest’s pack or (b) a scholar’s pack
10 ofuda, a spiritual focus and calligrapher’s supplies
spellcasting:
While not a true spellcaster, a shrine maiden does have need of spell save DCs for some of the ofuda abilities.   Wisdom is your spellcasting ability for your shrine maiden spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier   Spellcasting Focus - You can use a Gohei, Kagura Suzu, or another object purified with shide as a spellcasting focus for your shrine maiden spells.
class features:

Ofuda Attunement

At 1st level, you gain proficiency with ofuda.   The maximum number of ofuda a shrine maiden/priest can have is shown on the Max Ofuda column of the class table.   During a short or long rest you can prepare new ofuda using a sixth of an ounce bottle of ink, an ink pen and at least one sheet of paper or parchment per five ofuda. You may prepare a number of ofuda equal to your wisdom modifier during the duration of a short rest and a number equal to your maximum during the duration of a long rest. A shrine maiden can't use ofuda that were created by a different person.   You can use ofuda as a medium to use certain magical abilities. When used on these abilities, they roll a number of dice equal to the ofuda die table and use the die there unless otherwise stated. You start knowing three such features: Spiritual Blast, Protective Guide and Healing Thread. You learn more features as you gain levels in this class.  

Spiritual Blast

Beginning at 1st level, Ofuda also act as ranged weapons. As an action you can throw an ofuda as a ranged spell attack against a creature within 30 ft, using wisdom for your attack roll.   On a hit they deal 1d8 force damage to the target.   The base force damage increases based on the ofuda die table.  

Protective Guide

Beginning at 1st level, you can spend a talisman to take the Dodge or Help action as a bonus action on your turn. When you take the help action using this feature, it's range is 30ft.  

Healing Thread

As an action, you can place an ofuda on one creature you can see within 30ft, imbuing it with vitality. It gains a number of temporary hit points equal to 1d8. The base temp hit points increases based on the ofuda die table.  

Kagami Ofuda

As a reaction you can spend 4 ofuda to take half of damage you would otherwise recieve from an attack and reflect it back on the one who targeted you.  

Senrigan Ofuda

You can spend 2 ofuda to create a seeking ofuda that will guide you to an item, person, or place you are familiar with with or have information or material on, like a fragment, photo, or magical residue. The ofuda floats and moves at a speed of 30 feet or slower, and will guide you until your reach your destination.  

Quickened Ward

As a reaction you can spend a number ofuda to give yourself or an ally an enhanced modifier to their AC and saving throws. The number by which this increases is based on the number of ofuda you wish to spend (1 ofuda = +1, 2 ofuda = +2, etc.)  

Spirit Rush

As a bonus action you can spend a number ofuda to give yourself or an ally an enhanced modifier to their attack modifier and saving throw DC. The number by which this increases is based on the number of ofuda you wish to spend (1 ofuda = +1, 2 ofuda = +2, etc.)  

Spiritual Shield

While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.  

Divine Connection

Starting at 2nd level, the presence of evil creatures registers on your senses like a cold sweat and a low ring, and good creatures like warm heat and scent of flowers.   As an action, you can place an ofuda on a creature to detect such forces. You know the type (celestial, undead, fey, or fiend) of the creatures even if it is hiding through magical means. You can detect lies from the creature if you hear them. You can also place an ofuda on the ground and detect the presence of any place or object that has been consecrated or desecrated by a deity within 60 feet of you. The ofuda is not consumed unless it detects such a force.   You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.  

Kami Attunement

Once you reach 2nd level, you begin to practice the names of different Kami around the world and attune to their magic. You learn the names of two powerful kami of your choice, detailed in the Kami section. You learn an additional Kami's name of your choice at 5th, 9th, 13th, 16th, and 20th level. When you learn these names you may prepare them on talismans when you create them. When you create new ofuda, you may also change the inscription on any ofuda you have already made. Each ofuda may only have a single name inscribed on it. Each Kami grants various benefits to ofuda inscribed with their name. Unless otherwise stated, the ofuda acts as normal for the ability it is used for. In order to use a kami attuned ofuda you must use two ofuda instead of one.  

Kami

The Kami are presented in alphabetical order.   Amaterasu Origin of all that is good and Mother to us all. Ofuda with Amaterasu's name on them shine with the light and life of the sun. When inscribed onto an ofuda, her name grants the following benefits:   Spiritual Blast's damage type changes to radiant damage and causes undead and fiends hit by it to take an additional 2d4 radiant damage. Healing Thread heals for its ofuda die instead of granting temporary hit points. Protective Guide can be used instead to summon an image of a white wolf, who uses the help action on each creature you choose within range. Damage Type: Radiant   Ebisu A deity of fortune, wealth, and luck. Ofuda with Ebisu's name always hit their marks and guarentee favor. When inscribed onto an ofuda, his name grants the following benefits:   Spiritual Blast's attack roll is made with advantage. It deals a critical hit on a roll of 19 or 20. Healing Thread gives its target the effects of having used the dodge action until your next turn. When used to take the dodge action, Protective Guide causes the next attack roll against you to miss. Damage Type: Force   Fujin Elder brother to Raijin and god of wind. Ofuda's with Fujin's name fly further, and faster to their marks. When inscribed onto a ofuda, his name grants the following benefits:   Spiritual Blast's range is doubled, and targets hit by it must make a strength saving throw. They are knocked prone on a failed save or are pushed 10ft away from you on a success. Healing Thread gives its target the effects of having used the dash action until your next turn. Protective Guide can be instead used to take both the Disengage and Dash actions. Damage Type: Slashing   Hachiman The deity of archery and warriors. Ofuda with Hachiman's name on them are inspirational. When inscribed onto an ofuda his name grants the folowing benefits:   Spiritual Blast instead causes you to forgo your attack action, and allow an ally within range to make an attack action using their reaction. When used in this manner, you may add your wisdom modifier to the damage of that attack as force damage. Healing Thread grants resistance to bludgeoning, piercing, and slashing damage for as long as the temporary hit points remain. When protective guide is used to take the dodge action and an attack misses you, you can make an attack against the attacking creature as a reaction. Damage Type: Piercing   Izanagi Husband to Izanami and God of Life. Ofuda with Izanagi's name are potent at protecting life. When inscribed onto an ofuda his name grants the folowing benefits:   Healing Thread's ofuda die becomes a d6 When protective guide is used to take the help action on a dying creature, that creature gains immunity to all damage types until your next turn. Damage Type: Radiant   Izanami Wife to Izanagi and God of Death. Ofuda with Izanami's name seek to take lives to nourish their user. When inscribed onto an ofuda her name grants the folowing benefits:   Spiritual Blast deals necrotic damage. When a creature is brought to 0 hitpoints using spiritual blast, you gain hitpoints equal to your wisdom modifier + half your shrine maiden/priest level. Protective guide can be used on a creature to seal its fate. It can't regain hit points until your next turn Damage Type: Necrotic   Okininushi The god of the unseen world and magic. Ofuda with Okininushi's name have mystifying properties. When inscribed onto an ofuda his name grants the folowing benefits:   Spiritual Blast splits into a number of bolts equal to your number of ofuda die + 1. Each bolt may fly at the same target, or seperate. Make an attack roll for each bolt. On a hit, a bolt deals 1d4 + your wisdom modifier force damage to that target. Healing Thread grants advantage on all saving throws against spells as long as the temporary hit points remain. Protective Guide can instead be used to look into the ethereal plane until your next turn. Damage Type: Force   Raijin God of lightning and thunder. Ofuda with Raijin's name strike quickly and decisively. When inscribed onto an ofuda his name grants the folowing benefits:   Spiritual Blast deals lightning damage and causes a shockwave. Each creature within 5ft of the target must succeed on a constitution saving throw taking thunder damage equal to your talisman die + your wisdom modifier on a failed save or half as much on a successful one. Healing Thread grants advantage on constitution saving throws as long as the temporary hit points remain. Damage Type: Lightning   Suijin The god of water and water dwelling life. Ofuda with Suijin's name are used to ward against pollution and corruption. When inscribed onto an ofuda his name grants the following benefits   Spiritual Blast deals cold damage. Targets hit by it have their speed reduced by half until your next turn. Healing Thread grants its target a swim speed equal to their speed as long as the temporary hit points remain. Protective Guide can be instead used to purify water, which cleanses a water source of all poison and disease and purifies it. Damage Type: Cold   Susanoo The god of storms and swordsmanship. Ofuda's with susanoo's name imbridle the fury of the storm. When inscribed onto an ofuda his name grants the folowing benefits:   You can use an ofuda to empower your weapon attacks. When you take the attack action you can apply your ofuda, expending it. This deals an additional amount of lightning damage on hit equal to your ofuda die. You may do this for each weapon attack in a single attack action, expending additional ofuda for each attack. Healing Thread deals lightning damage equal to your wisdom modifier to any creature who hits with a melee weapon attack as long as the temporary hit points remain Protective guide can be used to give you advantage on all weapon attacks you make this turn. Damage Type: Thunder   Tsukuyomi The mysterious god of the moon, who caused Amaterasu to flee to the other side of the sky. Ofuda with Tsukuyomi's name target the mind.   Spiritual blast deals psychic damage, and targets hit must make an intelligence saving throw. On a failed save, they are stunned until your next turn. A target who fails this save has advantage on saving throws against this effect for 24 hours. Healing Thread grants resistance to force damage and immunity to magic missile as long as the temporary hit points remain. Damage Type: Psychic   Inari The Great Persuader, and deity of mirth and revelry. Ofuda with Inari's name on them replicate the abilities of their kitsune messengers. When inscribed onto an ofuda their name grants the following benefits:   Spiritual Blast instead causes floating orbs to surround you, with the number of orbs determined by your number of ofuda die + 1. When a hostile creature comes within 10ft of you, an orb is consumed and the creature must make a wisdom saving throw. On a failure that creature takes 1d4 fire damage and is charmed by you until your next turn. Healing Thread grants immunity to charm effects as long as the temporary hit points remain. Protective Guide can be used to instead give you proficiency on Charisma checks and saving throws for one minute. Damage Type: Fire  

Shrine Tradition

When you reach 3rd level, your preparatory stage ends and you commit yourself to a spiritual path, Spiritual Custodian. Your service grants you features at 3rd level and again at 6th, 11th, and 17th level.  

Kamigakari

Starting at 3rd 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.  

Ability Score Increase

When you reach 4th 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. If your DM allows the use of feats, you may instead take a feat.  

Spiritual Empowerment

Starting at 5th level, you can utter the name of the Kami as you use the ofuda to call for their aid. Doing so empowers the ofuda, doubling the value of the Ofuda Die table for that ofuda, provided that the ability it is used for uses the Ofuda Die table.   You can do this once, and regain use of this feature after a short rest.   You gain an additional use of this feature at 10th, and 18th level.  

Wind Footing

Starting at 6th level, your speed increases by 10 feet while you are not wearing armor or wielding a shield.   At 9th level, you gain the ability to move while levitating. You can hover up to 20ft above the ground for the duration of the movement, but must land on solid footing or fall at the end, suffering any fall damage as a result.  

Kenharai

Starting at 7th level you obtain a new type of ofuda you can create. Instead of invoking a specific kami, you can choose to have your ofuda imbued with one of the following effects instead:   Paralyzing Ofuda In exchange for 2 additional ofuda you can enchant a damge dealing ofuda to have an additional effect. The target must make a wisdom save against your spell save DC. 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.   Bakuhatsu Ofuda In exchange for 2 additional ofuda, your damage dealing ofuda can be enhanced to explode and creatures within 10 feet of the target must make a Dexterity saving throw with DC equal to your shrine maiden spell save DC, taking bludgeoning damage equal to half of the damage recieved by the target (rounded up) on a failure, or no damage on a success. Targets that fail are also pushed outside the edge of the ofuda's radius by the blast   Sealing Ofuda You gain a new type of ofuda that can be used for a variety of sealing purposes. Sealing ofuda use a single ofuda to perform and require an action to use.
  • 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
  • You can cause an object to phase out of existance by placing an ofuda on it. For example a door with this ofuda on it will dissapear and become part of the wall. The one who placed the ofuda is the only one who can dispel the magic, unless a dispel magic spell is used.
  •   Purification Ofuda Use a single ofuda as an action to release a pulse of sacred energy that cleanses negative effects from allies within range. All creatures of your choice within a 15-foot radius are cured of one of the following conditions: poisoned, blinded, deafened, or frightened.   Ofuda Barrage At the cost of 4 additional ofuda you can modify your ofuda to become an ofuda barrage that deals damage in a 30 foot 45 degree cone instead of single target. Anyone inside the cone must succeed a dex save or take full damage, or half damage on a success.   Divine Reflection Seal At the cost of 5 ofuda you use an action to place a powerful ofuda on yourself or an ally, allowing them to reflect a portion of any damage they take back to the attacker. You or the chosen ally gains the ability to reflect half of any damage taken back at the attacker as radiant damage for 1 minute. The attacker takes this damage regardless of type immunity.   Seishin Soshin You use a number of ofuda as a bonus action to send an ofuda to a location you can see within range and you instantly tranport to that location. The range depends on the number of ofuda used. Each ofuda spent allows you to send it 15 further feet.  

    Warding

    Starting at 7th level, your ofuda allow you to prevent creatures from entering structures or rooms. By placing an ofuda on a doorway, window, or other entryway, you may safeguard that area against intrusion from certain forces.   When a celestial, fey, fiend, or undead attempts to pass through the entryway, it must make a wisdom saving throw against your spell save DC. On a failed save that creature cannot pass through the entryway and the ward remains. On a success, the creature breaks through the ward and destroys the ofuda. Either way that creature is subjected to damage based on your ofuda die.   A doorway warded this way remains warded for eight hours or until the ofuda is destroyed.   At 11th level, you may instead expend 3 ofuda to cast Forbiddance once. You cannot do so again until you finish a long rest.  

    Spirit Sight

    Starting at 9th level, the shrine maiden invokes the spirits to look into the past. You can place an ofuda on an object or site and concentrating for 1 minute, you can see the events of the past day that occurred in a space no larger than 60 feet square. You can't discern color, only shades of gray and can't hear any sound. You can also make a ritual and summon a spirit that would serve as your guide to see an event or site that existed or occurred at least one year ago. You will need an object which is related to the spirit, the event or the site that you try to see, the object must be from someone who is deceased, and 5 ofuda. You will be considered incapacitated for the duration of the ritual.   This feature can only be used once and is restored after finishing a long rest.  

    Spiritual Touch

    Starting at 10th level, you can soothe even the most grievous of ailments. You can cast each Lesser Restoration and Greater Restoration once on a creature you touch. Once you do so, you can't do so again until you finish a long rest.  

    Pure Body

    At 13th level, your mastery of the spiritual energy flowing through you makes you immune to poison and disease. In addition you cannot be charmed or frightened.  

    Divine Touch

    Starting at 14th level, your touch mends the very flesh of the wounded. You can cast the spell Regenerate once on a creature you touch. Once you do so, you can't do so again until you finish a long rest.  

    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.  

    Warrior Miko

    At 18th level you gain the following upgrades to Spiritual Blast and Healing Thread   The range on your ofuda increases to 45 feet.   3 times per day you can reroll ofuda die and take the higher of the two totals  

    Vessel

    At 20th level, you may call upon the Kami directly by giving them temporary control of your body to assist as you require. As an action, you may choose one of the Kami you are attuned to and implore them for their aid on a task. The Kami may refuse this request if it finds it distasteful or out of its domain or power to do so, or if it simply does not wish to do so. If the Kami accepts it takes control of your body and you become shrouded in its form. How the Kami chooses to enact the task is up to the DM.   If the Kami chooses to intervene this feature cannot be used again for 7 days. Otherwise you cannot use this feature again until you finish a long rest.
    LevelProficiency BonusMax OfudaOfuda DieFeatures
    1+2101d8Ofuda Attunement, Spiritual Blast, Spiritual Shield
    2+2101d8Divine Connection, Kami Attunement
    3+2112d8Shrine Tradition, Kamigakari
    4+2112d8Ability Score Improvement
    5+3123d8Spiritual Empowerment
    6+3123d8Wind Footing, Shrine Tradition feature
    7+3134d8Kenharai, Warding
    8+3134d8Ability Score Improvement
    9+4145d8Spirit Sight
    10+4145d8Spiritual Touch
    11+4156d8Shrine Tradition feature
    12+4156d8Ability Score Improvement
    13+5167d8Pure Body
    14+5167d8Divine Touch
    15+5178d8Kamikakushi
    16+5178d8Ability Score Improvement
    17+6189d8Shrine Tradition feature
    18+6189d8Warrior Miko
    19+61910d8Ability Score Improvement
    20+62010d8Vessel

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