Shrine Maiden, 2nd Variant (5e Class)

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<!-Introduction Leader->

Thematically use spirits and ki to cast spell and abilities to find, seal and destroy undead, fey, demon, devil and other evil creatures

Thematically you give your body to your deity

Major source of damage is Force and Radiant

Cross between a cleric and a monk

Creating a


Quick Build

You can make a Shrine Maiden quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity and Intelligence. Second, choose the Acolyte background. Third, choose a Shortsword and an scholar’s pack.

Class Features

As a Shrine Maiden you gain the following class features.

Hit Points

Hit Dice: 1d8 per Shrine Maiden level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shrine Maiden level after 1st

Proficiencies

Armor: None
Weapons: Daggers, Quarterstaffs, Shortswords, Spears, Glaive and Shortbows
Tools: Calligrapher’s supplies
Saving Throws: Dexterity and Wisdom
Skills: Pick two from Arcana, History, Insight, Medicine, Perception, Nature, Performance and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortbows and 20 arrows or (b) any simple weapon
  • (a) a priest’s pack or (b) an scholar’s pack
  • 10 talisman, an spiritual focus and calligrapher’s supplies

Table: The Shrine Maiden

LevelProficiency
Bonus
Ki PointsFeatures
1st+24Talisman Attunement, Ki, Spiritual Shield
2nd+24Divine Connection, Silvered Touch
3rd+26Shrine Tradition
4th+26Ability Score Improvement
5th+38Wind Footing
6th+38Shrine Tradition
7th+310Spiritual Touch, Projectile Break
8th+310Ability Score Improvement
9th+410Spirit Sight
10th+410Known Evil
11th+411Shrine Tradition
12th+411Ability Score Improvement
13th+512Purity Body
14th+512Divine Touch
15th+513Blessing of the Gods
16th+513Ability Score Improvement
17th+614Shrine Tradition feature
18th+614Shrine Sanctum
19th+615Ability Score Improvement
20th+615Offering to the Gods

Talisman Attunement

At 1st level, you gain proficiency with talismans. The maximum number of talismans a shrine maiden can have is equal to 8 + your proficiency bonus + your Wisdom modifier. During a long rest you can prepare new talismans using ink, a ink pen and at least one sheet of paper or parchment. It takes 1 minute of inscribing and then blessing it to create 2 talismans per sheet and a full 1 ounce bottle of ink can produce up to 30 of them. Talismans work as spiritual focus for the purpose of spellcasting. A shrine maiden can't use talismans that were created by a different person.

Ki

Beginning at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your shrine maiden level determines the number of points you have, as shown in the Ki Points column of the Shrine Maiden table.

You can spend these points to fuel various ki features. You start knowing three such features: Spiritual Blast, Protective Guide and Healing Thread. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Spiritual Blast

When you make an Attack action with a talisman on your turn, you can spend 1 ki points to add 1d4 force damage and an additional 1d4 radiant damage to undead, fey, demon and devil.

The force damage increases when you reach 5th Level (2d4), 11th level (3d4) and 17th level (4d4).

Protective Guide

You can spend 1 Ki point to take the Dodge or Help action as a bonus action on your turn.

Healing Thread

As an action, you can spend 1 Ki point and touch one creature, imbuing it with vitality, it gains a number of temporary hit points equal to 1d4 + your wisdom modifier. The talisman is not destroyed unless the target takes damage.

Spiritual Shield

Beginning at 1th level, as an action, you can gain a base AC of 12 + your Wisdom modifier if you aren’t wearing armor and a barrier of magical force surround your whole body. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor or a shield.

Divine Connection

Starting at 2th 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 a talisman on a creature to detect such forces. You know the type (celestial, undead, fey, demon or devil) of the creatures even if it is hiding through magical means. You can also place a talisman 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.

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.

Silvered Touch

Starting at 2th level, all shrine maiden weapons that you hold count as silvered for the purpose of overcoming resistance and immunity and gain a +1 bonus to attack and damage rolls.

Shrine Tradition

When you reach 3rd level, you preparatory stage end and now you commit yourself to the deity of your shrine which binds you as her servant. Choose from Spiritual Guide, Spiritual Custodian and Spiritual Possession. Your service grants you features at 3rd level and again at 6th, 11th, and 17th level.

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.

Wind Footing

Starting at 5nd 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 levitate up to a height of 20 feet on your turn without falling during the move.

Shrine Tradition feature

At 6th level, you gain a feature granted to you by your Spiritual Channel.

Spiritual Touch

Starting at 7th level, all shrine maiden weapons that you hold count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and +2 bonus to attack and damage rolls

Projectile Break

Starting at 7th level, you can use your reaction to interrupt a ranged attack. You hurl a sphere of force at one creature within 60 feet of you. Make a ranged spell attack, on a successful attack the creature takes 1d4 force damage and they drop a piece of ammunition or a thrown weapon they are holding.

When you reach 13th level, you may spend 1 ki point to cause the ammunition to explode. Each creature in a 10-foot radius must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one.

Ability Score Increase

When you reach 8th 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.

Spirit Sight

Starting at 9th level, the shrine maiden invokes the spirits to look into the past. You can place a talisman in a 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 talismans. 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.

Known Evil

Beginning at 10st level, you have significant experience studying, perceiving, hunting, and even talking to a certain type of known evil.

Choose a type of known evil: undead, fey, demon or devil.

You have advantage on Wisdom (Perception) checks to spot, hear and detect the presence and advantage on Wisdom (Insight) check to determine the true intentions of a known evil, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by the known evil, if they speak one at all.

Your choice should reflect the types of monsters you have encountered on your adventures.

Shrine Tradition feature

At 11th level, you gain a feature granted to you by your Spiritual Channel.

Ability Score Improvement

When you reach 12h 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.

Purity Body

At 13th level, your mastery of the ki flowing through you makes you immune to disease and resistant to necrotic damage

Divine Touch

Starting at 14th level, when you hit a creature with a shrine maiden weapon attack, you can expend 1 ki point to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for 1 ki point, plus 1d8 for each ki point spend, to a maximum of 5d6. The damage increases by 1d6 if the target is an undead, fey, demon or a devil.

Blessing of the Gods

Starting at 15h level,you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Once per long rest you can gain Truesight up to 60 feet for an hour.

Ability Score Improvement

When you reach 16h 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.

Shrine Tradition feature

At 17th level, you gain a feature granted to you by your Spiritual Channel.

Shrine Sanctum

Starting at 18h level, you can make a ritual to magically secure an area that lasts for 24 hours. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side.

To cast this ritual you would need a offertory tree branch, a box that contains dolls, animal and human skulls, holy water and 7 talismans. Once completed the area you have designated gains the following properties

• Undead, fey, demon and devil of CR 8 or lower can't enter the protected area by any means • Any undead, fey, demon and devi that ends its turn in the protected area takes 2d6 radiant damage • Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. • Creatures in the area can't be targeted by divination spells. • Nothing can teleport into or out of the warded area. • Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a month makes this effect permanent.

Ability Score Improvement

When you reach 19h 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.

Offering to the Gods

At 20th level, when you drop to 0 hit points and don't die outright you can choose to enter a trance-like state where you are possessed by the deity you serves. You regain your maximun hit point, you stands up if you are prone and a blast of divine energy emits from your body. Each creature in a 20-foot-radius must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage. On a successful save, it takes half as much damage.

While in this form you gain the following benefits:

• You have proficiency in all saving throws.

• When you make a melee weapon attack you gain +3 bonus to attack and damage rolls.

• You have resistance to bludgeoning, piercing, and slashing damage.

You must use all your action to kill the source that brought you to 0 hit points, if you die from environmental damage or other source you can make a simple command to your deity (fly us across the chasm, or help us fight a battle), the deity performs the task to the best of its ability. When the task is complete you must make a Wisdom saving throw. On a successful save, you regain control of your body with half of the hit point you currently have. On a failed save, you enter a coma-like state and your deity gain control of you body for 30 days. At the end of each day you can make a new Wisdom saving throw. At the end of the 30 days you recover the control of your body

While your deity have control of you body he gain the following benefits:

• Immunity to all divination and enchantment magic

• You can cast Greater Invisibility and Teleport once per day

• Anything that your GM sees fit for your deity to have

Your deity can give control of your body back, continue to help your companions, make a deal for his services, be hostile towards them or just leave, at your GM discretion.

Spiritual Guide

Focused on using Ki to cast spell to banish evil

Cost Spell 2 Protection from Good and Evil 2 Detect Magic 3 Branding Smite 4 Remove Curse

Cost Spell 4 Dispel Magic 4 Magic Circle 5 Banishment

Cost Spell 4 Spirit Guardians 6 Dispel Evil and Good 6 Greater Restoration 6 Hallow Conjure Celestial Divine Word Etherealness Planar Ally Planar Binding

Spiritual Custodian

Focused on using talisman to trap and destroy evil

Superior Talismans

All talismans that you create gain a damage roll of 1d6 force damage and can be thrown up to a range of 20/60. The maximum number of talismans that you can have increases by 5.

Blows of Force

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make an extra attack with a talisman as a bonus action.

Seal Evil

You throw 3 talisman at a target. Make a ranged spell attack against the target. On a hit a 10-foot radius, 20-foot-high barrier of shimmering force springs into existence centered on a creature or object of Medium size or smaller and lasting for 10 minutes or until all talismans are removed.

When the barrier appears, choose any number of creatures and objects within its area are wrapped in spiritual chains that burst off the ground restrained them. All creatures takes 2d6 force damage. Any hostile creature that ends its turn in the area must succeed on a Constitution saving throw or take 2d6 radiant damage as burst of holy energy emit from the ground.

A creature restrained by spiritual chains can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained

A creature inside the barrier can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the barrier, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the barrier. On a failure, the creature can't exit the barrier and wastes the use of the spell or effect. The barrier also extends into the Ethereal Plane, blocking ethereal travel.

Seal Evil Improvement

You can contain a creature or object of Large size or smaller. You can place a talisman in the barrier to increase its duration by 1 minute per talisman.

When an undead, fey, demon or devil of CR 2 or lower fails its Constitution saving throw against your Seal Evil feature, the creature is instantly destroyed.

You can cast Seal Evil as a ritual, place 5 talisman in the ground and no more than 10 foot-square apart, name a type of creature except celestial or construct, any creature of that type that enter the zone must make a Wisdom saving thrown. On a failure it takes 4d6 force damage and is pushed to the center of the barrier. The effect last for 24 hours.

Seal Evil Improvement

When an undead, fey, demon or devil of CR 4 or lower fails its Constitution saving throw against your Seal Evil feature, the creature is instantly destroyed.

As an action, you can spend 5 Ki point to deals 5d10 of force damage to any creatures that is restrained by your spiritual chains, undead, fey, demon or devil takes an extra 3d6 radiant damage.

Spiritual Possession

Focused on using special animal totem-talisman to fight in melee range

Totem Talisman

Totem Talisman: Dog Bark You can attack twice, instead of once, whenever you take the Attack action on your turn You can spend 1 Ki point to cast Green-Flame Blade or Blade Ward


Totem Talisman: Fox's Mask (9th Level Required) Spiritual energy radiates from you, distorting and diffusing magical energy within 10 feet of you. While you carried the totem in your body, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that would Charmed or Frightened them they gain immunity against the source of said effect.


Totem Talisman:Dove Feathers You can spend 2 Ki point to cast Feather Fall or Jump in yourself


Totem Talisman:Gallant Cockerel You can spend 1 ki point to give one of your allies advantage on melee attack rolls against any creature within 10 feet of you that is hostile to you


Totem Talisman:Rat Wit You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn

Totem Talisman:Dragon's Wrath You gain a +2 bonus to damage rolls with shrine maiden weapons


Totem Talisman:Ox Back You have advantage on constitution saving throws


Totem Talisman:Eyes of the White Snake While you aren't wearing armor and not wielding a shield, you can spend 1 ki point to give one hostile creature disadvantage on opportunity attack rolls against you


Totem Talisman:White Horses You can spend 2 Ki point to cast Divine Favor or Shield of Faith

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

Spiritual Focus

An spiritual focus is a special item—a bead shaped jade, a prayer beads, a blessed tree branch, a ceremonial dagger or some similar item, designed to channel and call the power of spirits. A Shrine Maiden can use such an item as a spellcasting focus.


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