Shrine Maiden/Priest
"Once, I was but a girl. Full of sin, and happy for it. Now I am reborn, purified, and enlightened."
— Shrine Maiden Elei
On a silent night, a Maiden in red and white battles against evil forces that attempt to desecrate her temple. She rushes to each entryway and carefully places a small paper at each entryway as lumbering zombies attempt to break through the protective barriers.
In a poor village, a youthful robed man traps an evil demon within a shimmering blue barrier. He quickly signs with his hands and the barrier collapses upon the demon and crushes it.
Trecking through a desecrated forest, a veteran exorcist tracks her demonic prey through the bleak trees, with sacred ornaments jingling from her blessed glaive.
Protectors of sacred lands. Shrine Maidens and Priests work tirelessly to protect the Shrines which they serve. They act as healers and exorcists for the villages near their shrines, and are often sought upon for spiritual guidance from the peasantfolk. Their first and foremost duty however, is to protect the holy grounds which they are entrusted.
However some Shrine Maidens and Priests find themselves without a Shrine to tend. These wanderers travel in the service of the many Kami.
Creating a Shrine Maiden/Priest
As you make your Shrine Maiden or Priest character, think about your connection to the Shrine where you began your practices. Did you come from a family of Shrine Maidens or Priests and have the responsibilities of the Shrine passed down to you? Did you choose to leave your old life behind to repent as a servant of the gods?
Consider why you are now without a shrine to call your own. Did you abandon your duty and retreat from the tedium of shrine tending? Perhaps your shrine was destroyed as a result of an attack. Do you miss your shrine? Or do you feel freed without it? Do you have plans for your future or do you just prefer to wander from place to place and offer your services?
Most Shrine Maidens and Priests tend to lean towards being Lawful Good, as helping people and maintaining tradition are paramount to their profession.
Quick Build
You can make a Shrine Maiden/Priest quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Acolyte background.
Class Features
As a Shrine Maiden/Priest you gain the following class features.
Hit Points
- Hit Dice: 1d8 per Shrine Maiden level
- Hit Points at 1st Level: 8 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your 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: Wisdom, Intelligence
- 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 shortbow and 20 arrows or (b) any simple weapon
- (a) a priest’s pack or (b) a scholar’s pack
- 10 talismans, a spiritual focus and calligrapher’s supplies
The Shrine Maiden/Priest
Level | Proficiency Bonus | Max Talismans | Talisman Die | Features |
---|---|---|---|---|
1st | +2 | 10 | 2d4 | Talisman Attunement, Spiritual Shield |
2nd | +2 | 10 | 2d4 | Divine Connection, Kami Attunement |
3rd | +2 | 11 | 2d4 | Known Evil, Shrine Tradition |
4th | +2 | 11 | 2d4 | Ability Score Improvement |
5th | +3 | 12 | 3d4 | Spirtual Empowerment |
6th | +3 | 12 | 3d4 | Wind Footing, Shrine Tradition |
7th | +3 | 13 | 3d4 | Blessed Touch, Warding |
8th | +3 | 13 | 3d4 | Ability Score Improvement |
9th | +4 | 14 | 3d4 | Spirit Sight, |
10th | +4 | 14 | 3d4 | Spiritual Touch, Spiritual Empowerment 2/Rest |
11th | +4 | 15 | 4d4 | Shrine Tradition Feature, Warding Improvement |
12th | +4 | 15 | 4d4 | Ability Score Improvement |
13th | +5 | 16 | 4d4 | Pure Body |
14th | +5 | 16 | 4d4 | Divine Touch |
15th | +5 | 17 | 4d4 | Blessings of the Kami |
16th | +5 | 17 | 4d4 | Ability Score Improvement |
17th | +6 | 18 | 5d4 | Shrine Tradition Feature, |
18th | +6 | 18 | 5d4 | Spiritual Empowerment 3/Rest |
19th | +6 | 19 | 5d4 | Ability Score Improvement |
20th | +6 | 20 | 5d4 | Vessel |
Talisman Attunement
At 1st level, you gain proficiency with talismans.
The maximum number of talismans a shrine maiden/priest can have is shown on the Max Talismans column of the class table.
During a short or long rest you can prepare new talismans using a sixth of an ounce bottle of ink, an ink pen and at least one sheet of paper or parchment per five talismans. You may prepare a number of talismans 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/priest can't use talismans that were created by a different person.
You can use talismans as a medium to use certain magical abilities. When used on these abilities, they roll a number of dice equal to the talisman 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.
Some of your talisman features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Spell save DC
= 8 + your proficiency bonus + your Wisdom modifier
Spiritual Blast
Beginning at 1st level, Talismans also act as ranged weapons. As an action you can throw a talisman as a ranged spell attack against a creature within 30 ft, using wisdom for your attack roll.
On a hit they deal 2d4 + wisdom modifier force damage to the target.
The base force damage increases based on the talisman 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 a talisman on one creature you can see within 30ft, imbuing it with vitality. It gains a number of temporary hit points equal to 2d4 + your wisdom modifier.
The base temp hit points increases based on the talisman die table.
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 a talisman 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 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. The talisman 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 talismans, you may also change the inscription on any Talismans you have already made. Each talisman may only have a single name inscribed on it. Each Kami grants various benefits to Talismans inscribed with their name. Unless otherwise stated, the talisman acts as normal for the ability it is used for.
In other settings...
Not every setting is going to be appropriate for Kami, and every setting is different. It's easy enough to reflavor the Kami choices as the Gods, or other powerful celestial or fey beings. Talk to your DM about what beings might take the place of Kami in your setting.
Kami
The Kami are presented in alphabetical order.
Amaterasu
Origin of all that is good and Mother to us all. Talismans with Amaterasu's name on them shine with the light and life of the sun. When inscribed onto a talisman, 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 talisman 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. Talismans with Ebisu's name always hit their marks and guarentee favor. When inscribed onto a talisman, 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. Talisman's with Fujin's name fly further, and faster to their marks. When inscribed onto a talisman, 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. Talismans with Hachiman's name on them are inspirational. When inscribed onto a talisman 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. Talismans with Izanagi's name are potent at protecting life. When inscribed onto a talisman his name grants the folowing benefits:
- Healing Thread's talisman 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. Talismans with Izanami's name seek to take lives to nourish their user. When inscribed onto a talisman 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. Talismans with Okininushi's name have mystifying properties. When inscribed onto a talisman his name grants the folowing benefits:
- Spiritual Blast splits into a number of bolts equal to your number of talisman 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. Talismans with Raijin's name strike quickly and decisively. When inscribed onto a talisman 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. Talismans with Suijin's name are used to ward against pollution and corruption. When inscribed onto a talisman 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. Talisman's with susanoo's name imbridle the fury of the storm. When inscribed onto a talisman his name grants the folowing benefits:
- You can use a talisman to empower your weapon attacks. When you take the attack action you can apply your talisman, expending it. This deals an additional amount of lightning damage on hit equal to your talisman die. You may do this for each weapon attack in a single attack action, expending additional talismans 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. Talisman's 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. Talismans with Inari's name on them replicate the abilities of their kitsune messengers. When inscribed onto a talisman 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 talisman 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.
Known Evil
Beginning at 3rd 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, celestial or fiend. 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.
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 talisman to call for their aid. Doing so empowers the talisman, doubling the value of the Talisman Die table for that talisman, provided that the ability it is used for uses the Talisman 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.
Blessed Touch
Starting at 7th level, your very touch can cure minor magical ailments. You can cast the spell Lesser Restoration once on a creature you touch. Once you do so, you can't do so again until you finish a short or long rest.
Warding
Starting at 7th level, your talismans allow you to prevent creatures from entering structures or rooms. By placing a talisman 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 talisman. Either way that creature is subjected to damage based on your talisman die.
A doorway warded this way remains warded for eight hours or until the talisman is destroyed.
At 11th level, you may instead expend 3 talismans to cast Forbiddance once. You cannot do so again until you finish a long rest.
Spirit Sight
Starting at 9th level, the shrine maiden/priest 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.
Spiritual Touch
Starting at 10th level, you can soothe even the most grievous of ailments. You can cast the spell 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 have advantage against saving throws against charm and frighten effects.
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.
Blessing of the Kami
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.
When you die from anything except for old age, your death may be spared by the Kami. You may make an additional death saving throw after you die. If you pass, you receive the benefits of the resurrection spell at the beginning of the next dawn, at the nearest location of a Shrine or Temple of the Dm's choice.
If you die on hallowed ground or within a shrine or temple, you have advantage on this roll.
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.
Shrine Traditions
Spiritual Custodian
Shrine Maidens who protect sacred sites from invading creatures become Spiritual Custodians. Manipulators of a powerful spiritual barrier known as a Kekkai. They are experts at manipulating the battlefield and suppressing and destroying evil.
Kekkai
Starting at 3rd level you can form magical barriers of force to help trap evil and protect allies. By expending two talismans as an action you can create a barrier starting at a point within 10ft. The barrier is 1 inch thick and is up to 30 square feet in area arranged as you choose. This does not have to contact the ground or any surface. You can increase the size of the barrier by expending additional talismans as you create it, with each additional talisman adding 10 square feet to the size of the barrier. The barrier has a number of hit points equal to twice your talisman die + your wisdom modifier, has an AC of 10 and is resistant to damage types based on the talismans used to create it. The barrier prevents all spells, projectiles, attacks and creatures from passing through it as long as it remains. Maintaining the barrier requires concentration. If a creature is fully surrounded by the barrier, that creature is restrained.
As an action, you can reinforce the barrier by expending an additional talisman. This adds an additional amount of hit points to the barrier equal to your talisman die + your wisdom modifier or adds an additional 30 square feet to the size of the barrier.
Kekkai Manipulation
Starting at 6th level you become able to manipulate your barriers after they are created. As an action on your turn you can move the barrier or reshape it. You may move any amount of the barrier up to ten feet from its current location. If this movement comes in contact with a creature or another object the barrier stops.
In addition, you can do this manipulation as a reaction to an incoming attack towards yourself or an ally. If a creature you can see makes an attack against a friendly creature who is within 10ft of a barrier you can attempt to move the barrier to intercept that attack. If you do, make a dexterity saving throw with the DC equaling 5 + half the attack roll. On a success you move the barrier to intercept the attack, causing the barrier to take the attack's damage. If the attack deals enough damage to the barrier to destroy it, it hits the target of the attack for the remaining damage.
Mestu
Beginning at 11th level, you can use your Kekkai as a potent offensive weapon
When you have a creature entirely contained within the confines of a barrier, you can focus to cause that barrier to collapse upon them by using your action. The creature contained within the barrier must make a wisdom saving throw. Undead, celestials, fey, and fiends have disadvantage on this saving throw. On a failed save, if that creature is below 50 hitpoints it is instantly killed, leaving no remains and destroying all non-magical objects it is carrying. A creature above 50 hitpoints takes 4d10+10 damage of a type determined by the talismans used to make the barrier. If the barrier was made with two different talismans, the Shrine Priest chooses which damage type is used. If they take this damage or are killed by this it destroys the barrier.
You can do this a number of times equal to your wisdom modifier, and regain all uses on a long rest.
Kekkai Mastery
Beginning at 17th level, you become a master at destroying creatures with your kekkai.
When you form your Kekkai, you instead may create up to 120 square feet in area.
When a creature fails its saving throw against Metsu, it is instantly killed if it has less than 100 hitpoints. A creature above 100 hit points takes 7d10+10 damage instead.
Blade of the Kami
Some Shrine Maidens/Priests fight on the frontlines against evil. Their sworn purpose is to travel the realm eradicating evil with the protection of the Kami.
Gift of the Kami
Starting at 3rd level when you choose this archetype, the Kami bless you with a sacred weapon. This weapon may be any weapon of your choice. While wielding this weapon, you are considered proficient with it. If the weapon breaks or is lost, you may spend 8 hours in prayer with the Kami to receive another. You may also transfer your sacred powers to another weapon of your choice during this ritual. However, you must be touching the weapon for the full 8 hours.
In addition, As a bonus action you may apply a talisman to your sacred weapon. If you do, the weapon deals an additional amount of damage equal to your wisdom modifier, of the type determined by the talisman. This effect lasts for one minute or until you remove the talisman from the weapon, which consumes the talisman.
Magical Strikes
Starting at 6th level, your sacred weapon is considered magical for overcoming resistance and immunities.
In addition, whenever you take the attack action on your turn, you may attack twice, instead of once, on your turn.
The Kami's Cloak
Starting at 11th level, when a creature deals damage to you with a melee attack, you can use two talismans to rebuke that creature as a reaction using your talismans. The creature must make a Dexterity Saving throw, on a failed save deal damage equal to one use of your Spiritual Blast damage or half as much on a sucecessful save.
Seal Evil
At 17th level, the kami bless you with the power to seal evil creatures. You can spend 2 Talismens to cast the spell "Banishing Smite" This casting of banishing smite may only effect creatures of the Celestial, Fey, Fiend, or Undead types. If you successfully banish the creature, you may seal it within your sacred weapon. When a creature is sealed within the weapon, it is incapacitated, even if the creature is immune to this condition. There is no limit to the amount of creatures you keep sealed within this weapon. However, the creatures are freed if you die or the sacred weapon breaks.
My thanks
- Thanks to SamuraiHealer and dylanw3000. Without your feedback I never would have done the full rework to make this class what it is now.
- Thanks to Spirium_Ionis for the Blade of the Kami Archetype.
- Thanks to my friend Hyperbooper. Without you wanting to play this class I wouldn't have gone through all this to begin with.
- Thanks to whoever made this shrine maiden class on DnD wiki , as serving as the baseline that I'd work out from
Cover Art: 朱シオ