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Shinto Cleric
by Jason "FishySpells" Chen
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# Shinto Cleric
##### by Jason Chen
#####
[@FishySpells](https://twitter.com/FishySpells)
While looking over the cleric subclasses, I found myself wanting a cleric that was themed around using a bow like the Arcane Archer fighter but not terrible. Kikyo from Inuyasha immediately sprang to mind and was a big inspiration for the majority of this subclass's features, but a lot of research went into learning more about Shintoism to be true to the source. I highly recommend googling the following terms to learn more: Shintoism, Miko, Kyudo, Hamaya, and Kagura. Thanks for reading and I hope you like it!
If you really, *really* like it, donations to my ko-fi are appreciated and are really encouraging to keep making more!
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.* *This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.* *All other original material in this work is copyright 2019 by Jason Chen*
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Art by **炎**
https://www.pixiv.net/en/artworks/42870961
# Cleric: Shinto Domain ##### Shinto Domain Spells | Cleric Level | Spells | |:---:|:-----------| | 1st | Mage Armor, Protection from Evil and Good | | 3rd | Healing Spirit, Protection from Poison | | 5th | Aura of Vitality, Crusader’s Mantle | | 7th | Aura of Purity, Aura of Life | | 9th | Commune with Nature, Dispel Evil and Good | #### Shinto Training At 1st level, you gain proficiency with calligrapher's supplies, the shortbow, and the longbow. #### Kyudo At 1st level, you can focus your spiritual intuition to make your arrows fly true. When you use the Attack action with a short or longbow, you can add half your Wisdom modifier (rounded-up) to attack rolls in addition to your Dexterity modifier. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Channel Divinity: Sacred Arrow Starting at 2nd level, you can use your Channel Divinity to cast spells through your bow attacks. If you reduce your speed to 0 at the start of your turn, you can combine the use of your action and bonus action to cast a cleric spell onto an arrow and make a single ranged attack with a short or longbow. The spell’s range equals to the range of your bow and the spell you cast onto your arrow must be incapable of targeting more than one creature at the spell's current level. \columnbreak If the arrow misses, the spell does nothing and is lost. Otherwise, you gain one of the following benefits depending on the nature of the spell: * If the spell requires an attack roll, use the result of the arrow’s attack roll instead and treat any 1 on a damage die as a 2. * If the spell requires the target to make a saving throw or ability check, it instead makes the save with disadvantage. * If the spell requires that you make an ability check, you instead make the check with advantage. #### Kagura At 6th level, when you cast a concentration spell with an effect that moves with you such as Crusader’s Mantle or Spirit Guardians, the radius range of that spell is increased by 15 feet and you have advantage on concentration checks to maintain that spell. #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with purifying 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. #### Spirit Barrier Starting at 17th level, while your Kagura is in effect, no creature below CR 5 nor any spell below 4th level may freely appear, stay, or enter a space within 15 feet of you unless you allow it. Higher CR creatures can attempt to enter your barrier by succeeding on a Constitution or Charisma check against your spell save DC (the creature chooses the ability to use). Higher level magical effects are repelled if you succeed on a Wisdom check. The DC equals 10 + the spell’s level. Once you use this feature, you must finish a long rest before you can use it again.