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Purity Domain
by Jason "FishySpells" Chen
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# Purity Domain 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. 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
# Purity Domain ##### Purity 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* | #### Shrine 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 make a ranged weapon attack with a bow, 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 use your action and bonus action together to cast a cleric spell onto an arrow and fire that arrow from a bow as a ranged weapon attack. The spell's range changes 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. If the arrow misses, the spell has no effect. Otherwise, your weapon deals damage as normal and 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 or check 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 *aura of vitality* or *spirit guardians*, the radius of that spell is increased by 15 feet and you have advantage on Constitution saving throws to maintain your concentration on 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, you can use your bonus action to create an invisible protective barrier that emanates from you and extends outwards to form a 15-foot radius sphere. Any creature below CR 5 or spell below 4th level that comes into contact with the barrier's outer edge is instantly repelled and cannot enter any space within 15 feet of you while you maintain your Kagura. You designate what creatures and spells are not affected. Higher CR creatures can ignore your barrier by first succeeding on a Charisma or Constitution check against your spell save DC (the creature chooses the ability to use). Higher level magical effects can only be repelled if you succeed on a Wisdom check. The DC equals 10 + the spell’s level. If a creature or spell is successful in penetrating your Spirit Barrier, it is immune to its repelling effect for the remaining duration of your Kagura. Once you use this feature, you must finish a long rest before you can use it again.