"miko 5e dnd" By robblu (https://pastebin.com/u/robblu) URL: https://pastebin.com/4uZh51B6 Created on: Sunday 28th of August 2016 01:52:07 PM CDT Retrieved on: Saturday 31 of October 2020 03:27:48 AM UTC Shrine Maiden[edit] Selected among many promising candidates, only those naturally gifted can become shrine maidens. Through mind-taxing training of being repeatedly possessed by various spirits, if one survives with their mind sane, they are prepared to host a part of the deity into their body. After this ritual the shrine maiden becomes the vector between her world and the world of her deity. Shrine maiden's magic is granted by the connection they have to their deity, as well as from the communication with lesser spirits as a medium. Their occupation is primarily related to the service and wishes of her deity, gathering faith from the surrounding villages and preforming rituals during festivals. Shrine maidens are primarily female, the male equivalent are simply refereed as priests. Creating a Shrine Maiden. They take a vow of purity to never have sex with any male and once they do they cannot advance on the Shrine Maiden class anymore. Shrine maidens rarely embark on an adventure, as they lack a reason to leave their shrines behind. If a disaster strikes or an opportunity arises they might be forced to leave behind their home, pursuing a different goal. When making a shrine maiden it is important to consider how and why would she embark on her journey. Is she forced to leave her past social connection behind? How far is she willing to travel? Is the religion she practices is something she wants to spread or show to others? Is she ever planning to return to her shrine? Does she consider her journey as her training? Quick Build[edit] You can make a shrine maiden quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose Guidance and Produce Flame cantrips. 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: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shrine Maiden level after 1st Proficiencies Armor: Light Armor Weapons: Clubs, Handaxes, Shortbows, Longbows, Quarterstaffs, Sickles and Spears Tools: Choose two types of Artisan's tools Saving Throws: Charisma, Wisdom Skills: Performance and Choose two from Investigation, Nature, Religion, Animal Handling, Perception, Deception and Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) 20 arrows and a longbow or (b) a Handaxe and a quarterstaff (a) a component pouch or (b) a yorishiro focus (a) a diplomat's pack or (b) a priest's pack leather armor, a herbalism kit and a sickle Table: The Shrine Maiden Level Proficiency Bonus Features Cantrips Known —Spell Slots per Spell Level— 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting 2 2 — — — — — — — — 2nd +2 Eight Million Gods, Shamanistic Sense 2 3 — — — — — — — — 3rd +2 Divine Bond 2 4 2 — — — — — — — 4th +2 Ability Score Improvement, Mikagura, 3 4 3 — — — — — — — 5th +3 Divine Bond 3 4 3 2 — — — — — — 6th +3 Mikagura, Shamanistic Sense 3 4 3 3 — — — — — — 7th +3 Divine Bond 3 4 3 3 1 — — — — — 8th +3 Ability Score Improvement, Mikagura, 3 4 3 3 2 — — — — — 9th +4 Divine Bond 3 4 3 3 3 1 — — — — 10th +4 Mikagura, Shamanistic Sense 3 4 3 3 3 2 — — — — 11th +4 Divine Bond 4 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement, Mikagura, 4 4 3 3 3 2 1 — — — 13th +5 Shamanistic Sense 4 4 3 3 3 2 1 1 — — 14th +5 Mikagura Improvement 4 4 3 3 3 2 1 1 — — 15th +5 Ethereal Form 4 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th +6 Kamikakushi 5 4 3 3 3 2 1 1 1 1 18th +6 Spiritual Nature 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Living God 5 4 3 3 3 3 2 2 1 1 Spellcasting[edit] Originating from the will of the spirits you can communicate with, you are granted an ability to cast spells. Cantrips[edit] At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the shrine maiden table. Preparing and Casting Spells[edit] The shrine maiden table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of shrine maiden spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your charisma modifier + your shrine maiden level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level shrine maiden, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of shrine maiden spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability[edit] Charisma is your spellcasting ability for your shrine maiden spells, since your magic is based on persuading spirits. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a shrine maiden spells you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Ritual Casting[edit] You can cast a shrine maiden spells as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus[edit] You can use a Yorishiro (Equivalent of a Druidic Focus, see “Equipment”) as a spellcasting focus for your shrine maiden spells. Eight Million Gods[edit] Starting at 2nd level, A shrine maiden after focusing for 1 minute can detect the nearest object that hosts a deity. This ability only shows direction in which the deity can be reached. However, this feature might not work if the GM considers destination is too far away. In that case no direction is provided. There is no limit to using this feature and its always available for the shrine maiden to use. Shamanistic Sense[edit] At 2nd level, your natural talent of a medium is further explored and tested. Choose from Mystic Custodian, Fortune Teller and Spirit Guide. Your choice will grant you features at 2nd level 6th, 10th, 13th, and 17th level. Divine Bond[edit] Starting from 3th level you can add spells from the cleric spell list to the list of spells you can cast, as longest they are not included in the druid spell list. She can choose a level 1 cleric spell at 3th level, one level 2 cleric spell at 5th level, one level 3 cleric spell at 7th level, one level 4 cleric spell at 9th level, and one level 5 cleric spell at 11th level. To cast one of these spells, she must expend a slot from the shrine maiden table of the spell’s level or higher. All of those spells are considered always prepared, even after casting them, and you can change this list when you finish a long rest. They do not require you to meditate on them while changing the list. In addition for spell save DC and attack modifier, but only for those spells, the shrine maiden uses Wisdom instead of her Charisma. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Mikagura[edit] Starting at 4th level, as an action, the shrine maiden can enter in a trance-like state where she is possessed by the deity she serves. She must select a ritual from the list below, some are available only after the shrine maiden gains more experience. The chosen ritual takes effect immediately after this feature was used. Concentration is not required to maintain this feature, however in this state the shrine maiden can't dash or use any bonus actions. At the beginning of the next turn after Mikagura is activated, and every turn thereafter, the shrine maiden must make a Performance check (DC 10,11,12,13,14 depending on her current ritual found below respectively). Failure means that she loses the ability to target with those rituals for her current turn. Additionally, if she succeeds 3 times she no longer needs to make those checks for the duration of her current Mikagura. Rage and other mind effects can't be applied on self by the caster or by her allies while Mikagura is active. Consequently, the shrine maiden gains an advantage to saving throws against hostile mind affecting effects that require a saving throw. Mikagura's rituals have 2 types of effects. The first one affects all the allies, enemies or objects that stay within range. The second one is bestowed only on selected targets by the shrine maiden. You can pick up to 3 targets. This number increases by 1 every time a shrine maiden learns a new Mikagura ritual (To 7 at 12th level). The range which targets can be picked from is 60 feet, originating from the shrine maiden. If the target leaves that range, they are not longer being targeted, and any effects that require them to be continuously targeted are ceased. Shrine maiden is allowed to switch between different targets at the start of her turn. Mikagura lasts 1 minute or ceases if the shrine maiden becomes Unconscious. This feature can be used once and the shrine maiden regains this feature after she finishes a long rest. At the same time when feature ends, the shrine maiden stops preforming all Mikagura's rituals. During Mikagura, by using an Action, the shrine maiden is able to change a ritual into a different one. The effects of the old one will cease in the place of the new one. Blessing of the Early Crops[edit] At 4th level her deity grants the shrine maiden the Blessing of the Early Crops Ritual. Targeted allies are granted + 5 feet bonus to movement speed, and ignore terrain penalties if they move on the ground. If the target is consider an enemy or is unwilling, they have to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). If they fail, they become restrained, however they can still use their action to make a Strength saving throw against the same DC. On a success, they are freed. The effect of this ritual persists both for allies and enemy targets, as longest they are still targeted in consecutive rounds and remain within range. If this ritual ends, the effects of it are dispersed. Fortune[edit] At 6th level her deity grants the shrine maiden the Fortune Ritual. Each round targeted allies gain a single Small Luck effect. They can decide to spend one Small Luck on a single d20 dice roll. If they do they will receive a +1d4 single bonus to that roll. Allies can have any number of the Small Luck applied to them, but they can only use one each round. Small Luck's duration is maintained on the target as longest they are still within range while being targeted in consecutive rounds and is dispersed 1 minute after they stop being targeted with it. If Small Luck is reapplied on the target during that minute, the duration resets. If an enemy or an unwilling target fails their Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier), they receive a single Small Curse. In case they successfully land an attack, as a reaction their target is allowed to spend one of their Small Curse to force a reroll on that attack and take the worse result. Enemies and unwilling targets can have any number of the Small Curses applied to them, and there is no limit to how many of them can used by their targets per round. Small Curse's duration is maintained on the target as longest they are still within range while being targeted in consecutive rounds and is dispersed 1 minute after they stop being targeted with it. If Small Curse is reapplied on the target during that minute, the duration resets. Crop Fertility[edit] At 8th level her deity grants the shrine maiden the Crop Fertility Ritual. By changing the weather, this effect greatly improves the surrounding area's crops and vegetation within half a mile away from the shrine maiden. All allies within 60 feet are freed from any natural weather penalties. Targeted or unwilling enemies that failed their Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier) are affected by a wind storm. As longest the enemies remain targeted by the shrine maiden in consecutive rounds, a failure means that they receives cumulative penalties each time they fail. First time they fail their movement speed is halved. Second time they fail their ranged attacks gain a disadvantage against all targets. Third time fail they have to make Strength saving throw at the beginning of their turn (Dc 14) or they can't act during that turn. All those penalties stack with each other. If the a certain enemy stops being targeted by the shrine maiden or moves out of range, the effects of this Ritual is halted for him. They are resumed at their previous stage when the target fails his saving throw after being targeted again. Plentiful Harvest[edit] At 10th Level her deity grants the shrine maiden the Plentiful Harvest Ritual. All allies within 60 feet have their exhaustion level decreased by 1 each round while under this effect. Targeted allies have their HP resorted by 1d8. Enemies and unwilling targets suffer one levels of Exhaustion and 2d8 Force damage each time they fail their Condition saving throw (DC 8 + your proficiency bonus + your Charisma modifier). This Exhaustion can only be risen to Exhaustion of level 3, and persists as longest as the enemy remains in range. After this Ritual ends or the target moves out of range this Exhaustion condition is removed from the enemies and unwilling targets that were affected by it. Festive[edit] At 12th Level her deity grants the shrine maiden the Festive Ritual. Rain comes down falling, dousing off all surrounding fires within 200 feet. You automatically attempt to dose magical fires within 200 feet using your spellcasting ability at the beginning of your round when this ritual is active. The DC for magical fires is 10 + the spell's level. Failure decreases their duration by half, while success means that they are extinguished. Targeted enemies take 2d6 Bludgeoning and 2d6 Cold damage, or half of it if they succeed a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier). The shrine maiden, objects and all allies within 60 feet can't be ignited by any means and they receive fire resistance. This resistance persists as longest they remain in range while this ritual is active and lasts 1 hour after this ritual ends. In case if this ritual is reapplied by the shrine maiden, that duration resets. Additionally this ritual only works outdoors, or in spaces where the celling is at least 100 feet high. Ability Score Increase[edit] When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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. Mikagura Improvement[edit] Starting from 14th level, the number of successful Performance checks needed is lowered. As longest she makes one successful Performance check, she no longer needs to make that checks for the duration of her current Mikagura. Ethereal Form[edit] Starting at 15th level, the shrine maiden can become ethereal using an action. The shrine maiden can remain in this state for an hour and can use this feature 4 times. If she wishes she can extend the duration expanding one use of this feature, the duration will increase by an hour. Extending duration does not require the shrine maiden to spend any actions. After finishing a long rest, all of the uses of this feature are restored. In this form, she ignores all objects and effects that do not affect the ethereal creatures, she can freely pass through them. She can interact with other ethereal creatures and objects. She remains invisible to creatures that can't see ethereal beings. All her equipped items travel with her. All magical effects are halted, and are resumed when she stops being ethereal. Her vision and movement remains the same as from before this feature was used. Her maximum and current hp when using this feature equals half of her maximum hp gained from the shrine maiden class. She can cast spells or use any features from the shrine maiden class while in this form, but they will only affect other ethereal creatures. Additionally she can choose to cease the effect of this feature at any time. When this feature is no longer in effect, she is send back to the plane she originated from. If at that time she occupies the same spot as a solid object or creature, she is immediately shunted to the nearest unoccupied space that she can occupy and take force damage equal to twice the number of feet she was moved. Kamikakushi[edit] Starting at 17th level, as a ritual lasting 10 minutes, the shrine maiden can enter the world where her deity resides. Her body and equipment is transported to the space chosen by her deity in their plane. Her time there is not limited, although she can be send back by her deity at will if they wish so. When the shrine maiden returns to her own plane she appears in the same space when she used this feature and regains the form she had from before. If that place is occupied, she is moved to the next unoccupied space. She has to wait for 24 hours of her plane before using this feature again. Moreover she can choose to make every day she spends there be worth 1 year in her original plane. For example, if she decided on using this option and returns after 2 days, 2 years will pass in her original plane. If she decided on not using this option, the time passes equally on both planes. She has to make that decision before performing the ritual. Spiritual Nature[edit] Starting at 18th level, the shrine maiden can choose to willing leave her body and become permanently ethereal. The body she leaves behind disintegrates without trance, although all the equipment she was wearing is unscathed. This feature can be used as an action or as a reaction to the shrine maiden dying. This form's features are the same as the one listed in ethereal form. Furthermore, this feature can only be used if the shrine maiden currently is not ethereal and has a body which she occupies. Additionally, using this feature she can preform a ritual that would create another body for her. She is allowed to interchange her ability scores with each other, but not with her Charisma score. For example, she can switch her 16 Strength with 14 Intelligence, her new scores for those abilities are 14 and 16 respectively. Her body features, age, sex, height, can be shaped however she wishes, although that does not change her racial features. After 1 day of performing this ritual the body materialises and the shrine maiden is immediately forced into it. She regains all the class features she had from before she left her body. Living God[edit] After many troubles, your connection to your deity changed the nature of your soul. You no longer age, need to eat or breathe. Your form can't be changed by others by force, although you can still accept transmutation effects if you wish. Furthermore, by using this feature as a reaction, you can alter an event that does not include you and one that you are aware of, similar to Wish but with a few conditions. You can only use this feature to prevent something from happening in reality, but you can't form your own events as you please. Examples include: Stopping a natural disaster from occurring; Stopping someone from getting married; Stopping someone from attacking a certain creature; Stopping someone from casting a certain spell. As longest you are alive that event is not permitted to happen for one year. After this feature is used once, 1 year must pass in the shrine maiden's original plane to use feature again. Mystic Custodian[edit] Through a devotion to safekeeping her shrine, the shrine maiden learns the art of banishing wicked foes. This feature focuses on employing spirits for protection and aggression. A shrine maiden choosing this Shamanistic Sense receives a number of features that can prove useful in combat both defensively and offensively. Ofuda[edit] Starting at 2th level, the shrine maiden is able to produce a warding paper that can be plastered onto an object. If creatures with the type aberration, fiend, monstrosity, undead or any creatures that are ethereal attempt to touch that object, they take 2d6 Radiant damage and are pushed back 10 feet. A successful Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) halves the damage but does not prevent the push. Equipment and weapons can't benefit from this feature, neither would it active if the object would make contact with the target while the target is not willing to touch it. Additionally if the object is already protected by a different shrine maiden's ofuda, your plastered ofuda onto that object would not take effect. If you remove the plastered ofuda it is not longer usable, throwing it or plastering it again would not grant it the effect of this feature. The maximum number of ofuda plastered onto an object is equal to the limit of how many ofuda can a shrine maiden have. Plastered ofuda loses their effectiveness after 7 days, and becomes an ordinary paper with no special effects. That duration can be reset if the shrine maiden touches her plastered ofuda. Another way to use the ofuda is to throw it. Make an ranged spell attack with the range of 30 feet against the target, on hit the target takes Radiant 2d6 damage. If the target is an aberration, a fiend, a monstrosity, an undead or ethereal, they take additional 2d6 Radiant damage. After throwing it, the ofuda is spent. The shrine maiden can spend a spell slot to increase the damage, + 1d6 for each slot level. The maximum number of ofuda a shrine maiden can have is equal on her proficiency bonus + her Charisma modifier. During a long rest the shrine maiden prepares the ofuda using ink, ink pen and at least one sheet of paper. It takes 1 minute of inscribing the formula the shrine maiden knows onto a single piece of paper to create a single ofuda. A full 1 ounce bottle of ink can produce up to 10 of them. After finishing a long rest the shrine maiden's ofuda are ready to use. Any plastered ofuda counts towards the maximum ofuda a shrine maiden can replenish during rest. For example is she has plastered 4 ofuda, while her limit is 6, she would be only able to regain 2 after finishing her long rest. As longest a shrine maiden carries her ofuda, it is always usable for her. Any ofudas that are not plastered or carried by the shrine maiden lose their magical power after 24 hours. If the shrine maiden touches them during that time, but not after, the duration resets. A shrine maiden can't use ofudas that were created by a different person, nor can she restore their duration by touching them. Spirit Barrier[edit] Starting at 6th level the shrine maiden can invoke protective spirits to from a barrier that decreases the effect a harmful spell. Whenever the enemy is casting a spell that includes you as its target, as a reaction, you can choose one of the following options. You and your allies within 10 feet affected by the spell receive resistance for the damage caused by that spell only. The DC for you and your allies within 10 feet to resist the spell is decreased by 2. Any area affecting spell with duration that would affect you is Countered. For the purpose of determining this feature's Counterspell level use level 3. A shrine maiden can use this feature twice, you regain expended uses when you finish a short or long rest. Sacred Circle[edit] Starting at 10th level a shrine maiden can produce a protective circle against spirits. She creates a 20-foot-radius, 20-foot-tall warding cylinder that prevents aberrations, fiends, monstrosities, undead and any ethereal creatures from entering. Additionally if they already are inside of the circle they are thrown outside when this feature materialises. To resist the effect of this feature they have to succeed at a Strength check (Dc 17) when they enter it and each round they are inside of the circle. If they fail the circle pushes them back outside. After 2 failed checks they can not longer attempt to enter it, they are always pushed back. After 24 hours they regain the ability to attempt the Strength checks in order to enter it again. This feature can be cast in two different ways. As a ritual lasting 10 minutes. The sacred circle erected this way will last for 1 hour. As a ritual lasting 1 hour. The sacred circle erected this way will last for 24 hour, and the duration can be reset to 24 hours after 1 hour of concentration within the circle. A shrine maiden can use this feature once, and can only have one sacred circle active at any given time. Using this feature while a sacred circle created by the shrine maiden already exist causes the previous circle created by this feature to vanish. After finishing a full rest the shrine maiden can use this feature again. The DC to dispel a sacred circle is 16. Divine Wrath[edit] Starting at 13th level the shrine maiden can use her connection with spirits to enchant the abilities granted by her deity. All of her cleric spells learned through Divine Bond increase their DC by 2. Additionally, when casting a cleric spell learned through Divine Bond that damage can be increased by using a higher spell slot, always consider it as using one slot higher than the one the shrine maiden decides to spend. Fortune Teller[edit] Reality matters less and less for you, as the boundary between past and present diminishes for you. This feature focuses on invoking the spirits to gain knowledge about the past and future. A shrine maiden choosing this Shamanistic Sense receives a number of features that can prove useful outside combat. Blind Intuition[edit] Starting at 2th level, the shrine maiden can attempt to see into the knowledge of her past ancestors. While closing her eyes she can attempt to reroll any Arcana, History, Nature or Religion check once. After this feature is used for a certain check it can't be used again in regard to that check. The shrine maiden can use this feature two times, and those uses are restored after finishing a short or a long rest. Spirit Scrying[edit] Starting at 6th level, the shrine maiden invokes the spirits to look into the past. Concentrating for at least 1 minutes, she receives information concerning about the events of the past day that occurred in a space no larger than 60 feet square. This feature can only be used once and is restored after finishing a long rest. Kuchiyose[edit] Starting at 10th level the shrine maiden can preform a ritual that summons the presence of the deity. She must spend at least 1 minute in concentration, after which the connection is established. During the next 10 minutes her deity will use her month to speak. Other people can ask the deity up to 10 questions regarding present or future events, or for more specific guidance concerning a problem. How would the question be answered is up to the GM discretion. This ritual requires an offering that the deity would prefer to receive worth at least 25 gold. At the start of this ritual the shrine maiden is forced to make a Charisma saving throw (DC 16). Failure means that the deity takes full control over the shrine maiden during the 10 minutes when she borrows the deity her mouth, after which the shrine maiden has no memory of what she was doing. Divine Vision[edit] Starting at 13th level the shrine maiden can see into imminent future through her sense only. All of her cleric spells learned through Divine Bond receive advantage on their spellcasting attack rolls as well as on countering and dispelling enemy spells. Additionally, all the ranges and durations of those spells are doubled. Spirit Watcher[edit] As your vision expands, you start to see things that normal people would not be able to. This feature focuses on observing spirits and deriving information from them. A shrine maiden choosing this Shamanistic Sense receives a number of features that can prove useful many different situations. Necrotic Sense[edit] As longest the shrine maiden has her eyes closed, she is able to see ethereal or undead beings that are invisible to a normal eye. She uses the same range of vision as if her eyes where opened. Creatures that are invisible due the invisibility spell are not revealed. Additionally she can sense any ethereal or undead creature if they are at least 10 feet away from the shrine maiden, although she can't tell their exact location. Warning Spirit[edit] Starting from 6th level, this feature allows the shrine maiden to observe the behaviour of spirits around her. She receives an advantage to initiative and perception checks as longest as the spirits are present. A magical barrier that prevents them from entering, holy ground, and any other effects might prevent the shrine maiden from gaining the benefit of this feature at GM's discretion. Spirit Ward[edit] Starting at 10th level the shrine maiden hears the whispers of the spirits that helps her to see through disguises and lies. She gains additional + 1d4 when making a perception check to see through a disguise and + 1d4 on a check that tries to learn the true intentions of a creature. Further more the shrine maiden becomes proficient in Insight and Perception. Additionally, she can use this feature as a reaction against any invisible creature at the time it enters her field of vision. For 1 hour, the creature becomes always visible for the shrine maiden, no matter if it reapplies invisibility. The shrine maiden can use this feature three times. Those uses are restored after finishing a long rest. Divine Guidance[edit] Starting at 13th level the shrine maiden is able to call for assistance from spiritual servants of her deity. All of her cleric spells learned with Divine Bond become enchanted, the DC to dispel or counter them increases by 2. Additionally she can use this feature once to restore the spell slots that she used to cast her cleric spells learned with Divine Bond. The shrine maiden can use this feature again after finishing a long rest. Multiclassing[edit] Prerequisites. To qualify for multiclassing into the Shrine maiden class, you must meet these prerequisites: Charisma 13 Must be a part of religion that includes at least one deity. Proficiencies. When you multiclass into the class, you gain the following proficiencies: Light armor Longbow Shortbow