Perform one of many religious ceremonies, the target must be within 10 feet of you throughout the casting. Atonement. Touch one willing creature with changed alignment, make DC 20 Insight check. With success, you restore the target to its original alignment. Bless Water. Touch one vial of water and cause it to become holy water. Coming of Age. Touch one humanoid who is a young adult. Next 24 hours, add d4 to each ability check. They benefit from this only once. Dedication. Touch one humanoid who wishes to be dedicated to your god's service. Next 24 hours, add d4 to each saving throw. They benefit from this only once. Funeral Rite. Touch one corpse, for next 7 days, the target can't become undead by any means short of a Wish spell. Investiture. Touch one willing humanoid. Prepare one level 1 spell, expend a spell slot, any material components as if casting the spell. Instead, the target can cast this spell once without expending a spell slot or material components. If unused within 1 hour, the invested spell is lost. Wedding.
修祓 Shubatsu- Mend & Cleanse
(闘 Toh - a pinch of salt)
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
闘摘料(修祓)散的
RITUAL chalk octagram, transmutation symbol in centre, 闘 at top point, pour salt in centre, 闘 Toh handsign, say 修祓
臨 Rin---闘 Toh---皆 Kai---列 Retsu--前 Zen
兵 Pyō---者 Sha---陣 Jin---在 Zai
(x) spoken----交 cross
2 double------立 stand
口 mouth-----丸 circle
目 eye---------吹 blow
耳 ear---------伸 expand
的 target-----摘 pinch
指 point-------捻 twist
触 touch------投 throw
上 up----------拇 thumb
下 down------頭 head
小 small-------心 heart
大 big----------腕 arm
閉 close-------肘 elbow
開 open-------肩 shoulder
内 interior----掌 palm
外 exterior---料 material/fee
進 forward---散塩 sprinkle salt
逆 reverse----散水 sprinkle water
通 pass by----
(臨 Rin) gun - thunderbolt ABJURATION
STRENGTH, POWER over oneself & others
(兵 Pyo) promise - great thunder EVOCATION
CHANNEL, DIRECTION of Energy
(闘 Toh) aloha - outer lion TRANSMUTATION
HARMONY with nature
(者 Sha) fox - inner lion NECROMANCY
HEALING of oneself & others
(皆 Kai) thumb - outer bonds DIVINATION
PREMONITION of danger, SENSE of danger
(陣 Jin) hidden - inner bonds ENCHANTMENT
KNOWING, READING the thoughts of others
(列 Retsu) pinch - wisdom fist ILLUSION
Dimension, Control of space and time
(在 Zai) open - ring of the sun CONJURATION
Creation, Control of sky and elements
(前 Zen) fist - hidden form
ENLIGHTENMENT
May those who preside over warriors be my vanguard!
光 Hikari (兵 Pyō)
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
兵口(光)触的
修復 Shūfuku (闘 Toh)
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
料2闘口(修復)触的
抵抗 Teikō (臨 Rin)
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
料臨口(抵抗)触的
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
神迎え:神の力 Kamimukae: Kami no chikara
You can expend a use of your Channel Divinity to fuel your spells.
As a Bonus Action, you may touch your Holy Symbol, utter a prayer and regain 1 expended 1st-level spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once, 6th level, twice, and 18th level, thrice. You regain all expended uses when you finish a long rest.
2臨口(神迎え)指内(神の力)
神迎え:黄昏 Kamimukae: Tasogare
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
-Temp HP equal to 1d6 plus your cleric level.
-End one effect: charmed or frightened.
When you finish a short or Long Rest, you regain your expended uses. At 6th Level twice between rests, 18th level three times between rests.
2臨口(神迎え)開外(黄昏)
夜の目 Yonome (闘 Toh)
Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
闘指目(夜の目)指的
警戒 Keikai vigilance (皆 Kai)
At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
皆拇的(警戒)
導き Michibiki (皆 Kai)
guiding or showing the way
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
皆触的(導き)
鬼火 Onibi Oni Fire (兵 Pyō)
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At Higher Levels. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
兵口(鬼火)吹指的
死ぬ Shi-ne! (者 Sha)
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At Higher Levels. The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
者指的(死ぬ!)
天照 Amaterasu heaven shines (兵 Pyō)
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At Higher Levels. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
兵指上(天照)
魔術 Majutsu (闘 Toh)
You manifest a minor wonder, a sign of supernatural power, within range. Create one of the following magical effects within range:
-Your voice 3X louder 1min.
-Flames flicker, brighten, dim, change color 1min.
-Harmless ground tremors 1 min.
-Create an instantaneous sound originating from a point of your choice within range, like a rumble of thunder, cry of a raven, or ominous whispers.
-You instantaneously cause an unlocked door or window to fly open or slam shut.
-You alter the appearance of your eyes 1min.
If you cast this spell multiple times, you can have up to three of its 1-min effects active at a time, and you can dismiss such an effect as an action.
Shikokumujin 四黒霧陣
Four Black Fogs Formation (者 Sha)
(Dark Sealing Method, creating a powerful barrier that seals them off from all outside forces, even death.)
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
2者交触的(四黒霧陣)
神迎え:破魔弓 Kamimukae: Hama Yumi
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
2臨口(神迎え)伸進(破魔)捻内臨(弓)
狐火 Kitsunebi Fox Fire (兵 Pyō)
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a DEXTERITY saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
兵口(狐火)指的
金縛り Kanashibari (陣 Jin)
Metal Restraint (sleep paralysis demons)
This spell sends creatures into a magical slumber. Roll 5d8, total is how many HP of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current HP (ignoring unconscious creatures).
Starting with the creature that has the lowest current HP, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's HP from the total before moving on to the creature with the next lowest HP. A creature's HP must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
拇料閉上陣(金縛り)
弊害 Heigai (陣 Jin)
a thing that causes undesirable effects, evil
Up to three creatures of your choice that you can see within range must make CHARISMA saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
拇料指的閉下陣(弊害)
恩恵 Onkei - benefit, favour, blessing (陣 Jin)
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
拇料閉陣散水(恩恵)
命令 Meirei (陣 Jin)
Speak a one-word command to a creature you can see within range. They must succeed a Wisdom saving throw or follow the command on its next turn. Spell has no effect on the undead, if it doesn't understand your language, or if your command is directly harmful to it. You can issue commands other than one described here, and DM determines how the target behaves. If target can't follow your command, the spell ends. Approach. Target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. Target drops whatever it is holding and then ends its turn. Flee. Target spends its turn moving away from you by the fastest available means. Grovel. Target falls prone and then ends its turn. Halt. Target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At higher levels. When you cast spell using 2nd level slot or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
陣口(命令)指的(X)
水操縦 Suisōjū - Water Manipulation (闘 Toh)
You either create or destroy water.
Create Water. Create up to 10 gallons of clean water within range in an open container. Or, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. Destroy up to 10 gallons of water in an open container within range. Or, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
闘摘料散的(水操縦)
賓頭盧 Binzuru - God of Health, Cures (者 Sha)
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
掌上者触的(賓頭盧)
意図検出 Ito kenshutsu detect intent (皆 Kai)
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
皆通目(意図検出)
魔法検出 Mahō kenshutsu (皆 Kai)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
2皆伸通目(魔法検出)
RITUAL chalk octagram, divination symbol in centre, 皆 Kai at top point, light candle in centre, 皆 Kai handsign, say 魔法検出
穢れ検出 Kegare kenshutsu (皆 Kai)
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
皆料通目(穢れ検出)
かめはめ波 Kamehameha
Turtle Destruction Wave
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
(かめはめ波)
少彦名神 Sukunabikona small lord of renown Dwarf god of healing, magic, sake (者 Sha)
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
者指的(少彦名神)
八卦掌 Hakkeshō - Eight Trigrams Palm (者 Sha)
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
2者口(八卦掌)伸触的
妖怪保護 Yōkai hogo (臨 Rin)
Protection from the supernatural
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
臨料口(妖怪保護)触的
聖域 Seiiki sanctuary (臨 Rin)
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a WISDOM saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
臨料掌口(聖域)料的
信仰の盾 Shinkō no tate (臨 Rin)
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
臨料掌口(信仰の盾)料的
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical Effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute Effects active at a time, and you can dismiss such an Effect as an action.