There are many different ways of representing a shrine maiden style character. First of all, you have to decide what you mean by "shrine maiden." In general, the powers demonstrated by shrine maidens in Japanese movies and anime spans a large variety and doesn't really bare much resemblance to the status of such people in either myth or real life. It pretty much relates to the style of dress that the character wears, the white and red religious robes. They often are shown wielding spears, bows, staves, or brooms (mostly because sweeping up a shrine and keeping it tidy is part of the real life duties of shrine maidens and other people connected to shrines.)
Power-wise they range from martial artists to spellcasters. The spellcasters often are shown summoning spirits or else using magical talismans created from ritually treated strips of paper with various symbols on them either in Sanskrit or Japanese kanji. In this case, I am opting for a person raised in a rural shrine who invokes the animist spirits of nature and thus I am thinking of a druid. Now, one thing to note about this sort of druid is that they are largely more sophisticated and less opposed to civilization in its own right than the stereotypical druid. There are spirits in the buildings and cities, just this particular shrine maiden isn't familiar with the protocols and appropriate manners of talking to said spirits. She's a bit of an educated bumpkin.
1st Level Ghostwise Halfling Druid
Str:10
Dex:14
Con:13
Int:11
Wis:16
Cha:14
HP: 9
HP: 9
AC:12
Save DC: 13
Speed: 25 ft
Proficiency Bonus: +2
Lucky
Brave
Halfling Nimbleness
Silent Speech
Armor Proficiencies: Light Armor, Medium Armor, Shields
Save DC: 13
Speed: 25 ft
Proficiency Bonus: +2
Lucky
Brave
Halfling Nimbleness
Silent Speech
Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaves, Scimitars, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Languages: Common, Halfling, Druidic, Celestial, Primordial
Proficient Skills
Insight (Acolyte) +5
Nature (Druid) +2
Religion (Acolyte) +2
Survival (Druid) +5
Languages: Common, Halfling, Druidic, Celestial, Primordial
Proficient Skills
Insight (Acolyte) +5
Nature (Druid) +2
Religion (Acolyte) +2
Survival (Druid) +5
Feat:
Background: Acolyte
Druidic
Spellcasting
Cantrips: Druidcraft, Produce Flame
Spell Slots: 2 (1st)
Prepared Spells: 4
Equipment
Quarterstaff
Shortbow and 20 Arrows
Explorer's Pack
Druidic Focus
Holy Symbol
Prayer Book
5 Sticks of Incense
Vestments
Common Clothes
15 GP
Reasoning: The choice of halfling is just for the sake of amusement. Produce Flame is very thematic since the image of tiny balls of spirit fire, often blue, is pretty common in Japanese stories. Assume the quarterstaff is broom, just because it's funny. Shortbows are fortunately simple weapons which covers two weapons often associated with shrine maidens.
2nd to 5th Level
2nd Level - Wild Shape, Circle of the Land: Coast, Bonus Cantrip, Natural Recovery, Circle Spells, +6 HP (15)
Cantrip: Shillelagh
3rd Level - +6 HP (21)
4th Level - Ability Score Improvement: Magic Initiate: Sorcerer, +6 HP (27)
Cantrip: Guidance
Sorcerer Cantrips: Dancing Lights, Minor Illusion
Sorcerer Spell: Mage Armor
5th Level - Proficiency Bonus: +3, +6 HP (33)
Reasoning: I generally feel rather safe taking a Feat at 1st level when my primary stat is already at 16. So I decided to take Sorcerer spells in order to get Mage Armor. This is entirely so that she can always be wearing her normal clothes and use a blessing to provide herself with armor. Dancing Lights and Minor Illusions allow for her doing a couple of different minor things that can prove useful. As to the Circle of choice, I thought about the Circle of Dreams from Unearthed Arcana and it was really tempting, but I eventually decided to opt for Circle of the Land for the serious amount of magical versatility it provides. As amusing as the Create Bonfire spell from the Elemental Evil Player's Guide is, the idea of enchanting her broom with Shillelagh is even more amusing.
5th Level Statistics
5th Level Ghostwise Halfling Druid
Str:10
Dex:14
Con:13
Int:11
Wis:16
Cha:14
HP: 33
HP: 33
AC:12 (15 with Mage Armor)
Druid Save DC: 14
Sorcerer Save DC: 12
Speed: 25 ft
Proficiency Bonus: +2
Lucky
Brave
Halfling Nimbleness
Silent Speech
Armor Proficiencies: Light Armor, Medium Armor, Shields
Druid Save DC: 14
Sorcerer Save DC: 12
Speed: 25 ft
Proficiency Bonus: +2
Lucky
Brave
Halfling Nimbleness
Silent Speech
Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaves, Scimitars, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Languages: Common, Halfling, Druidic, Celestial, Primordial
Proficient Skills
Insight (Acolyte) +6
Nature (Druid) +3
Religion (Acolyte) +3
Survival (Druid) +6
Languages: Common, Halfling, Druidic, Celestial, Primordial
Proficient Skills
Insight (Acolyte) +6
Nature (Druid) +3
Religion (Acolyte) +3
Survival (Druid) +6
Feat: Magic Initiate: Sorcerer
Background: Acolyte
Druidic
Spellcasting
Wild Shape (CR 1/2, No Flying Speed, 2 Uses)
Circle of the Land: Coast
Natural Recovery: 2 Levels
Circle Spells
Druid Cantrips: Druidcraft, Guidance, Produce Flame, Shillelagh
Sorcerer Cantrips: Dancing Lights, Minor Illusions
Sorcerer Spells: Mage Armor
1st Level Circle Spells: Mirror Image, Misty Step
2nd Level Circle Spells: Water Breathing, Water Walk
3rd Level Circle Spells: Control Water, Freedom of Movement
Spell Slots: 4 (1st) 3 (2nd) 2 (3rd)
Prepared Spells: 8
Equipment
Quarterstaff
Shortbow and 20 Arrows
Explorer's Pack
Druidic Focus
Holy Symbol
Prayer Book
5 Sticks of Incense
Vestments
Common Clothes
15 GP
Reasoning: The choice of halfling is just for the sake of amusement. Produce Flame is very thematic since the image of tiny balls of spirit fire, often blue, is pretty common in Japanese stories. Assume the quarterstaff is broom, just because it's funny. Shortbows are fortunately simple weapons which covers two weapons often associated with shrine maidens.
6th to 10th Level
6th Level - Land's Stride, +6 HP (39)
7th Level - +6 HP (45)
7th Level - +6 HP (45)
8th Level - Ability Score Improvement: +2 Wis, +6 HP (51)
9th Level - Proficiency Bonus +4, +6 HP (57)
10th Level - Nature's Ward, +6 HP (63)
Cantrip: Virtue
Reasoning: I decided to go ahead and up her Wisdom this time around and took Virtue as a way to provide a sort of amount of healing even when they are out of spell slots. I have to admit that the lack of options is part of the reason I haven't done a theoretical druid before.
10th Level Statistics
Str:10
Dex:14
Con:13
Int:11
Wis:18
Cha:14
HP: 63
HP: 63
AC: 12 (15 with Mage Armor)
Druid Save DC: 16
Sorcerer Save DC: 14
Speed: 25 ft
Proficiency Bonus: +4
Lucky
Brave
Halfling Nimbleness
Silent Speech
Armor Proficiencies: Light Armor, Medium Armor, Shields
Druid Save DC: 16
Sorcerer Save DC: 14
Speed: 25 ft
Proficiency Bonus: +4
Lucky
Brave
Halfling Nimbleness
Silent Speech
Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaves, Scimitars, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Languages: Common, Halfling, Druidic, Celestial, Primordial
Proficient Skills
Insight (Acolyte) +8
Nature (Druid) +4
Religion (Acolyte) +4
Survival (Druid) +8
Languages: Common, Halfling, Druidic, Celestial, Primordial
Proficient Skills
Insight (Acolyte) +8
Nature (Druid) +4
Religion (Acolyte) +4
Survival (Druid) +8
Feat: Magic Initiate: Sorcerer
Background: Acolyte
Druidic
Spellcasting
Wild Shape (CR 1, 2 Uses)
Circle of the Land: Coast
Natural Recovery: 5 Levels
Circle Spells
Land's Stride
Nature's Ward
Druid Cantrips: Druidcraft, Guidance, Produce Flame, Shillelagh, Virtue
Sorcerer Cantrips: Dancing Lights, Minor Illusions
Sorcerer Spells: Mage Armor
1st Level Circle Spells: Mirror Image, Misty Step
2nd Level Circle Spells: Water Breathing, Water Walk
3rd Level Circle Spells: Control Water, Freedom of Movement
4th Level Circle Spells: Conjure Elemental, Scrying
Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 3 (4th) 2 (5th)
Prepared Spells: 14
Equipment
Quarterstaff
Shortbow and 20 Arrows
Explorer's Pack
Druidic Focus
Holy Symbol
Prayer Book
5 Sticks of Incense
Vestments
Common Clothes
15 GP
11th to 15th Level
11th Level - +6 HP (69)
12th Level - Ability Score Improvement: Skilled, +6 HP (75)
13th Level - Proficiency Bonus +5, +6 HP (81)
12th Level - Ability Score Improvement: Skilled, +6 HP (75)
13th Level - Proficiency Bonus +5, +6 HP (81)
14th Level - Nature's Sanctuary, +6 HP (87)
15th Level - +6 HP (93)
Reasoning: I decided to take Skilled here to add some things like Persuasion or the like to fit a cheerful sort of character. To be honest, it probably would have fit better to take it way at the beginning but maybe she was operating on just raw Charisma at that point.
15th Level Statistics
Str:10
Dex:14
Con:13
Int:11
Wis:18
Cha:14
HP: 93
HP: 93
AC: 12 (15 with Mage Armor)
Druid Save DC: 17
Sorcerer Save DC: 15
Speed: 25 ft
Proficiency Bonus: +5
Lucky
Brave
Halfling Nimbleness
Silent Speech
Armor Proficiencies: Light Armor, Medium Armor, Shields
Druid Save DC: 17
Sorcerer Save DC: 15
Speed: 25 ft
Proficiency Bonus: +5
Lucky
Brave
Halfling Nimbleness
Silent Speech
Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaves, Scimitars, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Languages: Common, Halfling, Druidic, Celestial, Primordial
Proficient Skills
Animal Handling (Skilled) +9
Insight (Acolyte) +9
Nature (Druid) +5
Performance (Skilled) +7
Persuasion (Skilled) +7
Religion (Acolyte) +5
Survival (Druid) +9
Languages: Common, Halfling, Druidic, Celestial, Primordial
Proficient Skills
Animal Handling (Skilled) +9
Insight (Acolyte) +9
Nature (Druid) +5
Performance (Skilled) +7
Persuasion (Skilled) +7
Religion (Acolyte) +5
Survival (Druid) +9
Feat: Magic Initiate: Sorcerer, Skilled
Background: Acolyte
Druidic
Spellcasting
Wild Shape (CR 1, 2 Uses)
Circle of the Land: Coast
Natural Recovery: 7 Levels
Circle Spells
Land's Stride
Nature's Ward
Nature's Sanctuary
Druid Cantrips: Druidcraft, Guidance, Produce Flame, Shillelagh, Virtue
Sorcerer Cantrips: Dancing Lights, Minor Illusions
Sorcerer Spells: Mage Armor
1st Level Circle Spells: Mirror Image, Misty Step
2nd Level Circle Spells: Water Breathing, Water Walk
3rd Level Circle Spells: Control Water, Freedom of Movement
4th Level Circle Spells: Conjure Elemental, Scrying
Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 3 (4th) 2 (5th) 1 (6th) 1 (7th) 1 (8th)
Prepared Spells: 19
Equipment
Quarterstaff
Shortbow and 20 Arrows
Explorer's Pack
Druidic Focus
Holy Symbol
Prayer Book
5 Sticks of Incense
Vestments
Common Clothes
15 GP
16th to 20th Level
16th Level - Ability Score Improvement: +2 Wis, +6 HP (99)
17th Level - Proficiency Bonus +6, +6 HP (105)
17th Level - Proficiency Bonus +6, +6 HP (105)
18th Level - Timeless Body, Beast Spells +6 HP (111)
19th Level - Ability Score Improvement: +2 Cha, +6 HP (117)
20th Level - Archdruid, +6 HP (123)
Reasoning: I was considering taking another feat at this point, but eventually just decided to add a stat increase.
20th Level Statistics
Str:10
Dex:14
Con:13
Int:11
Wis: 20
Cha:16
HP: 123
HP: 123
AC: 12 (15 with Mage Armor)
Druid Save DC: 19
Sorcerer Save DC: 17
Speed: 25 ft
Proficiency Bonus: +6
Lucky
Brave
Halfling Nimbleness
Silent Speech
Armor Proficiencies: Light Armor, Medium Armor, Shields
Druid Save DC: 19
Sorcerer Save DC: 17
Speed: 25 ft
Proficiency Bonus: +6
Lucky
Brave
Halfling Nimbleness
Silent Speech
Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaves, Scimitars, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Languages: Common, Halfling, Druidic, Celestial, Primordial
Proficient Skills
Animal Handling (Skilled) +11
Insight (Acolyte) +11
Nature (Druid) +6
Performance (Skilled) +9
Persuasion (Skilled) +9
Religion (Acolyte) +6
Survival (Druid) +11
Languages: Common, Halfling, Druidic, Celestial, Primordial
Proficient Skills
Animal Handling (Skilled) +11
Insight (Acolyte) +11
Nature (Druid) +6
Performance (Skilled) +9
Persuasion (Skilled) +9
Religion (Acolyte) +6
Survival (Druid) +11
Feat: Magic Initiate: Sorcerer, Skilled
Background: Acolyte
Druidic
Spellcasting
Wild Shape (CR 1, 2 Uses)
Circle of the Land: Coast
Natural Recovery: 10 Levels
Circle Spells
Land's Stride
Nature's Ward
Nature's Sanctuary
Druid Cantrips: Druidcraft, Guidance, Produce Flame, Shillelagh, Virtue
Sorcerer Cantrips: Dancing Lights, Minor Illusions
Sorcerer Spells: Mage Armor
1st Level Circle Spells: Mirror Image, Misty Step
2nd Level Circle Spells: Water Breathing, Water Walk
3rd Level Circle Spells: Control Water, Freedom of Movement
4th Level Circle Spells: Conjure Elemental, Scrying
Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 3 (4th) 3 (5th) 2 (6th) 2 (7th) 1 (8th) 1 (9th)
Prepared Spells: 25
Equipment
Quarterstaff
Shortbow and 20 Arrows
Explorer's Pack
Druidic Focus
Holy Symbol
Prayer Book
5 Sticks of Incense
Vestments
Common Clothes
15 GP
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