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Pure Land Pilgrim

Way of the Pure Land Pilgrim

The Way of the Pure Land Pilgrim seeks to embody the virtues of the Pure Land—a realm of spiritual purity and enlightenment. Practitioners of this path strive to bring the essence of this celestial realm to the material world, offering respite and protection to those who follow the path of righteousness. By harnessing divine power, they create sanctified spaces, traverse between planes, and call upon spiritual manifestations to defend the innocent. The Pure Land Pilgrim’s journey is one of transcendence, serenity, and unwavering protection.  

Subclass Spells

At 3rd, 5th, 9th, 13th, and 17th levels, you gain access to the following spells, which are always prepared and do not count against your number of spells prepared.   Level Spells
  • 3rd Sanctuary, Prayer of Cleansing
  • 5th Lesser Restoration, Amida’s Radiance
  • 9th Beacon of Hope, Pure Land Manifestation
  • 13th Guardian of Faith, Dimension Door
  • 17th Greater Restoration, Plane Shift
  • Amida's Sanctuary

    At 3rd level, you gain the ability to create a temporary sanctuary imbued with the essence of the Pure Land. As an action, you can create a 15-foot-radius sphere centered on a point you can see within 30 feet. The sanctuary lasts for 1 minute and provides the following benefits:
  • Allies within the sphere regain hit points equal to your Wisdom modifier (minimum of 1) at the start of each of their turns.
  • Undead and fiends that enter or start their turn in the sphere must make a Wisdom saving throw against your spell save DC or be banished to their native plane of existence until the end of your next turn. You can use this feature once per short or long rest.
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    Spirit Walk

    At 6th level, you can traverse spiritual planes with greater ease. As a bonus action, you can spend 1 Karma Point to become incorporeal until the end of your turn. While incorporeal:
  • You can move through creatures and objects as if they were difficult terrain.
  • You gain resistance to all damage except force and psychic damage.
  • If you end your turn inside an object, you are immediately shunted to the nearest unoccupied space, taking force damage equal to twice the number of feet you were moved. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses after a long rest.
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    Transcendent Guidance

    At 10th level, you can call upon spiritual guidance to protect and guide your allies. As an action, you can create a guiding spirit that hovers within 30 feet of you for 1 minute. The spirit provides the following benefits:
  • Allies within 30 feet of the spirit gain advantage on Wisdom and Constitution saving throws.
  • Whenever an ally within 30 feet of the spirit is reduced to 0 hit points but not killed outright, the spirit can sacrifice itself to restore the ally to 1 hit point and disappear.
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    Pure Land Gate

    At 14th level, you can create a temporary gateway to the Pure Land. As an action, you can spend 5 Karma Points to open a 30-foot-radius gate centered on you for 1 minute. While the gate is open:
  • Allies who enter the gate can teleport to an unoccupied space of their choice within 120 feet, appearing in a flash of radiant light.
  • Allies within the gate gain resistance to all damage and regain 10 hit points at the start of each of their turns.
  • Enemies that enter or start their turn in the gate must succeed on a Wisdom saving throw against your spell save DC or be stunned until the end of their next turn. Once you use this feature, you can’t do so again until you finish a long rest.
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    Sutra Invocation: Sutra of Pure Land Harmony

    When you choose the Way of the Pure Land Pilgrim at 3rd level, you gain access to the Sutra of Pure Land Harmony.   Sutra of Pure Land Harmony As an action, you can recite this sutra to create a 30-foot-radius aura of peace and harmony centered on yourself. The aura lasts for 1 minute and provides the following benefits:
  • Allies within the aura gain temporary hit points equal to your level at the start of each of their turns.
  • Hostile creatures that enter or start their turn in the aura must make a Wisdom saving throw or be charmed and unable to attack you or your allies for the duration.
  •   Once you use this Sutra Invocation, you cannot do so again until you finish a short or long rest.

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