## Monk, Way of the Shrine Guardian
Monks of the way of the shrine guardian have dedicated their lives to the protection of the shrines to their gods and spent much of their life living within its walls.  They have studied the ways of their elders and learned to channel the divine energy within the shrine into magical Omamori charms to protect themselves, their allies, and enhance their own abilities.


#### Mystical Calligraphy
After much practice you have become skilled with a brush and quill.  As such, at level 3, you gain proficiency with a calligraphy kit.

Additionally, at the end of a long rest, you may create Omomori charms (paper charms with calligraphy on them). You may have multiple copies of the same charm, or all different ones, but can only have a maximum of your Wisdom Modifier (minimum 1) charms prepared. All previously created Omomori charms turn into harmless pieces of paper when you complete a long rest.



#### Empowered Omamori
Additionally at level 3, as a bonus action, you may spend 2 ki to activate one of your Omomori charms. For the next minute, you gain the passive ability of the charm. Once you get to level 6 or 11, you gain additional active abilities.  At the end of the activation time, the Omomori charm bursts into flame and burns to ashes.  You may only have one Omamori  charm active at a time, if you activate a new one the old one burns out instantly.

If you are concentrating on a spell when the Omamori charm burns up, the spell remains active as long as you retain concentration on it.  However, the passive ability is gone and you are unable to cast new spells through it.  All spells cast through this ability use wisdom as your spell casting modifier.



#### Precise Kanji
At level 6, you have perfected the art with the brush and quill You gain expertise with calligraphy tools. Additionally, you may create more Omomori charms during a short rest, although you still may only have a maximum of your wisdom modifier.


#### Omamori Master
At level 11, when you channel your ki to activate an Omamori you can push extra power into it to make it last longer.  If you spend an additional 2 ki (4 total), you may make the duration of the Omamori charm 10 minutes.


#### Summon Shrine Guardian
At level 17, as an action, you may spend 8 ki to summon the Shrine Guardian to a spot you can see within 30 feet of you. The shrine guardian acts on your initiative immediately after you, and responds to your commands. It is able to act normally on the round it is summoned. If you are knocked unconscious, it will attempt to stabilize you, then it will guard your body until it’s destruction. When it is destroyed or released by you as a bonus action, it disappears in a puff of smoke and returns to the shrine until it is called upon again. The guardian will disappear when you take a long or short rest.

A Shrine Guardian uses the Stone Defender stats (MToF or https://www.dndbeyond.com/monsters/stone-defender) and has an additional action of being able to cast Spare the dying at will using wisdom as it’s spell casting ability.






#### Omomori charms
* ** 厄除け (Yakuyoke) - Ward off Evil **
The symbol for avoidance of evil grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: You are considered under the effect of the Detect Evil and Good spell
Level 6: As an action, you may spend 1 ki to cast the Protection from good and evil spell.
Level 11: As an action, you may spend 3 ki to cast the Banishment spell.


* ** 運 (Un) - Luck**
 The symbol for luck and fortune grants you the following passive ability and may spend additional ki to gain the active ability.
Passive ability: Anytime you roll a 1 on a d20 for an ability check or an attack roll, you may re-roll that d20, taking the result of the second roll. This ability may only be used once per turn.
Level 6: As an action, you may spend 1 ki to cast the bless spell.
Level 11: As an action, you may spend 2 ki to cast the bestow curse spell.


* ** 健康 (Kenkō) - Health**
 The symbol for good health grants you the following passive ability and may spend additional ki to gain the active ability.
Passive ability: At the start of each of your turns, you gain your wisdom modifier (min 1) in temporary hit points.
Level 6: As a bonus action, you may spend 1 ki, to cast the healing word spell.
Level 11: As a bonus action, you may spend 3 ki to cast the mass healing word spell.


* ** 火 (Huǒ) - Fire**
 The symbol for flame grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: Your body erupts into flame. Any creature who ends it’s turn within 5 feet of you takes your wisdom modifier in fire damage.
Level 6: As a bonus action, you may spend 1 ki to cast searing smite. Unarmed strikes may be used to trigger this effect.
Level 11: As an action, you may spend 3 ki to cast the Fireball Spell.


* ** 風 (Fēng) - Wind**
 The symbol for wind grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: You gain advantage on all acrobatics checks and all jumps you make are considered moving jumps even if you aren’t moving.
Level 6: As an action, you may spend 1 ki to cast the Gust of Wind spell
Level 11: As an action, you may spend 4 ki to cast the Cloudkill spell


* ** 土 (Tǔ) - Earth**
 The symbol for earth grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: While this charm is active your bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your wisdom modifier (minimum 1)
Level 6: As an action, you may spend 2 ki to cast the Erupting Earth spell.
Level 11: As an action, you may spend 4 ki to cast the Move Earth spell


* ** 水( Shuǐ) - Water**
The symbol for water grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: You gain the ability to breath under water. Additionally, in place of an attack, you may hit the target with a focused spray of water. This attack has a range of 20 feet and does your martial arts die + dexterity mod bludgeoning damage.
Level 6: As an action, you may spend 1 ki to cast the Create or Destroy Water spell
Level 11: As an action, you may spend 5 ki to cast the Cone of Cold spell


* ** 空( Kū) - Void**
The symbol for void, sky, and heaven grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: You gain blindsight to a 10 foot range
Level 6: As an action, you may spend 1 ki to cast See Invisibility.
Level 11: As an action, you may spend 4 ki to cast Greater Invisibility.


* ** あく (Aku) - Evil**
The symbol for evil grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: You learn the ability to speak and understand Abyssal,  Infernal, Deep Speech, and Undercommon
Level 6: As an action, you may spend 1 ki to cast the Inflict Wounds spell 
Level 11: As an action, you may spend 5 ki to cast the Harm Spell 



* ** 木材 (Mokuzai) - Wood**
The symbol for wood grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: Any staff or club you are carrying is considered under the effects of the Shillelagh spell, utilizing Wisdom as your spellcasting ability.
Level 6: As an action, you may spend 1 ki to cast the Entangle spell
Level 11: As an action, you may spend 2 ki to cast the Plant Growth spell