Homebrew Hierophants Species Details
Are we belonging to those above or to the mortal realm here? Who do we answer to and who should we serve? What is this heavy title ladened upon me with only seconds of care when it is something I shall bare for centuries? Modern society has no place for us Hierophants. Be gone!
- Asai Kochi, The Last Hierophant of Kudouhi
Amidst the dampened treeline separating the mighty jewel of Torden and Agauveil, a stout, wayward goat--far from its herd and civilisation--munches obliviously on frosted grass, below the deep blanket of snow. Its head snaps up, beady eyes flitting around, as it hears the crunch of ice. The air is still, then a gust, unlike anything nature has ever seen, swallowed the frail animal. Entrapped in an air-tight bubble, the goat's eyes bulge, it writhes and writhes until suddenly... it falls. THUD! Into the snow, the gust disappears and returns as a woman, dressed in exclusive leather, eyes dry as she takes in her prey. Yes, this will make a fine dinner, indeed.
Divine Descendants
When Caelus, the Creator, exploded to protect this world, their body became shrapnels of divine power which turned anything it touched into a physical manifestation of that power. This process is termed Hierophany. Those who were born of Caelic fragments are termed the First Gods. The largest fragments of Caelus, of which there were eight; Caelus' heart, right hand, left hand, right leg, left leg, mouth, right eye, and left eye. These manifested into the Greater Gods. With them, they have an abundance of power.
The Greater Gods would often enter relationships together and birth offsprings which may inherit their power. These are the Lesser Gods.
Lastly, descendants of Lesser Gods are Hierophants who are essentially humans with a fraction of the power of a god. Hierophants would often take positions as High Priests in temples and Political Powers.
Divine Form
Hierophants, unlike the Diviners, have physical traits which differentiates them from the humans. Aside from their longer lifespan and relatively strong constitutions, they are stockier and taller than most, towering the average population at around 7 ft long once they reach adulthood (around their early hundreds). Further, their deeper connection to the divine allows them to mould their physical form into their inherited elements. This is a relatively painful process for them as, for example, a Hierophant of Fire descent would have to burn away their mortal skin every transformation. For this reason, most Hierophants shy away from their Divine Form, preferring rather to stay in their "human" state, lest they are rogue.
Upbringing... Haha, get it? Cause they go up towards--
Hierophants are direct relatives to Gods and Goddesses. The many children of the Lesser God of Plasma have had a full childhood with their father learning their elemental powers to fully melt one with Plasma itself. However, this is not the case for most modern Hierophants (despite the rarity of one) as Gods and Goddesses would often have to abandon their kin as most Hierophants are borne of one mortal parent and one deity. Back then, Hierophants were solely children of two Lesser Gods, but as the numbers of deities come swindling down, some Gods would resort to adultery and the courting of multiple partners to ensure a viable heir. This child would be entrusted to the care of the mortal family and raised to the highest standards, much like a prince of a lowly country would experience. The family would have to educate them on Celestial dialects, politics, principles, and then those of the human realm. Failure to comply would result in the "killing" of the Hierophant by their Godly parent, as it is seen as a "failure" if one of their heirs turned out weak. For this reason, many Hierophants are natural borne leaders such as Kings and High Priests.
Hierophant Names, Ethnicities, Elements
Having so much more variety than other cultures, Hierophants as a whole have no typical names. It's largely dependent on where the Diviner is born as each region have their own naming conventions. Moreover, Hierophants and their elemental powers are almost "landlocked", meaning that they naturally inherit the elemental of the residing Gods and Goddesses of their land. However, you may come across several travelling Diviners whose elements are foreign to your region.
Torden
Tordens are of tall build than the other Hierophants.
Tordens Names: (Male examples) Robin, Jack, Ainsel, Lucas, Deryck, Winston, Sawin, Arthur, Aednoth, Edgard, Edward, Martin, Rendel; (surnames example) Briar, Hylton, Blackmoor, Ewer, Smith, Never
Torden elements: Electricity, Plasma, Sand, Air, Ice, Sound, Water
Hierophant Tables: Abilities
Level |
Cantrips known |
Spells known |
Spell slots |
Spell level |
| 1 | 2 | 2 | 2 | 1st |
| 2 | 2 | 3 | 2 | 1st |
| 3 | 2 | 4 | 2 | 2nd |
| 4 | 2 | 5 | 2 | 2nd |
| 5 | 3 | 6 | 2 | 3rd |
| 6 | 3 | 7 | 3 | 3rd |
| 7 | 3 | 8 | 3 | 4th |
| 8 | 3 | 8 | 3 | 4th |
| 9 | 4 | 9 | 3 | 4th |
| 10 | 4 | 9 | 3 | 5th |
| 11 | 4 | 10 | 3 | 5th |
| 12 | 4 | 10 | 4 | 5th |
| 13 | 4 | 11 | 4 | 5th |
| 14 | 4 | 11 | 4 | 5th |
| 15 | 4 | 12 | 4 | 5th |
Hierophant Tables: Elements
Please use the following table to guide your spell and cantrip selection responding to your level and elements.
Air Hierophant
Air spells |
|
| Cantrips | Gust |
| Mage Hand | |
| Poison spray | |
| Resistance | |
| 1st level | Expeditious retreat |
| Fog cloud | |
| Catapult | |
| 2nd level | Warding Wind |
| Gust of Wind | |
| Levitate | |
| Rope Trick | |
| 3rd level | Beacon of Hope |
| Elemental Weapon | |
| Gaseous Form | |
| 4th level | Aura of Life |
| Resilient Sphere | |
| Storm Sphere | |
| 5th level | Freedom of the winds |
| Conjure elemental | |
| Control winds | |
Water Hierophant
| Cantrips | Acid splash |
| Shape water | |
| Guidance | |
| Resistance | |
| 1st level | Chromatic Orb |
| Absorb elements | |
| Create/destroy water | |
| 2nd level | Prayer of Healing |
| Blur | |
| Lesser Restoration | |
| Magic Weapon | |
| 3rd level | Aura of Vitality |
| Elemental Weapon | |
| Freedom of the Waves | |
| 4th level | Control Water |
| Summon Elemental | |
| Watery Sphere | |
|
5th level |
Cloudkill |
| Conjure elemental | |
| Maelstorm |
Electric Hierophant
Electricity spells |
|
| Cantrips | Lightning Lure |
| Acid splash | |
| Shocking grasp | |
| Thunderclap | |
| 1st level | Chromatic Orb |
| Guiding bolt | |
| Color Spray | |
| 2nd level | Branding smite |
| Scorching Ray | |
| Magic Weapon | |
| Phantasmal Force | |
| 3rd level | Blinding Smite |
| Call Lightning | |
| Elemental Weapon | |
| 4th level | Elemental Bane |
| Storm Sphere | |
| Summon Elemental | |
| 5th level | Banishing Smite |
| Conjure elemental | |
| Flame strike | |
Plasma Hierophant
Plasma spells |
|
| Cantrips | Green-flame blade |
| True strike | |
| Sacred flame | |
| Eldritch blast | |
| 1st level | Chromatic Orb |
| Absorb elements | |
| Faerie fire | |
| 2nd level | Heat Metal |
| Ray of Enfeeblement | |
| Spiritual Weapon | |
| Melf's Acid Arrow | |
| 3rd level | Fireball |
| Lightning Arrow | |
| Elemental Weapon | |
| 4th level | Blight |
| Elemental Bane | |
| Faithful hound | |
| 5th level | Banishing Smite |
| Conjure elemental | |
| Flame strike | |
Ice Hierophant
Ice spells |
|
| Cantrips | Ray of frost |
| Prestidigitation | |
| Chill touch | |
| Frostbite | |
| 1st level | Chromatic Orb |
| Ice knife | |
| Armor of Agathys | |
| 2nd level | Misty Step |
| Phantasmal Force | |
| Snilloc's Snowball Swarm | |
| Spiritual Weapon | |
| 3rd level | Conjure barrage |
| Elemental Weapon | |
| Leomund's Tiny Hut | |
| 4th level | Elemental Bane |
| Ice Storm | |
| Private Sanctum | |
|
5th level |
Cone of Cold |
| Conjure elemental | |
| Wall of force | |
Sound Hierophant
Sound spells |
|
| Cantrips | Mind sliver |
| Minor illusion | |
| Thunderclap | |
| Booming blade | |
| 1st level | Command |
| Comprehend language | |
| Dissonant Whispers | |
| 2nd level | Blindness/Deafness |
| Phantasmal Force | |
| Shatter | |
| Silence | |
| 3rd level | Blink |
| Clairvoyance | |
| Elemental Weapon | |
| 4th level | Private Sanctum |
| Resilient Sphere | |
| Hallucinatory Terrain | |
| 5th level | Banishing Smite |
| Conjure elemental | |
| Mislead | |
Sand Hierophant
Sand spells |
|
|
Cantrips |
Resistance |
|
Sword burst |
|
|
Mold Earth |
|
|
Magic stone |
|
|
1st level |
Earth tremor |
|
Floating disk |
|
|
Disguise Self |
|
|
2nd level |
Dust Devil |
|
Find Steed |
|
|
Gift of Gab |
|
|
Maximillian's Earthen Grasp |
|
|
3rd level |
Conjure Barrage |
|
Elemental Weapon |
|
|
Erupting Earth |
|
|
4th level |
Hallucinatory Terrain |
|
Resilient Sphere |
|
|
Summon Construct |
|
|
5th level |
Arcane hand |
|
Conjure elemental |
|
|
Destructive wave |
|
Hierophants Traits
It’s hard to make generalizations about Hierophants. That's it. That's the introduction.Damage Resistance
You have resistance to damage associated with your element. If hit, you take half damage.
Cantrip
At level 0, you can cast the following cantrip based on your element. Charisma is your spell casting ability for it.
Element |
Cantrip |
|
Electricity |
Thunderclap |
|
Plasma |
Acid Splash |
|
Water |
Shape Water |
|
Air |
Gust |
|
Sound |
Mind Sliver |
|
Ice |
Frostbite |
|
Sand |
Mold Earth |
Divine Defeat
You have a +7 advantage on Charisma checks against Diviners whose elements are weakened by yours.
You have a -7 disadvantage on Charisma checks against Diviners whose elements weakens yours.
Here are the elements of Torden based on the regional Gods and Goddesses which protected the nation and gave birth to descendants which inherited their powers.
Element |
Strong Against |
Weak Against |
Electricity |
· Water · Sound |
· Plasma · Air · Sand · Ice |
Plasma |
· Water · Air |
· Sand · Ice |
Sand |
· Electricity · Ice |
· Water · Air · Sound |
Air |
· Electricity · Sand · Sound |
· Plasma · Water
|
Ice |
· Water · Electricity · Plasma |
· Sound · Sand |
Sound |
· Sand · Ice |
· Air · Electricity |
Water |
· Sand · Air |
· Electricity · Ice · Plasma |
Divine Form
You can transform into your Divine Form, taking on the physical aspects of your element.
This lasts for a MINIMUM of four hours and a MAXIMUM of one day (20 hours).
Transforming into the Divine Form costs 50% of your Maximum Health Points.
You gain +4 to any skill of your choosing until you return to your human form.
You gain a +2 to your armour class until you return to your human form.
You gain an increase of +10ft in Speed to 40ft.
You can use your bonus action to disengage.
You gain 5+ advantage on top on Charisma checks on top of your Divine Defeat modifier.
At 1st level, you gain an additional 1d8 to your damage roll. At 4th level, 2d8. At 10th level, you gain 3d8. 12th level, you gain 4d8. At 13th level you gain 5d8. At 14th level, you gain 6d8.
Returning to your human form will take 25% of your Maximum Health Points.
Ability Score Increase
Your Charisma (used for element-related spell casting) ability is increased by 2.
Age
Hierophants reach adulthood in their late teens, much like humans, and live around two centuries as they slow ageing after their late thirties and resume around their early one-hundreds.
Size
Diviners, like humans, vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and one extra language of your choice. Diviners typically learn the languages of other peoples they deal with, including obscure dialects such as Celestial.
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