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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