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Implementation of Hierophant Wizard from Tales from the Firelit Gathering by Gelatinous Cubicles

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This is an adaptation of the Hierophant Wizard subclass by Gelatinous Cubicles, as close to rules as written as I could get it:

Compatibility Framework support implemented by the amazing Xarara, in Compatibility Framework Subclass Patches
Alternative compatibility support in Subclass Compatch

More normal subclass icon by the amazing GraphicFade, in Customized Subclass Icons

Subclass Features:
Divine Scribe:
2nd-level Hierophant feature
Your study of the forces of the Upper Planes has granted you some access to certain spells. At 2nd level, you learn 1 cantrip of your choice from the Cleric spell list. At 2nd, 3rd, 5th, 7th, & 9th level you gain access to the spell listed for that level in the Hierophant Spells table.
Once you gain access to one of these spells, you always have it prepared. If you gain access to a spell that doesn't appear on the Wizard spell list, the spell is nonetheless a Wizard spell for you.
- Implementation Notes:
- Rules as written
- Progression:
- Level 2: Learn 1 cantrip from the Cleric spell list, learn Guiding Bolt (always prepared)
- Level 3: Learn Lesser Restoration (always prepared)
- Level 5: Learn Mass Healing Word (always prepared)
- Level 7: Learn Guardian of Faith (always prepared)
- Level 9: Learn Greater Restoration (always prepared)

Erudite Remedy:
2nd-level Hierophant feature
By borrowing the power of the divine, you can heal and guard your allies. You have a pool of divine energy represented by a number of d6s equal to your Wizard level.
As a bonus action, you can choose one creature you can see within 60 feet of you and spend a number of those dice equal to half your Wizard level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains resistance to one damage type of your choice per die spent until the start of your next turn.
You regain all expended dice when you finish a long rest.
- Implementation Notes:
- Erudite Remedy: 1d6 healing per charge
- Erudite Remedy: Resistance: choose from the 10 'elemental' damage types
- After healing a target with Erudite Remedy, they gain stacks of Erudite Remedy: Resistance equal to the charges used to heal
- Erudite Remedy: Resistance can only target character with the status, each resistance consumes 1 stack
- Progression:
- Level 2: 1st & 2nd Erudite Remedy charges, can spend up to 1 charge at once
- Level 3: 3rd Erudite Remedy charge
- Level 4: 4th Erudite Remedy charge, can spend up to 2 charges at once
- Level 5: 5th Erudite Remedy charge
- Level 6: 6th Erudite Remedy charge, can spend up to 3 charges at once
- Level 7: 7th Erudite Remedy charge
- Level 8: 8th Erudite Remedy charge, can spend up to 4 charges at once
- Level 9: 9th Erudite Remedy charge
- Level 10: 10th Erudite Remedy charge, can spend up to 5 charges at once
- Level 11: 11th Erudite Remedy charge
- Level 12: 12th Erudite Remedy charge, can spend up to 6 charges at once

Divine Arcana:
6th-level Hierophant feature
Your godly research has taught you to add divine force to your arcane spells. When you cast a Wizard spell that deals Fire damage, you can replace that damage with Radiant damage. When you cast a Wizard spell that deals Poison damage, you can replace that damage with Necrotic damage.
- Implementation Notes:
- As far as I know, direct spell damage conversion isn't possible without Script Extender, so
- I've made alternate versions of (some) of the qualifying spells on the Wizard spell list with their damage type altered
- Currently excluded: Chromatic Orb, Glyph of Warding, Wall of Fire, & Cloudkill; I don't know enough to modify created entities or surfaces
- Progression:
- Level 6: Learn alternate damage versions of Burning Hands, Ray of Sickness, Scorching Ray, & Fireball

Turn the Otherworldly:
6th-level Hierophant feature
You have adopted divine mages' tactics for rebuking unnatural and invading forces. As an action, you present your arcane focus and choose Celestial, Fiend, or Undead. Each creature of the chosen type within 30 feet of you that can hear you must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is turned for 1 minute or until it takes damage.
Once you rebuke creatures in this way, you can't do so again until you finish a short or long rest.
- Implementation Notes:
- Rules as written
- Progression:
- Level 6: Gain Turn the Otherworldly

Miracleworker:
10th-level Hierophant feature
Your academic approach to entreating the gods allows you to do so with much greater efficiency than usual. You add the Commune, Hallow, & Raise Dead spells to your spellbook, and each counts as a Wizard spell & a ritual for you.
- Implementation Notes:
- Since Commune & Hallow aren't in the game, I've replaced them (I hope) thematically
- I've implemented Raise Dead; same properties as Revivify, range increased to 18m/60ft
- Ritual functionality only added to Raise Dead
- Progression:
- Level 10: Learn Dispel Evil and Good, Planar Binding, & Raise Dead (always prepared)