Hierophant

## **Class Features**

**- Hit Dice:** 1d8 per Hierophant level

**- Hit Points at 1st Level:** 8 + your Constitution modifier

**- Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Hierophant level after 1st

#### *Proficiencies*

**- Armor:** Light

**- Weapons:** Simple, Firearms

- **Tools:** Tinkers' Tools, two other tools of your choice

**Saving Throws:** Constitution, Intelligence

**Skills:** Choose three from Arcana, Deception, History, Investigation, Nature, Religion, and Sleight of Hand.

#### *Equipment*

You start with the following equipment, in addition to the equipment granted by your background:

*- (a) Chain shirt or (b) leather armor*

*- (a) Two handaxes or (b) two shortswords*

*- Tinkers' tools, a Dungeoneer's Pack, and one set of tools of which you're proficient with*

## **Invention Paths**

As a Hierophant, you have the ability to create Inventions. Inventions are created by allocating Invention Points, which are gained per level, as shown on the Hierophant leveling table above. Inventions, along with their requirements and classifications, can be found near the end of this class description.

At 1st level, you gain the Alchemy Bag, Weave Cannon, Construct Core, or Self-Smithing Ritual. You gain an additional Invention Path starting option at 5th, 13th, and 18th level.

When creating a Hierophant, your Invention Point options from your level and prior do not require silver or labor costs.

Though not required, it is thematically recommended that your character be proficient in a set of tools relevant to your Invention Path, such as Alchemist's Supplies for the Alchemy Bag, et cetera.

## **Hierophant's Knowledge**

Starting at 1st level, you gain \*Detect Magic, Identify, Alkahestial Salt Transmutation\* and \*Corva Transmutation\* as known Hierophant spells, as well as the ability to cast \*Detect Magic\* and \*Identify\* as rituals and without providing material components. These spells do not count against your prepared spell limit.

## **Wondrous Invention**

At 2nd level, you gain the use of magic items that you have crafted as you progress through levels. A crafted magic item is the product of a large amount of hours devoted to tinkering, studying, and experimentation. You are assumed to have worked on this item in your leisure time and finish it when you level up. You complete another item of your choice when you reach 5th, 10th, 15th, and 20th level. The item you choose must be on your current (or lower) level tier.

*Magic items can still be crafted as per usual, but this allows you to bypass the material/labor/skill costs.*

* **2nd Level:** *a non-combative uncommon magic item and three common magic items of your choice*
* **5th Level:** *an uncommon magic item of your choice*
* **10th Level:** *a non-combative rare magic item of your choice*
* **15th Level:***a rare magic item of your choice*
* **20th Level:** *a very rare magic item of your choice*

## **Tool Expertise**

At 3rd level, you gain Expertise with tools you gained proficiency with through being a Hierophant.

## **Spellcasting**

As part of your extensive study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, mainly focused on modifying physical aspects of the world around you.

### **Cantrips**

At 1st level, you know two cantrips of your choice from the Hierophant spell list. At higher levels, you learn additional Hierophant cantrips of your choice, as shown in the Cantrips Known column of the Hierophant table. When you gain a level in this class, you can replace one of the Hierophant cantrips you know with another cantrip from the Hierophant spell list.

#### **Spell Slots**

The Hierophant leveling table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

### **Preparing and Casting Spells**

The Hierophant table shows how many spell slots you have to cast your Hierophant spells. To cast one of your Hierophant spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Hierophant spells that are available for you to cast, choosing from the Hierophant spell list. When you do so, choose a number of Hierophant spells equal to your Intelligence modifier + half your Hierophant level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Hierophant spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

#### **Spellcasting Ability**

Intelligence is your spellcasting ability for your Hierophant spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever a Hierophant spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Hierophant spell you cast and when making an attack roll with one.

* Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

* Spell attack modifier = your proficiency bonus + your Intelligence modifier

## **Infuse Magic**

At 3rd level, you gain the ability to channel your Hierophant spells into objects for later use. When you cast a Hierophant spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a mundane item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature. Any creature holding the item thereafter can use an action to activate the spell. The spell is cast using your spellcasting ability, targeting the creature that activates the item. This effect on a mundane item fades after 8 hours, and you can have a maximum of (your Intelligence modifier) items affected by this ability at any given time.

In addition, you can work on a Tiny nonmagical object with some tools you're proficient with as an action and give it one of the following magical properties of your choice:

* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
* A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

## **Ability Score Improvement**

When you reach 4th level (and again at 8th, 12th, 16th and 19th level), you can:

- a) Increase one ability score by 2.

- b) Increase two ability scores by 1.

- c) Gain a feat of your choice.

## **Superior Attunement**

At 5th level, your increased familiarity with the mechanics of Weave-infused items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items at a time.

## **Soul of the Hierophant**

At 20th level, your understanding of the Weave's effects on the physical world is unmatched, allowing you to bind your soul to items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are attuned to (to a maximum of +6).

## **List of** **Inventions**

Inventions can be taken at any level, unless specifically stated otherwise. Each invention costs a listed amount of Invention Points (IP), plus occasional additional silver of materials and time. If an invention can be upgraded, you must create the invention first (hopefully obviously).

## **Alchemy**

Alchemic Concoctions are the bridge between common apothecarial work and arcane conjuration. By mixing the two, Hierophants can make potent brews and reactive objects in a way similar to both chemical compounds and a Wizard's conjuration of elements. Alchemic Concoctions are kept in an Alchemy Bag, which is a specialized *Bag of Holding-*esque satchel used by Hierophants.
 **Alchemic Potency I [3rd Level, 2 IP]**
Increases the damage, healing, or effect of Alchemic Concoctions produced by you, as detailed in their descriptions. Not that not every Alchemic Concoction is affected by every Alchemic Potency upgrade.
**II [5th Level, 2 IP]**: Increases Alchemic Concoction effects.
**III [7th Level, 2 IP]**: Increases Alchemic Concoction effects.
**IV [9th Level, 2 IP]**: Increases Alchemic Concoction effects.
**V [11th Level, 2 IP]**: Increases Alchemic Concoction effects.
**VI [13th Level, 2 IP]**: Increases Alchemic Concoction effects.
**VII [15th Level, 2 IP]**: Increases Alchemic Concoction effects.
**VIII [17th Level, 2 IP]**: Increases Alchemic Concoction effects.
**IX [19th Level, 2 IP]**: Increases Alchemic Concoction effects.

Sequential upgrades require the previous upgrades for them to be taken.

If you use your action to attack with/produce/use an Alchemic Concoction, you can use your bonus action to attack once with a Light weapon held in your off-hand. Uses typical two-weapon fighting rules.

Per short rest, you can produce an amount of Alchemic Concoctions equal to your Intelligence modifier + your proficiency bonus.

### **Crafting Costs and Time**

¢15 in rare plants/materials are required as experimentation material per Invention Point needed for a Concoction or upgrade, as well as four hours of experimentation for a new Concoction and two hours per upgrade.

As an action, you can produce a vial of volatile liquid and hurl it at a creature, object, or surface within 30 feet of you. On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 Fire damage. This damage increases by 1d6 at Alchemic Potency tiers I, III, V, VI, VII, VIII, and IX.
* 1 IP: You can now add your Intelligence modifier to the damage dealt by this concoction.
* 1 IP: You can choose up to (your Intelligence modifier) creatures caught in the radius of this concoction to not be affected by it.
 '*Alchemical Acid **[2 IP]'***
As an action, you can produce a vial of acid and hurl it at a creature, object, or surface within 30 feet of you. On impact, the vial shatters and splashes on the target. Make a ranged spell attack roll against the target, dealing 1d6 Acid damage on hit. This damage increases by 1d6 at Alchemic Potency tiers I-IX.
* 1 IP: You can now add your Intelligence modifier to the damage dealt by this concoction.
* 1 IP: An object automatically takes the damage, and the damage is maximized.
 '*Anointed Water **[2 IP]'***
As an action, you can produce a vial of holy water and hurl it at a creature, object, or surface within 30 feet of you. On impact, the vial detonates in a 15-foot-long, 5-foot-wide, and 5-foot-high line, continuing from the impact point in the same direction it was thrown. Any creature in that area must succeed on a Dexterity saving throw or take 1d8 Radiant damage. This damage increases by 1d8 at Alchemic Potency tiers I, III, V, VI, VII, VIII, and IX.
* 1 IP: You can now add your Intelligence modifier to the damage dealt by this concoction.
* 1 IP: You can choose up to (your Intelligence modifier) creatures caught in the radius of this concoction to not be affected by it.
 '*Sleeper Mist **[2 IP]'***
As an action, you can produce a smoke bomb-like clay sphere and hurl it at a location within 60 feet. On impact, the sphere shatters, releasing a cloud of light pink mist in a 10-foot radius. Roll 3d8; the total is how many hit points of creatures this concoction can affect. Creatures in the area are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until 1 minute passes, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this concoction. This total rolled amount increases by 1d8 at Alchemic Potency tiers I-IX.
* 2 IP: The radius of this concoction is increased by 5 feet.
 '*Healing Powder **[2 IP]'***
As an action, you can produce handful of light green powder and sprinkle it on a target within 10 feet, restoring 1d8 hit points. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the dust becomes inert after 1 minute. This healing increases by 1d8 at Alchemic Potency tiers I-IX.
 '*Smoke Stick **[2 IP]'***
As an action, you can pull out a stick that produces a thick plume of smoke. You can hold onto the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can't do so again for 1 minute.
* 1 IP: The radius of this concoction is increased by 10 feet.
* 1 IP: The smoke created by this concoction now blocks darkvision, and you (the producer) can see through the smoke.
 '*Tanglefoot Sac **[2 IP]'***
As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
* 2 IP: Radius of this concoction is increased by 5 feet.
 '*Swiftstep Draught **[2 IP]'***
As an action, you can produce a vial filled with a carbonated light-blue liquid. As a bonus action, a creature can drink it, increasing the creature's speed by 20 feet for 1 minute. The vial disappears after use. If not used, its contents spoil after 1 minute. After using this formula, you can't do so again for 1 minute.
* 1 IP: The speed increases to 30 feet.
 '*Blaststone **[2 IP]'***
As an action, you can pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you. The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. Any spellcasters that are concentrating on a spell must succeed a concentration check at disadvantage if pushed away.

## **Weave Cannon**

A Weave Cannon is a firearm-like weapon you forge using a combination of arcane magic and your knowledge of engineering and metallurgy. This weapon is called a Weave Cannon. It is a ferocious weapon that fires bolts of energy, using bullet-like crystals you create as a catalyst. You are proficient with the Weave Cannon. If you lose your Weave Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending ¢200 worth of Corva and other raw materials.
* **Weave Cannon**: 150'/500', 2d6 Piercing, Ranged, Two-Handed. Must be reloaded after firing as a bonus action.

The aforementioned crystals for this weapon are created through an enchanted leather pouch of yours known as an Arcane Magazine. Your Arcane Magazine can have up to 10 crystals produced at once, with crystals created over that limit becoming inert and crumbling into dust. Over a long rest, you can fully refill your Arcane Magazine. After each short rest, you can produce 5 crystals through this bag. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using ¢50 of leather and arcane materials.
*A Weave Cannon and Arcane Magazine are required to produce the upgrades listed below.*

### **Crafting Costs and Time**

¢25 in Corva is required per Invention Point needed for an improvement, as well as two hours of tinkering for each upgrade.

### **Weave Cannon & Arcane Magazine Improvements**

Sequential upgrades require the previous upgrades for them to be taken.

Shots from your Weave Cannon are considered magical for the purposes of overcoming damage resistances and immunities.
**II [6th Level, 2 IP]**: Prior to firing a normal shot or a Focused Bolt, you can choose to deal entirely Fire, Cold, Lightning, Force, or Piercing damage.
 **Expanded Arcane Magazine I [3rd Level, 1 IP]**
Increases the capacity of your Arcane Magazine to 20, with 10 crystals produced on a short rest.
 **Focused Bolt I [3rd Level, 2 IP]**
As an action, you can make a special shot with your Weave Cannon, one infused with additional arcane energies. Deals an additional 1d6 Force damage on a hit.
**II [5th Level, 1 IP]**: Extra damage increases to 2d6 Force.
**III [7th Level, 2 IP]**: Extra damage increases to 3d6 Force.
**IV [9th Level, 2 IP]**: Extra damage increases to 4d6 Force.
**V [11th Level, 2 IP]**: Extra damage increases to 5d6 Force.
**VI [13th Level, 2 IP]**: Extra damage increases to 6d6 Force.
**VII [15th Level, 2 IP]**: Extra damage increases to 7d6 Force.
**VIII [17th Level, 2 IP]**: Extra damage increases to 8d6 Force.
 **Concussive Wave I [5th Level, 2 IP]**
As an action, you can channel concussive energy into your Weave Cannon. Instead of making an attack roll, you unleash force energy in a 5-foot cone from the gun. Each creature in that area must make a Strength saving throw against your spell save DC. On a failed saving throw, a target takes 1d6 Force damage and is pushed 5 feet away from you, and half damage on a success.
I**I [9th Level, 1 IP]:** Damage increases to 2d6 Force, cone increases to 10 feet, push distance increases to 10 feet.
**III [13th Level, 2 IP]:** Damage increases to 3d6 Force, cone increases to 15 feet.
 **Fine Tuning I [5th Level, 2 IP]**
After a whole lot of experience and note-taking, you're able to fine-tune your Weave Cannon a bit, granting it +1 to attack and damage rolls.
**II [10th Level, 2 IP]:** Attack and damage roll bonus increases to +2.
 **Piercing Shot I [9th Level, 2 IP]**
As an action, you can make a special attack with your Weave Cannon. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 20-feet long. Each creature in that area must make Dexterity saving throws against your spell save DC. On a failed saving throw, a target takes 2d6 Lightning damage.
**II [14th Level, 2 IP]:** Damage increases to 4d6 Lightning, range increases to 25 feet long.
 **Explosive Shot I [11th Level, 2 IP]**
As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the weapon. The round detonates in a 15-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw against your spell save DC. On a failed saving throw, a target takes 2d8 Fire damage, or half damage on a success.
**II [17th Level, 2 IP]:** Damage increases to 4d8 Fire, radius increases to 30 feet.

## **Corva Construct**

Your research and mastery of your craft allow you to produce a mechanical servant, sustained by a Corva-created core that functions both as a heart and soul. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after obtaining this Invention Path. Your options in terms of Construct creation are listed below.

### **Crafting Costs and Time**

¢15 in Corva and ¢15 in mundane metals is required per Invention Point needed for an improvement to your servant, as well as two hours of tinkering for each upgrade.

### **Construct Forging and Improvements**

Sequential upgrades require the previous upgrades for them to be taken.

Select a Medium beast with a CR of 1/2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications and specifications:
* It is a construct instead of a beast.
* It does not have an inherent swimming, flying, or burrowing speed.
* It can’t be charmed.
* It is immune to Poison damage and the poisoned condition.
* It understands the languages you can speak when you create it, but it can’t speak.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and ¢1,000 of raw materials.
**II [4th Level, 10 IP]:** CR limit increases to 1.
**III [8th Level, 10 IP]:** CR limit increases to 2, size limit increases to Large.
**IV [12th Level, 10 IP]:** CR limit increases to 3.
 **Construct Tuning I [2 IP]**
If you or a friendly creature are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to impose disadvantage on the attack.
**II [2 IP]:** After a 5 minute ritual, you can send your servant to a personal demiplane akin to a Bag of Holding. This same ritual can be repeated to bring them back.
**III [2 IP]:** The servant gains darkvision with a range of 60 feet, or increases their range by 30 feet if already possessing darkvision.
**IV [2 IP]:** If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to take the Attack action against the attacker.
**V [11th Level, 2 IP]:** The servant can now have an inherent swimming, flying, and/or burrowing speed.

## **Arcanomechanical Enhancements**

On learning this option, you gain proficiency in Medicine.
In addition, you gain the *Mage Hand* cantrip and *Sleep* spell. You can use these two spells in conjunction on yourself to anaesthetize your body for 12 hours, projecting your conscience through your Mage Hand while put under. During this time, you can use your Mage Hand to mutilate your body for the purposes of applying an Arcanomechanical Enhancement, as well as use it to put the finishing touches on a pre-prepared restoration ritual to seal your self-inflicted wounds. While used in this way, your Mage Hand has a range of 10 feet. You cannot be awoken prematurely.
Due to the arcane and self-binding nature of Corva, you cannot perform Arcanomechanical Enhancements on creatures besides yourself.
*This Self-Smithing Ritual is required to create the Arcanomechanical Enhancements listed below.*

### **Madness**

Lopping off limbs to replace them with Corva-infused Arcanomechanical Enhancements obviously incurs some form of mental tax. Every two arcanomechanical replacements (not upgrades) you take, you must make a DC 15 Wisdom saving throw. On a failure, you gain 1 form of indefinite madness, selected by the DM. This madness cannot be cured by anything short of a *Wish* spell.

### **Crafting Costs and Time**

¢25 in Corva is required per Invention Point needed for a new Arcanomechanical Enhancement or upgrade, as well as six hours of self-vivisection per new Enhancement and three hours per upgrade.

*Though these require limb replacement and Corva, you could reflavor these enhancements with a more arcane-centric theme. You could use the Corva in a ritual with a clay rendition/cast of your desired limb/organ, then have the effect alter the limb/organ on re-attachment. Speak to your DM if you'd prefer a less cyborg-y approach. Regardless of what choice you take, it must require self-mutilation, permanent changes, Corva costs, magic, and incurred madness.*

## **Corvian Forging**

Corvian Forging does not require an entry Invention Path.

 **Corvian Animation [4 IP]**
For ¢3,000 in Corva and two weeks of labor, you can create a new body for a departed soul. The product of this process is known as a Corvian. On creation of this Corvian, you pick a chassis. These are detailed on the Corvian page.

## **Hierophant** **Spell List**

**Cantrips:**

*acid splash, create bonfire, dancing lights, fire bolt, frostbite, guidance, light, mage hand, magic stone, mending, message, poison spray, prestidigitation, ray of frost, resistance, shocking grasp, spare the dying, thorn whip, thunderclap*

**1st Level:**

*absorb elements, alarm (ritual), catapult, cure wounds, detect magic (ritual), disguise self, expeditious retreat, faerie fire, false life, feather fall, grease, identify (ritual), jump, longstrider, sanctuary, snare*

**2nd Level:**

*aid, alter self, arcane lock, blur, continual flame, darkvision, enhance ability, enlarge/reduce, heat metal, invisibility, lesser restoration, levitate, magic mouth (ritual), magic weapon, protection from poison, pyrotechnics, rope trick, see invisibility, skywrite (ritual), spider climb*

**3rd Level:**

*blink, catnap, dispel magic, elemental weapon, flame arrows, fly, gaseous form, glyph of warding, haste, protection from energy, revivify, tiny servant, water breathing (ritual), water walk (ritual)*

**4th Level:**

*arcane eye, elemental bane, fabricate, freedom of movement, Leomund’s secret chest, Mordenkainen’s faithful hound, Mordenkainen’s private sanctum, Otiluke’s resilient sphere, stone shape, stoneskin, vitriolic sphere*

**5th Level:**

*animate objects, Bigby’s hand, creation, greater restoration, skill empowerment, transmute rock, wall of stone*

*This is a revision created through elements of both the original WotC-published 2016 UA Artificer, the 2019 revision, and the XP to Level 3-published "Improved Artificer."*