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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

All spell lists for this mod are handled by my Spells Extra library

This subclass has progression to level 20. You don't need a mod to increase the level cap, you just won't get the level 13-20 features

It's currently not possible to activate the choice of deity for just one subclass, so I'd recommend a mod like Deity For All if you want one

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:
- Rules as written
- Erudite Remedy: 1d6 healing per charge
- Erudite Remedy: Resistance: choose from the 10 'elemental' damage types
- After healing a target, 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: Gain Erudite Remedy & Erudite Remedy: Resistance, can spend up to 1 charge at once
- Level 4: Can spend up to 2 charges at once
- Level 6: Can spend up to 3 charges at once
- Level 8: Can spend up to 4 charges at once
- Level 10: Can spend up to 5 charges at once
- Level 12: Can spend up to 6 charges at once
- Level 14: Can spend up to 7 charges at once
- Level 16: Can spend up to 8 charges at once
- Level 18: Can spend up to 9 charges at once

Cantrip Formulas:
3rd-level Wizard feature
You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you gain a Wizard level and consult those formulas in your spellbook, you can replace one Wizard cantrip you know with another cantrip from the Wizard spell list.
- Implementation Notes:
- Since you can't replace the cantrips learned at level 1, and don't gain another cantrip until level 4, this feature is added at level 5
- Progression:
- Level 5: Gain Cantrip Formulas

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:
- Direct spell damage conversion isn't possible without Script Extender (and still wouldn't be possible for spells like Cloudkill), so I've replaced the janky implementation I had with additions to the Wizard spell list for this subclass
- Progression:
- Level 6: Sacred Flame & Word of Radiance are added to your selectable cantrips, Inflict Wounds, Spirit Guardians, Flame Strike, & Harm are added to your selectable spells

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
- Progression:
- Level 10: Learn Dispel Evil and Good, Planar Binding, & Raise Dead

Warding Rejuvination:
14th-level Hierophant feature
Your arcane research has given you a unique approach to triage and resurrection. When another creature you can see within 60 feet of you is reduced to 0 hit points, you can use your reaction to whisk them away to safety. The target regains hit points equal to 4d6 + your Intelligence modifier, and is teleported to an unoccupied space you can see within 120 feet of you.
Once you use this reaction, you can't do so again until you finish a short or long rest.
- Implementation Notes:
- Since it's not possible to do the teleport when it isn't your turn, I've instead made this a manual cast ability that only works on companions that are downed
- Since 120 feet (36 meters) exceeds the maximum targeting range for BG3, I've decreased the range to 30 meters
- Progression:
- Level 14: Gain Warding Rejuvination
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