Hierophant (5e Class)

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Creating a Hierophant[edit]

Hierophant gain their prowess through

Quick Build

You can make a Hierophant quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the Soldier or Sage background.

Class Features

As a Hierophant you gain the following class features.

Hit Points

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


Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Dexterity
Skills: Choose three from Athletics, Arcana, Athletics, History, Insight, Investigation, Medicine, Perception, Nature, Stealth, and Survival.


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

Table: The Hierophant

Level Proficiency
Features techniques grasped —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 fighting style, pool of radiance 0
2nd +2 Grasp the techniques (like warlock invocations 1 2
3rd +2 heavenly path 1 3
4th +2 Ability Score Improvement 2 3
5th +3 Extra Attack 2 4 2
6th +3 path feature 2 4 2
7th +3 improved pool of radiance 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 [[#|]] 3 4 3 2
10th +4 path feature 3 4 3 2
11th +4 [[#|]] 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 improved pool of radiance 4 4 3 3 1
14th +5 Heavenly Form 4 4 3 3 1
15th +5 path feature 4 4 3 3 2
16th +5 Ability Score Improvement 5 4 3 3 2
17th +6 17th level 5 4 3 3 3 1
18th +6 18th level class capstone? 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 path capstone 5 4 3 3 3 2

Fighting Style[edit]

At 1nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

pool of radience[edit]

At first level you gain a pool of power with that pool, you can restore a total number of hit points equal to your Wisdom x your level. as a bonus action you can touch a creature and expend an amount of hitpoints to the target less than or equal to the amount you have yet to expend.
Additionally as a bonus action you may imbue your next strike with additional radiant damage by expending 4 points. The additional damage dealt it equal 1d8 for every 4 points spent. you can only spend a total of 12 pool of radiance points per attack.
You regain all expended points when you finish a long rest.


By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin 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 paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Wisdom modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. 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 paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Grasp the technique[edit]

In your study of the divine path, you have been gifted techniques of the heavens, shards of holy knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain a technique of your choice. Your technique options are detailed at the end of the class description. When you gain certain Hierophant levels, you gain additional techniques of your choice, as shown in the techniques grasped Known column of the Hierophant table.

Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique that you could learn at that level.

heavenly path[edit]

At 3rd level you dedicate yourself to a pathway of the heavens.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

improved pool of radiance[edit]

Beginning at 7th level your healing done with this ability is more effective. Whenever you heal a target on your turn the amount of healing done is doubled. at 13th level the healing done on your turn is doubled again.

Additionally at level 7 and 13 the damage you deal more damage

9th level[edit]

11th level[edit]

Heavenly Form[edit]

14th level like the monk shit

17th level[edit]

18th level class capstone?[edit]

Heavenly paths[edit]

Path of the hevenly edge[edit]

expanded spell list ( add wizard spell
entwining strike

at 3rd level your connection to the holy way gives you insight into the formation of the magical weave giving you the ability to imbue your strikes with the magics gifted to you by your holy way. As an action on your turn you may cast any one spell you know without using any components or spell slots, during the casting of said spell you must make an attack roll against a target within 5 feet of you. On a hit your spell goes off causing the effect of the spell cast, the spell cannot be countered or dispelled. If the spell would require a saving throw the target makes it at disadvantage. any area of effect spell only targets the original target of this ability. If the spell would deal damage it does that amount of damage of its base level in addition to the damage your attack would do.

twinned smite

6th level

10th level

15th level

path capsstone

Path of the fell handed[edit]

Two-Weapon Fighting

3rd level When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Thrusting Strike

6th level You can attack with your offhand weapon twice, instead of once, whenever you take the Attack bonus action on your turn.

10th level

15th level

path capsstone

Path of radiance[edit]

<--- work this in somewhere Beginning at 7th level your healing done with this ability is more effective. Whenever you heal a target on your turn the amount of healing done is doubled. at 13th level the healing done on your turn is doubled again. --->
word of grace

Your blessed will can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Hierophant level × 2.

As an action, you can speak a command word to a creature within 20 feet of you and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of word of grace, expending hit points separately for each one.

you can use points from your pool of life ability for this ability as well.

This feature has no effect on undead and constructs.

6th level

10th level

15th level

path capsstone

holy techniques[edit]

If a holy technique has prerequisites, you must meet them to learn it. You can learn the technique at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

holy armor


While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.

divine blade

Prerequisite: level 5

You can use your action to create a divine blade in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your divine blade by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your divine blade thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Prerequisite: level 9th, divine blade technique

heavenly resurgence

Prerequisite: 12th level, divine blade technique

When you hit a creature with your pact weapon, the creature takes extra radient damage equal to your Wisdom modifier (minimum 1).

Prerequisites. To qualify for multiclassing into the Hierophant class, you must meet these prerequisites: 15 Wisdom and 13 Dexterity.

Proficiency. When you multiclass into the Hierophant class, you gain the following proficiency: Arcana.

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