Heirophant

You kneel before the altar, garbed in clean and fine clothing. Around you are torches and silence. You raise your hands in supplication to your divine pantheon and beg for their favor. You offer them precious jems, well-made idols, and other sacrifices from your village. The blight must end or your people will starve come winter. There is peace in the glade but you do not yet feel the presence of your gods. Have you forgotten something? Have you displeased them in some way? You feel a pull that implies that enough sacrifice has not been made and you know what you must do though it makes your heart race. With shaking hands, you pull the ceremonial dagger from its sheath and rise to your feet. The torches sound loud in your ears as does your heartbeat as you spill your own blood upon the altar. Suddenly, you smell fresh grain instead of blood and you know your gods have been sated…

 

 

Role

Heirophants are the religious leaders of the tribe. They have an intimate connection with their divine forces that look over their people. They are often good at setting the moral compass of a conversation as well as manifesting the will of their gods. They are most adept at magics within their deities' domains.


 

How Heirophants Manifest Shakti

Heirophants are able to pull their magic from their deities. This means that unlike other spells that require an immediate source, divine magic is a gift from the gods. However, heirophants are limited to magic that manifests is a way pleasing to their gods and so anything outside of their gods' domain may require an alternate casting experience.


 

When they need to manifest an ability, they pay the vessel cost from their deities daily pool.


 

Initiation Rites

Rite Description
Acolyte You entered the service of your tribe's religious order. Over and over you were drilled and taught how to connect with the divine forces. You know the ine ans outs of your religion like you know your own name.
Revelation Some crisis of life - or near death, brought you face to face with your gods. They kept you alive for a reason, you know it in your very soul, and now you serve them loyally for the purpose of fulfilling that promise.

 

Bonus Health Pool: 1d8


 

Mystery Manifestations

Heirophants start with a+1 in the following skills: Sense Motivations (RES), Negotiation (RES), Homon Lore (CNG), Leadership (CHA) and 2 skills under the domain of your diety.


 

Heirophant Talents

*This skills gain their crude tier at no cost when this is the PC's primary class.
Mystery Talent Untrained (0 RP) Neophyte (10 RP) Expert (20 RP) Specialist (30 RP) Master(50 RP) Savant(130 RP)
Bless ~ Cannot be used untrained. Targets next action is at advantage. Target's next action is at advantage and attacks gain a divine spell tag. 2 Targets' next action is at advantage and attacks gain a divine spell tag. 3 Targets' next action is at advantage and attacks gain a divine spell tag. 5 Targets' next action is at advantage and attacks gain a divine spell tag.
Consecrate ~ Cannot be used untrained -1 to attacks and saves by enemies with opposed domain -3 to attacks and saves by enemies with opposed domain -5 to attacks and saves by enemies with opposed domain -8 to attacks and saves by enemies with opposed domain -13 to attacks and saves by enemies with opposed domain
Divine Communion* 10% chance to add 1d4 to a spells impact, if abeiyance observed that day. Chance can by modified by GM Discretion. Add 1d4 dice to a spells impact. Add 1d8 dice to a spells impact. Add 2d8 dice to a spells impact. Add 2d12 dice to a spells impact. Add 2d20 dice to a spells impact.
Divine Offering* +5 to Divine Points Add 5 temporary Arcane points and +30 to Divine Points Add 13 temporary Arcane points and + 50 to Divine Points Add 21 temporary Arcane points and +100 to Divine Points Add 34 temporary Arcane points and +150 to Divine Points
Divine Aura ~ Cannot be used untrained +1 dodge bonus and save bonus +3 dodge bonus and save bonus +5 dodge bonus and save bonus +8 dodge bonus and save bonus +13 dodge bonus and save bonus

 

Bless

Heirophants can bestow the good fortune of their pantheon onto another target. This adds a domain influence on the targets next attack and/or the ability to act at advantage.


 

Consecrate

Heirophants can protect an area from threats from opposing domains from a chosen deity. Allied and Neutral Targets in the area gain a dodge bonus from attacks by assailants of the opposed domain and to saves against effects from those enemies.


 

Divine Aura

Heirophants serve as beacons for their gods. Their aura grants protections from outside influence.


 

Divine Communion

Heirophants, through their connection to divine energies, gain the ability to cast spells in their dieties domain. However, every day they must perform their holy abeiyance to maintain their connection to their god(s). If they do not, they risk an increasing spell chance failure.


Days Missed Spell Chance Failure
One Day 13%
2-3 Days 21%
4-5 Days 34%
6-7 Days 55%
8+ Days 89%

 

Divine Offering

Heirophants can dedicate matter to their gods as long as that matter aligns with their divine's domain. This matter can temporarily increase the Heirophants abilities and add to their divine entities's level.

Conviction Type

“I am a tool of the divine and they will see to my needs as long as I serve them faithfully.” (Composure)
Type
Religious


Cover image: Aserere Cover Art by Robusta Art