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 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.
 * 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.

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
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.

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.

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.

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.

Corvian Forging
Corvian Forging does not require an entry Invention Path.

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."