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A Herculean Priesthood (D&D 5E Bonus Content for ‘In the Footsteps of Hercules’)

There are several references in Skirmisher Publishing’s In the Footsteps of Hercules system-free sourcebook to priests devoted to the title deity, and this article contains write-ups and detailed D&D 5E stat blocks for five such characters, ranging in power from Acolytes to High Priests! These characters can, of course, also be readily used as clergy for any similar deities — such as Thor in the Norse pantheon or Kord in the Greyhawk pantheon — and are especially suitable for use in the Swords of Kos Fantasy Campaign Setting.

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A Herculean Priesthood

Following are descriptions and stat blocks for five different levels of priest devoted to the deity Hercules, including Acolytes, Thaumaturges, Priests, Senior Priests, and High Priests, and one new spell — Mantle of Hercules — that appears at the end. All acquire a knowledge of both religion and the natural world, and focus to some extent on beasts and monsters in general and those that appear in the stories of their deity in particular. Such characters frequently serve in the defense forces of the communities they live in, and those in wilderness areas often take it upon themselves to hunt down dangerous monsters or provide knowledge and assistance to those doing so.

Storytellers should feel free to customize the various sample clergy with different weapons and additional equipment and magic items, and to swap out spells based on circumstances (and domain spells that they always have prepared are marked with a superscripted “D”).

Herculean Acolytes are the among the lowest-ranking members of the clergy of which they are a part and typically perform a wide variety of duties at Herculean shrines and temples under the supervision of Thaumaturges and Priests. They are typically armed with slings and clubs that can be wielded in both hands and wear armor made the hide of wild animals like Boars. Characters of this sort can be found in communities of every size throughout the Peloponnesian Peninsula, and the Acolytes at the Temple of Hercules at the Asclepion of Lerna and about a third of those at the Temple of Hercules in Tiryns can be represented with this entry (the other two-thirds being regular Acolytes or Commoners, as presented in the SRD and Monster Manual).

Herculean Thaumaturges are journeyman clergy that have acquired spells and other magical abilities beyond those known by Acolytes but still short of those mastered by priests. They typically serve as spiritual leaders in small communities like villages, stewards of shrines, and assistants to the heads of larger temples. They are often equipped with simple but effective weapons like greatclubs and shortbows and wear armor made from the hide of exotic animals like Crocodiles. A Herculean Thaumaturge from Tiryns regularly visits and maintains the shrine to Hercules at the Paleo Mykenae hostel and another helps to oversee the monthly festivals at the Megalos Ellada farm.

Herculean Priests are senior clergy that have attained significant magical powers and which typically serve as heads of individual temples and spiritual leaders in mid-sized communities like towns. They generally have at least one Thaumaturge, two Acolytes, and any number of guards, and lay servants as subordinates. A Herculean Priest has learned to use some of the martial weapons associated with its deity and is often armed with a maul and a longbow and equipped with armor made from the hide of a great cat, ideally a Lion. Herculean Priests that can be represented with this entry include Phillip at the Paleo Mykenae hostel, the one who oversees the temple near the stockyards in the city of Elis, and the one who runs the Temple of Hercules at the Asclepion of Lerna.

Herculean Senior Priests have mastered even greater spiritual powers than have normal priests, are often responsible for overseeing multiple temples or complexes containing them, and are important spiritual leaders in communities as large as cities. They often have many other clergy answerable to them and to whom they delegate authority, typically including several full Priests. A Herculean Senior Priest is usually armed and equipped similarly to a regular priest but their armaments are generally superior and often magical. Nicolai, custodian of the temple in the town of Keryneia, can be represented with this entry.

Herculean High Priests are powerful spellcasters who typically oversee the most important temple complexes and serve as spiritual leaders for large areas and advisors to the leaders of city-states and regions. They often have at least some authority over all the other clergy of their deity within the same area. A Herculean High Priest is armed and equipped similarly to a Senior Priest but definitely has magic items and possible even access to potent relics. Alcaeus, custodian of the temple complex in the city of Tiryns, can be represented with this entry.

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Herculean Acolyte

Medium Humanoid (Herculean), any good alignment

Armor Class: 12/14 (hide armor/with Mantle of Hercules cast with a 1st-level spell slot)

Hit Points: 9 (2d8)

Speed: 30 ft.

STR                 DEX                 CON                INT                  WIS                 CHA

13 (+1)            10 (+0)            10 (+0)            10 (+0)            14 (+2)            11 (+0)

Skills: Insight +4, Nature +2, Religion +2, Survival +4

Senses: Passive Perception 12

Languages: Common (Greek)

Challenge: 1 (200 XP)

Herculean Might. As a bonus action, a Herculean Acolyte can expend a spell slot to cause its melee weapon attacks to magically deal an extra 3 (1d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn.

Spellcasting. A Herculean Acolyte is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): Guidance, Resistance, Thaumaturgy

1st Level (3 slots): Bless, Cure Wounds, Hunter’s Mark, Mantle of Herculesᴰ*, Protection from Evil and Good, Sanctuary

ACTIONS

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage, or 4 (1d6+1) bludgeoning damage if wielded with two hands.

Sling. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 2 (1d4) bludgeoning damage.

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Herculean Thaumaturge

Medium Humanoid (Herculean), any good alignment

Armor Class: 12/15 (hide armor/with Mantle of Hercules cast with a 2nd-level spell slot)

Hit Points: 22 (4d8+4)

Speed: 30 ft.

STR                 DEX                 CON                INT                  WIS                 CHA

14 (+2)            10 (+0)            11 (+0)            11 (+0)            15 (+2)            12 (+1)

Skills: Insight +4, Nature +2, Religion +2, Survival +4

Senses: Passive Perception 12

Languages: Common (Greek)

Challenge: 2 (450 XP)

Herculean Might. As a bonus action, the Herculean Thaumaturge can expend a spell slot to cause its melee weapon attacks to magically deal an extra 7 (2d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the Thaumaturge expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Chosen Foe. A Herculean Thaumaturge has significant experience studying, tracking, hunting, and even talking to a certain type of foe that is problematic in the area where he dwells, choosing from Aberrations, Beasts, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, Undead, or two races of Humanoid. He has advantage on Wisdom (Survival) checks to track such foes and on Intelligence checks to recall information about them and also learns one language spoken by them (if they speak one at all).

Spellcasting. A Herculean Thaumaturge is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): Guidance, Resistance, Sacred Flame, Thaumaturgy

1st Level (4 slots): Bless, Cure Wounds, Hunter’s Mark, Mantle of Herculesᴰ*, Protection from Evil and Good, Sanctuary

2nd level (3 slots): Enhance Ability, Lesser Restoration, Locate Animals or Plantsᴰ, Protection from Poison

ACTIONS

Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 3 (1d6) piercing damage.

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Herculean Priest

Medium Humanoid (Herculean), any good alignment

 

Armor Class: 12/16 (hide armor/with Mantle of Hercules cast with a 3rd-level spell slot)

Hit Points: 33 (6d8+6)

Speed: 30 ft.

STR                 DEX                 CON                INT                  WIS                 CHA

15 (+2)            10 (+0)            12 (+1)            13 (+1)            16 (+3)            13 (+1)

Skills: Insight +5, Nature +3, Religion +3, Survival +5

Senses: Passive Perception 13

Languages: Common (Greek)

Challenge: 3 (700 XP)

Herculean Might. As a bonus action, the Priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the Priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Chosen Foe. A Herculean Priest has significant experience studying, tracking, hunting, and even talking to a certain type of foe that is problematic in the area where he dwells and has advantage on Wisdom (Survival) checks to track such foes and on Intelligence checks to recall information about them and also learns one language spoken by them (if they speak one at all).

Spellcasting. A Herculean Priest is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): Guidance, Resistance, Sacred Flame, Thaumaturgy

1st Level (4 slots): Bless, Cure Wounds, Hunter’s Mark, Mantle of Herculesᴰ*, Protection from Evil and Good, Sanctuary

2nd level (3 slots): Enhance Ability, Lesser Restoration, Locate Animals or Plantsᴰ, Protection from Poisonᴰ, Spiritual Weapon

3rd level (3 slots): Dispel Magic, Protection from Energyᴰ, Remove Curseᴰ, Create Food and Water

ACTIONS

Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.

Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.

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Herculean Senior Priest

Medium Humanoid (Herculean), any good alignment

Armor Class: 12/17 (hide armor/with Mantle of Hercules cast with a 4th-level spell slot)

Hit Points: 44 (8d8+8)

Speed: 30 ft.

STR                 DEX                 CON                INT                  WIS                 CHA

16 (+3)            10 (+0)            13 (+1)            14 (+2)            18 (+4)            14 (+2)

Skills: Insight +6, Nature +4, Religion +4, Survival +6

Senses: Passive Perception 13

Languages: Common (Greek)

Challenge: 4 (1,100 XP)

Herculean Might. As a bonus action, a Herculean Senior Priest can expend a spell slot to cause its melee or ranged weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the Priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Chosen Foe. A Herculean Senior Priest has significant experience studying, tracking, hunting, and even talking to two certain type of foe that are problematic in the area where he dwells and has advantage on Wisdom (Survival) checks to track such foes and on Intelligence checks to recall information about them and also learns one language spoken by them (if they speak one at all).

Spellcasting. A Herculean Senior Priest is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +4 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): Guidance, Resistance, Sacred Flame, Thaumaturgy

1st Level (4 slots): Bless, Cure Wounds, Hunter’s Mark, Mantle of Herculesᴰ*, Protection from Evil and Good, Sanctuary

2nd level (3 slots): Enhance Ability, Lesser Restoration, Locate Animals or Plantsᴰ, Protection from Poisonᴰ, Spiritual Weapon

3rd level (3 slots): Beacon of Hope, Dispel Magic, Protection from Energyᴰ, Remove Curseᴰ, Create Food and Water

4th level (2 slots): Banishment, Divination, Dominate Beast, Locate Creature

ACTIONS

Maul +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.

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Herculean High Priest

Medium Humanoid (Herculean), any good alignment

Armor Class: 12/18 (hide armor/with Mantle of Hercules cast with a 5th-level spell slot)

Hit Points: 55 (10d8+10)

Speed: 30 ft.

STR                 DEX                 CON                INT                  WIS                 CHA

17 (+3)            10 (+0)            13 (+1)            15 (+2)            20 (+5)            16 (+3)

Skills: Insight +8, Nature +5, Religion +5, Survival +8

Senses: Passive Perception 13

Languages: Common (Greek), Celestial

Challenge: 5 (1,800 XP) 

Herculean Might. As a bonus action, a Herculean High Priest can expend a spell slot to cause its melee or ranged weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the Priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Chosen Foe. A Herculean High Priest has significant experience studying, tracking, hunting, and even talking to two certain type of foe that are problematic in the area where he dwells and has advantage on Wisdom (Survival) checks to track such foes and on Intelligence checks to recall information about them and also learns one language spoken by them (if they speak one at all).

Divine Intervention. A Herculean High Priest can call upon his deity to intervene on his behalf when the need is great. Imploring aid from Hercules requires him to use his action to describe the assistance he seeks and gives him a 10% chance that the deity will intervene in a manner of the storyteller’s choosing (e.g., with the effect of any Cleric spell). If Hercules does intervene then the High Priest cannot use this feature again for seven days and, if not, he can attempt it again after completing a long rest.

Spellcasting. A Herculean High Priest is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): Guidance, Light, Resistance, Sacred Flame, Thaumaturgy

1st Level (4 slots): Bless, Cure Wounds, Hunter’s Mark, Mantle of Herculesᴰ*, Protection from Evil and Good, Sanctuary

2nd level (3 slots): Enhance Ability, Lesser Restoration, Locate Animals or Plantsᴰ, Protection from Poisonᴰ, Spiritual Weapon

3rd level (3 slots): Beacon of Hope, Dispel Magic, Protection from Energyᴰ, Remove Curseᴰ, Create Food and Water

4th level (2 slots): Banishment, Divination, Dominate Beast, Guardian of Faith, Locate Creature

5th level (2 slots): Commune with Nature, Dispel Evil and Good, Greater Restoration, Swift Quiverᴰ 

ACTIONS

Maul +2. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage.

Longbow +1. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.

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New Spells

Mantle of Hercules

1st-level conjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a piece of wild animal hide)

Duration: 8 hours

If the caster of this spell is wearing religious vestments, light armor, or hide armor, it will enhance those items and increase the armor class they bestow by +2. Any hide, leather, or studded leather armor worn by the caster can serve as the material component for the spell.

            At Higher Levels. If this spell is cast using a slot of 2nd level or higher, the AC boost increases by +1 for each slot level above 1st.