Hallowed Elder

From House of Khilat

Hallowed Elders are leaders of the Circle of the Ancients.

Hallowed Elders are responsible for finding and sanctifying new sacred sites. Most often these sites are sacred groves, but other special sites in any terrain can be sanctified. Standing Stoned are often erected, especially for sites not located in forest or jungle. Moonwells are usually created in the Moonshae Islands but have been created elsewhere.

Hallowed Elders and Hierophant Elders can imbue various powers into sacred Druid sites. Sacred Groves may be imbued with up to 5 greater powers and 9 lesser powers. No more than 2 magical standing stones can be created at a sacred site.

Patron Powers

Various patron powers grant powers to the circle elders Hallowed Elders receive the following benefits.

Faeruniun

  • Chauntea: G - Agriculture, plants cultivated by humans, farmers, gardeners, summer *
    • Once per week, enter a large tree or large boulder for up to 1 hour per level, similar to plant door or meld into stone. Once inside, the Elder can only be detected by true seeing or similar magic. The Elder may exit from any side of the rock or tree.
    • Once a year, a Hallowed Elder can raise Druid standing stones from the depths of the earth. The power granted by Emmantiensien can be used to identify special stones deep in the earth. In the Moomshaes, Moonwells can be created instead.
    • Once per year, a Hierophant Elder or three Hallowed Elders can cause a standing stone to be imbued with magic. Trilithon stones can become a gateway to other standing stones.
    • Once per year, a Hierophant Elder or three Hallowed Elders can imbue a sacred grove so the spells of the plant and earth domain are doubled in area and duration.
  • Eldath: L - Quiet places, springs, pools, stillness, peace, waterfalls, druid groves *
    • Immunity to fear.
    • Once per year, a Hierophant Elder or three Hallowed Elders can imbue a sacred grove to be peaceful. Predators and prey may be seen playing together within the grove. Those who make a successful attack against another within this grove must make a saving throw vs. wands. Attackers who fail suffer all the damage themselves; the wounds they meant to inflict appear on their own bodies. If they save, they suffer only half damage.
    • Once a year, a Hallowed Elder can imbue a sacred grove with sweet water. Water from a source within the grove or dew gathered from the grass in the area has the properties of sweet water, but loses these special properties as soon as it is removed from the site.
  • Gwaeron Windstrom: D - Tracking, interpreting woodland signs, rangers of the North
    • Tracking Proficiency.
  • Lurue: D - Talking beasts and intelligent nonhumanoid creatures
    • Once per day, speak with one animal in the language of Druids.
  • Meiliki: I - Forests, forest creatures, rangers, dryads, autumn *
    • Sense problems in the local forest; 1 square mile per level.
    • Once per year, a Hierophant Elder or three Hallowed Elders can imbue a sacred grove so that all normal and giant animals of animal to low intelligence can speak in the language of Druids.
    • Once per year, a Hallowed Elder can imbue a sacred grove with animal defenders. Up to 12HD of normal or giant natural animals will reside in the grove and defend the grove against intruders.
  • Milil: L - Poetry, song, eloquence
    • Once per day, musical magic can have maximum effect or double the area and duration.
    • Once per year, a Hallowed Elder can imbue a sacred grove with whistling trees, chime oaks and song birds. Bards within a sacred grove will have their song powers doubled in area and duration.
  • Nobanion: D - Lions, good-aligned beasts, lammasu, wemics, werelions, felines, noble beasts, royalty
    • Summon one maximum hit die natural large cat once per day.
    • Any animal summoning magic can summon feline creatures of the appropriate hit die and maximum hit points.
  • Shaundakul: L - Travel, exploration, long-range traders, miners, caravans, windghosts
    • Hide in Shadows and Move Silently as a ranger with level equal to half the Elders total level or 5th level, which ever is higher.
    • Once per year, a Hallowed Elder can imbue a sacred grove with control of winds. Worshipers of Nature in the sacred grove (even nonpriests) can cause winds to calm for up to one turn per level, as long as they concentrate on maintaining this power. Triple the duration when a druid invokes it. This power, possible once per day, is quite common in desert, mountain, and arctic groves, as it protects the sacred grove and those in it from sandstorms, tornadoes, or snowstomw, and the like.
  • Shiallia: D - The High Forest, Neverwinter Wood, woodland glades, woodland fertility, growth, korreds (especially young korreds) *
    • Heal plants once daily by touch for 2 hit points per level.
  • Selune: I - Moon, stars, navigation, navigators, wanderers, seekers, good and neutral lycanthropes
    • Infravision 30' which can be added to existing Infravision.
    • Once per year, a Hallowed Elder can imbue a sacred grove with protection from lycanthropes. Neutral and good lycanthropes can control their shape shifting, even under a full moon. Evil lycanthropes are forced into human or demihuman form within the grove. These groves often become sanctuaries to lycanthropes recently turned or those who dispise what they have become.
  • Silvanus: G - Wild nature, druids *
    • Once per day, Call woodland beings and tasking them with a service directly related to nature, such as defending a sacred grove, attacking loggers or those hunting for sport, tending sick plants or animals, etc. They will ignore any requests that do not directly serve nature such as defending an adventuring party, carrying treasure or gear, etc.
    • The Elder can sanctify one tree for every 5 levels. He can enter the sanctified tree at will. He can teleport an unlimited distance to one of his sanctified trees once per day. They can communicate with their sanctified trees by touch as if a speak with plants spell has been cast. Destruction of a sanctified tree results in the loss of one experience level. Members of the Circle can transport to the tree of any Elder they know personally using their amulet.
    • Once per year, a Hierophant Elder or three Hallowed Elders can imbue a sacred grove so that a Forbiddance spell can be invoked by a Druid once per day.
    • Once per year, a Hallowed Elder can imbue a sacred grove with a protective aura. Any creature but a druid, dryad, or nymph who sees the grove must save vs. spell. Those who fail perceive the grove as nothing other than a normal clearing (or the like) until they are led into it. The sacred grove also generates a continual protective field similar to protection from evil, 10' radius, except it covers the entire grove and has the powers of both protection from evil and protection from good spells.
  • Sune: G - Beauty, love, passion
    • Charisma score is +1 when dealing with natural animals, fey creatures of the wilderness, Druids and members of the Circle. This can affect henchmen, adding up to 5 additional Rangers, Druids, Specialy Nature Priests and certain fey creatures, including satyrs, sylphs, nymphs, and dryads.
    • Once per year, a Hierophant Elder or three Hallowed Elders can imbue a sacred grove with a pool with healing powers. Anyone bathing in the water (maximum of once per day per person) gains the benefit of simultaneous neutralize poison, cure disease, and cure serious wounds spells. The water loses all special properties outside the grove's boundaries, however, so characters cannot use it as a healing potion. Hallowed Elders gain the additional benefit that scars can be healed so well that they are only visible upon close examination.

Ordning

  • Hiatea: G - nature, agriculture, hunting, females, children *
    • Once per year, a Hierophant Elder or three Hallowed Elders can imbue a sacred grove with year round nourishment. Enough edible plants and fungus will be available to feed up to 20 men daily. Even carnivors will find the food nourishing and satisfying.
    • Once per year, a Hallowed Elder can imbue a sacred grove with bounty. If the sacred grove contains plants that produce edible fruit, nuts, or berries, 3d6+20 enchanted examples sprout each spring along with the usual crop. The magic fruit, nuts, or berries - the largest and most healthy of their species - confer the benefits of a goodberry spell's products on the characters who eat them. Once picked, no more will grow until the following year.
  • Stronmaus: G - sun, sky, weather, joy
    • Spells of the weather domain are doubled in area and duration. Changes in weather can be shifted two places. If the Elder's weather spells are already doubled, then the area and duration are tripled and shifted up to three places.
    • Call Lightning once per day within a sacred grove or from Druid standing stones or the sky above them. Lightning will never strike the trees of the grove.

Lords of the Golden Hills

  • Baervan Wildwanderer: I - Forests, travel, nature, forest gnomes
    • Cannot become entangled.
    • Any animal summoning magic can summon normal and giant raccoons of the appropriate hit die and maximum hit points.
    • Once per year, a Hierophant Elder or three Hallowed Elders can imbue a sacred grove with animal friendship. While within the grove, normal and giant animals will befriend worshippers of nature, following them around the grove, playing, entertaining or performing simple tasks. The animals will not leave the grove, often befriending another just as quickly as their current friend departs the grove. Casting animal friendship within the grove will attract more animals to the caster, but they will not leave the grove. Animals under the influence of an animal friendship spell brought into the grove will be friendly with others, but remain loyal to their friend unless his actions warrant otherwise. Animal summoning magic cast within the grove can call twice the number or HD of animals.
    • Once per year, a Hallowed Elder can awaken 1d3 patches of 10'x10' area of plants to defend a sacred grove as if an Entangle spell was cast.
  • Segojan Earthcaller: I - Earth, nature, the dead, rock gnomes
    • Can find a safe cave or burrow to rest in.
    • Once per year, a Hierophant Elder or three Hallowed Elders can imbue a standing stone with a spirit to become a stone guardian that can be animated by the steward to defend the sacred site as a16HD earth elemental once a day.
    • Once per year, a Hallowed Elder can imbue a sacred grove with a warm, dry and safe burrow or tunnel. The burrow can be opened and sealed three times a day. The burrow will typically accommodate 3-5 people, but larger ones are not unknown. Space permitting, Hallowed Elders can temporarily expand a burrow to accommodate up to 20.

Primordial

  • Ubtao: G - Chult, creation, dinosaurs, jungles *
    • Once per year, awaken1d3 patches of 10'x10' area of plants to defend a sacred grove as if an Entangle spall was cast.
    • Once per year, a Hierophant Elder or three Hallowed Elders can create one of the following:
      • awaken a tree to defend a sacred grove with spell casting powers of a third level Druid and combat ability similar to a Liveoak spell.
      • imbue a standing stone with a spirit to become a stone guardian that can be animated by the steward to defend the sacred site as a16HD earth elemental once a day.

Seelie Court

  • Caoimhin: D - Food, shy friendship, killmoulis
    • Always find one small meal a day.
  • Damh: L - Dance, song, celebrations, korreds, satyrs, atomies
    • Immunity to Korred dance.
  • Eachthighern: L - Unicorns, pegasus, healing, loyalty, protection
    • immunity to natural poisons, +1 on save for other poisons.
  • Emmantiensien: L - Treants, trees, deep and hidden magic
    • can find and activate hidden magic in the wilderness.
  • Fionnghuala: D - swanmays, communications, sorority *
    • shape changers can transform into a swan as an extra form each day. Swanmay no longer need a token.
  • Nathair Sgiathach: I - mischief, pranks, faerie dragons, pseudodragons, sprites, pixies, grigs
    • chameleon camouflage in the forest making the Elder undetectable 75% of the time.
    • Once a year, a Hallowed Elder can imbue a sacred grove with faerie fire. A Nature worshiper (even a nonpriest) may cause faerie fire luminance to appear, centered on the character or upon any of the trees, rocks, or standing stones in the grove. The faerie fire, which lasts one turn per level of the caller, can be summoned once per person in a given day. Faerie fire that druids call endures for two turns per level of the Druid and flickers around the grove at will. When a Druid casts faerie fire within the grove, its duration triples.
  • Oberon: L - Nature, wild places, animals
    • Cause creatures to wander off and forget they saw the Elder.
  • Skerrit: L - Community, natural balances, centaurs, sylvan elves *
    • Once per day, the Elder can find a path through the forest to safety, while foes following the path will become lost.
    • Once a year, a Hallowed Elder can imbue a sacred grove to obscure its location. Only Druids and nature worshippers familiar with the grove can follow paths into the grove. All others following the paths will meander about until they exit on the far side without ever entering the center of the grove.
  • Squelaiche: D -Ttrickery, illusions
    • +1 on saving throws.
  • Titania: G - Faerie folk and realms, friendship, magic
    • The Elder can create a pinch of faerie dust once per day. If used when casting an illusion based spell the area and duration is doubled, while creatures save against it at -1. Collecting 50 pinches creates a dose that can make the visible invisible, and the invisible visible.
    • Once per year, a Hierophant Elder or three Hallowed Eldars can imbue a sacred grove so that all it's occupants can be made invisible once per day for up to 3 turns per level of the Druid invoking the power. Creatures that choose to attack immediately become visible.
  • Verenestra: L - female faeries, charm, beauty, sylphs, nymphs, dryads
    • Immunity to the charm powers of fey creatures such as sylphs, nymphs, and dryads. Permits fey creatures (Dryads) bound to an object or location to travel the world to conduct their duties as Elders.

Seldarine

  • Angharradh: G - Spring, fertility, planting, birth, defense, wisdom *
    • Recognize and use magic totems. Inscribe the symbol of any of the represented powers on an Amulet of the Ancients to serve as the holy symbol of that power. Learn to drawn one totem per level gained as an Elder.
    • Once per year, a Hierophant Elder or three Hallowed Elders can imbue a sacred grove so that Druids, rangers and other nature priests in the grove can detect alignment of others in the grove. Non-priest worshippers of nature can make an attempt to detect alignment once a day after two rounds of concentration.
    • Once per year, a Hallowed Elder can imbue a sacred grove with healing power. Beings of neutral alignment or those allied to the druid may heal wounds at twice the rate of natural healing while in the magical sacred grove. Healing-related spells produce the maximum benefits; for instance, cure light wounds restores 8 points of damage.
  • Deep Sashelas: I - Oceans, sea elves, creation, knowledge, underwater and sea elven beauty, water magic *
    • Breath air or water as needed.
    • Immunity to the charm powers of fey creatures such as kelpies, nixies, and sirines.
    • Once per year, a Hierophant Elder or three Hallowed Elders can shape a coral sculpture and imbue it with powers similar to standing stones. Sculptures with suitably large openings can serve as gateways to other such sculptures and Trilithon standing stones. Other sculptures can calm volcanic activity and earthquakes, speak secrets to Druids, and seal evils away.
    • Once per year, a Hallowed Elder can imbue a sacred coral bed with a form of airy water that allows air breathing worshippers of nature to breath normally within the coral sanctuary.
  • Hanali Celanil: I - Love, romance, beauty, fine art and artists, natural beauty of forests and mountain tops
    • Once per day, charm person with a -1 penalty on the save for every point of charisma above 16 that the Elder has.
    • Once per year, a Hallowed Elder can imbue a sacred grove with natural beauty. Visitors to the grove must save versus charm to leave the grove. Once they have saved, they may come and go as they please, but if they failed at least one saving throw, they will always long to return to the grove.
  • Rillifane Rallathil: I - Woodlands, nature, wild elves, druids *
    • Once per year, a Hierophant Elder or three Hallowed Elders can awaken a tree to defend a sacred grove with spell casting powers of a third level Druid and combat ability similar to a Liveoak spell.
    • Once per year, a Hallowed Elder can imbue a sacred grove with the power to animate trees. Once per day, worshippers of nature can animate 2D6 normal trees within the grove with powers similar to a changstaff spell. The trees attack as if they were 12HD Treants with 40HP each, with two attacks per round. The Treants remain animated for 1 turn per the level of the highest follower, or until they fall to 0HP, afterwhich they root back into the ground as normal trees. The trees can be directed by the worshippers, with the orders of the highest ranking priests taking precedence over others. If an awakened tree is in the grove, it can use the animated trees to defend the grove.
  • Sehanine Moonbow: I - Mysticism, dreams, death, journeys, transcendence, the moon, the stars, the heavens, moon elves
    • +2 on save versus death magic.
    • Once per year, a Hierophant Elder or three Hallowed Elders can make the sacred grove a sanctuary for spirits of elves, fey and Druids. Up to 2d4 of such spirits that have been reincarnated into animals or woodland creatures will be attracted and take up residence in the grove. Druids, rangers and intelligent creatures sworn to defend the grove and who fall in battle doing so, can choose to remain in the grove as phantom like spirits passing on knowledge and haunting unwelcome visitors. If a standing stone exists in the grove, the spirits can bind themselves to the stone, allowing them to speak to use stone tell and stone shape. Such spirits have a 1% cumulative chance per year to reincarnate as an animal or woodland creature and continue to reside in the grove. Prior to reincarnation, the spirit can choose to depart whenever it feels its task has been completed.
    • Once per year, a Hallowed Elder can imbue a sacred grove with prophetic power. A druid who spends the night sleeping in the grove may receive a magical portent in a dream concerning the past, present, or future. The nature of the prophecy remains the DM's decision, but it should never contain more information than would come to light using a properly cast commune with nature spell. The portent usually warns of danger or hints at a task Nature wishes the druid to perform.
  • Solonor Thelandira: I - Archery, hunting, wilderness survival
    • When desired, normal animals, including miniature and giant, will completely ignore the Elder.
    • Once per year, a Hierophant Elder or three Hallowed Elders can imbue a sacred grove with a feature, typically a pool or well, with scying powers. The feature acts as a Reflecting Pool at the Druids level once per day.

Yondalla's Children

  • Sheela Peryroyl: I - Nature, agriculture, weather, song, dance, beauty, romantic love *
    • Spells in the plant domain are cast as if the caster were two experience levels higher.
    • Once per year, a Hierophant Elder or three Hallowed Eldars can imbue a tree in a sacred grove with magical fruit. Each year, 1d6 fruit ripen with magical qualities so that they serve as magic potions when eaten. Magical effects include: Potion of animal control, Potion of heroism, Potion of longevity, Potion of treasure finding, Philter of love, Philter of glibness.
    • Once per year, a Hallowed Elder can imbue a sacred grove with tempurature control. Any Nature worshiper in the grove may make a grove's temperature rise or fall within 30 degrees. This ability, possible once per day, affects the entire grove. Arctic or desert groves commonly feature this power, which enables those in the grove to survive brief climatic extremes, especially combined with the power to still winds.