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Heretic

Heretic

Heretic.


You are inspired to lead change by divine force. Regardless of any personal oaths or beliefs you carry, your deep conviction to a greater purpose provides you with a limited scope of divine power. You are tethered to the will of multiple deities, instead of one, and in doing so can call on their versatile strengths to aid your work. As an arbiter of the greater will of the divine, you are always capable of reaching and beseeching a deity to aid in your endeavors, especially if doing so also disrupts the interests of a competing power. These deities willing to lend their strength to you also accept that your expert hand moves by the grace of all deities, not just theirs, and understand that your actions may not always be congruent with their motivations. Sometimes called white wolves among the devout for being independent and outspoken, Heretics are by all means wolves in sheeps' clothing.


Level 3 Feature:


Guise of the Devout.


Starting when you choose this archetype at 3rd level, maces have the finesse property for you. In addition, whenever you make an Intelligence (Religion) check to recall information about a religion or deity, treat a roll of 7 or lower on the d20 as an 8.
When you reach 11th level in this class, your Reliable Talent feature also affects any Intelligence (Religion) check you make, even if you are not proficient with the skill.


Heretic's Curse.


Starting at 3rd level, you can use a bonus action to place a baneful curse on a creature that you can see within 60 feet of you. This curse lasts for 1 minute or until you use this feature again. For the duration, whenever the cursed creature makes a saving throw against a cleric spell you cast, it must roll a d4 and subtract the number rolled from the total. In addition, you can use your Sneak Attack against the cursed creature even if you do not have advantage on the attack roll, but not if you have disadvantage on it. When you do, you can choose for the Sneak Attack damage to be radiant.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest. You can use it three times between rests when you reach 9th level in this class, and four times at 13th level.


Inquisitor's Mark.


Spellcasting.


When you reach 3rd level, you gain the ability to cast spells, Intelligence or Charisma is the skill you use for your spellcasting abilities.


Class LevelCantripsSpells KnownLevel 1 SlotsLevel 2 SlotsLevel 3 SlotsLevel 4 Slots
1------
2------
3332---
4343---
5343---
6343---
73542--
83642--
93642--
104743--
114843--
124843--
1349432-
14410432-
15410432-
16411433-
17411433-
18411433-
194124331
204134331

Cleric Spell List
You also gain the spells of one of the cleric domains, which do not count towards the maximum amount of Rogue Spells.


Level 9 Feature:


Conversion.


Starting at 9th level, your familiarity with religion and divinity has grown to serve you in new ways. You can change your chosen cleric domain to a different one using a bonus action. Once you do, you can not do so again until you finish a long rest.
You can also use your Evasion feature for any saving throw you make to prevent radiant damage, even if its not a Dexterity saving throw. Further, you can add your proficiency bonus to saving throws against the spells and special abilities of celestials.


Level 13 Feature:


Blasphemous Senses.


Beginning at 13th level, you can use an action to detect the presence of any aberration, celestial, elemental, fey, fiend, or undead within 60 feet of you, provided you are not blinded or deafened. You know the number and type of any being whose presence you sense, but not its identity or exact location.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


Level 17 Feature:


Heretic's Blessing.


At 17th level, your Heretic's Curse can guide your allies' strikes. Whenever a friendly creature (including yourself ) attacks a target under the effects of your Heretic's Curse, that creature can roll a d4 and add the number rolled to the attack roll.
In addition, you can cast the commune spell once without expending a spell slot. You must finish a long rest before you can do so again. This version of the spell allows you to contact a deity aligned with your current chosen cleric domain, although it may not regard you with the same familiarity that it would a devout follower.






 

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