Cleric
Base Class: Cleric

Heretics, through various means, have seen their church through a different lens by realizing the flaws of their sect. Whether it be lies, corruption, or a strayed goal, it's your task to expose the church  and bring justice to an institution which may believe itself to be above the law.

Heretic Spells

You gain additional spells when you reach certain levels in this class, as listed in the following table. See the Divine Domain class feature for how Domain Spells work. 

Cleric Level Spells
1st Alarm, Detect Magic
3rd See Invisibility, Zone of Truth
5th Counterspell, Haste
7th Secret Chest, Locate Creature
9th Legend Lore, Passwall

 

Truthspeaker

You are gifted with the light of truth - when you talk, people listen.

You gain proficiency in the Persuasion skill.

Rebuke the Holy

Your true enemies are not only Undead, but also the church itself. 

Starting at 1st level, your Turn and Destroy Undead features apply to creatures with the Celestial creature type, as well.

Channel Divinity: Cleanse Falsehoods

Starting at 2nd level, you can use your Channel Divinity to cleanse divine magic from that which has been corrupted by the church.

As an action, you present an obscene gesture, and choose one creature, object, or space that fills a 20 ft. radius within 30 ft. You can end one spell affecting the target, if the spell level is less than one-third your cleric level (rounding up).

Resist the Inquisition

Starting at 6th level, you know the tricks of your enemies, and know how to improve yourself accordingly.

You gain resistance to Radiant damage.

Expose The Folly

Starting at 8th level, you are sure to weed out lies and deceit against those you confront.

You can use a bonus action to point a finger at a creature who shares a language with you within 60 ft., and ask it a question. You innately know if they lie in their response. If a creature lies, refuses to answer, or is in a form that is not its true form, you are honed against that creature for the next minute.

While honed in this way, your attacks and spells deal an extra 1d8 damage against the target. This damage increases to 2d8 at 14th level.

You can do this a number of times equal to your Wisdom modifier, and you regain any expended uses after a long rest.

Embrace Heresy

Your heretical nature has made you practically immune to what your enemies throw your way.

Starting at 17th level, you become immune to Radiant damage and the Charmed condition, and gain advantage on saving throws against Celestials and Lawful creatures.

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