Cleric
Base Class: Cleric

The gods are mighty, but might alone does not make a being divine.

Clerics of the Heresy Domain reject the claim that the beings called gods are the ultimate source of divine power. Gods can be wounded and slain. They quarrel, deceive, demand obedience, and depend upon the faith of mortals. To these clerics, such beings might be ancient and immensely powerful, but they are not worthy of unquestioned reverence.

The Heresy Domain is particularly common among the Athar of Sigil, who call the gods "powers" and regard them as impostors claiming authority over forces greater than themselves. Many Athar believe that all divine magic ultimately flows from an unknowable source they call the Great Unknown. Others reject even this conclusion, holding that naming the source merely creates another idol. Some believe divine magic arises from faith itself, from the structure of the multiverse, or from a truth no mortal mind can comprehend.

Whatever the answer, clerics of this domain draw their power without submitting themselves to a god.

Hinder the Faithful

Starting at 1st level, you can undermine the conviction of those who place their faith in higher powers.

As a bonus action, choose one creature you can see within 30 feet of you. Until the end of your next turn, the creature has disadvantage on attack rolls and can't regain hit points from spells.

You can use this feature a number of times equal to your proficiency (a minimum of once). You regain all expended uses when you finish a long rest.

Unbound Faith

When you choose this domain at 1st level, you gain proficiency in the Religion skill. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

You need not bear the symbol of a deity to use a holy symbol as a spellcasting focus for your cleric spells. Your holy symbol can instead represent a philosophy, cosmic principle, the Great Unknown, or your rejection of divine authority.

Channel Divinity

When you gain this domain at 2nd level, you gain the following two Channel Divinity options.

Sunder the Faithful

As an action, you present your holy symbol and choose a point you can see within 60 feet of you. Each creature of your choice within 10 feet of that point must make a Wisdom saving throw.

On a failed save, a creature takes 2d6 + your half cleric level psychic damage and is restrained until the start of your next turn.

On a successful save, the creature takes half as much damage and isn't restrained.

A creature restrained by this feature is assailed by overwhelming doubt and psychic anguish. Spectral chains, broken holy symbols, whispered accusations, or other manifestations of shattered conviction might appear around it.


Fear the Unfaithful

As an action, you present your holy symbol and invoke the terror that comes from having one's deepest convictions stripped away.

Each creature of your choice within 30 feet of you that can see or hear you must make a Wisdom saving throw.

On a failed save, a creature is frightened of you for 1 minute.

A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


 


 

Crisis of Faith

At 6th level, you can overwhelm a creature whose resolve has already begun to falter.

When a creature you can see within 60 feet of you is affected by your Hinder the Faithful, or is frightened or restrained by one of your Channel Divinity options, you can use your reaction to force that creature to make a Wisdom saving throw against your cleric spell save DC.

On a failed save, the creature is stunned until the end of your next turn.

On a successful save, the creature is immune to this feature for 24 hours.

You can use this feature once per long rest.

At 11th level, you can use it twice per long rest, and at 17th level, you can use this feature 3 times per long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Beyond Divine Authority

At 17th level, your conviction places your mind and soul beyond the easy reach of supernatural powers.

You gain the following benefits:

  • You have advantage on saving throws against spells and other magical effects.
  • You have resistance to radiant and necrotic damage.
  • You can't be possessed.
  • You can't be charmed or frightened by celestials.
  • You can't be perceived through divination magic or magical scrying unless you choose to be.

In addition, when you succeed on a saving throw against a spell of 1st level or higher, you can use your reaction to turn the spell's failure against its caster. If the caster is within 60 feet of you, it takes psychic damage equal to twice the spell's level + your Wisdom modifier.

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