Base Class: Cleric
Heretics, through various means, have seen their church through a different lens, and realizing the flaws of their sect have decided to bring about change. Whether it be corruption, lies, or a stayed goal, it is your task to expose the church and bring justice to an institution which may believe itself to be above the law.
Created by u/Dodecadungeon on Reddit
Truthspeaker
You are gifted with the light of truth, when you talk, people listen. When you choose this domain at 1st level, you gain proficiency in the persuasion skill.
Additional Spell list
These are your domain spells.
Rebuke the Holy
The true enemies are not the undead, but the church itself. Starting at 1st level, your Turn and Destroy Undead features apply to celestials as well.
Channel Divinty: 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, instead of you presenting your holy symbol, you perform an obscene gesture and choose one creature or one object or 20ft radius space up to 30ft away from you. You then can end one spell effecting it if the spell level is less than one third your cleric level, rounded up.
Resist The Inquisition
The church is sure to come after you for revealing their lives, but you know their tricks. Starting at 6th level, you gain resistance to radiant damage.
Extra Attack
When you take the attack action you can attack twice.
Expose the Folly
Do you think you were going to get Divine Strike or Potent Spellcasting? Well if you think those are the only options, the church has been lying to you. Starting at 8th level, a number of times equal to your wisdom modifier, you can use your bonus action to point your finger at a creature who shares a language with you and ask it a question. You innately know if they lie in their response. If a creature lies or refuses to respond, you are honed against them for 1 minute. This also works if the creature is in a form that is not its own. While you are honed this way, your attacks and spells deal an additional 1d8 bonus damage of the damage type against the target. This increases to 2d8 at 14th level.
Embrace Heresy
Your Heretical nature makes you immune to the tricks and deceit of the church. Starting at 17th level, you become immune to radiant damage and the charmed condition, and have advantage on saving throws against effects from celestials and lawful creatures.
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