Cleric
Base Class: Cleric

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

 

 

i took inspiration from another creator who also attempted this so am not taking credit or anything for making this (have fun!)

Bonus proficiency

You gain proficiency in martial weapons 

Rebuke the corrupted

Starting at 1st level, whenever you get hit by divine power or hellish power, you can use your reaction to deal 4D6 necrotic damage to whoever hit you. You can use this feature equal to your proficiency bonus then you need to finish a long rest. You deal no damage if a revealed fiend did the damage to you

Channel divinity: Cleanse falsehoods

Starting at 2nd level, you can present your holy symbol as it turns corrupted to transform yourself into a horrid figure. While transformed you lose all head feature that is replaced with a unholy circle and you gain the following benefits:

  • you deal an extra 2D4 necrotic damage whenever you hit anybody with a melee attack
  • you gain a flying speed of 40 ft but you can only lift 4 feet above the ground
  • you gain 5 temporary hitpoints at the start of your turn

After 2 minutes you transform back to your original form.

Resist the Inquisition

The church is sure to come after you for revealng their lies, But you know their tricks. Starting at 6th level, you become resistance to radiant damage

Expose The Folly

Did you think you were getting divine strike or potent spellcasting ? Well if you think those are the only option then the church have lying to you. Starting at 8th level, equal to your wisdom modifier, you can use your bonus to point your finger at a creature who shares a language with you and ask it a question. You innately know if they lie to you. If a creature lies or refuses to respond, you are honed against them for 1 minute, this also works if they are not in their true form. While honed this way, your attacks and spells deal an extra 1D8 radiant damage to them. This increases to 2D8 at 14th level

Embrace heresy

Your Heretic nature makes you immune to the tricks and deceit of the church. Starting at 17th level you are resistant to magical attacks and you have advantage on saving throws from celestials and lawfulls creatures 

Previous Versions

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