Cleric
Base Class: Cleric

Many gain power & skill from their worship of the gods. The rewards of loyalty can be great. But for others, that price is too high. There are those who detested the divine so much, there hatred gives them powers in mockery of true believers. But at what cost.

Domain Spells

1st-level Heresy Domain feature

You gain domain spells at the cleric levels listed in the Heresy Domain Spells table. See the Divine Domain class feature for how domain spells work.

Heresy Domain Spells

Knowledge of Blasphemy

1st-level Heresy Domain feature

You become proficient in Religion & 1 other INT skill. Also, when you cast a level spell on your turn, you can cast another level spell. The second spell can't use the same action type (action/bonus action) as the first & can't be of a level greater than your PB. When you cast this second spell, you must spend a number of Hit Die = to the spells level & take the result as unreducible damage. 

Channel Divinity: Toxic Belief

2nd-level Heresy Domain feature

You use your action to generate an aura that causes those around you to question what they know. The aura extends a radius = 10ft x PB & last for 1 minute. Those in the aura, if they are preforming skill check or saving throw that they are proficient in, will have their PB subtracted from the result instead of adding. You may use your reaction pick a number of creatures = to 1/2 your PB (rounded down) to be immune to the aura (YOU CAN NOT CHOOSE YOUR SELF).

Repeated Offence

6th-level Heresy Domain feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips or leveled spell in place of one of those attacks. If you chose to cast a leveled spell, it is under the same level restriction & Hit Die cost as stated in "Knowledge of Blasphemy".

Potent Spellcasting

8th-level Heresy Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Cure from the Occult

17th-level Heresy Domain feature

When you damage a creature(s), you may use your reaction to curse that creature(s) until the end of the next round, though you are cursed as well. Any creature that cursed is incapable of healing or being healed with any HP that would have been gained (regular of temp) being taken as damage instead. 

Comments

Posts Quoted:
Reply
Clear All Quotes