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Heretic

A young starborne walks along a path, prepared for another day of mundane research. A shimmer in the air catches their attention as they struggle to carry their equipment. As the starborne's physical body turns to see that there is nothing there in the real world, their inner eye turns to look deeper into themselves, and finds something in that abyss staring back at them that will change their life forever.

Deep within the Underdark, a crazed drow examines a ritual circle carved into the stone. Muttering a few words in a tongue unfamiliar to even him, the drow watches as reality seems to tear in the center of the circle, opening into somewhere else. Something clambers out from the tear between realities, and its gaze flits towards the one who summoned it as it bows, recognizing its new master.

A castle steward, clad in a hooded robe, examines the sigils he has taken so long to carefully carve out on the bottoms of the seats intended for the royal feast, the symbols making his head pound as he studies them. Nodding in satisfaction, he charges each one with magical power, setting them to boil the blood of those in the ballroom the moment the king begins his speech.

A lone knight stands on a bridge, guarding the retreat of her allies. Any other would have fled had they seen the insurmountable odds of an entire army against them, but the knight instead unsheathes a pair of curved blades, shimmering with power, and begins to fight back. Hours later, the knight stands alone amongst the grounds of a massacre, covered in severe cuts and bruises. She sheathes her blades, turns, and begins the long trek to rejoin with her fellow soldiers.

The Lifted Veil

Heresy, despite the generally accepted definition of the word, simply refers to a viewpoint that is at odds with what is generally accepted. This definition is what many Heretics refer to when discussing what defines them. At some point in their lives, either by accident or by design, a Heretic has pierced the veil of reality and seen what lies beyond even the planes, shattering their worldview with but a glimpse into the forces beyond. Consequently, a Heretic has the ability to channel these forces through runes and rituals anathema to general magic. This is primarily done through specialized ritual circles, which Heretics are gifted the knowledge of from exposure to the forces they channel. To non-heretics, the runes and inscriptions dotted around such circles are impossible to make sense of at best, and mentally damaging to study at worst. Heretics, however, are able to comprehend the carvings, and use these runes and symbols to siphon a speck of power from beyond the planes, charging themselves with magic like a battery.

Seekers of Truth

Once a Heretic has even glimpsed the true scope of reality, they are unable to return to normal life, and instead dedicate themselves to viewing the world for what it truly is. A Heretic's experience changes their very being, making them seem alien to others, often leading them to set out into the world at large, either to learn more about the forces they are now aware of, to open the eyes of others, or to apply the abilities and skills they have learned from studying these forces.

As a Heretic gains more insight into the forces at play within their now-expanded worldview, they will find that the horrors of the mortal world become almost pitiable in comparison to what they have already seen. Stronger Heretics will also find that their presence hangs heavy with the eldritch forces they carry the power of as they begin to passively influence the world around them, with their enemies being far more easily frightened in their vicinity.

hit dice: 1d6
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d6 or (3) + Constitution Modifier for each level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons
tools: None
saving throws: Charisma, Dexterity
skills: Choose two skills from Arcana, Deception, Sleight of Hand, Intimidation, Religion, History, and Insight.
starting equipment:

You start with the following equipment, in addition to the equipment granted by your background:


(a) a light crossbow and 20 bolts, or (b) any simple weapon


(a) a component pouch, or (b) an arcane focus


(a) a scholar's pack, or (b) a dungeoneer's pack


Leather armor, any simple weapon, and one carving dagger



spellcasting:
Spellcasting Ability

Charisma is your spellcasting ability, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma when setting the saving throw DC for any spell you cast or when making an attack roll with one, unless the spell states otherwise.

Spellcasting Focus

You may use a heretical focus as a spellcasting focus for any spells you cast.

class features:

Heartbeat of the Mansus

At 1st level, your experience has changed you on a fundamental level, granting you the instinctive ability to channel the forces you seek to comprehend. You may spend 10 minutes to carve or draw out a heretic circle at any point. Meditating or concentrating on this circle grants you spell slots, with the time cost being 10 minutes by default plus an additional 10 minutes for each level of the spell slot being gained. You may only have a maximum of 4 spell slots totaling 6 levels or less at a time. Your slot and level capacity both increase by 1 every third level.

Fractured Mind

At 3rd level, the influence of the Mansus begins to leak through the cracks in your psyche, causing your mind to seem terrifyingly alien to others at best and outright damaging to interact with at worst. Anyone attempting to directly interface with your mind, magically or otherwise, must succeed a Charisma saving throw (12 + your Charisma modifier) or take 1d4 Psychic damage and become Frightened of you until the end of their next turn. Creatures that fail this save by 5 or more take an additional 2d6 Psychic damage.

Path of Application

At 4th level, you have devoted yourself to a specific form of casting of your choice as a Runeweaver, Thaumaturge, or Duelist, each of which is detailed below. Your chosen path grants you features at 4th level, and again at 6th, 10th, and 14th level.

Desensitized

At 6th level, your constant exposure to forces beyond reality has desensitized you to the horrors of the world. You gain advantage on saving throws against being Frightened by nonmagical means, and may reroll a failed save against being Charmed once per long rest.

Desynchronization

At 12th level, your deep attunement to forces beyond allows you to separate your being from the rest of reality for a short moment.

As a reaction when you are hit by an attack, you may distort reality momentarily, rolling a d6 and subtracting the result from the attack roll. You may use this ability a number of times equal to your Charisma modifier (minimum of 1), regaining all expended uses after a long rest.

Alien Presence

At 16th level, the eldritch forces you channel cloak your presence in an aura of mystery and unease.

Creatures of your choice within 10 feet of you have disadvantage on saving throws against being Charmed or Frightened. If a creature in this radius becomes Frightened or fails a save against being intimidated, that creature has disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature affected this way can make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) at the end of each of its turns, ending the effect on a success.

Mastery of the Unknown

At 18th level, your mastery of the forces beyond has reached its peak, granting you unmatched control over your immediate vicinity. You gain advantage on ability checks related to seeing through illusions (magical or otherwise), and/or identifying any creatures that originate from beyond the material plane.

In addition, you gain the following ability:

Aura Distortion: Once per long rest, as an action, you may create an area of warped reality with a radius of 20 feet centered on you for 1 minute, with the following effects:

-Creatures of your choice within this radius have resistance to nonmagical damage.

-As a reaction when a creature makes an attack against you or another creature within this radius, you may swap the positions of any two creatures within this radius (including yourself) with each other.

-Projectiles (magical or otherwise) and spells of your choice with an area of effect or trajectory that intersect with or pass through this radius must have their sender succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be negated entirely.

-Enemies that start their turn in the radius must succeed on a Wisdom saving throw or take 2d8 Psychic damage and be incapacitated until the end of their next turn.

subclass options:

Runeweaver

A path focused entirely on carving out runes and laying traps, Runeweavers spend their downtime quietly setting up nasty little surprises for their foes, able to turn the tide heavily in their favor from the moment the battle begins.

Language of the Mansus

At 4th level, you have grown to understand a small portion of the language that forms reality, allowing you to set or inscribe runes with specified effects. Instead of casting a spell, you may expend a spell slot to carve or draw a rune onto a flat surface, containing a prepared spell of equal level that will be cast upon the rune's activation. A rune can either be activated at will by the carver, or set to a proximity trigger, causing the rune to instead activate whenever it detects something within 10 feet of it. If a rune is defaced, thrown, teleported, or otherwise damaged or displaced, it no longer functions.

Memorized Inscriptions

At 6th level, you have memorized the inscriptions you have learned, weaving them not just into your mind but into your very being. You may create runes with spells you know but do not have prepared. In addition, you are now able to specify basic triggers and actions for your runes, such as setting them to only activate when a living being is nearby, or to activate a short period after being triggered.

Persistent Carvings

At 10th level, you have learned to apply runes in such a way that they persist when other carvings would cease functioning. You may channel multiple instances of a single spell into a rune being created to grant it an equivalent amount of charges. Each time a rune with more than one charge is triggered, it expends a charge and casts the spell stored within it once. In addition, runes you create can function even when thrown, teleported, or otherwise displaced, as well as when lightly damaged or scratched. Complete destruction of the surface a rune is on, such as shattering a wall or ripping a parchment, will still cause it to cease functioning.

Advanced Triggers

At 14th level, your mastery of the language of the Mansus is near absolute, allowing you total control over your runes. When choosing a trigger for a rune, you may instead set specific conditions and parameters for triggering, such as defining a specific species or race, amount of creatures, or times triggered. In addition, you may set other triggers such as setting it to activate upon the usage of key words or phrases, when magic is used near it, or incredibly specific circumstances such as decrease in air quality.

Thaumaturge

Focused on conjuration and support, a Thaumaturge is able to summon reinforcements from beyond the planes, with higher levels granting them more control over their summons and a stronger pool of creatures to pull from.

Reality Tear

At 4th level, you have gained the ability to rend the veil to the point of creating a physical tear into the places beyond reality. While using a heretic circle, you may instead spend 10 minutes to create a reality fracture and call something from the other side through into the world. If you do this, a random creature (rolled from the table below) appears out of the fracture, and the fracture used ceases to exist. Creatures summoned this way are magically bound to you, and will obey your commands to the letter. You may only have a maximum of three creatures bound to you. At any point, you may choose to dismiss all summoned creatures, causing them to vanish as they return to their original location.

Rolled NumberCreature
1Shattered Ghoul
2Voiceless Death
3Rust Skull
4Lava Carp
5Terrorbeak
6Flesh Stalker

If left unused, a reality fracture will cease to exist after 1d4 hours. Any creature that makes an attempt to Investigate or otherwise closely examine a reality fracture must succeed a Wisdom saving throw with a DC of 18 or take 4d6 Psychic damage and gain one level of insanity as their mind struggles to fit the implications of what they are seeing into their current perception of reality.

Greater Control

At 6th level, you have refined your summoning technique to something not quite as random as before. When rolling on a summons table, you may pick three options from that table and roll between those instead. In addition, you are now able to dismiss individual summoned creatures, as opposed to dismissing all summoned creatures simultaneously.

Advanced Summons

At 10th level, your experience with summoning creatures from beyond the veil has given you the ability to summon more advanced beings. You may spend 30 minutes at a heretic circle to summon a sentient creature (chosen from the table below). Sentient summoned creatures act under the same mechanics as familiars, with the exception of being able to attack, and are able to parse and obey the intentions of commands and requests. They may also interpret intentionally vague orders by themselves or otherwise act on their own, though they cannot move more than 2 miles away from you, travel to a different plane than the one you occupy, or act in a way that would intentionally harm you or other creatures you verbally identify as allies. A bond with a sentient summoned creature can be broken if both the summoned creature and the summoner agree to do so, causing the sentient creature to vanish and return to their home plane.

Number RolledCreature Summoned
1Fleshweaver
2Moulded Prophet
3Maid-in-the-Mirror
4Rust Walker
5Ashman
6Blankbody

As One

At 14th level, your constant attempts to merge parts of different realities together has changed you on a fundamental level, as the identities of the creatures you summon bleed together with your own. When using a heretic circle, you may concentrate for 20 minutes to shapeshift into any of the creatures listed in the "Advanced Summons" table. While shapeshifted, you gain the abilities, movement, and physical traits of the creature you are transformed into. You retain your hitpoints, ability scores, spells, known languages, alignment, and sense of self, but otherwise, you are considered to be under the effects of the True Polymorph spell, with the following exceptions:

-Your new form has the creature's natural attacks and traits, and you can communicate as the creature would.

-You may shed your transformed state and return to your original form at will.

-You cannot take on a form that would directly harm you, even in the cases where the creature's natural abilities would do so.

The transformation lasts until you decide to end it, are incapacitated, or die. If the transformation ends due to your choice or incapacitation, you return to your normal self, with your hitpoints restored to the amount you had when you first transformed.

Duelist

Feared by many, a Duelist is a fearsome melee combatant, fully embracing the power of the Mansus to elevate their combat prowess to inhuman levels and gain incredible resilience.

The Cutting Edge

At 4th level, you have learned to channel the deadly precision of an ancient warrior, using the power of the Mansus to aid you in combat. When you have at least 1 hour of downtime and access to a heretic circle, you may spend 10 minutes meditating with a weapon to empower it. For the next hour, you may choose one weapon you are wielding. This weapon gains a +2 bonus to damage rolls, and any melee attack you make with it deals an additional amount of force damage equal to (1d6 * half of your current level in this class). The weapon retains this energy even if it is dropped or thrown, and cannot be dispelled. Once the duration expires, the weapon loses its magical enhancement, and reverts to normal.

Duelist's Stance

At 6th level, you have adopted the fighting technique of a long-forgotten champion. While dual-wielding light weapons, you may use an action to enter the Duelist's Stance until the beginning of your next turn. While in this stance, you gain advantage against incoming ranged attacks and a +2 to AC, and you will automatically make a melee attack against any creature that makes a melee attack against you, without using a reaction.

Torn Champion

At 10th level, your connection to the Mansus has altered your body in ways that allow you to overcome the limitations of your own flesh, becoming less vulnerable to the risks of injury and damage.

You gain resistance to slashing damage and and advantage against effects that would cause you to bleed, and you can no longer receive any form of Grievous Wound that involves the severing of a body part.

Additionally, if you are reduced to 0 hitpoints, you may instead be reduced to 1 hit point, as long as the damage is not from a critical hit. You are still vulnerable to effects that would cause instant death (such as the use of the Disintegrate spell). This ability triggers automatically, and can be used a number of times equal to your proficiency bonus (minimum of 1), regaining all expended uses after a long rest.

Maelstrom of Silver

At 14th level, your mastery of dual-wielding has reached its pinnacle, allowing you to unleash a whirlwind of strikes as you throw caution and precision to the winds.

As a bonus action, you may enter into the Whirlwind Stance. While in this stance, you gain disadvantage on saving throws related to incoming harm and gain the following property:

When you are dual-wielding two melee weapons and succeed a melee attack roll against a target, you may make an additional melee attack with the same modifiers as the original and a penalty of -1 to succeed. This may be repeated for every successful melee attack, with the penalty for the next attack roll being increased by 1 on each successful hit.

Upon failing a melee attack of this manner, you exit the Whirlwind Stance automatically.


Created by

NoobzUltra.

Statblock Type

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