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Heresiarch


jokomaisu

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Heresiarch
The Creed is a religion of extreme tolerance and openness, dedicated more to good living, preaching, and collecting alms than persecutions, inquisitions, and religious wars. However, if there is one thing that the clergy and the faithful cannot bear, it's the Heresiarchs: sorcerers who adore and draw power from Lucifuge, Archdevils, Malacodas, and the whole pseudo-monarchy of Inferno's devils. These characters often plot the worst atrocities and iniquities and cultivate their abilities to pursue deadly sins and transgressions against all the Kingdom's inhabitants. In many cases, they are also leaders of heretical sects and secret cults seeking religious goals and giving other kinds of sorcerers, magicians, and followers of the Mothers a bad name. It is also true that these powers are inborn in such individuals, but the path of perdition is neither necessary nor predestined for them. Indeed, if even the devils can leave Inferno and live as ordinary people in the Kingdom, those who have just a drop of diabolical blood in their veins could surely do as well: evil, apparently, is never innate


Perhaps the Heresiarchs are Malebranches who have made the Great Refusal and retained some infernal powers or are their descendants. Perhaps the sorcerer, or one of his ancestors, made a Pact with an Archdevil or a Befana, and the malevolent spark of the dark world still flows in his blood. Perhaps the Knave was conceived during witchcraft rituals that it is better not to know about, or one of their ancestors may have spent too much time in Hell or in the company of its inhabitants
 The fact is that the power of the sorcerer derives from their diabolical origin, a lineage that can never be changed or removed, despite what the sorcerer tries to do about it.

 

The Heresiarch Table

Level Proficiency
Bonus
Sorcery
Points
Features
1 +2 0 Heresy Stigma, Infernal Magic, Spellcasting
2 +2 2 Font of Magic, Manifestation
3 +2 3 Daunting Energy, Metamagic
4 +2 4 Ability Score Improvement, Arcane Tracker
5 +3 5 Additional Metamagic
6 +3 6 Deep Font, The Ninth Gate

Class Features
As a heresiarch, you gain the following class features.

Hit Points
Hit Dice: 1d6 per heresiarch level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per heresiarch level after 1st

Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Performance, Persuasion, and Religion
Saving Throws: Constitution, Charisma

Equipment
You begin the game with 100 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.


Level 1


Heresy Stigma
You have darkvision out to a range of 120 feet and you gain proficiency in the Deception skill.


Infernal Magic
You gain new spells when you reach specific levels in this class, as indicated in the Infernal Spells table. Each spell is treated as a sorcerer spell but does not count against the maximum number of a sorcerer’s spells known. You can’t replace these spells when you gain a new level in this class.

Table: Infernal Spells

Level Spells
1st charm person, disguise self
2nd enthrall, suggestion
3rd fear, phantom steed

Spellcasting
You have awoken latent magic within yourself caused by something you were exposed to, a quirk of an ancestor that has now manifested in you, supernatural experimentation, or something else entirely. This conduit, which you may not yet fully understand, fuels your spellcasting.

Table: Heresiarch Spellcasting

Level Cantrips
Known
Spells
Known
1st 2nd 3rd
1st 4 2 2 - -
2nd 4 3 3 - -
3rd 4 4 4 2 -
4th 5 5 4 3 -
5th 5 6 4 3 2
6th 5 7 4 3 3

Cantrips
You know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots
The Heresiarch table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Heresiarch table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, as your magic is fueled by an attunement to your very soul. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier 

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.


Level 2


Font of Magic
You’ve begun to understand the well of power within you that you draw from to cast your magics. Up until now, it’s just been something abstract, maybe hardly understood, but now you can use it in a precise manner to fuel your magics. It grants you a new resource in the form of Sorcery Points, as well as a way to use them.

Sorcery Points
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Heresiarch table. You can never have more Sorcery Points than shown on the table for your level. You regain all spent Sorcery Points when you finish a long rest.

Flexible Casting
You can use your Sorcery Points to gain additional spell slots, or sacrifice spell slots to gain additional Sorcery Points. 

Conversion. You can transform unexpended Sorcery Points into one spell slot, or vice versa, as a bonus action. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, or the value of sacrificing a spell slot for Sorcery Points.

Table: Creating Spell Slots

Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5

Manifestation
You choose one of the following manifestations, which represents a kind of energy you are especially effective at producing. When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can change the damage type to your manifestation’s damage type.

Blizzard (Cold)
When you cast a spell that deals cold damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes cold damage from the spell, it is also chilled, reducing its movement speeds by 10 feet for a number of rounds equal to the level of the spell (minimum 1 round).

Corrosion (Acid)
When you cast a spell that deals acid damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes acid damage from the spell, its Armor Class is reduced by 2 until the end of your next turn. 

Hurricane (Lightning or Thunder)
You can treat both lightning and thunder as your manifestation’s damage types. When you cast a spell that deals lightning or thunder damage, you can spend 1 sorcery point to produce a thunderous blast around you. Large or smaller creatures within 5 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed back 10 feet and knocked prone . 

Inferno (Fire)
When you cast a spell that deals fire damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes fire damage from the spell, it is also set ablaze, taking 2d4 ongoing fire damage for a number of rounds equal to the spell’s level, or until it uses an action to put itself out.

Venom (Poison)
When you cast a spell that deals poison damage, you can spend 1 sorcery point, causing creatures immune to poison damage to take half damage, and creatures resistant to poison damage to take full damage.


Level 3


Daunting Energy
You gain a knack die on Intimidation checks. If you fail an ability check or saving throw against a creature trying to intimidate you, or against an effect that would cause you to become frightened, you can spend 1 sorcery point to immediately reroll the check or save.


Metamagic
You gain the ability to twist your spells to suit your needs. You gain two minor Metamagic options and one moderate Metamagic option. When you gain a level in this class, you can replace one Metamagic option with another, instead of replacing a spell.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted.

Minor Metamagic

Delayed Spell. When you ready a spell, you can spend 1 sorcery point. The spell can be held for up to 1 minute, instead of 1 turn.

Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. Alternatively, if you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 20 feet.

Persistent Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double the duration, to a maximum of 24 hours.

Reliable Spell. When you roll a 4 or lower on a spell attack, you can spend 1 sorcery point to reroll the attack. You can use Reliable Spell even if you have already used a different Metamagic option during the casting of the spell.

Subdual Spell. When damage from one of your spells reduces one or more creatures to 0 hit points, you can use your reaction and spend 1 sorcery point to stabilize one of the creatures knocked unconscious by it.

Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any vocalized or seen components.

Treacherous Spell. When you cast a spell, you can spend 1 sorcery point to alter its components in subtle ways. A creature attempting to identify the spell based on its components perceives it as a different spell of your choice, of the same or lower level. Attempts to counterspell this spell are made at disadvantage.

Moderate Metamagic

Careful Spell. When you cast a spell with an instantaneous duration that affects an area, you can spend 1 sorcery point, and choose a number of creatures up to your Charisma modifier in the area (minimum of one creature). A chosen creature is unaffected by the spell.

Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Sorcery Points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 Sorcery Points to change the casting time to 1 bonus action for this casting.

Reflexive Spell. Immediately before rolling initiative, you can spend 2 Sorcery Points to cast a spell of up to 3rd-level that has a casting time of 1 action or 1 bonus action. The spell activates before any other actions in initiative, but doing so uses your action for your first turn in the combat.

Refracting Spell. When you cast a spell that involves a spell attack roll and targets only a single creature, you can spend an additional 2 Sorcery Points. If the spell hits, a creature within 5 feet of the original target takes half the spell’s damage.

Twinned Spell. When you cast a spell that targets only one creature and doesn’t have a range of Self, you can spend a number of Sorcery Points equal to the spell’s level (or 1 for a cantrip) to target a second creature in range with the same spell.

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray are ineligible, but ray of frost can be modified by Twinned Spell.


Level 4


Ability Score Improvement
You can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.


Arcane Tracker
Choose one of the following:

Lingering Touch
When you encounter a shed piece of a creature (such as a lock of hair, bloody bandage, a scale, or a tooth), you can touch that object and instantly attune to it as if it were a magic item. If you are carrying the shed piece and attuned to it when you see the creature from which it originated, you immediately know that it belongs to that creature, at which point the attunement ends. You may learn additional cryptic information from being attuned to such things.

Mage Hunter
When tracking a creature that can cast at least 1 spell, you can attempt to do so by focusing on the mystic energy it leaves in its wake, allowing you to use your Charisma for any ability checks made to track it.


Level 5


Additional Metamagic
You gain another minor Metamagic option.


Level 6


Deep Font
You can reach beyond your limits to draw more power from within. When you finish a short rest, you may expend a number of Hit Dice up to your Charisma modifier to regain some of your magic essence. For each hit die expended in this way, you regain 2 Sorcery Points. Once you have used this feature, you cannot do so again until you finish a long rest.


The Ninth Gate
You gain the ability to infuse your spells with the echoes of the terror and agony felt by the damned souls. When you cast a spell that deals damage, you can spend 1 sorcery point to change the type of damage dealt to psychic damage.


Edited by jokomaisu (see edit history)

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