Heresy Domain

Subclass of Cleric

Old World's Might - Subclasses from Old Europe p. 24 (Homebrew)

Level
3

Description

Inspire others defying the established divine order

"The truth is not written in stone, but in the whispers of the doubters, the fire of the condemned, and the revelations of those who dare to question."

Theme: Inspired by the real-world heresies of medieval Europe (such as the Cathars, Hussites, and Lollards), this domain represents faith as rebellion.

The gods may grant power, but the Heretic dares to question their authority.

Playstyle: Blend divine magic with cunning defiance, gaining powers that fuel rebellion, protect outcasts, and challenge the authority of the gods themselves.

Heresy was an opinion about the teaching of the Catholic church, which was condemned by the church as inconsistent with it. First heretics groups started in XI century and lasted until XVI century. Heretics were religious groups whose beliefs did not wholly conform with the medieval Church's doctrines. While the groups themselves ranged in beliefs, their commonality was their rejection of and persecution by the Church. Many of the groups still thought of themselves as Christians despite the Church's rejection. Some felt that the Church had changed too much and that it, in fact, was heretical. In this way, heretics were both within and outside the Church. It is often hard to determine whose beliefs were truly heretical.

Traits

Profane Revelation Nivel 3

As a Magic Action, you expend one use of your Channel Divinity to unleash a blasphemous truth that undermines divine power. You force creatures of your choice within 30 feet that relies on divine magic (including Clerics, Paladins, and Celestials) to make a Wisdom saving throw. Failure: Incapacitated condition until the end of your next turn.

Inquisition's Bane Nivel 3

Your faith is tempered by hardship. You gain Resistance to Radiant and Necrotic damage, and you have Advantage on saving throws against spells or other magical effects that detect truth or compel honesty (such as Zone of Truth).

Heresy Domain Spells Nivel 3

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the table below, you thereafter always have the listed spells prepared.

Heresy Domain Spells:

LevelSpell
3rdCause Fear, Detect Magic, Disguise Self, Hellish Rebuke
5thSuggestion, Silence
7thBlight, Counterspell
9thDispel Evil and Good, Greater Invisibility

Martyr's Fire Nivel 6

You can endure suffering to fuel your cause. When you take damage from an enemy, you can use your Reaction to bestow to a creature that you can see within 30 feet to gain Temporary Hit Points equal to your Cleric level + your Wisdom modifier. Additionally, you can also immediately make a weapon attack or cast a cantrip. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Divine Schism Nivel 17

Your presence warps the flow of divine power, severing the connection between the heavens and the battlefield. As a Magic Action, any creature of your choice within 30 feet of you has the following effects for 1 minute:

  • Loses Resistance and Immunity to Radiant and Necrotic damage.
  • Each time it wants to cast a spell, it must succeed on a Charisma saving throw against your spell save DC.

Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a 5+ level spell slot (no action required).