Prestige Class: Heretic

Levels Features Occult Points Vile Powers Known
1st Occult Gifts, Touched by Corruption, Vile Powers 2 3
2nd Forbidden Talent 4 4
3rd 7 6
4th Corrupted Body 9 6
5th Forbidden Talent 13 7

The campfire flames flicker and dance before they suddenly turn dark green, illuminating the eerie visage of the scarred traveler on the other side. Marked upon the skin with a rune of corruption, a swordsman draws on the dark power that curses him to enchant his blade for battle. A mutant cutpurse, cursed and transformed by fell magic, resists crushing injury without flinching thanks to her monstrous form. An ambitious wizard unlocks the mysteries of lichdom, starting down a dark journey that will culminate in their eldritch ascension.

Unlike warlocks, heretics do not contract with others to master the dark forces of corruption. Instead, heretics wield eldritch power that has corrupted or cursed them, using their magical burdens as new talents. While most heretics have been physically changed by the magic that corrupts them, some owe their cursed abilities to a dark inspiration, such as the uncovering of forbidden lore. As a heretic grows in power, so too does their corruption.

Prerequisites

In order to advance as a heretic, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

  • Magical Corruption. You must be affected by some form of magical corruption. The DM is responsible for determining whether you meet this criteria, and they can choose to waive this prerequisite at-will.

  • Intelligence, Wisdom, or Charisma 13. To master your corruption, you must have strength of mind.

  • Character level 4th. To harness the power inherent in magical corruption without being destroyed by it, you must have grit and experience, and so you must be at least a 4th-level character before you can gain levels in the heretic prestige class.

  • Alignment. Because you must fervently pursue vile and chaotic power to gain levels as a heretic, you cannot do so while you are lawful good. The DM can choose to waive this prerequisite at-will.

Class Features

As a heretic, you gain the following class features.

HIT POINTS
Hit Dice: 1d8 per heretic level
Hit Points per Level: 1d8 (or 5) + your Constitution modifier per heretic level

PROFICIENCIES
Tools: None
Saving Throws: None
Skills: None

EQUIPMENT
This prestige class does not grant any equipment.

Occult Gifts
When you gain your first level in this prestige class, you learn how to use the occult power you have been given to bend fate unnaturally. You gain 2 occult points. When you make an attack roll, ability check, or saving throw, you can spend 1 occult point to gain a +1 bonus to the roll after you know the total but before you learn the result. You can't do this more than once to a single roll.

Your missing occult points are fully replenished when you finish a long rest. Your maximum for occult points increases as you gain levels in this class, as shown in the occult points column of the heretic class table.

You also choose Intelligence, Wisdom, or Charisma. You use that ability modifier as your occult modifier.

Touched By Corruption
Starting at 1st level, you embrace the corruption that has taken hold of you and the power that comes with it. You learn the thaumaturgy cantrip, and you can cast it at-will, using your occult modifier as the spellcasting ability modifier. You also choose two of the following benefits, which you gain permanently.

Cursed Flesh. You have no blood, you are immune to disease, you have advantage on saving throws against being cursed, and you ignore the effects of extreme heat and cold (as described in the Dungeon Master's Guide).
Keen Darkvision. You can see normally in darkness and dim light to a distance of 120 feet. If you have any other sources of darkvision, this range increases by an amount equal to the range of that darkvision, up to a maximum of 300 feet.
Occult Magic. Spells that you cast are impossible to identify before you finish casting them, and the detect magic spell and similar effects can't determine any details about your magic except that it appears as a mysterious dark aura. You also add your occult modifier to the DC for countering or dispelling your spells using the counterspell or dispel magic spells or similar effects.
Restless. You do not need to sleep, magic cannot put you to sleep, and you only require 4 hours of repose to finish a long rest. Whenever you finish a long rest, you reduce your exhaustion by 1d4 levels instead of one.
Shadow Pockets. You can hide objects that you are carrying within your shadow by stuffing them into your clothes, using your garments as a magical portal into your own shadow. You can retrieve objects from within your shadow pocket as easily as you could if they were on your person. Your shadow pocket can hold no more than an amount of weight equal to 15 + your Strength modifier in lbs. If you die, the contents of your shadow pocket instantly appear in the space of your shadow, or in your space if you are casting no shadow.
Soul Eater. You do not need to eat or drink. When a creature dies within 30 feet of you, if it isn't an undead or construct, you can choose to spend up to a number of hit dice equal to half your proficiency bonus, regaining hit points as you would during a short rest. Once you do, you can't do so again until you finish a short or long rest.
Unholiness. You have advantage on saving throws against any effect that turns undead, that would teleport you, or that would send you to another plane, and on saving throws to made to resist the antipathy/sympathy, hallow, hold person, scrying, and zone of truth spells, as well as saving throws to resist any abjuration spells.
Weak Gravity. You are always affected by the jump spell, you fall at a rate of only 100 feet per round, you have resistance to damage from falling, and the maxi-mum damage you take from falling is 5d6, not 20d6. When you fall less than 50 feet, you land on your feet.

Then, choose another one of the previous benefits or one of the following options to gain permanently.

Callous. You have advantage on saving throws to resist being charmed.
Cynical. You have advantage on saving throws and ability checks to discern the true nature of illusions.
Prideful. You have advantage on saving throws to resist being frightened.
Undead. You are an undead instead of your normal type or types, and you do not need to breathe.

Whenever you gain a level, you can choose to change one of the choices you made for this feature.

Vile Powers
Also at 1st level, you gain the ability to manifest your occult corruption in the form of vile powers.

Vile powers are used by spending at least one occult point. You know three vile powers of your choice from the options detailed at the end of the class description. At least one of your choices must be either Unholy Power, Unholy Smite, or Unholy Vigor.

You learn more vile powers as you gain certain levels, as shown on the class table. When you gain a level in this class or another class, you can choose one of the vile powers you know and replace it with another vile power from this class if both vile powers have the same level prerequisites. You must always know at least one out of Unholy Power, Unholy Smite, or Unholy Vigor.

If a vile power allows you to cast a spell, you use your occult modifier as your spellcasting ability modifier, and the spell is cast at its lowest possible slot level, without expending a spell slot. You use your occult modifier to calculate the saving throw DC or attack modifier for a vile power, whether it allows you to cast a spell or not.

Vile Power save DC = 8 + your proficiency bonus + your occult modifier
Vile Power attack modifier = your proficiency bonus + your occult modifier

Forbidden Talent
At 2nd level, you gain an ability that you can use without spending any occult points. Choose one option from the list below, which you can use at-will, using the save DC and attack modifier that your Vile Powers use. You have advantage on saving throws to maintain concentration on any spells cast using this feature.

When you reach 5th level, you choose a second option from the list below, and you can use both options at-will.

Banish the Light. You can cast the new blackout spell, using no spell slots and requiring only somatic components. You have advantage on Charisma (Intimidation) checks for the duration of the spell.
Eldritch Step. You can cast dimension door at-will, expending no spell slots, except the range is reduced to 5 feet, the casting time is increased to 1 minute, and the spell is 1st-level instead of 4th-level.
Hidden Presence. You can cast the new glamour veil spell, using no spell slots and requiring no components. You have advantage on Dexterity (Stealth) checks for the duration of the spell.
Revelatory Sight. You can cast detect magic and identify, expending no spell slots and requiring no components. The range for this identify spell is 30 feet.
Shadow Butler. You can shape and command your shadow, giving it form and substance. You can use an action to cast find familiar, tenser's floating disk, or unseen servant, expending no spell slots and requiring no components. The spell instantly ends if you use this option to cast a spell again.
Shadow Puppetry. You can cast silent image, using no spell slots and requiring only somatic components. Ability checks to discern the illusion have disadvantage.
Shapeshifter. You can cast disguise self, using no spell slots and requiring no components. Ability checks to discern the illusion are made with disadvantage.
Unholy Mantra. You can use an action to focus your mind on a protective mantra of heresies. Until the end of your next turn, you gain advantage on Intelligence, Wisdom, and Charisma saving throws, and on saving throws to maintain concentration.
Void Lurker. You can use an action to disappear from the physical plane and hide in a forbidden place. You are in another plane until the start of your next turn.

Corrupted Body
At 4th level, you have embraced the occult so fully that your very body becomes greatly corrupted, granting you powerful new traits. Choose one additional benefit from the first list of benefits in your Touched by Corruption feature, and choose one option from the list below. You gain both of these benefits permanently, although you can change one of the choices you made for this feature whenever you gain a level.

Ability Score Enhancement. You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, up to the normal maximum of 20. If your DM allows, you can take a feat instead of gaining this benefit.
Beyond Sight. You can see normally in dim light and darkness out to 120 feet, even in magical darkness. You also have blindsight with a range of 30 feet.
Corrupted Power. Choose either cold, fire, lightning, necrotic, poison, or psychic damage. Whenever you cast a spell or use a vile power that deals the chosen type of damage, add your occult modifier (minimum +1) to one damage roll of that spell or vile power.
Cursed Strikes. When you take the Attack action, your weapon attacks made using that action deal 1d4 bonus necrotic damage on a hit, or 1d6 bonus necrotic damage if you are wielding the weapon with two hands.
Dark Ward. You gain a +1 bonus to AC while you are not wearing a shield. You must be proficient with shields to gain this bonus.
Desecrated Heart. If you have fewer than 4 occult points when you finish a short rest, you are instantly restored to 4 occult points.
Eerie Agility. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Forbidden Flesh. You have resistance to bludgeoning, slashing, and piercing damage dealt by nonmagical attacks that aren't silvered, and to necrotic damage, but you have vulnerability to radiant damage and you can't benefit from resistance or immunity to radiant damage.
Ghost Flight. You have a flying speed of 40 feet, but you have disadvantage on Strength and Dexterity saving throws while you are using this speed.
Ghoulish Might. You have advantage on Strength checks and saving throws, and you gain a bonus to your hit point maximum equal to twice your level. This bonus does not stack with the Toughness feat.

List of Vile Powers

The following vile powers are available for heretics. If a vile power has prerequisites, you must meet them to learn it. You can learn the vile power at the same time that you meet its prerequisites.

Bewitching Charm
You can spend 1 occult point as a bonus action to gain advantage on Charisma (Persuasion) checks for 1 hour. During that time, whenever a creature makes a saving throw to resist being charmed by you, you can spend 1 occult point to impose disadvantage on the saving throw.

Dark Command
You can spend 1 occult point to cast command or spend 2 occult points to cast suggestion, requiring only verbal components.

Flicker and Weave
As a bonus action on your turn, you can spend 1 occult point to instantly Dash and either Dodge or Disengage.

Ghostly Presence
As a bonus action, you can spend 1 occult point to leave no tracks and gain advantage on Dexterity (Stealth), Dexterity (Sleight of Hand), and Wisdom (Survival) checks for 1 hour, or spend 2 occult points to cast pass without trace, requiring no components.

Id Blast
As an action, you can blast a foe with dark thoughts. You spend 1 to 5 occult points, and choose a creature that you can see within 60 feet of you. That creature must make an Intelligence or Charisma saving throw (your choice). On a failed saving throw, the creature takes 2d8 + occult modifier psychic damage for the first occult point and an additional 1d8 psychic damage for each extra occult point spent after the first. On a successful saving throw, the creature takes half as much damage.

You do not need to be able to see the target so long as you can speak telepathically with the target. The target does not need to be able to understand your telepathy.

Imposing Fear
You can spend 1 occult point as a bonus action to gain advantage on Charisma (Intimidation) checks for 1 hour. During that time, whenever a creature makes a saving throw to resist being frightened of you, you can spend 1 occult point to impose disadvantage on the saving throw.

Obscuring Mystery
You can spend 1 occult point as a bonus action to gain advantage on Charisma (Deception) checks for 1 hour. During that time, whenever a creature makes a saving throw or an ability check to discern the true nature of an illusion created by one of your spells or class features, you can spend 1 occult point to impose disadvantage on the saving throw or ability check.

Occult Step
As a bonus action, you can spend any amount of occult points and teleport to an unoccupied space that you can see within range of you. The range is determined by the amount of occult points spent:

  • 1–5 points: 15 feet for each point spent.

  • 6–9 points: 60 feet for each point spent.

  • 10 or more points: 150 feet for each point spent.

Omen of Death
You can spend 1 occult point at any time on your turn to gain advantage on all attack rolls that you make against one creature you can see until the end of that turn.

Pass Beyond Notice
As an action, you can spend 2 occult points to cast invisibility or nondetection targeting yourself, requiring only somatic components.

Predator’s Eye
As a bonus action, you can spend 1 occult point to gain advantage on Wisdom (Perception) and Wisdom (Insight) checks, ignore the disadvantage for firing at long range, and ignore the penalties for half-cover and three-quarters cover for 1 minute, or you can spend 2 occult points to gain these benefits for 10 minutes.

Shadow Blast
As an action, you can blast a foe with dark energy. You spend 1 to 5 occult points and make a ranged spell attack against a creature that you can see within 120 feet of you. On a hit, the target takes 2d12 + your occult modifier necrotic damage for the first occult point and an additional 1d12 necrotic damage for each additional occult point spent after the first.

Shadow Weaver
As an action, you can spend 1 occult point to cast fog cloud or spend 2 occult points to cast darkness, requiring only somatic components. When you cast either spell, creatures in the area can't hide from you.

Touch of Corruption
As a bonus action, you can spend 1 occult point to target one creature that you can see within 30 feet of you or that you hit with a weapon attack earlier on that turn. The target must succeed on a Constitution saving throw or become poisoned for 1 minute. The poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a successful saving throw.

Uncanny Limbs
At the start of your turn, you can spend 1 occult point to warp your limbs into aberrant proportions, increasing the reach of your melee attacks by 10 feet for 1 minute, or spend 2 occult points to gain this benefit for 1 hour. You can use a bonus action to end this effect early.

Unholy Power
When you cast a spell, you can spend 1 to 8 occult points to empower the spell. The spell is cast at one spell level higher for each occult point spent. The maximum spell level that your spells can reach using this vile power is based on your total character level, as shown on the following table:

Character Level Spell Level Limit
1–6 4th
7–8 5th
9–10 6th
Character Level Spell Level Limit
11–12 7th
13–14 8th
15+ 9th

Unholy Smite
When you hit with a creature a weapon attack and deal damage to the target, you can spend 1 to 3 occult points to cause the attack to deal bonus necrotic damage equal to your occult modifier plus 1d8 extra necrotic damage for each occult point spent.

Unholy Vigor
You can use a bonus action to spend 1 to 10 occult points to imbue your body with cursed vitality and gain 2d6 temporary hit points for each occult point spent.

Unspoken Words
You can spend 1 occult point to cast comprehend languages or 2 occult points to cast silence, requiring only verbal components.

Curse Broker
Prerequisite: Heretic level 3
As an action, you can spend 3 occult points to cast bestow curse or remove curse, requiring no material components. When you use this power, the range for these spells is increased from Touch to 30 feet.

Phantasmal Self
Prerequisite: Heretic level 3
As a bonus action, you can spend 3 occult points to cast either blur or mirror image, requiring no components. You have advantage on saving throws to maintain concentration on these spells.

Shadow Form
Prerequisite: Heretic level 3
As a bonus action, you can spend 2 occult points to cast gaseous form on only yourself, requiring only verbal components. If you already have a flying speed, it is not reduced by this spell.

Spirit Binding
Prerequisite: Heretic level 3
You can spend 3 occult points to cast either animate dead or tiny servant or spend 5 occult points to cast the new spectral calling spell, requiring no material components.

Terror Lord
Prerequisite: Heretic level 3
You can spend 1 occult point to cast cause fear or spend 3 occult points to cast fear, requiring only verbal components.

Thought Spy
Prerequisite: Heretic level 3
As a bonus action, you can spend 2 occult points to cast detect thoughts, requiring no components.

Unholy Agility
Prerequisite: Heretic level 3
As a bonus action, you can spend 1 occult point to cast longstrider on yourself or spend 6 occult points to cast haste on yourself, requiring no components.

Unholy Circle
Prerequisite: Heretic level 3
As an action, you can spend 1 occult point to cast snare or spend 3 occult points to cast magic circle, requiring no components.

Vanish
Prerequisite: Heretic level 3
As a reaction when you are hit by an attack, you can spend 3 occult points and teleport up to 30 feet to an unoccupied space you can see, causing the attack to miss if you end up outside the attacker's reach or behind total cover from the attacker.

Corpse Puppeteer
Prerequisite: Heretic level 5
You can spend 5 occult points to cast danse macabre, spend 8 occult points to cast create undead, or spend 13 occult points to cast the new raise abomination spell, requiring no material components.

Dream Eater
Prerequisite: Heretic level 5
You can spend 1 occult point to cast sleep, spend 2 occult points to cast catnap, spend 4 occult points to cast dream, or spend 7 occult points to cast the new sandman's slumber spell, requiring no material components.

Eerie Visions
Prerequisite: Heretic level 5
You can spend 1 occult point to cast augury, spend 2 occult points to cast clairvoyance, spend 3 occult points to cast scrying, or spend 4 occult points to cast legend lore, requiring no components.

Gloom Shaper
Prerequisite: Heretic level 5
You can spend 1 occult point to cast silent image, spend 2 occult points to cast major image, or spend 3 occult points to cast either hallucinatory terrain or creation, requiring no material components.

Haunting Curse
Prerequisite: Heretic level 5
You can spend 6 occult points to cast either geas, hallow, or planar binding, requiring no material components and dividing casting time by 10. You can also spend 13 occult points to cast dominate monster. These spells count as curse effects.

Mind Taker
Prerequisite: Heretic level 5
You can spend 1 occult point to cast charm person, spend 2 occult points to cast crown of madness, or spend 4 occult points to cast dominate person, requiring only verbal components.

Phantom Cloak
Prerequisite: Heretic level 5
As a bonus action, you can spend 6 occult points to cast greater invisibility on yourself, requiring no components and lasting up to 10 minutes with concentration.

Strike Animate/Inanimate
Prerequisite: Heretic level 5
You can spend 3 occult points to cast the new petrify spell, spend 5 occult points to cast animate objects, or spend 6 occult points to cast flesh to stone, requiring no material components.

If your target for this flesh to stone is yourself, you do not lose concentration when you become petrified, you remain aware of your surroundings and don't age while petrified, and you can end the spell at any time, even if the spell has become permanent.

Unholy Weapon
Prerequisite: Heretic level 5
As a bonus action, you can spend 1 to 3 occult points and imbue one weapon you are carrying with unholy energy. For the next 1 hour, while you are carrying the weapon, it is magical and has +1 to attack and damage rolls for each occult point spent.