“...The light from the fire lit up the night sky as the roar of the flames drowned out the screams of the priest inside. The towns folk gathered behind me, watching with hatred in their eyes. Some for me, most for the evil that I cleansed. Turning around I told them they no longer needed to fear persecution. God has set them free...

The Cleric Archetype

Heresy Domain

Cast out the false prophets and lead in the people in reformation

Key Feature



Class Features
  • 1
    • Domain Spells
    • Bonus Proficiences
    • Power Within
  • 2
    • The Cost of Clarity
    • Turn Authority
  • 3
  • 4
  • 5
  • 6
    • Spur to Action
  • 7
  • 8
    • Potent SpellCasting
    • Potent Words
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
    • Usher in A new Age
  • 18
  • 19
  • 20

1st level feature

Domain Spells

??, ??
Enhance ability, Healing spirit
Custom 1, Life transference
Aura of Life, Guardian of faith
Custom 2, Skill empowerment

1st level feature

Bonus Proficiences

“My boy, words can not be stopped.”

When you chose this domain at 1st level, you gain proficiency in either Persuasion or Performance skill. You gain proficiency in whips and whip like weapons.

1st level feature

Power Within

Go now! For none can withstand our righteous cause!

All good reformations require the people working together to overthrow the system. You can create connections with friendly creature equal to your proficiency bonus. When you are connected to another creature, they receive also receive the benefits of any spell such as Bless, Enhance ability, or protection from good and evil.

As a bonus action while you are within 40ft all damage you deal heals a linked target for half of total damage dealt. This can be cast equal to your WIS modifier per long rest.

At level 2
Linked targets gain an additional 15ft movement speed.

At Level 10
Linked targets gets to additionally add your proficiency bonus to any attack roll and skill they are proficient in.

At level 17
Linked targets get one additional action in combat.

2nd level feature

The Cost of Clarity

I will never yield, witness my faith for our god smiles at me.

Through pain you find clarity. Using your weapon you damage yourself with the weapon’s damage. This damage cannot be negated. After the damage you have immunity to all conditions except incapacitation for an amount of rounds equal to your proficiency bonus.

2nd level feature

Turn Authority

Begone from here, the people have spoken and found you wanting!

True authority is that of your cause and you renounce any and all false prophets that invoke authority over others.

As an action, you present your holy symbol and speak a prayer censuring figures of authority. Authority can be figures of the state, religion, leadership, law, or military status and are at DM’s discretion. Each authority figure that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

6th level feature

Spur to Action

Now is the time! Let us throw down foundations of oppression

You spur the crowds around you to take action against the unbelievers. As an action all allied creatures within 60ft gain an additional 20ft of movement, have an additional bonus action and have advantage of saving throws against being frightened. Last for 5 minutes. Once per long rest.

8th level feature

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

8th level feature

Potent Words

I speak with the authority of the gods, can you say the same?

Starting at 8th level, you can add an additional 1d8 to any persuasion or performance roll.

17th level feature

Usher of a New Age

The new dawn is upon us! Our cause is righteous and inevitable as the waves on the shore

As an avatar of your cause you can enter a state of divine power. As a bonus action while active anyone who dies within 60ft of you instead is reduced to 1hp. If they take fatal damage again then all linked creatures are healed for 4d8. Once per long rest. Last for 3 rounds.


Faith is On My Side

Faith is On MY SIDE
Getting Into Character

   Clerics of the Heretical Domain come from all walks of faith and may follow any of gods. What makes them different is the fact that they teach a new interpretation of your faith.

    Other followers of your god find your heretical, but your god does not. They imbue them with powers as they have ordained that they are the spark to rise a new dawn of their religion.

     Many will flock to their words as they seek to break the wheel, but the more their flock grows the more that the authority of the land and the temples themselves will seek to silence your words.

The Heresy Domain is for people who enjoy to play the contrarian. Seeking to break new ground and shun those in power to achieve a new way of order. Not all of these Clerics are good or fight for the people, but are  seeking to cast down the status quo.

Think of characters like
Paikea Apirana
The High Sparrow
Jessica Atreides
Brother Ray
Role in the group

Unite the People

As the backbone of keeping the party alive and moving, the Cleric is important in maintaining cohesion and unification on their objective. Acting as mediator to arguments and rallying point to the down trodden.

Heretics tend to always travel with others to spread their message. Traveling in numbers provides them with safety and allows them to convert more to their ways of thinking as loyal disciples.

“The gods did not give us life to waste it away in servitude to those who have abandoned faith.”


     Heretics never see themselves as such, rather they are the true messengers of their gods. They have been given a divine purpose to shake up the status quo and they take that very seriously. Fear is not their tool, but rather renewal and hope. They are the hammers that break the shackles of the people.


     Heretics surround themselves with like minded followers to can both protect them and help them spread the good word. Normally from an established order, they often have many enemies from higher echelons gunning for their demise. Many people have polarising views of them, either loving or hating their presence.


     These Clerics tend to be the most resolute in their beliefs and morals. Unwavering from their truth. They see all that stand in their way as obstacles that can be overcome through kindness or violence. It takes a lot to cause them to question their beliefs, but when they do it can lead to deeper understanding of their faith.


     There is never any downtime for these Clerics. Even when there is no one else around to speak to, they practice their tenets ponder the meaning of their faith. In the few moments of distraction they care not for worldly materials, but experiences with others.

Short Story

The Flames

A short teaser for a narrative
Read the Story
Download The PDF

A handy reference guide for playing as The Bounty Hunter in your game.


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