Heretic Chapter
The Heretic Chapter's jaegers are despised by both
religious organizations and their adherents. In a world
where acts of faith are required to harness divine powers,
these jaegers instead rip these powers from the very gods,
tearing away their divine fabric. Through blasphemous
rituals, strange ingestions, and direct grafting of powers
onto their souls, heretics bind the powers of greater
beings to their will. This is a path that calls for a certain
madness that is only found in the most ardent of hunters,
those who feel the burning need to reach the pinnacle of
power and will do anything to achieve it. Some seek such
power for its own sake, but most want it to put an end to
the nightmare.
Heretic Magic
At 3rd level, you bend the dark powers of those you
hunt to your service through blasphemous occult
rituals,making them your own. You gain the ability to
cast spells.
Cantrips.
You learn two cantrips of your choice from the warlock
spell list. You learn an additional warlock cantrip of
your choice at 10th level.
Spell Slots
The Heretic Spellcasting table shows how many spell
slots you have, as well as the level of those spell slots.
All of your slots are of the same level. To cast one of
your warlock spells of 1st level or higher, you must
expend a spell slot. You regain all expended spell slots
when you finish a short or long rest.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice
from the warlock spell list. The Spells Known column of
the Heretic Spellcasting table shows when you learn a
new spell of your choice from the warlock spell list. A
spell you choose must be of a level you can cast.
Spellcasting Ability
Intelligence is your spellcasting ability for your warlock
spells, since you learn your spells through study and
memorization. You use your Intelligence whenever a
spell refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving
throw DC for a warlock spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Heretic
Level
Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 2 2 1st
6th 2 3 2 1st
7th 2 3 2 2nd
8th 2 3 2 2nd
9th 2 4 2 2nd
10th 3 4 2 2nd
11th 3 4 2 2nd
12th 3 5 2 2nd
13th 3 5 2 3rd
14th 3 5 2 3rd
15th 3 6 2 3rd
16th 3 6 2 3rd
17th 3 6 2 3rd
18th 3 7 2 3rd
19th 3 7 2 4th
20th 3 7 2 4th
Arcane Arts
At 3rd level, you learn the Spell Flurry Focus Art. This
does not count against your Focus Arts known.
Spell Flurry
Focus Art, Bonus Action
When you cast a spell, you can expend 1 Focus Point to
make a single weapon attack as a bonus action.
Shrouded Steps
At 7th level, when you use Dodge Step, Hunter's Rush,
or other jaeger abilities that allow you to move without
expending your movement (such as Chasing Finisher),
you can teleport the distance moved instead.When
doing so you always succeed on the saving throw for
Dodge Step.
Mystical Momentum
Beginning at 14th level, when you expend a spell slot,
you gain a number of Momentum dice equal to the
level of the spell slot spent.
Darkness Within
Starting at 17th level, you can unleash the twisted
powers you've bound to your soul, taking on a terrifying
aspect as a bonus action. For 1 minute, you sprout
wings of shadow and become wreathed in darkness.
You gain the following effects:
• The area within 10 feet around you dims. Bright
light becomes dim light, and dim light becomes
darkness.
• You are heavily obscured by swirling shadows.
• You gain a flying speed of 30 feet.
• You have resistance to bludgeoning, piercing, and
slashing damage from nonmagical attacks that aren't
silvered.
These effects end early if you become incapacitated, or
end this feature early as a bonus action. Once you use
this feature, you can’t use it again until you finish a
long rest.
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