Heresiarch

Magic of the Heresiarch

A Heresiarch’s Magic flows from their blasphemy and errors, from their flawed and empty beliefs, teetering on the verge of infernal lore. This led the heresiarch to Hell, and this is what sustains them in the Blind World… yet, it is a poisoned, hollow sustenance, and a heresiarch’s Journey has only one purpose: to get rid of this sin.

Purifying Fire

Starting at 1st level, when you cast a spell that deals damage, the type of damage dealt by the spell changes to fire damage. At the same time, you can spend 1 sorcery point to turn half the damage you deal into necrotic damage, rounded down.

Each time you cast a spell of 1st level or higher, you take 1 necrotic damage per level of that spell. This damage cannot be reduced or prevented in any way.

Of Embers and Torment

Starting at 6th level, as a bonus action on your turn, you can choose to take 1d4 necrotic damage to gain 1 sorcery point. This damage cannot be reduced or prevented in any way. You can use this feature a number of times equal to your proficiency bonus. You regain all spent uses when you finish a long rest.

Road to Dite

Starting at 14th level, as a bonus action on your turn, you can spend one sorcery point to gain immunity to fire damage for 1 hour.

In addition, when another creature deals any damage to you, you can use your reaction to cast a spell on that creature. The spell must have a casting time of 1 action and it must target only that creature. Once you use this feature, you can’t use it again until you finish a short or long rest.

Infernal Rise

Starting at 18th level, when you use an action to cast a spell of 1st level or higher, you can use a bonus action to spread a wave of fire in a 30-foot radius, until the end of your next turn. Every other creature that enters the aura or starts its turn there during a battle takes an amount of fire damage equal to twice the spell’s level.

In the following rounds, as a bonus action, you can spend 2 sorcery points to maintain this effect, extending its duration until the end of your next turn.

Embracing Your Sin

When you roll to deal fire damage, you can spend 2 Hope Points to deal maximum damage instead of rolling.

Section 15: Copyright Notice

Inferno Dante's Guide to Hell, Copyright 2022 Acheron Games Authors Mauro Longo, Rico Sirignano e Simone Formicola (Two Little Mice) and Thomas Mazzantini

This is not the complete section 15 entry - see the full license for this page