“The world isn’t broken. It only looks that way from here.
Climb high enough, and the cracks become the roadmap to something more.”
Some spellcasters chase power. Others chase knowledge.
A Heretic does neither.
They see—or begin to see—what lies behind the world.
To the uninitiated, reality is a single plane of order and cause.
To the Heretic, it is a thin veil stretched over deeper, stranger strata.
Through obsessive study, whispered contact, or accidental revelation, a Heretic glimpses truths not meant for mortal minds. That glimpse alone is enough to begin changing them. Their thoughts twist into impossible shapes. Their senses shatter and reform to perceive that which exists adjacent to—or beneath—common reality. And as their perspective shifts, reality bends with it.
A Heretic’s magic does not erupt from willpower or emotions. It flows from awareness.
Their spells are expressions of a mind that no longer fits neatly within mortal logic. Their rituals draw strength from geometric patterns reflecting alien principles. In time, even their presence subtly distorts the world around them: echoes that shouldn’t exist, shadows that shift out of sync, or a faint vibration in the air as if space itself resists aligning correctly.
No matter what Heretics are capable of, they are not monsters.
Not yet.
But they are no longer simply mortals either.
Heretics are full-caster ritualists who draw power from their expanding perception of non-mortal reality. Their signature mechanic, Ritual Conduit, allows them to recover spell slots by performing structured rites inside hand-drawn circles—making them masters of planned, intentional magic, foresight, and preparation rather than raw volume of casting.
A Heretic’s features emphasize:
Their high-level abilities allow them to bend space, distort causality, or fracture the world around them into dreamlike anomalies—small-scale versions of the warping effects caused by eldritch entities.
Most Heretics begin as scholars, occultists, or mages who strayed too close to revelations beyond their intended depth. Others gain their insight through dreams, psychic resonance, or exposure to planar irregularities. A few are prodigies whose minds were never aligned with mundane reality to begin with.
Out in the wider world, Heretics are feared and respected in equal measure. Some see them as prophets. Others see them as unstable sorcerers who tamper with forces mortals were not built to understand. Heretics themselves rarely claim to be right; they simply know what they know, and can no longer pretend otherwise.
When building a Heretic, consider the following questions:
You can quickly create a Heretic by following these suggestions:
Heretics excel as:
They are not front-line fighters and are not designed for sustained blasting.
Instead, they excel when:
Heretics shine in campaigns with:
Heretics gain:
In addition, they gain:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts, or (b) any simple weapon
(a) a component pouch, or (b) an arcane focus
(a) a scholar's pack, or (b) a dungeoneer's pack
Leather armor, any simple weapon, and enough arcane components to restore 3 spell levels
At 1st level, you know three cantrips of your choice from the Heretic spell list.
You learn additional Heretic cantrips at higher levels, as shown in the Cantrips Known column of the Heretic table.
The Heretic table shows how many spell slots you have to cast Heretic spells of 1st level and higher.
To cast a Heretic spell, you must prepare it and expend a spell slot of that spell’s level or higher.
You prepare spells by drawing on the alien principles your mind has begun to understand.
Your Heretic spell preparation works like the cleric and wizard:
You can restore spell slots using special rules described under Ritual Conduit.
Charisma is your spellcasting ability for your Heretic spells.
You wield magic not through study or bloodline, but through the force of an expanded, distorted perception of reality.
Spell save DC = 8 + proficiency bonus + Charisma modifier
Spell attack modifier = proficiency bonus + Charisma modifier
You can cast any Heretic spell with the ritual tag as a ritual, provided you have it prepared.
Your subclass or features may grant additional ritual options.
You can use an arcane focus as a spellcasting focus for your Heretic spells.
Some subclasses (such as the Duelist) may provide alternative foci.
1st-Level Heretic Feature
Your mind is a funnel for forces just beyond the thin membrane of mortal reality.
Your spell slots do not recover through rest—instead, you must perform a ritual to restore them.
This ritual requires:
You can perform this ritual once per short or long rest.
The ritual circle disappears after:
You cannot benefit from more than one ritual circle at a time.
This represents the total number of spell slots you can have at a time.
You can never hold more than this number, regardless of what levels the slots are.
This is the total number of spell slot levels you can restore with a Ritual Conduit ritual.
For example:
Raising higher-level energy takes longer.
The ritual time listed is the total time spent based on the highest level slot being recovered, not per spell restored.
Short or long rest, doesn’t matter — one ritual max.
25 sp × the spell level being recovered.
Examples:
The cost could represent rare inks, fractal sigils, incense, geometric constructs, or any other suitably otherworldy component. Feel free to flavor this as you see fit.
Feel free to describe your ritual circles as:
See under "Spellcasting."
This feature establishes the Heretic’s unique spell slot recovery system and implements ritual-circle-based restoration.
See under "Spellcasting."
Your mind has begun to align with principles that mortal senses cannot fully interpret. The air around you subtly warps, causing reality to “slip” in ways that defy simple logic.
You gain the following benefits:
A faint disruption surrounds you in a 5-foot radius.
Creatures within this aura:
When a creature attempts to read your thoughts, use telepathy on you, or detect your emotions, it must succeed a Wisdom saving throw against your spell save DC or:
This effect is a weaker echo of your future features, a “first ripple” of the unreality you will one day project naturally.
You choose an otherworldly discipline—such as the Duelist or Hexmaster—which shapes how your emerging perception manifests.
You gain subclass features at levels 3, 6, 10, 14, and 18.
Your psyche twists into contradictory, layered constructs that repel intrusion.
You gain:
The damage increases to:
Your consciousness has hardened into a nigh-impenetrable structure of alien logic and perception.
You gain:
Your thoughts are now not only unreadable—they are labyrinthine.
As your perception broadens, you begin to witness small inconsistencies in the world—faint “echoes” of unreal possibilities.
You learn to nudge these echoes into being, subtly altering outcomes.
You gain the following abilities:
When a creature you can see within 30 feet makes an ability check or saving throw, you can use your reaction to warp the local pattern of causality.
The creature must roll a d4 and:
You can use this feature a number of times equal to your Charisma modifier, and regain all uses when you finish a long rest.
As a bonus action, you may create a faint illusionary afterimage of yourself that occupies your space until the start of your next turn.
The afterimage:
These distortions are not illusions of sight alone—your presence briefly “refuses” to settle into a single stable reality.
Your senses expand into dimensions most minds cannot conceptualize. You instinctively notice places where reality is thin, where minds waver, or where unseen things tread.
You gain the following benefits:
You gain blindsight to a range of 10 feet.
You do not need eyes to sense the presence of creatures or objects within this radius.
You can see:
as faint distortions, shifting silhouettes, or broken reflections.
You cannot automatically determine their nature—you simply perceive their presence.
You have advantage on Intelligence (Arcana) and Wisdom (Perception) checks made to detect:
Your mind has developed eyes into places where eyes were never meant to be.
Reality reacts sluggishly around you, as if your presence rewrites the immediate future.
When a creature you can see:
you may use your reaction to force the creature to reroll the attack roll or spell attack roll.
It must use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and regain all uses after finishing a long rest.
Your mind opens wider, creating a permanent conduit between your perception and what exists just beyond thought.
You are under the constant effects of see invisibility, except this sight manifests as:
This does not require concentration.
Whenever you cast a spell that targets only yourself, you can choose one creature you can see within 30 feet.
That creature gains a brief echo of your altered perception, granting:
You always know if a creature within 30 feet of you:
Your senses are no longer limited to the mortal world’s geometry.
Your presence destabilizes reality for those unused to its deeper layers.
You emit a 10-foot aura.
Enemies inside it suffer:
This aura does not affect entities originating from any Outer Planes or creatures immune to the Frightened condition, though they still take the attack penalty.
Your understanding of the unreal has reached its peak.
You gain the following benefits:
You have advantage on checks to:
As an action, you tear open a localized anomaly.
You create a 20-foot radius area centered on a point you can see within 60 feet.
The area becomes a zone of warped geometry and impossible non-Euclidean distortions for 1 minute.
Within this area:
This is a controlled, focused echo of the kind of reality distortions produced by entities from beyond.
The majority of your being no longer operates entirely within the constraints of mortal existence.
You gain the following benefits:
Once per turn, you may treat a d20 roll made by you or an ally within 30 feet as though the result was 10 + your Charisma modifier.
You may do this once per short or long rest.
You count as a native creature to:
For effects that differentiate between planar origins, you may choose which of these planar identities you count as.
Once per long rest, when you cast a spell of 5th level or lower, you may cast it as if it were 2 levels higher without expending a higher-level slot.
Unless you allow it, you are immune to:
Your existence now straddles multiple layers of reality, and the world must bend to accommodate you.
Some Heretics glimpse truths beyond the world, and manifest those truths externally.
Others fail to remain wholly inside themselves.
A Parallax Heretic exists at a slight offset from reality — never fully aligned with a single point of view, location, or presence. Their thoughts refract. Their perceptions overlap. Their body lags behind their awareness, or arrives moments too early.
Rather than overwhelming minds with force, Parallax Heretics undermine certainty itself. Enemies hesitate, unsure if they have already acted or whether what they perceive is reliable. Allies find their senses subtly enhanced, their reactions sharpened by a second perspective that is not entirely their own.
As their understanding deepens and they adjust to their new existence, a Parallax Heretic learns to anchor fragments of themselves to others, defend allies by misdirecting hostile intent, and ultimately render even supernatural perception unreliable. To them, perfect sight is a blatant falsehood — nothing more than a brittle assumption waiting to be broken.
Parallax Heretics excel at battlefield denial, reaction-based defense, and perception-based control. They thrive when positioned carefully, watching everything, and acting only at the moment when intervention matters most.
You gain access to the following additional spells at the listed Heretic levels. These count as Heretic spells for you, but do not count against the number of Heretic spells you know.
| Heretic Level | Spells |
|---|---|
| 1st | Color Spray |
| 3rd | Blur |
| 5th | Clairvoyance |
| 7th | Confusion, Hallucinatory Terrain |
| 9th | Mislead |
Peripheral Selves
3rd-level Parallax feature
Your presence subtly manifests in places you are not fully occupying.
• You may perform simple interactions (such as opening an unlocked door, retrieving a small unattended object, or tracing a symbol) within 10 feet of you as though you were present there, provided no other creature is actively observing the interaction.
• When you make a Charisma (Deception), Charisma (Performance), or Charisma (Intimidation) check, you may describe your voice or image briefly appearing in more than one place. You gain advantage on the check if the target cannot clearly see you.
These manifestations are illusory and cannot deal damage or activate magical items.
Fractured Form
3rd-level Parallax feature
Your physical presence has begun fraying at the seams, allowing you to perform multiple split-second actions at once.
You gain an additional reaction. This reaction may only be used with features from this subclass. If you use your normal reaction, this feat cannot be used with the same event that triggered that reaction.
Metaphysical Agony
6th-level Parallax feature
When you use a reaction granted by a Parallax feature, you may impose one of the following effects on the triggering creature:
• The creature takes psychic damage equal to your Charisma modifier (minimum 1), and has disadvantage on its next saving throw before the end of its next turn.
• The creature must choose whether to move or take an action on its next turn. It cannot do both.
You may apply Metaphysical Agony once per round.
Flicker
6th-level Parallax feature
You gain the ability to intensify the distortion of your physical presence. Once per short rest, you may activate this ability as a full action. While active, this ability functions like the Mirror Image spell, except that you may take a reaction when a duplicate is destroyed.
Split Sight
10th-level Parallax feature
Your very being has frayed to the point of defying basic laws of physical space; The concept of “location” steadily becomes even more irrelevant to you.
As a bonus action, you may choose an allied character within your vision and line of sight. Your being splits and partially attaches to them, lasting for as long as they stay within your vision and line of sight. While split, you may use your target’s vision range and line of sight for casting spells or triggering reactions from this subclass, and they may use your Charisma modifier to make relevant skill checks and saves; however, any time either character suffers a condition based on sight (i.e Blinded), it is also taken by the other character.
You can only split yourself across one other character at a time, and you must actively maintain the effect.
• If you are incapacitated, stunned, or unconscious, the effect immediately ends.
• Whenever you take damage, you must succeed on a Constitution saving throw as if you were maintaining concentration (DC 10 or half the damage taken, whichever is higher), or the effect ends.
• You can end Split Sight at any time (no action required).
Maintaining Split Sight does not count as concentrating on a spell and does not interfere with concentration on other effects.
Fractured Perception
14th-level Parallax feature
Opportunity attacks against allies within 30 feet of you require the attacker to succeed on a Wisdom saving throw against your spell DC or fail altogether.
Cognitive Anchor
14th-level Parallax feature
As a bonus action, choose a creature you can see within 60 feet. You fix its perception to the space it currently occupies.
Until the end of your next turn, the creature treats the area beyond that space as unstable. The first time the creature attempts to move from its space, it must succeed on a Wisdom saving throw against your spell save DC or its movement is reduced to 0 for that turn.
On a success, the creature may move normally, but its speed is reduced by 10 feet until the end of its next turn.
Clouded Perception
18th-level Parallax feature
Your distortions no longer rely on deception — they overwrite certainty itself.
• Illusions you create through spells or subclass features are indistinguishable from reality, even to creatures with truesight or similar abilities that would normally reveal illusions.
• When a creature with truesight, blindsight, or similar extraordinary senses perceives one of your illusions, it must succeed on a Wisdom saving throw against your spell save DC or treat the illusion as fully real until the end of its next turn.
• While a creature is affected in this way, it has disadvantage on saving throws against illusion or enchantment spells you cast.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Prepared | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Spellcasting; Ritual Conduit | 3 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
2 | +2 | Fractured Presence | 3 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
3 | +2 | Heretic Subclass; Unknowable Mind | 3 | 4 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
4 | +2 | Ability Score Improvement | 4 | 5 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
5 | +3 | — | 4 | 6 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
6 | +3 | Mind-Shelled | 4 | 7 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
7 | +3 | Reality Echo | 4 | 8 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
8 | +3 | Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
9 | +4 | — | 4 | 10 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
10 | +4 | Aberrant Perception | 5 | 11 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
11 | +4 | — | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
12 | +4 | Warp Instinct; ASI | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
13 | +5 | — | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
14 | +5 | Eldritch Aperture | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
15 | +5 | — | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
16 | +5 | Aura of Disbelief; ASI | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
17 | +6 | — | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Mastery of the Unknown | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Paragon of Paradox | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |