From the temple shadows, a small figure chants their own holy words to twist and counter a dark cult’s ritual. Where a red portal had begun to open, reeking of sulfur and blood, the light changes to blue and the flap of angelic wings can be heard from the other side.
A half-elf shouts rallying cries and raises her fist to the sky, leading a steadily growing mob towards the cathedral which towers over their city. Though her band’s weapons are meager, the ideas she shares sow seeds of rebellion against the corrupt church and its leader’s oppression.
A grizzled warrior slashes through ranks of zealous knights and paladins, deflecting their spells and cutting through their divine wards with sheer force of will against the almighty.
Heretics check and balance the influence of the gods across the multiverse, exposing corruption and abuse by powerful priests and rooting out shadowy cults wherever they may hide.
The Heretic is an intelligence-based mage who steals their magic from uncaring gods and powerful extra-planar entities. They masterfully manipulate the magic of others, using wards to protect themselves from magical effects, and their spellbinding ability to steal and redirect others’ spells. Each heretic subclass also gets their own unique version of the “Versatility” trait, which allows them to apply their Intelligence statistic to one or more other types of rolls pertinent to the subclass’ character fantasy.
- from the publisher's blurb