The Exorcist | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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The Exorcist

A tall Rudran moves through the hills of Ashkath, looking for her prey. A sounds catches her attention and she whipped her craggy body around, The Sula Incantation formed and ready. She glances back and forth, finding the maker of the sound; a thin Boneling. She brandishes her Banishing Gun and prepares for the scuffle.
 
Wreathed in a dark and tattered coat, the Ursalian touches one of the many scratched trees. He closes his eyes and whisps of smoke trail from his eyes. He watches the events of the grim area fold in front of him. He figures out what he's hunting, how longs its going to strike, and how to track it. The hunt begins.
 
A young Goh'Blyn looks at the Smolder Karathigan. It rears back and releases a torrent of fire. The Goh'blyn leaps and flips over the fiery breath, aiming their banishing gun at the Prime Karathigan's eye. They utter a small honorary blessing for their fight and vanquishes the creature.
 
Exorcists are clever, mystical, and magical monster hunters driven by the urge to be rid of the abominations of monsters from Rakasha. Armed with misunderstood technologies, genetic mutations, potions, and precise training capable of dispatching any humanoid or monster, Exorcists watch from the shadows that every monster tries to hide behind. They are the hidden beacons of light when the Devoted preach against their demise. They are the contracted slayers of Celestials, Undead, Elder Things, Daemon, Abominations, and Fae. They are the Exorcists.
hit dice: 1d10
hit points at 1st level: 10+ your Constitution modifier
hit points at higher levels: 1d10+ your Constitution modifier
armor proficiencies: Light Armor, Medium Armor, and Shields
weapon proficiencies: Simple Weapons and Martial Weapons
tools: Herbalism Kit, Alchemists Supplies
saving throws: Dexterity and Constitution
skills: Choose three skills from: Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Nature, Perception, Stealth, Survival.
starting equipment:
You start with the following equipment in addition to the equipment granted by your background:

  • (A) Scale Mail, (B) Chain Shirt, or (C) Studded Leather Armor

  • (A) A Martial Weapon and a Shield, or (B) Two Martial Weapons

  • A Banishing Gun attuned to you and you alone.

  • (A) A dungeoneer's pack, or (B) an explorer's pack
spellcasting:
Exorcists spellcasting with the Incantations is very limited, with only the Creed of The Poltergeist having the most spellcasting and the Creed of The Mirror having access to the Chronoguise Incantation.
 
As a half spellcaster, the Exorcist gains Incantation ranks according to the Incantation Ranks Known column of the Exorcist table. Additionally, they have the Weave of Magic Pool of the Half-Caster listed below.

the TTRPG element for tracking Weave of magic Pool

Half-Caster Weave of Magic Pool (Black Text) by LordGalakrond

 
At second level, you gain the ability to use the following Incantations: Sula, Zenyki, and Crypticran. You gain three Incantation ranks that you may put in any of these three Incantations. Additionally, as you gain a rank in the Incantation of your choosing you can pick a feature or power listed inside the Incantation. If there is only one feature, you automatically gain that.
 

Variant Incantation Customization

If you choose to take this variant incantation customization, you may also choose a feature form the previous rank, if there were multiple and gain that feature as well. You may do this whenever you gain a Rank in any Incantation you chose to put a Rank in.
 

Incantation Ability

Intelligence is your Incantation ability whenever you use any of your Incantations. So, you use Intelligence whenever a Incantation refers to your Incantation ability. In addition, you use your choice when setting the Incantation save DC for an Incantation or when you make an attack roll for one.
  Incantation Save DC=8+your proficiency bonus+ your Intelligence modifier
Incantation Attack Modifier= your proficiency bonus+ your Intelligence modifier

class features:

Exorcist Creed

At 1st, you chose an Exorcists Creed based upon the result of your Proving. Choose from one of these Creeds: Creed of The Eclypse, Creed of The Fiend, Creed of the Mirror, Creed of The Poltergeist, Creed of Promethius, Creed of The Technomancer, and Creed of Viscera.
 
To begin with, your Creed provides you with a unique type of banishing style. Your creed grants you features at 3rd level and again at 7th, 10th and 15th level.
 

World of Rakasha

Banishing Gun

Firearm

Rare

No ammunition.

The Banishing gun looks like a sleek pistol of various shapes and sizes. Some look more revolver like, while others have a railgun or long distance rifle look. Depending on the exorcist, the Banishing Gun will look to resemble the Exorcist's style personallity, or even Creed the Exorcist is apart of.

The following traits will always be on the Banishing gun.

  • Power Core. A circular and usually glowing part of the gun that is usually in the middle of the Banishing gun's design. The Power Core will always have small holes that the energy can discharge from. When firing this causes a spark and glow to be released.

  • Barrel. A long sleek cylindar or rectangle looking tube that is usually connected to the Power Core.

  • Handle. A piece of the banishing gun that the Exorcist holds onto, this piece is usually connected with the trigger and Power Core.

  • Trigger. A small metallic hook that is designed to release the energy stored in the Power Core. This is also connected to the handle.

  • Sight. Located usually on the barrel. This allows the exorcist to properly aim the Banishing gun when choosing a target.

Type Damage Damage Range
Martial Ranged Banishing damage according to the Banishing Die Column of The Exorcist Table None 60/120 ft

Cost: 500-800 Soverigns
Weight: 1-3 lbs

Banishing

At 1st level, you learn the art of an Exorcist, allowing you to harm enemies through a custom made conduit of your Exorcist powers, the Banishing Gun. The Banishing Gun has the following properties:
  • It requires no ammunition.
  • As long as one hand holds your Banishing Gun, or is free to grab the weapon, you may make a ranged attack with this weapon with a range of 60/120 ft.
  • You are proficient with it and upon a hit it deals damage, according to your Exorcist Creed, equal to 1d6. This damage goes up as you gain levels in this class, as shown in the Banishing Die column on the Exorcist table.
  • If you take the attack action with the Banishing Gun you can make one more attack as a bonus action.
 

Variant Banishing

If your game master doesn't allow the Banishing Gun, then you may use this variant rule for it. You have a Banishing Gauntlet that you always have worn. It sends a blast of banishing energy at the target you choose. It has the same properties as the Banishing gun.
 

The Proving

In addition to 1st level, you survived the rigorous training it took to be an Exorcist and as such unlocked which Creed you belong in, altering your life completely. You have advantage on Wisdom (Survival) checks to track Fae, Daemons, Celestials, Undead, Elder Things, and Abominations. As well as Intelligence checks to recall information about them.
 
Also you gain the following features from your transformation:
  • Darkvision up to 60 ft, if you already have darkvision it increases by 60 ft.
  • You live longer than most mortal races by a few centuries.
  • You show marks of your transformation (elongated canines, albinism, uncommon eye coloration, etc.)
 
In addition, you have a symbol fashioned in the likeness of your Creed's crest (this can be a necklace, bracelet, pendent, ring, piercing, etc.). When worn, this symbol grants you the ability to sense the presence of Fae, Daemons, Celestials, Undead, Elder Things, and Abominations within 30 feet, though you cannot pinpoint their location. As well as, it grants you the ability to sense the presence of any magical Weave within 30 feet, though you cannot identify the type of magic.
 

Incantations

Beginning at 2nd level, you gain the ability to cast Incantations. See the Spellcasting Section above for more information.
 

Fast Movement

Additionally at 2nd level, your reflexes become stronger and faster. Your speed increases by 10 while you are not wearing heavy or medium armor, or wielding a shield. This bonus increases as you reach certain levels in the Exorcist class as shown on the Exorcist table.
 

Recover The Weave

In addition to being 2nd level, you learn how to regain the Weave of Magic inside of you. Once per day when you finish a long rest, you regain Weave of Magic by 1d8. This increases to 2d8 when you reach 10th level, and 3d8 when you reach 17th level.
 

Esoteric Disciplines

In your adventures, you start to hone your body and abilities into the form of disciplines, moves that control the Exorcists essence inside of you attained through The Proving.
 
At 3rd level, you gain two esoteric disciplines of your choice. Your discipline options are detailed below. When you gain certain exorcist levels, you gain additional disciplines of your choice, as shown in the Esoteric Disciplines Known column of the Exorcist table.
 
Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another discipline that you could learn at that level.
 
If an esoteric discipline has prerequisites, you must meet them to learn it. You can learn the discipline at the same time your meet its prerequisites. A level prerequisite refers to your level in this class.  
Some of your esoteric disciplines may requires your target to make a saving throw or say something about your Discipline modifier which is Strength or Dexterity (your choice).
 
Discipline Save DC= 8+your proficiency bonus+ your Dexterity or Strength modifier (your choice)
 

A Song of Spell And Gun

When you cast an Incantation, you may use your bonus action to make two Banishing attacks.
 

Banishing Claws

Requires: Creed of The Eclypse
Your banishing damage can now used as with your unarmored strikes. You may make a ranged attack using your Discipline modifier.
 

Blood of Daemons

Requires: Creed of The Fiend
Whenever you drop an enemy to 0 hit points, you regain hit points equal to one roll of your Banishing Die and your Discipline modifier.
 

Bloody Weave

Requires, 9th level, Creed of Viscera
When you cast an Incantation with a Weave Surge check, you can sacrifice a portion of your health equal to one roll of your banishing die and add the number rolled to the check.
 

Blowback

When you hit a creature with your banishing gun and it kills that creature, creatures within 5 feet must succeed on a Dexterity saving throw or they each take half of the damage the previous creature took.
 

Bob and Weave

When you are attacked with a melee weapon, you may use your reaction to make one banishing attack. If the attack hits, then you roll your Banishing die an additional time.
 

Brace

When you take the block action, you can add your banishing die to your blocking dice.
 

Close Quarter's Shooting

You no longer are penalized when firing your Banishing gun at close range.
 

Contractor's Influence

You gain proficiency in Persuasion, Intimidation, and Deception skills.
 

Counter Strike

Requires: 7th level
Whenever you Dodge an attack, you can expend your reaction to take an the attack action.
 

Cruel Banishing

When you use your Banishing attacks, you can add your Intelligence modifier to the damage it deals on a hit.
 

Disarm

Requires: 5th level
When you hit a creature with your banishing gun, whether its melee or ranged you can attempt ot disarm the target, dropping whatever it was holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose, causing it to land at its feet.
 

Eclypse Howl

Requires: 15th level, Creed of The Eclypse
As an action, you can release a terrifying shout. Creature that can hear you in a 60 foot radius, centered on you must make a Wisdom Saving throw or they are frightened on you. Additionally, all of your attack on a frightened creature are at advantage. You can use this feature once until you finish a short or long rest.
 

Far Sight

When you make a Wisdom (Perception) check that relies on eyesight you make it with advantage.
 

Fearful Strike

Requires: 6th level
When you hit a target with a banishing gun, you force creatures you strike to make Wisdom saving throw. On a failed save, the creature is frightened on you.
 

Incantation Nation

Requires: Creed of The Poltergeist
When you use your action to cast an Incantation, you can use a bonus action to cast the same Incantation, expending the Weave of Magic amount as usual.
 

Pistol Whip

Requires: 7th level
You can forgo one of your ranged banishing attack and instead make it a melee attack using your banishing gun which deals your normal banishing die, plus an additional 2d6 bludgeoning damage.
 

Poltergeist's Blessing

Requires: 7th level, Creed of The Poltergeist
You can use your Sorcerous Poltergeist Prowess to enhance your Incantations. As a free action, you may expend 3 Poltergeist Prowess to reroll a incantation's damage dice equal to your Incantation ability.
 

Predict Movement

Requires: 5th level
As an bonus action, you can make attacks against you have disadvantage until the end of your next turn.
 

Quick Draw

As a bonus action, you can make one Banishing attack. You can draw the banishing gun as a part of making this attack. If you hit, roll your banishing die again.
 

Forceful Kick

After you finished making an melee attack, you can forgo another attack to kick someone back. The creature you kick must make a Strength saving throw or they are shoved back 10 feet.
 

See True Form

Requires: 15th level
You can see a shapechanger or creature concealed by the Lunoris Incanatation, as well as the original form of a creature altered by the Kirotera Incantation within 30 feet of you. The creature must be in the 30 foot range and within your line of sight. If they are one or the other, this Discipline doesn't work.
 

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this features.
Using the optional feats rule, you can forgo this feature and take a feat instead.
 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn. The number of attacks increases to three when you reach 11th levl in this class.
 

Exorcism's Seal

At 6th level, when you damage a creature with your banishing gun, you can expend 5 Weaves of Magic and influence a seal on your foe (no action required). You always know the direction where the sealed created is as long as it's on the same plane as you. Further, each time the sealed creature deals damage to you or a creature you can see within 10 feet of you, the creature takes psychic damage equal to your Banishing modifier (minimum of 1).
 
The seal lasts until you dismiss it or until you use this feature to apply the seal on another creature. Your seal can be dispelled with Cease Magic, and is treated as an Incantation with a Rank equal to half of your Exorcist level. (Maximum of 5th Rank)
 
In addition, a creature affected with your seal cannot be possessed and if it is possessed the creature possessing it must succeed on a Wisdom Saving throw or they are expelled from the body.
 
Once you use this feature, you can't use it again until you finish a short or long rest.
 

Uncover Grim Past

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by darker threats. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information glistened often leans toward more sinister influences of the past, and sometimes conveys vision of things previously unknown to the character on higher rolls.
 

Improved Exorcism's Seal

Starting at 13th level, you the psychic damage from your Exorcism's Seal increases to double your Banishing modifier (minimum of 2). You may also affect multiple targets up to a third of your Exorcist level as long as you have dealt damage to the creatures in your attacks.
 

Steel Will

Beginning at 14th level, you have advantage on saving throws against being charmed or frightened. Additionally, you gain proficiency in Intelligence and Wisdom Saving throws.
 

Chancellor Exorcist

Upon reaching 20th level, when you have no Weave of Magic in your pool at the start of your combat, you gain 10 points.
subclass options:

Creed of Eclypse

As one of the founding Creeds for the Exorcists. The Creed of The Eclypse experiences a unique form of The Proving. Instead of exhibiting their banishing, they become their banishing style; transforming into a monstrous hybrid form. While the curse of Eclypsropy is a feared disease, the Creed of The Eclypse uses this curse to their own benefit. They use the power of this curse to harness the Mirage Mist and Weaves of Magic inside of them to perform monstrous disciplines with their hybridized form. At first, the Eclypse Exorcist can control this form for a short amount of time. Yet this training is not without its flaws and often the Exorcist loses themself to this vicious form.
 

Eclypse Banishing Style

Upon choosing this Creed at 1st level, your banishing damage is cold.
 
Additionally, your senses are heightened like a predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
 

Eclypseshape

Beginning at 3rd level, you gain the ability to harness and transform into your Eclypseshape, or your Eclypsropy form. As a bonus action you can turn into this Eclypseshape for up to 30 minutes. You can speak, use equipment, and wear armor while in this form, and you can revert your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.
 
Once you use thsi feature, you must finish a short or long rest to use it again. While you are in this form, you gain the following features.:
 
Primal Strength
You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
 
Skin of Eclypse
You have a resistance dice of 1d10 against all physical damage from nonmagical attack not made by Shilling Weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
 
Predator's Claws
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which is 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.
 
Vulnerability of Eclypse
If you start with fewer hit points than half your maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you're concentrating on an Incantation or are under an effect that prevents you from concentrating (such as the berserker's Frenzy feature), you automatically fail this saving throw.
 
If you have your Extra Attack feature, you can choose whether to use it for this wrathful attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
 

Predatory Disciplines

Additionally at 3rd level, you learn to temper both your Eclypseshape and your normal form with the curse that flows through you in the form of Predatory Disciplines. These Disciplines do not count against your Esoteric Disciplines known.
 
Stalk
In both your Eclypseform and your normal form, you have advantage on Dexterity (Stealth) checks.
 
Beast Speech
In both your Eclypseform and your normal form, you can speak with animals.
 
Knit The Skin
Requires: 12th level; your Eclypseform
At the start of each of your turns when you have at least 1 hit point but fewer hit points than half of your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). You gain these hit points before you must make the saving throw for your Vulnerability of Eclypse.
 
Partial Morph
Requires: 7th level; your human form
As a bonus action, you can transform your body partially into your Eclypseform. Granting you one of the feature you gain from your Eclypseform except for the Vulnerability of Eclypse for 1 hour. You can do this one per short or long rest. You gain an additional use of this feature at 11th and 15th level.
 

Moonslit Prowess

Beginning at 7th level, you gain the following additional benefits to your Eclypseform.
 
Darkstride
When you move on your turn in battle, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
 
Improved Predatory Claws
You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have the Banishing Claws Esoteric Discipline your unarmed strikes are considered magical for the purposes of overcoming resistances and immunity to Physical damaging attacks and Physical damage.
 

Advanced Eclypseform

At 10th level, you learn to unleash and control more of the monster within. You can use your Eclypseform feature twice, regaining expended uses when you finish a short or long rest.
 

Seal The Change

Beginning at 15th level, you learn to quell the monster further on in another shapechanger. When you use your Exorcist's Seal feature, if the target was a shapechanger, they automatically revert to their normal form and cannot change until the Seal is removed.
 
Additionally, you have advantage on the saving throw for your Vulnerability of Eclypse while in Eclypseform.
 

Master of Eclypses

At 18th level, your mastery over the Eclypse is uncanny. You can use your Eclypseform feature an unlimited number of times and this form lasts until you revert to your normal form, fall unconscious, or die.
 

Creed of The Fiend

Being the youngest Creed out of the seven, the Creed of The Fiend has Exorcists showing Daemonic of the Savage World. The Mirage Mist had influence with the Weaves of Magic in an entirely new form, creating the Creed of The Fiend Exorcists. They use their fiendish gifts to hunt and eradicate Daemons that have became more and more of a problem. They are quick to get their contract finished and onto a new one before their adrenaline dies down. All that these Exorcists love more than killing fiends and monsters, is making them cover in fear before they doom them.
 

Fiendish Banishing Style

At 1st level of choosing this Creed, your banishing damage is fire or poison (your choice) as well as you gain a resistance die of 1d6 against the chosen damage type.
 
Additionally, you gain proficiency in Charisma checks, if you are already proficient, then your proficiency bonus is doubled for those checks.
 

Daemonic Disciplines

At 3rd level, you learned how to master your fiendish nature creating Daemonic Disciplines. These Disciplines don't count against your total Disciplines known.
 
Bone Whip
As an action you can create a long whip made of bone matter that can pull or shove a creature to unbalance it. A creature within 30 feet f you must make a Dexterity saving throw. On a failed save, the creature takes 2d8 slashing damage and is knocked prone or pulled up to 25 feet closer to you. On a successful save, the creature takes half as much damage and is not pulled or knocked prone.
 
Daemonic Mockery
Requires: 11th level required
As a bonus action, you force a creature within 60 feet to make a Wisdom saving throw. On a failed save the target takes 4d12 psychic damage and is stunned until the end of your net turn. ON a successful save, the target takes half as much damage and is not stunned.
 
Fiery Halo
As an bonus action, you creature a halo of fire in your hand that has the thrown (20/60 ft) and finesse properties. On a hit, the halo deals 1d8 fire damage. You can make one melee or ranged attack as part of the bonus action you summoned the halo. The halo disappears after 1 minute of summoning.
 
Quasit's Sting
Requires: 6th Level Requires
When you hit a target with a melee attack you can inflict a poisonous sting like a quasit. You add 2d10 poison damage to the damage.
 

Daemonic Charm

At 7th level, your fiendish nature allows you to control a creature with your looks. As a action you force a creature within 60 feet of you to make a Charisma saving throw equal to your Discipline DC. On a failure, the target is charmed by your for 10 minutes and must fulfill your commands to the best of its ability, the target can make a save against the effect at the end of each of its turns where upon a success it is immune to being charmed by your for 24 hours. On a success the target is immune to this feature for 24 hours.
 

Daemonic Talisman

Upon reaching 10 level, you gain the supernatural ability to sense any Daemonic presence near you. Your Creed symbol's range for detecting Daemons is 90 ft.
 

Corrupted Heart

Beginning at 15th level, the Mirage Mist have caused you become immune to poison and fire damage.
Additionally, your creature type is now considered Daemon.
 

Fiendish Absorption

Starting at 18th level, you are at the peak of your Creed training and are able to absorb the energies of the creatures you hunt. When you are attacked with poison or fire damage, you instead gain hit points equal to half the damage of the attack.
 

Creed of The Mirror

Exorcists of this Creed specialize in the possibilities of time, finding that the glass of windows and mirrors are tools to forsee these possible events. They can shape pieces of glass into conduits for their power called Shard Familiars. They are masters of the glass and will do anything to make their future be an everlasting one. Never cross paths with an angry Exorcist of The Mirror for they know your end it night.
 

Factural Banishing Style

Upon choosing this Creed at 1st level, your Banishing damage is force damage. Additionally, you gain proficiency in the Arcana skill if you don't already have it.
 

Chrono Glass

Beginning at 3rd level, you start to experience the fractals of time and space around you shift and grow. You can now put Incantation Ranks in the Chronoguise Incantation along with the Sula, Zenyki, and Crypticran Incantations.
 

Shard Familiar

Additionally at 3rd level, your power over glass expands, taking the form of a small familiar. The familiar acts as a conduit for your glass shards equal to your proficiency bonus x 10. This familiar can take the form of a reptile, bird, any type of small mammal, an imp, quasit, psudodragon, or orbiting object made entirely of glass.
 
In addition, you gain the following abilities you can use your shards on:
 
Shattered Slash
When you take a melee attack, you can expend a number of shards equal to your proficiency bonus x 2 and add that number to the damage.
 
Dart Shard
You may force a creature within 120 feet of you to make a Dexterity saving throw against your Discipline DC. On a failed save, the creature takes 1d10 piercing damage per 2 shards expended.
 
These shards come back to you after a long rest. If you have zero shards, your shard familiar is considered invisible and only you can see it until you gain at least 1 shard back.
 

Fractal Disciplines

Upon reaching 7th level, you start to harness the shards around you and manipulate them in the form of Fractal Disciplines. These Disciplines don't count toward your total number of Esoteric Disciplines know.
 
Bracers of Shatttered Glass
You can expend 3 shards and cause your arms to be coated with them. Your unarmored strikes deal 1d8 piercing damage. Additionally, the effect grants +1 to your AC.
 
Glass Blade
As an attack action, you can conjure a weapon made from your shards, expending 5 shards as you do this. When you create a blade like this it has the thrown (30/90), conduit, and versatile properties. When you hit a creature with the weapon you created, it deals 1d8 slashing or piercing physical damage, or if you are wielding it with two hands 1d10 slashing or piercing Physical damage.
 
Heal The Cracks
You can use your action to heal a creature you touch equal to the amount of shards expended.
 
Reflective Possibility
As a reaction to taking incoming damage, you can 3 shards and deal damage equal to your proficiency bonus + half the damage taken.
 
Splintered Dodge
Requires: 15th level
When you make a Dodge check and fail, you can can expend 5 shards to roll your banishing die, add the number to your Dodge check.
 
Splinter Saw
As an action, you can use your to create a buzzsaw made from 10 shards. You throw this buzzsaw in a straight line of 60 ft before the saw returns to you. Creatures in the range of the saw must succeed on a Dexterity saving throw equal to your Discipline DC. On a failed save the creature takes 3d10 slashing damage, or half as much on a successful save. When the saw comes back, the creature must succeed on it again or they suffer an additional 2d10 slashing damage.
 
Weave The Shards
Requires: 10th level
When you expend any number of your Weave of Magic, you can regain half of your shards equal to the Weave of Magic spent.
 
Foretold Predidction
Starting at 10th level, you gain the ability to peer into the future with the use of your Shard Familiar. As an action, you may spend 5 shards to roll two d20s and record them. When you make an attack roll, saving throw, ability check, dodge roll, or block check, or if a creature that you can see does; then you can replace it with one of these predicted rolls. You must choose to do so before you roll and can replace a roll in this way only once per turn. At 18th level you may make three d20 rolls instead of two.
 
Each predicted roll can only be used once. When you finish a long rest, you lose any unused predicted rolls.
 
Chronoguise's Influence
At 15th ;level, you have advantage on saving throws against the Chronoguise Incantation.
 
Surface Break
Upon reaching 18th level, you have become interwoven with the mirror's glass and can see everything for their true selves.. As long as you are not blinded, you have truesight up to 120 feet, you can see invisible creatures, and shapeshifting creature as their regular form.
 

Creed of The Poltergeist

One of the oldest Exorcists Creeds, the Creed of The Poltergiest focuses on preserving the natural order of death; going so far as to go beyond their own death to hunt their enemies. Using the natural Weave of Magic inside each Exorcist, the Creed of The Poltergeist focuses on expanding the limitations Exorcists have. Through their training, they learned to enhance their magical prowess through their own spirit, allowing the soul to leave its body and creating new esoteric disciplines utilizing their enhanced Weaves of Magic.
 

Haunting Banishing Style

At 1st level, your banishing damage is radiant. In addition when you use a Banishing attack against an undead you roll an additional Banishing die.
 

Poltergeist Prowess

Starting at 3rd level, you ghostly nature allows you to harness its energy to help your hunting called Poltergeist Prowess. Your access to this energy is represented by Poltergeist Prowess points. Your Exorcists level determines the number of points you have.
 
You can spend these points to fuel various incantation disciplines. You start knowing two such features: Twinned Cast and Hasten Incantation. You learn more incantation disciplines as you progress in class levels.
 
Twinned Cast:
When you cast an Incantation that affects one targets only one creature and doesn't have a rang of self, you can spend a number of Poltergeist Prowess equal to the Incantation feature's Rank to target a second creature with the feature. To be eligible, a spell must target be incapable of targeting multiple creatures.
 
Hasten Incantation
When you cast a Incantation of 1 action, you can spend 2 Polterigeist Prowess to change the casting time to 1 bonus action for this casting.
 

Improved Incantations

When you reach 3rd level, you gain the ability to greatly improve your Incantations. See Rakashan setting guide, spellcasting for the general rules of spellcasting and how to use Incantations.
 
Additionally, you can put Incantations Ranks into the remaining Incantations other than the Teuthida Incantations and the Chronoguise Incantation
 

Paranormal Flexibility

Beginning at 3rd level, you can shape your paranormal capabilities to gain additional Weave of Magic, or sacrifice your Weave of Magic to gain additional Poltergeist Prowess.  
Creating Weave of Magic Points. You can transform unexpended poltergeist prowess into one Weave of Magic poin as a bonus action on your turn. The Paranormal Flexability table shows the cost of creating a Weave of Magic of a given level. You can create Weave of Magic no higher than 4 points.
 
Any Weave of Magic you create with this feature vanishes when you finish a long rest.
 

Creed of The Poltergeist- Paranormal Flexability Table

A table showing the Poltergeist Prowess conversion for temporary Weave of Magic aside from the Recover The Weave ability.


Weave of Magic PointsPoltergeist Prowess Cost
12
23
35
46
Turning Weave of Magic into Poltergeist Prowess. As a bonus action on your tun ,you can expend one Weave of Magic and gain a number of Poltergeist Prowess equal to the amount you spent.
 

Ghostly Aspect

Upon reaching 7th level, you learn additional and aethereal disciplines enhancing your Banishing style. You gain the following Esoteric Disciplines. These disciplines do not count against your disciplines known, and if the Discipline has a prerequisite you must meet the prerequisite.
 
Ethereal Lunge:
When you attack with a melee weapon, you may extend that range by 5 feet.
 
Cast From The Spirit:
As a reaction, you can cast an incantation of of Rank 2 or Lower. This incantation doesn't need to be a reaction in order to cast this, but it must be an action. You expend Weave of Magic as normal when you cast this Incantation.
 
Sever The Soul:
Requires: 12th Level
As an action, you call a spiritual copy of yourself for 1 minute, or until you lose concentration (as if you were concentrating on a Incantation). Your spirit appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see, but it must remain within 120 feet of you.
 
For the duration, you can cast Incantations as though you were in the spirit's space, but you must use your own senses. Additionally, if you and your spirit are within 5 feet of a creature that can see the spirit, you have advantage on attack rolls against the creature, given how unnerving it is to the target
 
Mind of Two Souls
Requires: 10th level
Once per short rest, you are able to concentrate on two incantations, putting the burden on your loosened spirit. When you use this feature you must finish a short rest before you can use this again. You gain the ability to use this feature twice at 17th level.
 
Vigorous Incantaions
When you cast an incantation of Rank 1 or higher, you gain temporary hit points equal to the Rank+your Incantation ability.
 

Undercut Magical Defense

At 10th level, you can undercut a creature's resistance to your spells though your banishing. When you hit a creature with a banishing attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before your next turn.
 

Improved Magical Recovery

Additionally at 10th level, your connection to the Weaves of Magic is strengthened. When you use your Recover The Weave feature, your d8s increases to a d10s.
 

Poltergeist's Magical Improvement

Beginning at 15th level, you gain these additional Incantation Disciplines. These don't count against your esoteric disciplines known, but you do gain these disciplines.
 
Capture Life:
When you reduce a creature with your Incantations, you may expend 3 poltergeist prowess and use your reaction to siphon the creature's spirit to heal your own. When you use this Incantation Discipline, you regain hit points equal to one roll of you banishing die + your incantation ability + your discipline ability.
 
Empowered Incantation:
When you cast an Incantation, you can expend 3 Polterigeist Prowess and reroll damage dice equal to your Discipline modifier.
 

Revival

Upon reaching 18th level, you learn to push yourself beyond the mortal grip of death. When you are reduced to 0 hit points while you have 6 poltergeist prowess, but don't die outright, you expend 6 poltergeist prowess and you drop to 1 hit point instead. If you have Sever The Soul active, then you teleport to its location.
 

Creed of Promethius

During the Tyrant Era, a new Creed aside from the Creed of Viscera, Creed of The Poltergeist, Creed of The Mirror, and the Creed of The Eclypse, formed. This Creed was the Creed of Promethius. Promethius Exorcists use the creation of life and turn it into something beneficial, something that could be used with their unique Banishing style. The art of Mutagenic Banishing.
 

Promethius Banishing Styel

When you choose this Creed at 1st level, your banishing damage is acid. Additionally, you have a resistance die of 1d6 against acid damage.
 

Mutagenic Form

Upon reaching at 3rd level, you gain the ability to mutate and change your form via mutagens.
 
You know 2 mutagens from the list below and gain more as you grow in levels. The amount of mutagens you know is also in the Mutagens Known table below. Additionally, when you gain a level in this class, you can change one of your mutagens known for another mutagen.
 
If the mutagen has a prerequisite, you must meet the prerequisite before you can learn that mutagen.
 
Ingesting a Mutagen is a bonus action, but you can have two mutagens active in your system. Each mutagen is toxic and noxious, granting you Toxicity. Your Toxicity equal your Consitution modifier and if you have more Toxicity than you can handle, you take 1d6 poison damage for every 1 minute you are toxic. Additionally, you gain the poisoned condition while your toxicity is above what you can handle.
 
Toxicity can only go down when you take 1 hour to meditate and flood the toxins out of your system. During this time, you do not take the poison damage, but you must not be disturbed while taking this time or you must restart your time.
 
Abishai Regeneration
Requires: 9th Level
Toxicity: 2
When you ingest this mutagen, you learn to piece yourself back together like the Abishai. For 1 hour, at the start of each of your turns your regenerate hit points equal to your Discipline modifier.
 
Boneling's Stinger
Requires: 10th level
Toxicity: 2
When you ingest this mutagen, you gain the toxic and venomous tail of the Boneling. You are proficient with this tail and use your Dexterity modifier when you strike with it. Upon hitting a creature, the creature takes 1d8+your dexterity modifier of damage and it must make a Constitution save against your Discipline Save DC or it take 1d10 poison damage and it is poisoned, or no damage and they are poisoned.
 
Klu Entrapment
Requires: 7th level
Toxicity: 1
When you ingest this mutagen, you develop a silk webbing on your body that you can released upon a location. As an action, you can throw this webbing at a location within 60 ft. It covers a 10 foot cube and is difficult terrain as well as lightly obscure. A creature that enters it during their turn must make a Dexterity saving throw equal to your Discipline DC. On a failed save, the target is restrained until it breaks free with a Strength check.
 
Liquid Membrane
Toxicity: 1
When you ingest this mutagen, your body become more liquid and flexible. You have a resistance die of 1d6 against slashing damage.
 
Mirage Claws
Toxicity: 1
When you ingest this mutagen, your finger nails increase and sharpen granting your unarmed strikes 1d8 + your strength or dexterity modifier (your choice).
 
Prime Karathigan Breath
Requires: 15th level
Toxicity: 2
When you ingest this mutagen, you gain the ability to expel some of your toxic mutagenic property like a Prime Karathigan. As an action, you can expel a 5ft by 30 ft line of toxic acid. Creatures in the line must succeed on a Dexterity saving throw against your Discipline Save DC. On a failed save, the creatures takes 3d10 acid damage, or half as much damage on a successful one.
 
Rakashan Flight
Requires: 15th level
Toxicity: 2
When you ingest this mutagen, you grow wings and gain 60 ft of flying.
 
Rudran Strength
Toxicity: 1
When you ingest this mutagen, you get to add your amount of Toxicity to your Strength checks.
 
Shadowbounder Stamina
When you ingest this mutagen, you gain the ability to become nimble as the Shadowbounder, gaining the ability to add your Toxicity to your Dexterity checks.
 
Stinger Agility
Toxicity: 1
When you ingest this mutagen, you feel the speed of the Stinger flow through your veins, granting you the ability to take the Dash action as a bonus action.
 
Thicken Skin
Toxicity: 1
When you ingest this mutagen, your skin starts to thicken and toughen granting you a resistance dice of 1d6 against bludgeoning damage. Additionally, your AC increases by 1.
 
Troll Ferocity
Toxicity: 1
When you ingest this mutagen, you become more aggressive and brutal in your attacks. Whenever you score a critical hit on a melee attack, you roll 1d8 when determining the additional damage.
This mutagen's damage increases by 1d8 when you reach 7th, 10th, 15th, and 18th level.
 

Creed of Prometheus- Mutagens Known table


Subclass LevelMutagens Known
32
42
52
62
72
83
93
103
113
123
134
144
154
164
174
185
195
205
In addition, Mutagens you've ingested only last until the next short or long rest you take.
 

Promethius Disciplines

At 7th level, you learn a way to use your toxic and deadly mutations, granting you the following Esoteric Disciplines. These disciplines do not count against your Disciplines known and if the Discipline has a prerequisite you must meet the prerequisite.
Acidic Body
Requires: 10th Level
While you have at least 2 mutagens active, whenever you take a melee attack, the attacker takes 1d10 acid damage.
 
Genetic Incantation
When you cast an Incantation of Rank 2 or Lower, your Toxicity decreases by 1.
 
Mutagen's Might
When you have at least 2 mutagens active, you can add an additional 1d4 per your Toxicity level to your weapon attacks.
 

Twisted Morph

Upon reaching 10th level, your body has become immune to diseases and you can't be put to sleep magically. Additionally, you can have 3 mutagens in your system active.
 

Adaptable Chemistry

Beginning at 15th, you're mutated body can switch and change on the go. As an action, you may switch a mutagen currently in your system with another Mutagen you know.
 
Once you use this feature, you must finish a long rest to use it again. You can use this feature twice when you reach 18th level.
 

Horrid form

Upon reaching 18th level, your body develops a natural resistance to most damage. Any resistance dice you have active increases to 1d10. Additionally, you can have 4 mutagens active in your system.
 

Creed of The Technomancer

The proving is a painful, scarring, and very fatal experience. Those that survive find themselves with gifts they never thought possible. Discovering power related to Daemonic influence, Mirrors and glass, from their own blood and viscera, or even from the Lunar Eclipses. Exorcists that are apart of the Creed of The Technomancer, find themselves more connected with world of the machine. They outfit themselves with gadgets, bombs, potions, and an even more advanced Banishing Gun.
 

Electric Banishing Style

At 1st level, of choosing this Creed your banishing damage is lightning. Additionally, you are proficient with tinker's tools.
 

Technomantic Gadgetry

Beginning at 3rd level, you gain the ability to craft specialized and mechanical marvels. Choose one of the following options:
 
Alchemical Bomb
As a bonus action, you create3 an explosive device that deals bludgeoning or pirercing damage (your choice upon creating). You are proficient with this ranged weapon and its range is 20/60 feet and it deals 2d6 of the chosen damage.
 
Additionally, creatures within a 10 feet radius needs to make a Dexterity saving throw equal to your Discipline DC. On a failed save, the creatures are knocked backwards 5 feet from impact of the explosive and is deafened. On a successful save, the creatures take half as much damage and are not knocked back.
 
Superstitious Trap
As a bonus action you may create a small device that can be placed within 30 ft of you. Creatures that step on the trap need to make a Dexterity saving throw equal to your Discipline Save DC. On a failed save, the creature suffers 2d6 bludgeoning damage and are restrained or grappled (your choice upon creation) for 1 minute or until a creature uses their action to break free from the chosen condition.
 
Supernatural Potion
As a bonus action, you may create a vial of magical liquid that, when drank, grants you one of the following effects for 1 hour or until you drink another potion:
  • You gain a resistance dice of 1d6 against acid, cold, fire, lightning, or thunder damage (your choice of creation)
  • You have +1 to attacks and damage rolls
  • Every turn you regain hit points equal to one roll of your banishing die.
  • You gain truesight up to 60 feet.
 

Banishing Modification

At 3rd level, you can craft specialized equipment that can be attached to your banishing gun. If the modification has a prerequisite, you must meet the prerequisite. When you gain a level in the Exorcist class, you can switch out a known modification for another. You start knowing two options from the following:
 
Arcane Cell
Prerequisite: 6th level required
Your mastery over this weapon allows you to change your banishing damage temporarily. As a bonus action, you may change the damage type of your banishing damage can be either fire, cold, acid, thunder, or necrotic damage (your choice) until the end of your next turn.
 
Charged Shot:
As part of your banishing attack, you can charge and hold the energy inside it. You only can make one attack with this type of shot, but the shot deals an additional 1d10 damage.
 
Double Barrel
When you hit with your banishing gun, you roll your banishing die twice as both barrels are fired.
 
Enhanced Sights
You add either a scope or magical enhanced sights that grant you advantage when you fire at a creature within your banishing gun's short range. You also negate the disadvantage from using your banishing damage at long range.
 
Magical Transfusion
Requires: 15th level
When you make an banishing attack, you can expend a number of Weave of Magic. When you hit, attack deals an additional 1d4 per Weave of Magic spent of force damage.
 
Rail Barrel
You extend the barrel of your banishing gun, changing your range to 120/300 feet.
 
Rifle Configuration
Prerequisity: 6th level required
Your banishing gun now has the the two-handed property. As well as your range changes to 240/500 feet. In addition, your banishing damage does an additional 2d6 extra damage.
 
Snubnose
Your banishing gun can only be used at short range. However, on a hit, the target is knocked back 5 feet.
 
Triple Barrel
Prerequisite: 11th level and the Double Barrel Modification
When you hit with your banishing gun, you roll your banishing die three times as three barrels are fired.
 
You may only have two modifications active at one, but you gain an additional modification at 6th, 11th, and 17th levels.
 

Refined Gadgetry

Upon reaching 7th level, you gain the ability to improve your Technomantic Gadgetry, giving you the following benefits to the option you chose at 3rd level:
 
Alchemical Bomb
You can choose the damage types fire, lightning, cold, poison, or acid damage instead of bludgeoning or piercing damage. Additionally, the damage is increased to 3d6.
 
Superstitious trap
You can now choose the conditions frightened, poisoned, or charmed in addition instead of grappled or restrained. Additionally, the condition can last for 10 minute, or until the creature makes its saving throw at the end of its turn.
 
Supernatural Potion
Your potion grants you the following improvements to your options.
  • Your resistance dice against fire, cold, lightning, or thunder damage increases to 2d6
  • You gain +2 to attack and damage rolls.
  • Every turn you regain hit points equal to two rolls of your banishing die.
  • You can gain blindsense or tremorsense (your choice upon creating) up to 60 feet.
Additionally, the effect granted lasts for 12 hours.
 

Updated Conduit

Beginning at 10th level, your banishing gun can now have three modifications active. In addition, when you roll a 20 on an attack roll, dodge roll, or block check; you create one of the Technomantic Gadgetry you chose.
 

Gadgettering expert

At 15th level, you are at your best when you have your custom mechanical marvels near you. If you have any of your Technomantic Gadgetry on hand, you add double your proficiency bonus to all your ability checks.
 

Omega Conduit

Upon reaching 18th level, your tinkering has granted your banishing gun to allow four modifications active. In addition, any lightning damage you deal is doubled while you have any of your Technomantic Gadgetry available.
 

Creed of Viscera

Many of the other Exorcists use the technologies of the other Creeds, while the Creed of Viscera use their own blood in theri unique and sadistic banishing style. Blood Exorcists have a fscination for how the body ticks. What makes the body work? And even going so far as to control it to their whim with crimson hexes and bloody infusions. They were here from the beginning of the Creeds and they will continue to be here until the end.
 

Viscera Banishing Style

At 1st level when you choose this Creed, your banishing damage is necrotic
 
Additionally, you may infuse your own essence into your banishing until you finish a short or long rest. When you make a Banishing attack, you may choose to make it a Blood Banishing attack. You lose a number of hit points equal to one roll of your banishing die, as shown in the Banishing Die column of the Exorcist table.
 
For the duration, your banishing attacks deal additional damage equal to half of your Exorcist level, rounded up (minimum of 1).
 

Crimson Hex

Beginning at 3rd level, you gain the ability to channel a part of your own vigor to curse and manipulate creatures through your Banishing abilities. As a bonus action, unless stated otherwise, you may inflict a terrible hex upon a creature within 60 feet of you that you can see. Choose one of the following:
 
Blood Hex of The Blind
The target has disadvantage on their next attack
Overdrawn: All of the target's attacks are lowered by one roll of your Banishing die until your next turn.
 
Blood Hex of The Branded
You gain advantage on the next attack against the target.
Overdrawn: If you attack the target with your blood banishing feature, you get to add your intelligence modifier with the total damage.
 
Blood Hex of The Provoked
When you use a banishing attack against the target, the target needs to make a Wisdom Saving Throw equal to your Discipline DC or they have disadvantage on attacks that are not against you.
Overdrawn: If the target fails their save and tries to attack anyone else, they take 2d6 psychic damage.
 
Blood Hex of The Unfocused
if the target is concentrating on an Incantation. That creature has disadvantage on the next Consitution saving throw it must make to maintain before the end of your next turn.
overdrawn The target has disadvantage on all Consitution saving throw until the end of your next turn.
 
Blood Hex of Backlash
You bind a creature to you for 1 minute, any damage inflicted upon you. That creature takes half of the damage.
Overdrawn The target instead takes full damage that you've suffered.
 
Blood Hex of Spell Sunder
When a creature is about to cast a Incantation that requires a Incantation attack and targets you, you can use your reaction to rend the spell from the air, imposing disadvantage on the Incantation attack roll.
Overdrawn You make a Incantation ability check with DC 10+ the Incantation's rank. On a success, the creature's Incantation misses you entirely and instead strikes them.
 
Blood Hex of System Purge
You can manipulate the creature's blood to expunge a corruption. The target can make an immediate Constitution saving throw against the poisoned condidtion. On a failed save, the target is poisoned for 1 minute.
Overdrawn: The target can immediately make a Constitution saving throw against one other condition of your choice: blinded, deafened, or paralyzed. On a failed save, the target has the chosen condition.
 

Bloody Disciplines

At 3rd level, you gain access to Esoteric Disciplines that sacrifice your health, granting you an added edge to your attack and defense. These Disciplines do not count against your disciplines known.
 
Vitaeous Shield
When you are using the Blocking or Magical Blocking feature, you can sacrifice a number of your hit points and add 1d6 per 3 hit points sacrificed, potentially reducing an attack to nothing. The number of hit points spent cannot exceed triple your proficiency bonus.
 
Plasma Strike
Whenever you make an attack, you can sacrifice a number of your hit points and add the amount sacrificed to the attack's damage roll. The number of hit points spent cannot exceed triple your proficiency bonus.
 
Ichorous Dodge
When you take the Dodge feature, you can sacrifice a number of hit points, granting +1 to the dodge roll per 3 hit points sacrificed, potentially turning the successful attack into a failure. You can use this feature before or after the attack hits, but you must use it before the GM says you passes.
 
Weave The Veins of Magic
Whenever you cast a spell, you can expend a number of hit points granting 1d6 per 2 hit points expended. The number of hit points spent cannot exceed triple your proficiency bonus.
 

Cruor Gaze

Upon reaching 7th level, you gain the ability to see creatures with blood flowing through them. As an action, you may see creatures that contain blood and that are not behind total cover within 60 feet of you for 10 minutes. Creatures that do not contain blood like Golems, Constructs, Oozes, and Ghosts you cannot see with this feature.
 
You may use this feature a number of times equal to your proficiency bonus or you may expend 2 Weave of Magic.
 

Strength In Blood

Beginning at 10th level, your hexes become more potent. You gain the Overdrawn feature for your Crimson Hexes.
 

Ichorous Simulacrum

At 15th level, you gain the ability to force a clone of yourself made entirely from your own blood. As an action, you expend 10 hit points and create a duplicate of you. The simulacrum uses the Ichorous Simulacrum Stat Block down below. In addition, the simulacrum goes after you initiative.
 
You can use this feature once until you finish a long rest.
 

World of Rakasha

Ichorous Simulacrum

Medium humanoid, any
Armor Class: Ichorous simulacrum has the same Armor Class as you do.
Hit Points: Proficiency bonus x your exorcist level
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

18 +4

DEX

17 +3

CON

16 +3

INT

6 -2

WIS

11 +0

CHA

9 -1

Saving Throws: Dexterity and Constitution
Skills: Proficiency in the same skills as you are.
Damage Resistances: Resistance die of 2d8 against nonmagical Physical damage, Resistance die of 1d8 against Magical and Magical-Physical damage.
Condition Immunities: Stunned, Frightened, Charmed, Paralyzed, and Poisoned
Languages: All that you know

The Simulacrum possess the ability to use your Bloody Disciplines, using your Discipline Saving Throw DC.   Vitaeous Shield 1d6 per 3 hit points expended when the Ichorous takes the block feature, reducing the damage by the number rolled.   Plasma Strike Whenever Ichorous Simulacrum makes an attack, it can sacrifice a number of your hit points and add the amount sacrificed to the attack's damage roll.   Ichorous Dodge When ichorous simulacrum take the Dodge feature, Ichorous Simulacrum can sacrifice a number of hit points, granting +1 to the dodge roll per 3 hit points sacrificed, potentially turning the successful attack into a failure. It can use this feature before or after the attack hits, but it must use it before the GM says it passes.

Actions

Blood Shot 1d20+3 to hit, 3d10 magical piercing damage. Crimson Slash 1d20+4 to hit, 4d10 magical slashing damage. Dodge 1d20+3 for a dodge roll. Block 1d20+2 for a block check, 2d8 to reduce nonmagical physical damage and 1d8 to reduce all magical and magical-physical damage.

Reactions

Any disciplines that require you to use your reaction, the Simulacrum has access to those as well.

A duplicate of the Blood Exorcist made entirely out of blood.
 

Ecstasy In Agony

Upon reaching 18th level, you learn that you can temporarily create false vigor in place of the life you sacrificed. When you sacrifice a number of hit points, you gain temporary hit points equal to the number sacrificed. These temporary hit points have a duration of 1 hour and can be used in place of sacrificing hit points when you do so.
LevelProficiency BonusFast MovementBanishing DieClass FeaturesEsoteric Disciplines KnownIncantations Ranks Known
1+2---1d6Exorcist Creed, Banishing, The Proving------
2+2+10 ft1d6Incantations, Fast Movement, Recover The Weave (1d8)---3
3+2+10 ft1d6Esoteric Disciplines, Creed Feature24
4+2+10 ft1d6Ability Score Improvment24
5+3+10 ft1d8Extra Attack35
6+3+15 ft1d8Exorcism's Seal.35
7+3+15 ft1d8Creed Feature46
8+3+15 ft1d8Ability Score Improvement46
9+4+15 ft1d8Uncover Grim Past57
10+4+20 ft1d8Creed Feature, Recover The Weave (2d8)57
11+4+20 ft1d10Extra Attack (2)58
12+4+20 ft1d10Ability Score Improvement68
13+5+20 ft1d10Improved Exorcism's Seal69
14+5+25 ft1d10Steel Will69
15+5+25 ft1d10Creed Feature710
16+5+25 ft1d10Ability Score Improvement710
17+6+25 ft1d12Recover The Weave (3d8)711
18+6+25 ft1d12Creed Feature811
19+6+30 ft1d12Ability Score Improvement812
20+6+30 ft1d12Chancellor Exorcist812

Created by

LordGalakrond.

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