Exorcist
Corruption can manifest itself in the most unexpected places and in the most unexpected forms. Demons, devils, ghosts, aberrations of unspeakable horrors; all wait until the faithful are at their weakest to strike, and to whisper their horrid lies in their ears. They reach for innocents at their most vulnerable and try to affect them, or even possess them while they would accept any help, or would close their eyes in the face of danger.
There are certain clerics who excel at banishing evil in all its forms, called Exorcists. They aim to prevent the spread of corruption, acting as the emissaries of the forces of good.
Exorcist Spells
Cleric Level | Spells |
---|---|
1st | Comprehend languages, Detect evil and good |
3rd | Detect thoughts, Silence |
5th | Glyph of warding, Nondetection |
7th | Banishment, Locate creature |
9th | Dispel evil and good, Planar binding |
Exorcist
When you choose this domain at 1st level, you become an initiate and learn the techniques of exorcism. From then on, you are known as an “Exorcist”.
In addition, you become proficient in Arcana and Religion thanks to your training, and gain proficiency with heavy armor and martial weapons.
Disturb the Wicked
Starting at 1st level, you can disturb the evil and the wicked. Once on each of your turns, when you hit a creature with a spell or weapon attack, you can choose to deal an extra 1d4 radiant damage. If the creature is an aberration, fiend, a creature with the Incorporeal Movement trait, or a creature with the ability to possess others, the extra damage increases to 1d8.
This extra damage doubles when you reach 10th level in this class.
No Mercy for the Wicked
Starting at 2nd level, you can choose to harm your enemies while healing your allies. When you heal a creature with a spell, you can choose another creature within 30 feet of you that you can see, and send a surge of light to it. The second target must make a Wisdom saving throw. On a failed save, it takes radiant damage equal to the half of the hit points the first target regained. On a successful save, the damage is halved. If the second target is an aberration, fiend, a creature with the Incorporeal Movement trait, or a creature with the ability to possess others, the damage is doubled.
You can use this feature on spells of 4th level or lower.
Abjurant Exorcist
Starting at 6th level, you gain the ability to empower your attacks with magical effects. When you deal damage to an aberration, a celestial, an elemental, a fey, a fiend, a creature with the Incorperal Movement trait, or a creature with the ability to possess others, you can also choose to have it experience the effects of the banishment spell, without you having to cast it. The creature must be of a challenge rating equal to or lower than one fourth of your own level or challenge rating (rounded down).
You can use this feature a number of times equal to your Wisdom modifier (minimum of a +1 bonus). You regain any expended uses when you finish a long rest.
Possession Sense
Starting at 8th level, if there is a possessed creature within 30 feet of you, it must succeed on a Charisma saving throw against your spell save DC, or you realize that it is possessed.
Possession Denied
Beginning at 8th level, you start to emanate a 15-foot-radius aura that bolsters the minds of your allies. Each ally within the aura has a bonus to their saving throws against possession, being charmed and frightened, and mind-affecting spells and other magical effects. The bonus is equal to your Wisdom modifier (minimum of a +1 bonus).
Unbreakable Exorcist
At 17th level, you become immune to being charmed, frightened and possessed. You also gain immunity against mind-affecting spells and other magical effects as long as you are not willing to be affected.
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