Exorcist Profession in Lorewick | World Anvil
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Exorcist

Exorcists are the thin line between a local villaige and imminent destruction from a spider lord, or a powerful king and having his strength taken by a fox lady. Exorcism, protection, and appeasement, exorcists use everything in their power to keep back the spiritual forces from harming their fellow mortals.

Career

Career Progression

Career progression is based on reputation and hype. The number and threat level of monsters exorcised will inevitably allow them to get better paying jobs. Many people will consider it the highest level as when an apprentice seeks them out for training. Some paths include government: whether they include supporting the military

Payment & Reimbursement

Normally an exorcist will work on commission unless working under a wider organization. Their prices also function on an individual basis unless working for a bigger organization that has set prices. Putting up some protective charms over crops will not usually cost much, while banishing a powerful demon probably will.

Perception

Purpose

Exorcists keep wonders from getting out control and occasionally deal with saints of power, particularly the lesser ones.

Social Status

Exorcists comes from all walks of life and interact with all of them. Many consider the profession as a good way of progression through the classes, by getting involved with higher class people they make connections and can start mingling with them.

Operations

Tools

The exorcists are famous for their use of paper charms as a way to enforce their will on the supernatural. Some exorcists are known to use silver swords to cut through the worlds and harm a wonder.

Provided Services

Provided services of exorcists very between various teachings. Some exorcists are known to make peace with wonders and provide themselves as diplomats between the two worlds, while others simply exorcise the wonder and leave. Their famous use of paper charms seems to be the one unifying practice, some even saying that the paper charms are what connects every exorcist.
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Exorcist


Hit Points

Hit Dice: d10 per Exorcist level
Hit Points at first Level: 10 + con modifier
Hit Points at Higher Levels: 1d10 + constitution per exorcist level

Proficiences

Armor: light, medium
Weapons: simple light weapons, rapiers, light crossbow, firearms,
Tools: exorcist kit, herbalism kit
Saving Throws: wisdom, constitution
Skills: starting at first level choose two of the following skills: medicine, perception, investigation, religion, arcana

Class Features

1 +2 flow of energies, supernatural influence - - - - - -
2 +2 Ethereal strike, fighting style, charms 2 2 - - - -
3 +2 Exorcist Teachings, Exorcism 2 3 - - - -
4 +2 Divine Momentum, ASI 2 3 - - - -
5 +3 extra attack, scholarly eye 3 4 2 - - -
6 +3 teaching's feature, mystic steel 3 4 2 - - -
7 +3 planar guardian 3 4 3 - - -
8 +3 ASI 3 4 3 - - -
9 +4 sense of the extraplanar 4 4 3 2 - -
10 +4 teachings feature, greater exorcism 4 4 3 2 - -
11 +4 freedom of life force 4 4 3 3 - -
12 +4 ASI 5 4 3 3 1 -
13 +5 spirit sight 5 4 3 3 1 -
14 +5 teachings feature 5 4 3 3 1 -
15 +5 --- 5 4 3 3 2 -
16 +5 ASI 6 4 3 3 2 -
17 +6 The seven fold blessing 6 4 3 3 3 1
18 +6 --- 6 4 3 3 3 2
19 +6 ASI 6 4 3 3 3 2
20 +6 Untouchable 7 4 3 3 3 2
Flow of Energies: Even at merely first level you are able to weave foul energies away from you. When a creature makes an attack you can use your reaction to redirect the damage to any creature within 30 feet of you besides the attacker. You can use this once per short rest. Supernatural Influence: Your bouts with the supernatural have given you the power to influence others using similar magics, your eyes turn a different color and as an action force a creature to make a charisma saving throw. If they fail they are either charmed or frightened of you for one minute (your choice)   Ethereal Strike: starting at 2nd level your strikes are given a mystical power that penetrates any non humanoid, dealing damage equal to double your proficiency bonus   Fighting Style: Defence: when you are wearing armor you have +1 to your AC Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Basic Exorcism: you can use your action to drive out malicious spirits from a person, this ends any charmed or frightened effects and the effects of the hex or curse spells.   Divine Momentum: at 4th level when a creature hits you with a melee attack you can use a reaction to make them take a wisdom saving throw or else push them back 5 + 1d10 feet and all damage be negated. This can only be used once per long rest.   Medicine Man: you are able to identify poisons and gain proficiency in medicine if you don’t have it already.   Scholarly Eye: you are not just one who hunts monsters but an educated member of the community. You gain proficiency in investigation, if you already are proficient in investigation, then you gain proficiency. You are also able to identify any influences on an area made by an extraplanar entity.   Mystic Steel: at 6th level all attacks you make with weapon count as magical for overcoming resistance   Planar Guardian: at 7th level as an action you can cause a number of creatures equal to your proficiency bonus not native to the plane you are on to make a wisdom saving throw. On a failed save their speed is halved. They can repeat the saving throw at the start of their next turn.   Sense of the extra planar: at level 9 you know the location of any aberrations, fiends, elemental, or celestial within 300 feet of you even if disguised by magic.   Greater Exorcism: at level 10 your powers of exorcism grow stronger and when you perform an exorcism and cause a person to become immune to enchantment magic until your next long rest. This kind of exorcism can only be performed once per long rest.   Freedom of Life force: the powers of life and death do not affect you like it does others, you gain resistance to radiant, and necrotic   Spirit Sight: at level 13 you are always under the effects of the true seeing spell   The Seven Fold Blessing: at 17th level your command over the spirit realm now becomes great enough to guard a number of creatures equal to your proficiency bonus against attacks and saving throws made by a non-humanoid giving them resistance to any damage caused by magic. This effect lasts until your next long rest.   Untouchable: at level 20 any harmful creature that makes an attack against you will cause the attacking creature to take 1d10+proficiency bonus damage in return, regardless if it hits or not.       Charms: Specially made items, the secret to which only exorcists know. They protect the wearer from harm. The number one can have at a time is equal to your proficiency bonus. The number of charms known is shown in the charms column. The charm becomes useless when you die or when you so command it.   Charm of Life and Death When you have this charm in your possession, when you drop to 0 hit points you drop to 1 hit point instead. When this is used it deteriorates, taking your place in the afterlife. Charm of Warding the Extraplanar You are always under the effects of protection from evil and good as long as it is in your possession. Charm of the Shared Eyes (prerequisite level 13) You gain the effects of the true seeing spell once per long rest. Charm of the Hiker You suffer no ill effects from rough terrain and it can be expended to replenish one point of exhaustion. Charm of the Pure Anyone in possession of this charm cannot succumb to the poison condition and poison damage cannot reduce them to 0 hit points. Charm of the Spirit (Prerequisite level 15) While you have this charm in your possession you can as a bonus action become partially incorporeal allowing you to walk through walls and gain resistance to all bludgeoning, piercing and slashing damage for 10 minutes per 24 hours regaining up to 1d4+1 minutes of its power per day. You take 1d10 force dmg per 10ft and are shunted out of the object or creature you were in if the power ends while in the object/creature. Charm of Companionship You gain a d4 to any saving throw causing you to go against your better nature and true self. It rings out with voices of those closest, keeping you from turning. This can be destroyed to counteract the effects of the Balance or Rogue cards from the deck of many things. Charm of the Sun This charm can be held by a person or attached to a doorway or other entry. It glows bright light for 20 feet and dim light for an additional 20 Charm of the Barrier (Prerequisite level 15) This charm can only be used by placing it in a boundary, such as a door or window. Only a number of creatures equal to your proficiency bonus of your choice can go through the barrier. Charm of the Mirrors Whoever holds this charm is under the Protection from Energy Spell.


Starting Equipment

Leather armor and a holy symbol (a) a longsword (b) any simple weapon (a) Priest’s pack (b) Scholar’s pack


Spellcasting

Your spell modifier is your wisdom.   Spell save DC   8+Proficiency Bonus+Wisdom Modifier   Spell attack modifier Proficiency Bonus+Wisdom Modifier   1st level spells   Bane   Bless   Cure wounds   Detect Magic   Detect Poison and Disease   Faerie Fire   Fog Cloud   Heroism   Protection from Good and Evil   Purify Food and Drink     2nd level spells   Augury   Branding Smite   Calm Emotions   Enhance Ability   Enlarge/Reduce   Gust of Wind   Invisibility   Spiritual Weapon   Warding bond     3rd level spells   Bestow Curse   Counterspell   Dispel Magic   Glyph of Warding   Magic Circle   Remove Curse   Slow   Spirit Guardians     4th level spells   Banishment   Confusion   Death Ward   Dominate Beast   Private Sanctum     5th level spells   Commune   Dispel Good and Evil   Dominate Person   Geas   Legendlore   Mislead   Reincarnate
 


Subclass Options

Exorcist Teachings   Sagic Teachings (Rafith) Founded by the Exorcist Rafith who was known for his studies and the spirit realm. He taught his students the value of observation. Rafith’s research provided the foundation of many magical theories as studied in magic schools today.   Level 3: Scholar’s Eyes: You are trained in how to observe. Your master trained you to see everything in two ways: what it is, and what it means. You gain expertise in Investigation and Perception.   Level 6: Calm Negotiator: You are never phased by whatever aggression or ruse one throws at you. You have advantage on saving throws against being charmed and frightened. You are also familiar with the ways many inhame creatures tic. You always know if a non-humanoid creature is lying   Level 10: Knower of Many things You may use an action to decipher something about a person or creature such as   -Proficiencies in saving throws -Intelligence score -Wisdom score -Charisma score -One fact from their backstory at the DM’s choice (can only be used on a creature once per long rest)   Level 14: Advanced Magical Theory You learn two spells from any spell list of a level you can cast. This counts as an exorcist spell for you.   Viscous Teachings (Tadmor)   The teachings of Tadmor the Exorcist. It is about the elimination of the ‘Extraplanar menace’. They fight against the most dangerous of creatures and fulfill roles as guardians.   Level 3: Focus Fire As a bonus action you can cause one creature to make a wisdom saving throw. On a failed save on their next turn they must attack you.   Level 6: No Rest for the Wicked When you are hit with an attack you may use your reaction to make an attack action against it. Usable a number of times equal to your proficiency bonus.   Level 10: Free from Time Once per long rest you may choose to take 2 reactions.   Level 14: Killer’s Smite: When you make an attack you can expend a spell slot to deal an additional 2d8 radiant or necrotic damage (your choice). This power increases by 1d8 for every spell slot higher than 1st that you use.

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