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 Points | Poltergeist Prowess Cost |
---|
1 | 2 |
2 | 3 |
3 | 5 |
4 | 6 |
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 Level | Mutagens Known |
---|
3 | 2 |
4 | 2 |
5 | 2 |
6 | 2 |
7 | 2 |
8 | 3 |
9 | 3 |
10 | 3 |
11 | 3 |
12 | 3 |
13 | 4 |
14 | 4 |
15 | 4 |
16 | 4 |
17 | 4 |
18 | 5 |
19 | 5 |
20 | 5 |
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
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.
Level | Proficiency Bonus | Fast Movement | Banishing Die | Class Features | Esoteric Disciplines Known | Incantations Ranks Known |
---|
1 | +2 | --- | 1d6 | Exorcist Creed, Banishing, The Proving | --- | --- |
2 | +2 | +10 ft | 1d6 | Incantations, Fast Movement, Recover The Weave (1d8) | --- | 3 |
3 | +2 | +10 ft | 1d6 | Esoteric Disciplines, Creed Feature | 2 | 4 |
4 | +2 | +10 ft | 1d6 | Ability Score Improvment | 2 | 4 |
5 | +3 | +10 ft | 1d8 | Extra Attack | 3 | 5 |
6 | +3 | +15 ft | 1d8 | Exorcism's Seal. | 3 | 5 |
7 | +3 | +15 ft | 1d8 | Creed Feature | 4 | 6 |
8 | +3 | +15 ft | 1d8 | Ability Score Improvement | 4 | 6 |
9 | +4 | +15 ft | 1d8 | Uncover Grim Past | 5 | 7 |
10 | +4 | +20 ft | 1d8 | Creed Feature, Recover The Weave (2d8) | 5 | 7 |
11 | +4 | +20 ft | 1d10 | Extra Attack (2) | 5 | 8 |
12 | +4 | +20 ft | 1d10 | Ability Score Improvement | 6 | 8 |
13 | +5 | +20 ft | 1d10 | Improved Exorcism's Seal | 6 | 9 |
14 | +5 | +25 ft | 1d10 | Steel Will | 6 | 9 |
15 | +5 | +25 ft | 1d10 | Creed Feature | 7 | 10 |
16 | +5 | +25 ft | 1d10 | Ability Score Improvement | 7 | 10 |
17 | +6 | +25 ft | 1d12 | Recover The Weave (3d8) | 7 | 11 |
18 | +6 | +25 ft | 1d12 | Creed Feature | 8 | 11 |
19 | +6 | +30 ft | 1d12 | Ability Score Improvement | 8 | 12 |
20 | +6 | +30 ft | 1d12 | Chancellor Exorcist | 8 | 12 |