The Exorcist Class

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The Exorcist

Exorcist

A man with silver hair approaches a child crudely tided down to a bed convulsing. A gentle hand and a flash of light frees the child of the spirit that haunted them, however now the room has been thrown into chaos. The man dose battle with the malevolent spirit colliding many time, each strike on the mans spear accompanied by a flash of brilliant light and a shriek of pain. After a desperate struggle the room returns to a deathly silence, the family of the child attempting to pay the man for saving their child however the man requires no such patronage simply giving a smile as he leaves.

In the world of Errsalt, exorcists have become a necessity. Curses and outsides are a plague on the land and those who come from a divine order are a celebrated sight as protectors and healers of curses. Often seen aiding paladins and cleric with church missions or as lone agents these holymen are the divine soldiers of Errsalt.

Material Wardens

Exorcists excel against outsiders, possessing a number of skills that trap and excise them from the material plane. Exorcists are sent on missions by their Divine Orders to track down and destroy harmful outsiders or to document and or solve supernatural occurrences.

Traveling Apostles

Exorcists and by extension exorcism is a practice handed down by the gods of old to mortal men to aid the the protection from incursions. As such the modern day exorcists are founded by church organisations, although more powerful exorcists do enjoy independence from the will of the church allowing most orders to remain neutral for the most part.

Quick Build

You can make a Exorcist quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Constitution. Second, choose the Acolyte background from the Player's Handbook.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Exorcist as one of your classes.

Ability Score Minimum. In order to multiclass, you must have at least a 13 in Wisdom to take a level in this class, or to take a level in another class if you are already an Exorcist.

Proficiencies Gained. If Exorcist isn't your initial class, you gain two skill proficiencies from the Exorcist list when you take your first level in this class.

Exorcist
Level Proficiency Bonus Features Penance Die
1st +2 Exorcism, Faithful Acolyte, Sacred Sight 1d4
2nd +2 Dominion, Fighting Style 1d4
3rd +2 Divine Order, Protection of the Dawn 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 1d6
6th +3 Counter Curse 1d6
7th +3 Divine Order Feature 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Divine Revelation 1d8
10th +4 Soul Mastery 1d8
11th +4 Greater Dominion 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Curse Resistance 1d10
14th +5 Cleansing Strike 1d10
15th +5 Divine Order Feature 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Exile 1d12
18th +6 Domian Expansion 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Divine Order Feature 1d12

Class Features

As a Exorcist, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Exorcist level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per exorcist level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Charisma, Dexterity
  • Skills: Choose two from Athletics, Insight, Investigation, Medicine, Persuasion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chain shirt or (b) Scale mail
  • (a) a simple weapon and five javelins or (b) two martial weapons
  • (a) a priest’s pack or (b) an explorer’s pack
  • a personal trinket and a bottle of holy water

Exorcism

At 1st level, you training as an exorcist has gifted you with the talents of the trade. As an exorcist, your abilities are tailored to combat outsiders of the material plane. You gain the following features;

Penitence

Your holy authority is measured with a die called Penance Die. Some features in this class with use Penance Die and your Penance Die increases as shown in the exorcist class table.

Additionally, when you deal damage to an aberration, celestial, elemental, fey, fiend, or undead with a weapon attack or spell, it takes additional damage equal to a roll of your Penance Die. A creature can only take this damage once per turn.

Excise

As an action, you can touch a creature or object to exorcise it. If the target is possessed by an aberration, celestial, an elemental, a fey, a fiend, or an undead, you force the creature possessing it to make a Charisma saving throw. On a failed save, it takes radiant damage equal to your Penance die + your Wisdom modifier.

When you roll your Penance die to deal damage to a creature, you can force it to make a second Charisma saving throw; it has disadvantage on its save if it is below half its hit point maximum. On a failed save, any creature or object it is possessing is no longer possessed. It appears in an unoccupied space of your choice within 10 feet of its former host, and the host takes radiant damage equal to a roll of your Penance Die.

You can force a creature out of its host this way a number of times equal to your Wisdom modifier and regain all uses after finishing a short or long rest.

Exorcism Ability

Because you learn of the occult through study, you use Wisdom when setting your Exorcism ability. You use the following formulas when setting the save DC and attack rolls used by your exorcist features.

Exorcism save DC = 8 + your Proficiency bonus + your Wisdom modifier

Exorcism attack modifier = Your Proficiency bonus + your Wisdom modifier

Faithful Acolyte

Also, at 1st level, those who walk the path filled with death and monster should see to it they remain on the road of justice. You gain proficiency with the religion skill and when you make an Intelligence check to recall information about an aberration, celestial, fiend, or undead, treat a roll of 7 or lower on the d20 as an 8

Sacred Sight

Finally, at 1st level, your line of work has trained your eye to perceive negative energies. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you perceive an ominous aura surrounding any creature you can see that is possessed or under the effects of a curse.

Dominion

At 2nd level, your abilities are closely tied to divinity and places of worship function as training centers for young or inexperienced exorcists and as such holy grounds are like home to you. As a bonus action, you can expand a domain of holy ground in a 15 foot circle that extends 30 feet above and below you centered on you that moves with you for 1 minute.

The domain counts as consecrated ground and provides you with the following benefits;

  • You are aware of the number and location of all creatures within your domain and are alerted to any creatures who enter or exit the domain.
  • You have resistance to nonmagical bludgeoning, piercing, and slashing damage from outside your domain.
  • Your Penitence feature effects all creature types within your domain.
  • Aberrations, celestials, elementals, fey, fiends, or undead must spend 3 feet of movement to move 1 foot within your domain. You can use your action to force each creature within the domain of these types to make a Charisma saving throw. On a failed save, it takes force damage equal to one roll of your Penance die + your Wisdom modifier. A creature that takes this damage must use its movement on its turn to move outside your domain; until the end of your next turn, it can't take reactions or willingly enter your domain once it has left the circle.

When you expand your domain you can determine the effect this has on the environment. Such as flowers blooming within your domain, or a ring of wind marking the boarder of the domain. Your choice has no effect on its game mechanics.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Fighting Style

Also, At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery.

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blessed Warrior.

You learn two cantrips of your choice from the cleric spell list. They count as exorcist spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting.

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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.

Great Weapon Fighting.

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting.

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting.

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Divine Order

At 3rd level, you officially join a divine order to solidify your career as an exorcist. Up to this time you have been an apprentice exorcist, committed to the practice but not yet recognised as an official member. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

Protection of the Dawn

Also, at 3rd level, the dawn's light has gifted you with protection from evils. Choose the charmed or frightened condition. You have advantage on saving throws to resist or end that condition, as well as effects that would possess you. At 10th level, you gain this bonus for both the charmed and frightened conditions.

Ability Score Improvement

At 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 feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can use your Excise feature in place of one of those attacks.

Counter Curse

At 6th level, your interactions with all varieties of curses has given you a reflex to resist them and punish the curser. Whenever any creature forces you to make a Charisma, Intelligence, or Wisdom saving throw you can use your reaction to impose a wisdom saving throw on that creature. Aberrations, celestials, elementals, fey, fiends, and undead creatures have disadvantage on their saving throws.

On a failed save, that creature take radiant damage equal to a roll of your Penance Die and you automatically succeed on your saving throw. On a successful, they take half the amount of damage and you still have to roll your saving throw.

You can use this ability a number of times equal to your Wisdom modifier (a minimum of once) and regain all uses when you finish a long rest.

Divine Revelation

At 9th level, your devotion to the path has been recognised by those above, and on your journey they can lend you knowledge when in need. When you make a skill check that you are not proficient in you can roll a penance die and add the result to the check.

You can use this feature a number of times equal to your Proficiency Bonus and regain all uses after finishing a long rest.

Soul Mastery

At 10th level, you have imbued your very soul with divine protections. You have advantage on saving throws for spells and effects that specifically affect your soul such as the sprite's Heart Sight and the soul jar spell, and your soul cannot be imprisoned or taken away from you unless you allow it to be.

Greater Dominion

At 11th level, your domain has improved to the point it has begun to warp the nature of the world around it. When a creature native to a different plane of existence that the one you're on is reduced to 0 hit points while within your domain, it doesn't return to its home plane if it normally would do so. That creature instead suffers any negative effects of dropping to 0 hit points as if it was already on its home plane, possibly dying or being permanently destroyed. An undead within your dominion likewise can't gain the benefit of traits, such as Undead Fortitude, that would allow it to survive dropping to 0 hit points.

Additionally, while within your domain all of your weapon attacks trigger your Penitence feature.

Curse Resistance

At 13th level, your abilities and training as an exorcist has rendered you resistant to all forms of curses. You have advantage on saving throws against spells and effects that would curse, you and you are immune to the negative effects of cursed objects you attune to.

Additionally, you can expend a use of your Excise feature to cast the spell remove curse without a spell slot or components. You use Wisdom as your spellcasting ability.

Cleansing Strike

At 14th level, those who you have sworn to slay rely on dark arts and arcane trickery to best their foes, your strikes remove this veil. When you hit a creature with a weapon attack, if that creature is under the effect of a spell of 3rd level or lower you can choose to end that effect.

You can use this feature 3 times and regain all uses of this feature after you finish a long rest.

Exile

At 17th level, you have learned to send outsiders back from where they came. You can expend a use of your Excise feature to cast the banishment without a spell slot or components, using your Wisdom as your spellcasting ability.

Domian Expansion

At 18th level, your control over your domain has reached the upper echelons of mastery. The size of your domain expands by 30ft.

Divine Order

Order of the Spirit Walker

As a member of the Order of the Spirit Walker, you are an Exorcist trained in the art of aiding and banishing spirits. You are a master of the spiritual arts, skilled in the use of rituals and incantations to communicate with and guide the spirits of the dead. You are also skilled at banishing malevolent spirits and protecting the living from their influence.

Ethereal Sight

At 3rd level, your eyes peer into the realm of ghosts and spirits. You can see into the Ethereal plane up to 30ft. from you when using your sacred sight feature.

Spirit Walk

Also, at 3rd level, your order has bequeathed the secrets of using your excise abilities on yourself. As a bonus action, you can expend a use of your Excise feature to cause your very soul to escape your body to strike a creature within 10 feet of you forcing it to make a Charisma saving throw. On a failed save, the creature takes necrotic damage equal to 2 rolls of your Penance Die and cannot regain hit points until the start of your next turn.

Dominion: Haunting Grounds

At 7th level, your order has revealed how to use your soul as an extension of your own self while you are within your domain. When you use your Dominion feature you magically manifest an echo of your soul in an unoccupied space you can see within your domain. This soul double is a magical, translucent, green image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you're incapacitated, or your Dominion feature ends.

Your Soul has AC 14 + your proficiency bonus, hit points equal to triple your Exorcist level, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the soul to move up to 30 feet in any direction (no action required) within your domain.

As a bonus action, you can order your soul to perform the following actions;

  • Teleport, magically swapping places with your soul at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • Attack a creature within 5ft. of it, it uses your Wisdom modifier as its attack modifier. On a hit, it deals necrotic damage equal to a roll on your Penance Die and that creature cannot regain hit points until it leaves your domain.

Additionally, when a creature that you can see within 5 feet of your soul moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in your souls space.

poltergeist

At 15th level, you have resistance to necrotic damage.

Additionally, when you hit 0 hit points you soul escapes your body and acts the same as in your Haunting Grounds feature for 1 minute or until you regain hit points. While in this state it is vulnerable to all damage types but necrotic damage.

Exodus

At 20th level, as your mastery of the exorcist arts have reached their peak you can flood divine energy through your soul to cause it to split and send those whom should not exist back to their holes.

Choose a number of creatures within 60 feet of you up to your Wisdom modifier, these creatures must make a Charisma saving throw. On a failed save, each creature is banished as per the rules of the banishment spell. If a creature you choose is an aberration, celestial, elemental, fey, fiend, or undead, they have disadvantage on this saving throw.

You can use this feature once per long rest.

Order of the Magus

Exorcists trained in the use of both divine and arcane magic belong to the Order of the Magus. Your training has given you access to a wide range of magic that allows you to more effectively alter the world to your will.

Magecraft

At 3rd level, your order practices a form of exorcism that melds arcane magic with the divine arts of the exorcists.

Cantrips

Beginning at 3rd level, you know three cantrips of your choice from the Wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spells Known of 1st Level and Higher

You know three 1st-level from the wizard spell list of your choice. The Spells Known column of the Magus Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list that you are able to cast.

Casting Spells

The Magus Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for the wizard spells you learn this way, since your magic draws upon your connection to divine wisdom.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Order of the Magus Spellcasting
Exorcist Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
16th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Sages Sight

Also, at 3rd level, as a practitioner of arcane magic your sacred sight has been trained to perceive magic itself. You can cast Detect Magic at will, without expending a spell slot or material components.

Dominion: Temple of Sorcery

At 7th level, your order has learned to enhance their magical power while within your domain.

  • You and creatures of your choice are immune to the damage from your spells.
  • Spells with a range of touch have their range extended to anywhere within your domain and you can target a creature within your domain with spells if if you cant see them.
  • You have advantage on saving throws against spells and other magical effects.

Multicasting

At 15th level, you can maintain concentration on two spells simultaneously as long as both spells either have a range of self or as long as you target yourself and no other creatures with both spells. You have disadvantage on Constitution saving throws when attempting to maintain concentration on two spells and lose concentration on both if you fail the save.

Arcane Miracle

At 20th level, as its said through magic all things are possible and through you all things can be reality.

As an action, you can expend 2 uses of your Dominion feature to bend the weave in impossible ways. You can cast any spell from any spell list that is 8th level or lower with a casting time of 1 action.

Order of the Shrinekeeper

As a member of the Order of the Shrine Keeper, you are a priest trained in the art of purification. You are sworn to protect the shrines and temples of your faith, and to banish the spirits that seek to harm or possess the living.

As a Shrine Keeper, you are respected and admired by your community for your devotion to your faith and your ability to protect them from harm. You are often called upon to perform spiritual rituals, and you take your duties very seriously.

Scribe of Blessings

At 3rd level, you gain proficiency with Calligrapher’s Tools and with one skill between Arcana and Religion of your choice.

Divine Talismans

Also, at 3rd level, you learn to scribe Divine Talismans.

Talismans. Talismans are symbols or words impressed on a piece of paper, cloth or even drawn in the air. When you activate one, its effects last until the end of your next turn, unless otherwise specified. You can’t apply the same talisman more than one time on the same target.

Known Talismans. You learn three talismans of your choice. You learn an additional talismans of your choice at 7th, 15th, and 20th level. Each time you gain a level in this class, you can replace one talisman you know with a different one.

Ritualistic Sigil. You can spend 10 minutes to carefully prepare one talisman you know. Prepared talismins can be givin to other creatures so they may utilize them. You can't have more than one talisman prepared this way at once. At 7th level, you can prepare 2 talismans at once, and 3 at 15th level. Prepared talismins lose there effects after 24 hours.

When you hit a creature with a weapon attack during your turn, you can apply a talisman onto your target. If you target yourself or a friendly and willing creature, it automatically hits and deals no damage. You can use this feature a number of times equal to your Proficiency Bonus and regain all users upon finishing a long rest.

Dominion: Myriad Torii Gates

At 7th level, your order has learned to travel as living shrines converting their domains to be the sanctums of worship for their deities. While within your domain you can use your Divine Talismans feature as a bonus action against any creature within your domain.

Additionally, you can expend 2 uses of your Domain feature to cast the commune spell and if you do your domain lasts for 1 hour and remains stationary where you used this feature.

Protective Seal

At 15th level, you learn the glyph of warding spell and can cast it by expending a use of your Divine Talismans feature. You use Wisdom as your spell-casting modifier for this spell and the spell is always cast at a spell level equal to your proficiency bonus.

Additionally, when you cast glyph of warding you can choose for the trigger effect to be the effect of one of your talismans.

Eternal Scribe of the Heavens

At 20th level, you have tapped into the very essence of your abilities allowing you to scribe without end. You can use your Divine Talismans feature at will.

Talismans

Sword

The target takes magical slashing damage equal to a number of roll of your Penance Dice equal to your proficiency bonus as they are bombarded by sword aura.

Chains

The target is grappled by spiritual chains that emerge from the ground. The target can make a Strength saving throw at end of each of its turns to end the condition, or it can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your Exorcism save DC.

Ward

The target gains the benefits of the protection from good and evil spell.

Repulse

The target is rocked by a powerful wave of force pushing them 10 feet away from you.

Protection

The targets armor class is increased by your Wisdom modifier.

Control

The target must make a Charisma saving throw or fall under your control as per the rules of the command spell, Aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on this saving throw.

Order of the Caledfwlch

Those from the Order of the Caledfwlch are Exorcists trained in the use of weapons and combat techniques to banish malevolent spirits. Skilled in the use and creation of sacred weapons to purify outsiders, these weapon masters put all their focus in skilled combat.

Swordsmith

At 3rd level, your order practises all aspects of weapons including their craft. You gain proficiency in smith's tools if you do not already have so. Additionally, you can have the gold cost and time needed in order to craft weapons using your smith's tools.

Divine Armoury

Also, at 3rd level, your order has passsed on a ritual to consecrate weapons, you can perform a 10 minute ritual with a weapon you are proficient with to consecrate it. You deal additional radiant or necrotic (your choice when you consecrate the weapon) damage equal to a roll of your penance die when you hit a creature with a consecrated weapon. You can only have 1 consecrated weapon at a time.

Dominion: Howling Wind of the Battlefield

At 7th level, those who follow the Order of the Caledfwlch utilise their domain to perform a duel in a fraction of a second. When you expand your domain you can choose to instead target 1 creature in range, drawing them into an isolated battlefield. You both make a contested weapon attack roll, the higher result wins rolling damage against the loser as if they had scored a critical hit and the domain ends. If you where successful you regain 1 use of your Dominion feature.

Purifying Strike

At 15th level, when you use your Cleansing Strike feature if the target is under the effect of a spell above 3rd level they must make a Wisdom saving throw. On a failed save, you end that effect.

X-Calibur

At 20th level, you unlock the true potential of your sacred weapon, transforming it into a legendary holy arm. As an action, you can call upon the divine power within you to channel through your weapon perfectly for 1 minute gaining the following benefits;

  • Your weapon attacks have a range of either a 15ft. cone or a 30ft. line making 1 weapon attack against each creature within range.
  • When you hit a creature with this weapon they are treated as being within your domain for the duration of this feature.

You can use this feature once and regain all uses upon finishing a long rest.

Order of the Onmyoji

As an Onmyoji, you are a master of the spiritual arts, skilled in the use of Onmyodo magic to banish malevolent spirits and protect the living. As an Onmyoji you can contract spirits into your service called Shikigami.

Onmyōdō

At 3rd level, you gain proficiency with Calligrapher's Supplies. Furthermore, you gain proficiency in the Insight skill.

Shikigami

Also, at 3rd level, in your role as an Onmyoji you can employ the aid of spirits known as Shikigami. You can cast the Find Familiar spell without spending a spell slot once per long rest.

Additionally, you can forge contracts with creature to aid you. To form a contract with a creature you must perform a 1 hour ritual using your Calligrapher's Supplies with a willing creature whos CR is no greater than your Exorcist level, the creature must remain within 10ft. of you during the ritual. After the ritual is complete the creature becomes a spirit that you can call upon.

You store these contracts in a physical form called a Contract Book which can take the form of a book, scroll or other suitable medium. You must have this Contract Book on hand to invoke a spirit. You can replace an attack with summoning a spirit of a contracted creature within 5 feet of you who then makes 1 weapon attack against a creature within range. Alternatively, you can invoke a spirit to aid you for 1 minute during which time they cannot attack or cast spells.

You can use this feature a number of times equal to your Proficiency Bonus and regain all uses upon finishing a long rest.

Dominion: Great Observatory of Constellations

At 7th level, the foundational texts for Onmyoji clarify the importance of the stars and their dictations, allowing a learned soul to parse information on the future. While within your domain you always have a clear view of the sky and stars and can enhance the view of the sky at will.

As a reaction, you can peer into the near future to either grant disadvantage on a attack roll within your domain or grant advantage on an attack roll within your domain.

Fortune Teller

At 15th level, You can cast the divination spell, once per long rest. When you do so, you can't do it again until you finish a long rest.

The answers you get from using this spell are always truthful.

Additionally, as a bonus action, you can gain resistance to either cold, fire, poison, bludgeoning or piercing damage for 1 minute.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Shikiōji

At 20th level, as your skills as an Onmyoji reach their peak as so is your ability to control a wild and dangerous spirits. You can use your Shikigami feature at will.

Order of the Altar

As a member of the Order of the Altar, you have been trained to hone and harness the divine spark within you to exorcise spirits and devils that would haunt and possess the innocent.

The order of the altar, trains its exorcists to focus on their domain expansion even more so then the other orders and as a result these exorcists are known to have both the largest and most elaborate domains out of all the orders.

Divine Guidance

At 3rd level, your training focuses on harnessing divine authority and seeking its guidance. You learn the guidance cantrip using your Wisdom as your spellcasting modifier.

Advance Domain

Also, at 3rd level, the range of your Domain is doubled.

Dominion: Heavens Court

At 7th level, your order has learned to better control the divinity inherent within your domain. As an action, you can exert your authority over a creature within your domain forcing it to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the start of your next turn and will listen to your instructions as if you had cast the suggestion spell on them. On a successful save, the creature takes radiant damage equal to a roll of your penance die.

Additionally, creatures that attempt to enter your domain must make a Wisdom saving throw. On a failed save, the creature cannot enter your domain and their speed becomes 0 until the start of their next turn.

Divine Protection

At 15th level, your foundations have granting your the philosophy of do no harm to those who have not harmed you, your divine authority enforces this rule on others. You are considered to be under the effects of the sanctuary spell for creatures who you haven't damaged this turn.

Limitless

At 20th level, and thus you have reached the highest rank in your order joining those legendary exorcists who can open their domain into being a reality of its own.

You can as a bonus action, enhance your domain to the point it expands internally infinitely for 1 minute. Creatures within your domain become trapped within a demiplane of your own design (this has no mechanical benefit) and must make a Wisdom saving throw at the end of each of their turns. On a successful save, the creature find an exist and attempt to leave your domain however if a creature fails this saving throw a total of 3 times they become trapped within your Limitless Domain with no hope of escape outside of the plane shift or wish spells.

You can use this feature once and regain all uses upon finishing a long rest.

Order of the Sin Eater

Among the Exorcists of Errsalt unfortunately there are those who have abandoned their divine mission to protect the common folk and the world at large from Curses and Outsiders, instead choosing to pervert the knowledge of their predecessors and take the tainted power of their enemies within themselves. These heretics are branded as being members of the Order of the Sin Eater, who even as they are hunted down by any other Exorcist as their duty demands.

Exiles Sight

At 3rd level, when you use your Scared Sight feature you perceive blessed object and people as having a holy aura better aiding you in avoiding those who would smite you.

Malignant Infection

Also, at 3rd level, inverting your teachings you gain the ability to make curses instead of undoing them, you may now lay down a small curse to sap the vitality of those who you draw blood from. When you hit a creature with a weapon attack, you can deal additional necrotic damage equal to a roll of your Penance Die, regaining a number of hit points equal to the necrotic damage dealt and reducing the damaged creatures hit points by that same amount until their next long rest.

You can use this feature a number of times equal to your Proficiency Bonus and regain all users upon finishing a long rest.

Dominion: Devouring Chinjusha

At 7th level, continuing to delve into the profane knowledge that can be obtained from Curses, you have learned to imprison fragments of the spirits of foes who fall before you, making the essence within part of yourself temporarily.

When a hostile creature dies within your domain you may choose to absorb part of their soul, gaining a Trait, Condition Immunity, Damage Resistance, or Sense of the slain creature until your next long rest. Additionally, while you retain the characteristic of that creature they cannot be returned to life by any means short of a wish spell.

You may have a maximum number of stolen traits equal to your Proficiency Bonus.

Accursed Maw

At 15th level, the point of no return has been reached, as you have now become more similar to the enemy you at once swore to fight than your former kindred. When a creature native to another plane of existence dies within your domain you may permanently steal a trait from that creature by way of its spirit shard, unlike other stolen traits the one associated with this feature are not lost after a long rest, and as long as you possess it the creature associated with it may not return to life. You can only have 1 Trait stolen using this feature at once.

Otherworld Imprisonment

At 20th level, when a creature that is not native to this plane of existence and whose CR is not higher than your level dies within your domain you may bind them to you, housing them within a demiplane. You may summon a creature bound to you as an action by expending 2 uses of your Dominion feature in a cursed ritual making them appear in an unoccupied space near you. The creature retains all of its features and acts on its own turn (you may command it as a free action), treating you and your companions as allies. The creature remains summoned until reduced to 0 hit points or you undo the summoning as an action. If reduced to 0 hit points you may not summon them again until a week has passed.

Order of the Dragon Well

In depths where shadows intertwine, Eldritch waters mask design. Parasites of ancient lore, Infest the mind, forevermore.

Through accident or fateful quest, In the brain, these creatures nest. Gifted powers, dark and vast, An exorcist's true shadow cast.

Masters of this hidden sect, With watery strength they do protect. Feared and revered, both night and day, In the Dragon Well's grasp, they sway.

Eldertongue

Starting at 3rd level, you gain access to the unearthly language of Eldertongue. Eldertongue sounds like madding gibberish to any sane creature, but a creature under the effects of a madness-inducing spell (i.e. crown of madness, etc) or cursed can understand it perfectly.

A Cold and Dark Place

Also, at 3rd level, damage from your Penitence feature changes to either cold or necrotic damage (your choice). Additionally, the creature must make an Intelligence saving throw against your spell save DC. On a failed save, the creature suffers from a debilitating effect based on the damage type;

  • Cold Damage. The creature's movements become slowed and labored. Its speed is halved, and it cannot take reactions until it regains hit points, 1 minute passes, or until it dies.
  • Necrotic Damage. The creature is wracked with pain and begins to hemorrhage energy. It takes an additional 1d6 necrotic damage at the start of each of its turns until it regains hit points, 1 minute passes, or until it dies.

Dominion: Fathomless Groundwater

At 7th level, continuing to delve into the eldritch knowledge bestowed by the Dragon Well, you learn to harness the parasitic essence within you. When a creature enters your domain or starts their turn within it they must make a Wisdom saving throw. On a failed save, a creature takes 3d8 cold or necrotic damage (your choice) and suffers from mind erosion for 1 minute. While suffering from mind erosion, creatures have disadvantage on Intelligence and Wisdom saving throws and ability checks. On a successful save, a creature takes half damage and is not affected by mind erosion

Mindwave Adaptation

At 15th level, the parasitic essence within you grants you greater control and adaptability. You gain the following benefits;

  • Watery Adaptation. You gain a swim speed equal to your walking speed and can breathe underwater.
  • Psionic Adaptation: Your connection to the Dragon Well enhances your mental fortitude. You gain resistance to psychic damage.
  • Parasitic Insight. As a bonus action, you can focus on a creature within 60 feet of you and learn one of its weaknesses (damage vulnerabilities, lowest saving throw, or an ability score less than 10). You can use this feature a number of times equal to your Intelligence modifier (minimum of once), regaining all uses on a long rest.

Cerebral Bore

At 20th level, You can attempt to possess a creature's mind with the malevolent power of the Dragon Well parasite. As an action, choose one creature that you can see within 60 feet of you. The creature must succeed on a Wisdom saving throw or be possessed by you for 1 minute. While possessed, you control the creature's actions. The creature's body gains a spectral, watery appearance, and you can use its actions and movement. You have access to all the creature's abilities, but not its reactions. The creature is aware of its surroundings but can't take actions or speak. The possession ends early if you use your action to end it or if you are incapacitated. When the possession ends, the creature takes 12d10 necrotic damage.

Once you use this feature, you can't use it again until you finish a long rest.

Order of Stone Tablets

3

At 3rd level,

3

Also, at 3rd level,

Dominion:

At 7th level,

15

At 15th level,

20

At 20th level,

Order of the Pure Lands

3

At 3rd level,

3

Also, at 3rd level,

Dominion:

At 7th level,

15

At 15th level,

20

At 20th level,

 

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