Exorcist Monk

by DnDHomebrew4

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Exorcist Monk

Monastic Tradition: Exorcist

Many consider monks as masters of martial arts and meditation, because they spend most of their life perfecting both body and mind. But not all monks take the same path. Some remember the old ways, where monks had a more spiritual side, where they protected people from evil spirits and creatures. These monks are known as Shinsoku (Priests) that performs rituals known as "Harai" that have the goal of purifying and exorcise evil spirits or presences.

Cleansing Fists

Starting level 3rd, you are able to channel your inner energy into your fists, allowing you to hit the spiritual part of creatures. You may spend a ki point and for 1 minute you are able to hit incorporeal creatures and deal damage to them ignoring their damage resistance to non magical weapons. You may use this effect when wielding a monk weapon.

Shubatsu (Pinch of Holy salt)

Starting level 7th, you are able to cast circle of protection as a ritual, but your material components become just a pinch of salt or just holy water. You may also cast the spell regularly by expending 3 ki points. You add devils to the list of creatures you may gain protection against. Furtermore, whenever you hit a fey, undead, demon, devil, celestial or elemental with an unarmed strike, you may use your bonus action and a ki point to infuse your fist with the cleansing power of salt. The target has to roll a Widsom saving throw. On a fail you may choose to give the target disadvantage on one of the following rolls: Attack rolls, Saving throws or ability checks. You may only choose one and the effects can only be changed once per round. The creature repeats the saving throw at the start of each round.

Misogi (Purification)

Starting level 11th, you gain advantage to roll against being charmed, frightened or possessed. You become resistant to necrotic and cold damage. When being hit by this kind of damage or a creature attempts to possess, frighten or charm you, you may retaliate against the creature inflicting it by making an unarmed strike against it. This attack doesn't require a reaction to be used.

Togoku (Imprisonment)

At level 17th if a creature attempts to possess you and fails, you may use your reaction to trap the creature inside the grains of your rosary (as if under the effect of the imprisonment spell but you can only apply the Minimus Containment effect) but to do so you have to spend half of your remaining ki points and can't use it if you have less than 2 points remaining. You are then able to exorcise the evil spirit and send it to after life or send it back to its original plane of birth if it's an outsider. You may not harm in any way the trapped creature who gets a Charisma saving throw to escape at the end of each day (DC equal to 8+your proficiency bonus+your Wisdom modifier).

If you perform a containing ritual (you decide with the DM what and how to perform it) the captured creature has disadvantage on said saving throw. You can only have one imprisoned creature at a time.

Exorcising Strike

Starting level 17th, you gain the ability to exorcise creatures with holy power and your fists. When performing a stunning strike, you may expend an additional ki point and gain one of the following effects depending on the type of creature hit:

  • A possessed creature hit by your stunning blow doesn't take damage from you stunning blow, however you are able to hit the creature possessing it, that has to roll the saving throw instead. If the possessor fails the saving throw is immediately pushed 10 ft. away from the possessed creature while exiting its body. If the creature is not immune to stun, it's stunned for 1 round.
  • If a target is charmed, frightened or controlled by another creature, you stunning blow affects the controlling creature. On a fail the controller is stunned and immediately loses control of the subjugated creature (e.g. you free a creature from an aboleth enslavement, the aboleth fails the roll, it is stunned and loses connection with the creature).
  • If the target is an outsider being from another dimension (e.g. demons, devil, celestials, fey and more) on a failed save it's immediately sent back to their plane of origin and cannot come back from the next 24 hours. The target is also stunned for 1 round upon returning to their plane.

If the creatures have success on the saving throw, they regularly take damage.

 

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