Exorcism Domain (5e Subclass)

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Cleric Subclass

The exorcist clerics specialize in using their bonds with spirits to enhance their battle capabilities and train their willpower to fight with entities from other planes. All deities have exorcists in their ranks, this is how exorcism has become a weapon to combat evil, expel, cleanse, or protect from any nefarious force. Only those with the strongest faith can be exorcists, those who are not strong enough quickly meet their end.

Exorcism Domain Spells[edit]
Cleric Level Spells
1st Protection from Evil and Good, Hex
3rd Healing Spirit, Crown of Madness
5th Counterspell, Slow
7th Banishment, Sickening Radiance
9th Holy Weapon, Summon Celestial
Bonus Proficiency[edit]

At 1st level, you gain proficiency with martial weapons and heavy armor.

Consummate Spiritualist[edit]

At 1st level, you learn how to expose a fragment of the souls of your enemies. When you cause damage to a creature you can force it to make a Charisma saving throw. On a failed save, a pale, ethereal figure appears up to 15 feet away in a an unoccupied space for 1 minute. This spectral apparition has the same statistics as the damaged creature, but gains resistance to all damage and is immune to poison damage. When the specter receives damage, the creature to whose soul it is bond to receives an equal amount of necrotic damage that cannot be reduced. If the specter is reduced to 0 hit points the target creature's speed is halved for 1 round and the creature cannot take reactions. Once you use this feature, you must finish a short or long rest before you can use it again. If you have no uses left, you can expend a spell slot of 1st-level or higher to use it again.

If you target a creature that is possessed, the effect of this feat changes. You can force the the entity to make the Charisma saving throw. On a failure, you expel the entity from the host's body. If the entity is successfully expelled from the host it is aggressive towards the exorcist and attacks. 1 minute after successfully forcing an entity from a host, you gain one level of exhaustion due to the spiritual stress from the process.

Sigils of the Purge[edit]

Starting at 1st level, you can mark your enemies to be purged by the spirits. As a bonus action, you summon a holy sigil on a number of creatures up to your Wisdom modifier (minimum of 1) within 30 feet of you. Each target must make a Wisdom saving throw, or become cursed by the sigil for 1 minute. Whenever a creature makes an attack roll or a saving throw while cursed by the sigil, the creature must roll a d4 and subtract the result from their total roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Sacred Weapon[edit]

Starting at 2nd level, you can use Channel Divinity to enhance your exorcism tools. As an action, you can imbue one weapon that you are holding with sacred flames. For 1 minute, you add your Wisdom modifier to attack rolls and damage rolls made with that weapon (with a minimum bonus of +1). In addition, for the duration, whenever you take the attack action with this weapon you can make one additional attack.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Exile the Intruders[edit]

Starting at 6th level, you can choose to make an additional attack when you take the attack action, this attack changes the damage of your weapon to radiant damage. You can use this feature equal times your Wisdom Modifier. You regain all uses on a short or long rest If the target is native to a different plane of existence than the one you're on you make the attack with advantage and the creature must make a Wisdom saving throw or become frightened

Sacred Strike[edit]

At 8th level, you gain the ability to meld your weapon strikes with the flow of Tao. Once, on each of your turns, when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, this increases to 2d8.

Spirit Warrior[edit]

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Also you can't be possessed by any means.

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