Exorcist (5e Class)

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Exorcist[edit]

Exorcist[edit]

Exorcists are soldiers of Assiah who dedicate themselves to fighting off the invasive demons of Gehenna. They can take the form of a priest, monk, or simply a person who has had their life effected by demons. Exorcists can worship any god, and their holy scriptures can be recited to exorcise a demon.

Creating an Exorcist[edit]

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The 5 Exorcist Meisters, by Kazue Kano.

While creating an exorcist, ask yourself what made you choose to dedicate their career to hunting demons? Were you raised into an exorcist family and this was what you were raised for? Were you affected by demons at a young age, hunting them for revenge? Are you doing this to fit in or seek retribution?

Quick Build

You can make an exorcist quickly by following these suggestions. First, dexterity should be your highest ability score, followed by wisdom. Second, choose the Zealot background. Third, choose Alchemist's Supplies and a Bible.

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 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Exorcist level after 1st

Proficiencies

Armor: Light, medium armors
Weapons: Simple weapons, longswords
Tools: Alchemist’s supplies, Brewer’s supplies, Cartographer’s tools
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Animal Handling, Arcana, History, Insight, Medicine, Perception, Religion.

Equipment

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

  • (a) A holy symbol or (b) Several sheets of summoning paper or (c) Adventurer's Pack
  • (a) Alchemists supplies or (b) Brewer's Supplies or (c) Cartographer's Tools
  • (a) A bible or (b) Any holy scripture of your choosing
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Exorcist

Level Proficiency
Bonus
Features
1st +2 Esquire, Temptaint
2nd +2 Meister
3rd +2 Worship Path
4th +2 Ability Score Improvement
5th +3 Meister Upgrade
6th +3 Holy Water
7th +3 Worship Path Feature
8th +3 Ability Score Improvement
9th +4 Holy Knowledge
10th +4 Meister Upgrade(2)
11th +4 Faith
12th +4 Ability Score Improvement
13th +5 Worship Path Feature(2)
14th +5 The Lord's Light
15th +5 Second Coming
16th +5 Ability Score Improvement
17th +6 Meister Upgrade(3)
18th +6 Worship Path Feature(3)
19th +6 Ability Score Improvement
20th +6 Paladin

Esquire[edit]

When an exorcist starts out, they are nothing more than a trainee on the verge of becoming a full fledged exorcist called an Esquire. With your Esquire training, you've studied demons and know how to track them and kill them. At 1st level, you get advantage on any check required to track down a fiend, as well as any check required to determine it's CR.

Temptaint[edit]

At some point in your life, you've received a wound from a monster of some kind, which permanently tainted your blood with the ability to see spirits. At 1st level, you can choose a favored creature type. (Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, and Undead). When fighting your favored creature type, you gain your esquire benefits when hunting a creature of that type, on top of the following benefits:

  • You deal an additional 1d4 damage to that creature, and twice the dice if that creature is a fiend. This increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level
  • Starting at 5th level, you ignore resistances and immunity to damage when you damage creatures from your favored type.

You gain additional favored creatures at 5th, 11th, and 17th levels.

Meister[edit]

At 2nd level, you chose a Meister. Choose between Aria, Dragoon, Doctor, Knight or Tamer, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 5th, 10th, and 17th levels.

Worship Path[edit]

At 3rd level, you chose a way to worship your god. Choose between Traditionalist, Heretic, and Naturalist, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 13th, and 18th levels.

Ability Score Improvement[edit]

When you reach 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.

Holy Water[edit]

Holy Water is a defensive tool used by most exorcists as a powerful demon hunting tool, used in both offensive and defensive situations. At 6th level, you have a number of holy water grenades equal to your Wisdom modifier, with a minimum of 1. These holy grenades can be activated as an action or a reaction.

When using holy water as an action, all creatures within a 10 foot radius are soaked in holy water, and must make a dexterity saving throw equal to your Save DC (8 + your proficiency bonus + your Wisdom modifier) or are vulnerable to a damage type of your choosing. You can also douse you and your allies in order to make yourself resistant to one damage type of your choosing. You may only resist one damage type at a time. Creatures of an evil alignment also take a damage amount equal to your temptaint dice when soaked. This damage only applies once.

When being grappled or knocked prone, you may use holy water as a reaction. When using holy water as a reaction, you soak everyone around you in a 5 foot radius with holy water, causing all hostile creatures to roll a DC Con save or be repelled physically by the water.

Holy Knowledge[edit]

At 9th level, you've encountered enough monsters of the night that you always know their patterns, and can share it with the less knowledgeable members of your party. As a bonus action, you can point out a monster's weak spot. All attacks that hit the creature until the start of your next turn will be treated as a critical when calculating damage.

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

Faith[edit]

At 11th level, you become immune to the charmed and frightened conditions.

In addition, as an action,, you can pray in order to automatically succeed an ability check. Once you do so, you can't use this action again until you complete a long rest.

The Lord's Light[edit]

At 14th level, your god has blessed you with a radiant aura to protect those who stand by your side. Allies within a 15 foot radius of you get a +1 to their AC, and hostile enemies within a 5 foot radius get a -1 to their AC.

Second Coming[edit]

At 15th level, your job isn't finished until you exorcise the works of Satan. When you go unconscious, roll your first death save immediately. On a successful save, you do not go unconscious, and instead assume a golden holy form with 1 hit point remaining, and half your maximum hit points rounded down in temporary hit points. While in this state, you deal additional radiant damage equal to your level. At the end of each of your turns, roll your hit dice and subtract the number from your temporary hit points. When your temporary hit points hit zero, your form ends and you go unconscious, but remain stable with 1 hit point remaining.

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

Paladin[edit]

At 20th level, you're the de facto strongest of the exorcists. You can kill people and monsters with interchangeable ease, and even the demon kings fear you. Your Dexterity and Wisdom scores each increase by 4, to a maximum of 24.

In addition, as an action, you may force your opponent to Assiah in complete manifestation for 1d4 rounds. When you do this, your target's hit points are halved as they are completely separated from their power source, and they cannot use any abilities that make them intangible or move to another realm. Once you use this action, you can't do it again until you complete a long rest.

Meisters[edit]

An exorcist's meister fundamentally defines their fighting style. There are 5 officially recognized meisters, each distinct from each other.

Knight[edit]

A Knight is an exorcist who fights with their body and their blades directly. They're the quickest meister to rush into battle and deal respectable front line damage.

Preferred Weapon

As a knight, you've fought with many weapons over your life time, but there's only one weapon you truly know how to use. At 2nd level, you may choose a preferred weapon. You have proficiency in this weapon, and have a +2 to attack and damage rolls. If you are duel wielding or do not have a shield, you may make a second attack with your bonus action. If you are using a shield, you may use your bonus action to make a shield bash. When shield bashing, roll contesting strength (athletics), and on a success, push your foe back 5 feet.

Flurry Blades

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

In addition, you can do a spinning flurry. Once per short rest, you can do a spin attack that sends you forwards your entire movement speed. Roll a normal melee attack, and if it hits, do 2 additional damage dice with your weapon.

Holy Sword

At 10th level, you can drench your blade in holy water as a bonus action. Your sword deals an additional stack of temptaint damage until the end of your turn. In addition, your sword is unable to be taken from you, as your god will not let his best soldier go into battle unarmed.

Elegant Execution

Sometimes, you don't need raw power to destroy demons. A simple graceful touch will do the job fine. At 17th level, when you kill a creature with an attack, you gain an additional action and move to a creature of your choosing within 30 feet.

Aria[edit]

An Aria is an exorcist that fights by reciting holy scriptures. They're the slowest meister to dish out damage, but when they finish reciting a monster's fatal verse it is often a one hit kill. Keeping your Aria safe is a surefire game plan in combat.

Recite

At 2nd level, you've memorized a number of holy scriptures. As a free action, you can attempt to identify a creature's fatal verse. After successfully identifying a creature's fatal verse, you may begin reciting as an action. This counts as concentration. If you maintain concentration for 3 rounds, hit the identified creature for 5d10. This damage increases to 10d10 at 13th level, and and the time required to recite the fatal verse decreases to 2 rounds at 5th level.

The DC for identification is (8 + Creature's CR - your Proficiency Bonus), but is ultimately up to your DM.

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Worship Path[edit]

Traditionalist[edit]

Traditionalist Exorcists worship their god directly, with prayers and sacrifices if they so demand it. They're the most uptight, lawful of the exorcists, but you can't say they don't get results. Traditionalist exorcists tend to be some of the more powerful exorcists, but require prayers to their god

Daily Prayers

At 3rd level, you have a religious routine, as advanced as your religion says it must be. Upon completing your daily worship as you and your DM decide, you gain a number of Holy Dice equal to your wisdom modifier. Holy Dice allow you to add a 1d4 to any roll you have to do, and may also be used to heal a creature you can touch as a bonus action, spending as many dice as you want. The die becomes a d6 at 7th level, a d10 at 13th level, and a d12 at 18th level.

Sermon

As a priest, you may have to prepare a sermon. Taking 10 minutes to tell a speech, you can bless yourself and all those who listen. Everyone participating gains the benefits of a short rest, and until your next long rest gain 3 Holy Dice to use as divine mercy, reducing incoming damage by your Holy Die plus your Wisdom modifier. You may add these to your existing Holy Dice pool.

Penance

As a priest, it is your job to make people confess their sins. When rolling a Charisma (Intimidation) or a Charisma (Persuasion) check, you can add your Holy Dice to the outcome. If the total check exceeds a 25, the target's alignment becomes lawful, and will become charmed by you for 8 hours.

Cleansing of Demons

Your god demands that all demons must be purged from Assiah. When you kill a fiend, you gain a +1 to your wisdom for 8 hours. You can only increase your Wisdom to 26 using this method. However, if you spare a demon or let one escape while the effects are active, your Wisdom returns to normal.

Naturalist[edit]

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Multiclassing[edit]

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