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Exorcist


jokomaisu

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Exorcist
Some members of the Calendar Creed, the Paradox Faith, or the Revelation, of low or high rank, are known as exorcists, and they're expressly concerned with confronting and fighting the supernatural forces of evil afflicting the good citizens of the Kingdom. Like miraculists, exorcists derive their power from some divine spark that permeates them and that they manage to employ by weaving it with a series of well-coded rituals, formulas, and gestures that serve to convey it. Due to their mandate's nature, many exorcists roam all around the various regions of the Kingdom, alone or together with Bands and companies, to investigate all forms of occult manifestations in an attempt to vanquish them.

Even more than miraculists, exorcists belong to particular religious congregations and are committed to a very specific vocation. For this reason, they like to associate with other Knaves, in order to keep a low profile and put themselves right where Hell's plots unfold with ease: that is, where the Bands' Jobs take place. From this point of view, exorcists have no problem mingling with scoundrels, adventurers, and idlers.

 

The Exorcist Table

Level Proficiency
Bonus
Features Cantrips
Known
1st 2nd 3rd
1st +2 Between the Hammer and the Evil, Exorcism Domain Spells, Spellcasting, The Revelation Gab, Zeal of the Convert 3 2 - -
2nd +2 Channel Divinity, Principles of Devotion, True Mirror 3 3 - -
3rd +2 Signs of Faith 3 4 2 -
4th +2 Ability Score Improvement, Sacred Office 4 4 3 -
5th +3 Destroy Undead 4 4 3 2
6th +3 Extra Channel Divinity, The Flame of the Just 4 4 3 3

Class Features
As an exorcist, you gain the following class features.

Hit Points
Hit Dice: 1d8 per exorcist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per exorcist level after 1st

Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Choose one from an herbalism kit, an artisan tool, or a musical instrument
Saving Throws: Wisdom, and either Intelligence or Charisma
Skills: Choose two from Culture, History, Insight, Medicine, Persuasion, and Religion

Equipment
You begin the game with 125 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.


Level 1


Between the Hammer and the Evil
You gain proficiency with light armor, medium armor, heavy armor, shields, and martial weapons.


Exorcism Domain Spells
You gain access to the Exorcism Domain spells at the levels noted in the Exorcism Domain Spells table. Once you gain an Exorcism Domain spell it is always prepared and doesn’t count against the spells you can prepare each day. 

If you gain an Exorcism Domain spell that is not on the cleric spell list, it is considered a cleric spell for you.

Table: Exorcism Domain Spells

Level Spells
1st detect evil and good, incandescent mark
2nd exorcism, zone of truth
3rd magic circle, cleanse

Spellcasting
Sanctioned by the highest powers, you can cast spells to enact sacred miracles.

Cantrips
You know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Exorcist table.

In addition to these, you also know the thaumaturgy cantrip.

Preparing and Casting Spells
The Exorcist table shows how many spell slots you have to cast your cleric spells. To cast one of these cleric 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.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your exorcist level (minimum of one spell). The spells must be of a level for which you have spell slots.

Casting spells doesn’t remove them from your list of prepared spells.

You can change your list of prepared spells whenever you finish a long rest by meditating for at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. You can also cast the ceremony spell as a ritual whether you have the spell prepared or not.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.


The Revelation Gab
you gain the ability to speak the sacred words that reveal the presence of evil. With an action, you can brandish your holy symbol and utter the prayer of revelation. You know if places, objects, and creatures within 60 feet of you are cursed, possessed, infested, or under an evil influence. You also understand their nature (whether it is a creature, magic, or effect). You can use this feature a
number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.


Zeal of the Convert
You enthusiastically see the hand of a greater entity everywhere. You gain advantage on Persuasion checks when you invoke the name of your deity or movement during a conversation with a pious person. If the listener is negatively disposed to your greater entity or movement, you have disadvantage instead.


Level 2


Channel Divinity
You are able to channel the energy of your greater entity directly and use it for a variety of magical effects. You start with Turn Undead.

You may choose which Channel Divinity effect to create each time you use this feature. You must then finish a short or long rest before you’re able to Channel Divinity again.

The DC for Channel Divinity effects is the same as your exorcist spell save DC.

Turn Undead
As an action, you present the holy symbol of your greater entity and speak a divine word, rebuking the undead. Each undead creature within 30 feet that can see or hear you must make a Wisdom saving throw. If the creature fails it is turned for 1 minute or until it takes damage from any source.

A turned creature must use its turns trying to move as far away from you as possible. It cannot willingly move to a space within 30 feet of you. It also cannot take reactions. On its action, it can use only the Dash action or try to escape any effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.


Principles of Devotion
After much contemplation and communion with your greater entity, you pledge to uphold certain standards of behavior beyond what is necessary for adventure. In return, your greater entity grants you one of the following related boons. When you fail to uphold this pledge, you lose any benefits from it until 24 hours after you finish a long rest and rededicate yourself. Choose one of the following.

Chaste
In exchange for forgoing pleasures of the heart and flesh, you are hardened to the persuasions of others. Add your Wisdom modifier to any saving throws made to resist being charmed. You also gain one skill specialty chosen from Insight, Persuasion, or Religion.

Image of the Divine
You exhibit a uniform, makeup, tattoo, or body modification indicating your higher entity or religious order. Creatures have advantage when discerning your religious identity. You gain advantage on saving throws against fear and ability checks made against Intimidation. You also gain one skill specialty chosen from Insight, Intimidation, or Persuasion.


True Mirror
When you use Turn Undead, fey, and fiends are also affected. If a turned creature's true form is hidden by an illusion, by its mutated form, or by other similar effects, that form is revealed.


Level 3


Signs of Faith
You gain a sign of faith of your choice.

Ancestral Guidance
In addition to the spells you normally prepare, you always have speak with dead prepared, and you can use this feature to cast it once between long rests without spending a spell slot. When you do so, you do not have to target a corpse; you can also target a grave marker, memorial, statue, painting, or other depiction of the deceased creature you wish to talk to. If the chosen creature is not dead, or if such a creature never existed in the first place, the spell fails.

Numinous Awareness
When you see a creature that appears to be a beast, you automatically recognize whether it is a celestial, fiend, or fey. You have advantage on Arcana and Medicine checks made to interact with magical wounds and maladies caused by celestials, fiends, and fey.

Supernal Intuition
Choose a creature type from fiend, fey, celestial, elemental, or undead. You know when a creature of this type is within 60 feet of you, although you do not know its location. Nondetection protects against this feature. You may select this sign multiple times, choosing a different creature type each time.

Voice of Doom
Your personal knowledge of divine wrath and the end times make your proclamations utterly chilling. You gain a knack die on Intimidation checks. In addition, you may always choose to use Wisdom when making Intimidation checks.


Level 4


Ability Score Improvement
You can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.


Sacred Office
Your mission has taken root and is known through much of the land, conveying rumors both good and ill about your deeds. Choose one of the following.

Auspicious Collaborator
The higher powers you are attuned to have witnessed your deeds and bestowed upon you a quality of worthiness. Your requests for aid are perceived as opportunities for partnership rather than impositions.

People of all backgrounds are more drawn to help you than they would ordinarily be. You gain one specialty chosen from Culture or Persuasion, and you gain an expertise die on Persuasion checks related to seeking aid.

Symbol of Might
The strength of the powers you serve is obvious to anybody you interact with, and you are able to use it to garner a certain level of fear and compliance. You gain one Intimidation specialty, and you gain a knack die on Intimidation checks made to convince others to comply with your demands. The people you intimidate are no longer friendly towards you if they were previously.


Level 5


Destroy Undead
Creatures turned by you of CR œ or less are immediately destroyed, transformed into dust by a blinding flash of light. You can select this option multiple times. Each time you choose it, you are able to destroy more powerful creatures, progressing to CR 1, CR 2, CR 3, and then CR 4 each subsequent time you select this option.


Level 6


Extra Channel Divinity
You can use your Channel Divinity twice between rests.


The Flame of the Just
When you use The Revelation Gab, you can gain more information (the history of a haunted place, a creature's power level, its weaknesses, or how to remove a curse). Additionally, when you use Turn Undead you can decide that creatures that fail their saves are restrained instead of turned.


Edited by jokomaisu (see edit history)

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