Arcane Excorcist Sorcerer

by RangerDman

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Arcane Excorcist Sorcerer

The arcane exorcist sorcerer specializes in expelling the paranormal. Your connection to the ethereal and occult has marked your very essence and influenced the mystic powers in yourself. Whether you were born with these abilities or came upon them later in life the magic you produce becomes toxic to all extra planar creatures.

Arcane Exorcist Features
Sorcerer Level Features
1st Exorcist Spells, Grave Touched, Spiritual Ward
6th Supernatural Sorcery, Occult Admonishment
14th Adversary of the Other Worldly
18th Expert Expulsion

Exorcist Spells

Starting at 1st level, your understanding of the paranormal enhances your own magic. You learn additional spells when you reach certain levels in this class, as shown on the Arcane Exorcist Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Sorcerer Level Spell
1st Detect Evil and Good, Protection from Evil and Good
3rd Gentle Repose, Moonbeam
5th Remove Curse, Speak with Dead
7th Aura of Life, Mordenkainen’s Faithful Hound
9th Dispel Evil and Good, Hallow

Grave Touched

Your very soul has been influenced by the dark and ghastly forces you face. You gain proficiency in either Arcana, Insight, Investigation, Nature, Performance, or Religion and learn one exotic language of your choice. You also learn two of the following cantrips: Guidance, Eldritch Blast, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy, Toll the Dead, Vicious Mockery, or Word of Radiance. These cantrips count as sorcerer cantrips for you.

Spiritual Ward

Starting at 1st level, when you cast a 1st level or higher spell you can use your bonus action to gain an increase to your AC equal to your charisma modifier until the start of your next turn. Aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attacks made against you as part of this ability.

John Constantine, the occult detective of the series Hellblazer ...

Supernatural Sorcery

At 6th level, when you cast a spell from your Exorcist spell table you gain temporary hit points equal to your sorcerer level. You also have advantage on the first damage roll from spells targeting aberrations, celestials, elementals, fey, fiends, and undead.

Occult Admonishment

Whenever any aberration, celestial, elemental, fey, fiend, or undead type creatures that you can see must make a saving throw or spell save you can increase the DC by up to five by using an equivalent amount of spell points as a reaction.

Adversary of the Other Worldly

Beginning at 14th level, you learn to harness aspects of the dark and mystic arts unleashed by the unholy and extra planar entities you encounter. As an action, you can spend 1 or more sorcery points to gain one or more of the following benefits for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the minute ends:

  • Any aberration, celestial, elemental, fey, fiend, or undead type creature can not come within 30 feet of you or someone else you have chosen instead. If they start their turn within the 30 foot radius they must make a wisdom saving throw at disadvantage and take psychic damage equal to your sorcerer level on a failure or half as much on a success; regardless of the outcome they must use their movement to escape the radius on their turn if possible.
  • You and a number of others equal to your charisma modifier have advantage on saving throws against being charmed or frightened by aberrations, celestials, elementals, fey, fiends, and undead.
  • When you reduce an aberration, celestial, elemental, fey, fiend, or undead to 0 hit points, you can instead enslave it to yourself for one minute. It gains temporary hit points equal to your sorcerer level and takes it’s turn directly after yours, obeying any command you issue to it. After the minute ends or it runs out of hit points it dies or returns to it’s original plane if you wish to banish it.
  • You can see any hidden or invisible aberration, celestial, elemental, fey, fiend, or undead creature within 120 feet of you.

Expert Expulsion

At 18th level, you can cast the effects of the Banishment spell at 9th level without expelling a spell slot and not requiring concentration as a bonus action; if the targets are aberration, celestial, elemental, fey, fiend, or undead type creatures they take 10 d10 psychic damage if they succeed on their save. You can use this ability once per long rest, afterwards it costs 6 sorcery points to use again.

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Artist Credit

"Hellblazer" by Lee Bermejo.

Part 2 | Arcane Exorcist
 

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