Exorcist (OVERHAUL)

by geroldsss

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Exorcist

In a land full of dangers from the Abyss and the Nine Hells, fear is a common thing for a mortal to feel but some mortals grow tired of fear and choose to stand up and protect others against these dark entities. These mortals are called Guardians. Some however are so fanatic about destroying all of these abominations that threaten the mortal world that they embrace dark and forbidden power. They are so obsessed that they will even use these dark forces to hunt their kind. These folks are called Exorcist.

Fanatic hunters

Exorcists are individuals with the ability to combat and control Demons and Devils. Their deep knowledge of these abominations allows them an advantage in tracking, hunting and destroying even the most powerful demons and devils. They trained with deadly weapons even blood magic and others go further by binding these unholy creatures and use them as a weapon in ending these dark forces. Some Exorcists push too far and fall to their own demise and become the being that they swore to destroy.

Vengeance Seeker

Almost all Exorcists’ reasons for joining the order is because they all have been a victim of a demon or devils’ slaughtering and torture. Some are people trying to make a cause for the common folk and others just want the power of being an exorcist. Common folk consider them as heroes for avenging their families while nobles see them as a nuisance but some see them as an occasional convenience. Exorcist has strict vows from the Theocracy lead by the Arch Pope that they must obey that tends them to be lawful.

Creating an Exorcist

As you create an exorcist, keep in mind on why he joins the theocracy and why he wants to hunt demons and devils. Do they want to take vengeance for the hardship that the demon/devil inflicted? Do they want to protect people who can’t protect themselves? Or they just want the power of being an exorcist? Have you been traveling alone or with a partner? If you do have a partner what happen? Why did you part ways? If you’re traveling alone why did you choose to travel alone? Conflict with the higher officials? Exiled? Perhaps you are given a secret mission that you can’t tell anybody.

Exorcist
Level Proficiency Bonus Penitence Features
1st +2 - Fighting Style, Fiend Expert
2nd +2 1d4 Penitence
3rd +2 1d4 Exorcist Order
4th +2 1d4 Ability Score Improvement
5th +3 1d4 Extra Attack
6th +3 1d6 Ability Score Improvement
7th +3 1d6 Order Feature
8th +3 1d6 Ability Score Improvement
9th +4 1d8 Advanced Penitence
10th +4 1d8 Order Feature
11th +4 1d8 Extra Attack (2)
12th +4 1d8 Ability Score Improvement
13th +5 1d10 Chains of Harrow
14th +5 1d10 Ability Score Improvement
15th +5 1d10 Order Feature
16th +5 1d10 Ability Score Improvement
17th +6 1d12 Condemnation
18th +6 1d12 Order Feature
19th +6 1d12 Ability Score Improvement
20th +6 1d12 Extra Attack (3)

Quick Build

You can make an Exorcist quickly by following these suggestions. First make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or ranged (or finesse) weapons. Make Constitution your next highest ability score if you plan to focus the Exorcist Order Slayer. Choose a higher Charisma instead of Constitution if you plan on taking the Exorcist Order Chanter. Choose either Acolyte or Soldier background.

Class Features

As an exorcist, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per exorcist level
  • Hit Points at 1st Level: 10 + your constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Exorcist level after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor and Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: none

  • Saving Throws: Strength and Constitution
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Persuasion and Survival

Equipment

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

  • (a) A martial weapon or (b) two simple weapons
  • (a) A light crossbow or (b) hand crossbow
  • (a) Studded leather armor or (b) scale mail armor
  • an explorer’s pack

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style options more than once, even if you later get to choose again.

Archery

You gain +2 bonus attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll 1 or 2 on damage die for an attack you make with a melee weapon that you are wielding with two hands you can reroll the die and must use the new roll, even if is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other that you that is within 5 feet of you. You can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Fiend Expert

Beginning at 1st level, you have significant experience studying, tracking, hunting and even talking. You have advantage on Wisdom (Survival) checks to track fiends, as well as on Intelligence (History) checks to recall information about them. You also learn one language of your choice that is spoken by fiends, if they speak one at all.

Penitence

At 2nd level, you learn to invoke a rite of blood magic within your weapon at the cost of your own vitality. As a bonus action, you can wound yourself and smear a single weapon you hold with your own blood. Until you’re next long rest, the weapon flares with radiant damage (necrotic if not fiend) and considered a magical weapon, granting you a +1 bonus to attack rolls made with it. And it deals an additional 1d4 damage which also damages you when you invoke penitence. This die changes as you gain exorcist levels. You can use it many times as you want. At 9th level the damage of Penitence deals to you are halves.

Exorcist Orders

At 3rd level, you choose an order that you strive to emulate in your combat styles and techniques. Choose Slayer, Tamer, Avenger, or Chanter all detailed at the end of the class description. The Order you choose grants you features at 3rd level and again in 7th, 10th, 15th, 18th level.

Ability Score Improvement

When you reach 4th level and again at 6th, 8th, 12th, 14th, 16th, 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.

Extra Attack

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.

Chains of Harrow

At 9th level, you’ve learned to summon a magical chain that can bind enemies where they stand. As a Bonus Action, you can attempt to bind an enemy no more than one size larger that you within 30ft. the target must succeed on Strength or Dexterity saving throw (its choice) or become restrained (DC equal to 8 +your proficiency bonus + your Charisma modifier) if the target is a fiend it has a disadvantage. You can use this ability again after short rest or long rest.

Condemnation

At level 17th your mastery of the Blood Magic allows you use this forbidden technique of the exorcists. As an action, making another penitence, the weapon that was enchanted by penitence magic gain a +5 to hit and the creature that was hit must make a Constitution saving throw (DC equal to 8 +your proficiency bonus + your Charisma modifier) or the hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. You can use this ability again after a long rest.

Exorcist Orders

Different exorcist choose different approaches to perfecting their fighting prowess. The exorcist order you choose to emulate reflects your approach.

Order of the Slayer

The Order of the Slayer focuses on the development of different styles and technics of swordsmanship honed to deadly perfection. Those who choose the Slayer Order combine swordsmanship and blood magic.

Slayer’s Forms

Beginning when you choose this archetype at 3rd level, you learn forms that are fueled by special dice called form dice.


  • Forms: You learn three different slayer’s forms of your choice, which is listed under “Form” below. Many forms enhance an attack in some way. You can use only one form per attack. You learn additional slayer’s forms of your choice at 7th, 10th and 15th level. Each time you learn new slayer’s forms, you can replace one form you know with a different one.

  • Form Die: You have four form dice, which are d8s. A form die is expended when you use it. You can regain all of your expended form dice when you finish a short or long rest. You gain another form die at 7th and one more at 15th.

  • Saving Throws: Some of your form requires your target to make a saving throw to resist the form’s effect. The saving throw DC is calculated as follows: Form save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Order of the Slayer: Forms


  • First Form: Water Slice. When you make a weapon attack roll against a creature, you can expend one form die to add it to the roll and in also add to the damage if it hits. You can use this form before making an attack only.

  • Second Form: Flashing Lighting. When a creature attacks you or your ally, after the creatures turn you can expend one form die and make a weapon attack to the attacking creature and add it to the roll. This attack has a range of 60 feet and you can only use this form by using your reaction.

  • Third Form: Haze. On your turn, you can expended one form die and add the rolled number into your AC. This will last until your next turn.

  • Fourth Form: Sand Hedge. When another creature damages you with a melee attack, you can use your reaction and expend one form die to inflict damage to the attacking creature. The rolled number will be the damage.

  • Fifth Form: Purgatory. After you make a melee attack on a creature you can expend one form die and make other melee attack on the same creature.

  • Sixth Form: Mountain Gale. When you hit a creature with a melee attack, you can expend one form die to attempt to damage another creature with the same attack. Choose another creature within a 30ft cone behind the original target. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your form die. The damage is the same type dealt by the original attack.

  • Seventh Form: Pouring Rain. When a creature misses you with a melee attack, you can use your reaction and expend one form die to make a melee weapon attack and add the rolled number on the damage against the creature.

  • Eighth Form: Dust Storm. On your own turn; you can expend one form die and forgo your action. Every creature that enters your 30ft radius must make a dexterity saving throw or receive the rolled form die number damage.

  • Ninth Form: Scorching Crimson Lily. When your melee attack hit a creature, you can expend one form die to attempt to stun the creature. You add the form die roll to the damage and the target must make a wisdom saving throw. On failed saved the creature is stun until your next turn.

  • Tenth Form: Winter Storm. When your melee attack hit a creature, you can expend one form die and attempt to push the target back. You add the form die to the attack’s damage roll and if the target is large or smaller, it must make a strength saving throw. On failed save you push the target up to 15 feet away from you.

  • Eleventh Form: Autumn Rain. On your own turn, you can expend two form die and every creature within your 30ft radius must make a Dexterity saving throw. Every creature who failed save, you can make a melee attack and add the rolled form die to the damage. This form is only available at 15th level.

Additional Form Die

You gain another form die at 7th level.

Additional Slayer’s Form

At level 7th, you learn two additional form of your choice.

Superior Critical

Starting at 7th level, your weapon attacks score a critical hit on a roll 19-20.

Additional Slayer’s form

At 10th level, you learn two additional form of your choice.

Improved Form Die

At 10th level, your form dice turn into d10s.

Additional Slayer’s form

At 15th level, you learn two additional form of your choice.

Additional Form Die

You gain another form die at level 15th.

Unyielding

At 15th level, when you roll initiative and have no form dice remaining, you regain 1 form die.

Soul Resonance

At 18th level, you attain the pinnacle of the Order of the Slayer, by using your own soul you can use your full potential. Using your action, you undergo this superhuman transformation. For 1 hour, you gain the following benefits:

  • You have a resistance to any damage except psychic.
  • You have advantage on Strength and Dexterity checks also saving throws.
  • You emanate a menacing aura in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for I minute. Attack rolls against the frightened creature have advantage. Once you use this feature, you can't use it again until you finish a long rest.

Order of the Tamer

Those who choose the exorcist order of the tamer, employs the power of the Cacodemon which is a type of fiend who can be easily tame with enough knowledge. To a tamer, battle “fire with fire” is the most effective way to destroy the enemies. Only few exorcists become a tamer only with the talent that can control a fiend.

Impious Calling

At 3rd level, using the penitence you summon a Cacodemon that will accompanies you on your adventure and is bound to fight alongside with you. You can pick any Cacodemon type you like, which can be chosen under the “Cacodemon Variation” below. Add your proficiency bonus to the Cacodemon’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. The Cacodemon obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the Cacodemon where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the fiend to take the Attack action. When you drop unconscious or your Cacodemon drops to 0 hit points it disappears, leaving behind no physical form. It reappears after you do the penitence ritual again.

Cacodemon Variation

A fiend entity’s starting ability scores are 15, 14, 13, 12, 10, 8. They may apply in any way. A Cacodemon has four base forms, which grant it certain properties. Those properties are listed in form descriptions.

Quadruped:

  • Hit Points (3d12 + Constitution modifier)
  • 40ft walking speed
  • AC 10 + Dex
  • Attack: Bite 1d6 slashing damage, Hooves 1d6 bludgeoning damage
  • Damage Resistance: cold; bludgeoning; piercing and slashing from no magical attacks not * * made with silvered weapons
  • Damage Immunities: Fire; poison
  • Condition Immunities: poison
  • Senses: Dark Vision 120ft
  • Languages: Infernal, Common
  • Devil’s Sight: Magical Darkness doesn’t impede the Cacodemon’s dark vision.
  • Magic Resistance: the Cacodemon has advantage on saving throw against spells.

Biped:

  • Hit Points (3d8 + Constitution modifier)
  • 30ft walking speed
  • AC 11 + Dex
  • Attack: Bite 1d6 slashing damage, Claw 1d4 slashing damage
  • Damage Resistance: cold; bludgeoning; piercing and slashing from no magical attacks not made with silvered weapons
  • Damage Immunities: Fire; poison
  • Condition Immunities: poison
  • Senses: Dark Vision 120ft
  • Languages: Infernal, Common
  • Devil’s Sight: Magical Darkness doesn’t impede the Cacodemon’s dark vision.
  • Magic Resistance: the Cacodemon has advantage on saving throw against spells.

Aquatic:

  • Hit Points (3d10 + Constitution modifier)
  • 20ft walking speed, 40ft swimming speed
  • AC 11 + Dex
  • Attack: Bite 1d6 slashing damage, Slam 1d8 bludgeoning damage
  • Damage Resistance: cold; bludgeoning; piercing and slashing from no magical attacks not made with silvered weapons
  • Damage Immunities: Fire; poison
  • Condition Immunities: poison
  • Senses: Dark Vision 120ft
  • Languages: Infernal, Common
  • Devil’s Sight: Magical Darkness doesn’t impede the Cacodemon’s dark vision.
  • Magic Resistance: the Cacodemon has advantage on saving throw against spells.

Servitor:

  • Hit Points (3d8 + Constitution modifier)
  • 50ft flying speed (hover)
  • AC 10 + Dex
  • Attack: Claw 1d4 slashing damage, Bite 1d6 slashing damage
  • Damage Resistance: cold; bludgeoning; piercing and slashing from no magical attacks not made with silvered weapons
  • Damage Immunities: Fire; poison
  • Condition Immunities: poison
  • Senses: Dark Vision 120ft
  • Languages: Infernal, Common
  • Devil’s Sight: Magical Darkness doesn’t impede the Cacodemon’s dark vision.
  • Magic Resistance: the Cacodemon has advantage on saving throw against spells.

CACODEMON

Cacodemon are found throughout the Lower Planes either just wild or breed. A Cacodemon has no permanent form it is interchangeable appearance are cause by the chaos of Abyss mixing with the lawful evilness of Hell. A Cacodemon will proudly serve its master who trained it till it die. A Cacodemon can permanently assume a form if its master wishes to, but it natural state are like haze with glowing red eyes.

Improved Familiar

You may increase any ability score of the Cacodemon in the same way whenever you gain the ability score improvement class feature from the Exorcist class. In effect, the entity gets the Ability Score Improvement feature at the same levels as its Tamer, with the same restrictions. You cannot grant feats to your entity in this way.

Transposition

At 10th level, you can, as a bonus action to swap location with your Cacodemon. You cannot use this feature again until you finish a short rest.

Aspect

At 15th level, you take some of your Cacodemon’s physical traits, and look more like the Cacodemon. Choose two from movement (flight, swim), sense or any special trait. The trait depends on what is the current form of your Cacodemon.

Master Tamer

At 18th level, you can now summon two Cacodemons at the same time.

Order of the Avenger

The Avenger Exorcists are those who avenge using different alchemic concoctions to enhance their fighting abilities or use that concoction to poison to their targets.

Prescriptions

At 3rd level, you choose three formulations. Your formulation options are listed at the end of this order description. You gain an additional formulation at 7th level, 10th level, and 15th level. Additionally when you gain a new formulation, you can choose one of the formulations you already know and replace it with another formulation.

Alchemic Crafting

At 3rd level, you can take a short rest to concoct a single formulation using penitence as its catalyst. Consuming a single formulation requires a bonus action and the effect (including side effects) last until you complete a short or long rest, or spend an action to focus and flush the toxins from your system. The formulations are designed specifically for you using your blood as a based ingredient. They have no effect on large or larger creatures, and only impart the side effects on medium or smaller creature that drink the entire formulation.

Advanced Alchemic Crafting

Upon reaching 7th level, when you take a short rest to concoct a formulation, you can now create two. Each formulation still takes a separate bonus action to imbibe.

Once you reach 15th level, you can create three formulations during a short rest.

Repentant Fortification

Beginning at 10th level, you can you use your bonus action to use penitence to temporary safeguard you to the negative effect of a formulation. You can choose to ignore the side effect of a formulation affecting you for 1 minute.

Once used this feature, you must finish a short or long rest before you can use it again.

Mutagenic Adaptation

Beginning at 15th level, your body has begun to adapt to the toxins and venoms, ignoring the corroding effects. You gain immunity to poison damage and the poison condition.

Blood Toxin

Beginning at 18th level, your body has begun to replicate one of the toxins naturally. Choose one of your known formulations. You gain the benefits and side effects of this formulation permanently, at all times. You cannot change this choice of formulation after this featured is acquired.

Formulations

The formulations are presented in alphabetical order. Some formulations require a number of levels in Exorcist before you can gain the formulations. You can learn formulation at the same time you meet its prerequisites.

Acceleration

  • Your walking speed is doubled.
  • Side effect: You have disadvantage in all Strength and Constitution ability check.

Accuracy

  • Prerequisite: 11th level
  • Your weapon attack score a critical hit on a roll of 19-20
  • Side effect: All healing you received is halved.

Allure

  • You have an advantage to all charisma ability checks.
  • Side effect: You have disadvantage in all Strength and Dexterity ability checks.

Aquatic

  • You can the ability to breathe underwater and gain 30 feet of swimming speed.
  • Side effect: You lost the ability to breathe air and you walking speed.

Cat’s Grace

  • Prerequisite: 7th level
  • You do not receive any fall damage in any height.
  • Side effect: You have disadvantage in all Strength and Constitution ability check.

Clarity

  • You gain advantage on all Intelligence and Wisdom ability checks.
  • Side effect: You have disadvantage in all Strength ability checks.

Colossus

  • You gain an advantage on all Strength ability check and double your carrying capacity.
  • Side effect: You have disadvantage in all Dexterity ability checks.

Detachment

  • Prerequisite: 11th level
  • You gain resistance to all non-magical damage.
  • Side effect: You gain vulnerability to magical damage.

Nightbane

  • You gain a dark vision for up to 60 feet. If you have already had dark vision, this increases its range by 60 additional 60 feet.
  • Side effect: You gain sunlight sensitivity: You have disadvantage on attack rolls and on wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Restorative

  • Prerequisite: 7th level
  • While conscious and in combat, you regenerate hit points equal to your proficiency bonus at the start of your turn.
  • Side effect: You walking speed are reduced to 5 ft.

Vigilance

  • You gain an additional +2 in your roll in initiative.
  • Side effect: You have disadvantage in all Charisma and Intelligence ability checks.

Order of the Chanter

The Order of Chanter combines martial training with their magical talents in hunting fiends. Chanter uses magical paper talisman to summon spells that will help them in combat. These exorcists taught a comparatively small number of spells compare other magic users.

Paper Talisman

Starting at 3rd level, your training allows you use and harness the power of paper talismans. Your exorcist level determines the number of paper talisman you have, as shown in the Talisman Points table, you can spend these points to fuel various paper talisman spells features.

Casting Talisman Spell

Different talismans allow you to cast different spells. See Chapter 10 of Player’s Handbook for general rules of spellcasting. To cast one of these spells, you need to provide the right amount talisman points. Once you reach 5th level in this class you can spend additional talisman points to increase the level of the spell. The level increases by 1 for each additional talisman point.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Spells and Talisman Points
Exorcist levels Maximum talisman points for a spell
5th - 8th 3
9th – 12th 4
13th – 16th 5
17th – 20th 6

Spellcasting Ability.

Charisma is your spellcasting ability for your talisman spells, since you learn your spell through studying talisman. You use Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a talisman spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Paper Talismans Points per Level
Exorcist levels Talisman Points
3rd 3
4th 4
5th 5
6th 6
7th 7
8th 8
9th 9
10th 10
11th 11
12th 12
13th 13
14th 14
15th 15
16th 16
17th 17
18th 18
19th 19
20th 20

Talisman’s Spell

The spells are presented in table. Some spell required a certain level to cast, you must be at the same level to cast those spell.

Talisman Spell
Talisman Spell Level needed
Burning Hands None
Earth Tremor None
Entangle None
Faerie Fire None
Fog Cloud None
Zephyr strike None
Continual Flame None
Dust Devil None
Flaming Sphere None
Mirror Image None
Snilloc’s Snowball Swarm None
Spike growth None
Warding Wind None
Call Lightning None
Erupting Earth None
Fireball None
Water Breathing None
Ice Storm 4th level
Storm Sphere 4th level
Wall of Fire 4th level
Cone of Cold 5th level
Flame Strike 5th level
Bone of the Earth 6th level
Chain Lighting 6th level
Investiture of Fire 6th level
Whirlwind 7th level

Advance Chanter

Beginning at 7th level, when you use your action to cast a talisman spell, you can make one weapon attack as a bonus action.

Blood Sacrifice

Beginning at 10th level, while conscious and in combat, you can perform a penitence ritual as an action to gain a lost talisman points (penitence damage halve = talisman points recovered).

Blood Invocation

Beginning at 15th level, while conscious and in combat, you can perform a penitence ritual as an action and add the rolled penitence dice to the spell damage for next turn.

Foul Incarnate

Beginning at 18th level, you sacrifice ten paper talismans points to gain an ability to transform in any kind of fiend. Choose a fiend with a CR level equal or lower to your exorcist level. You stay in this form for 1 hour. You automatically revert if you fall unconscious, drop to zero hit points or die.

While you are transformed, the following rules apply.

  • Your statistics are replaced by the statistics of the fiend, but you retain your alignment, personality, and intelligence, Wisdom, Charisma scores. You also retain all of your skills and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours use the creatures instead.
  • When you transform, you assume the fiends hit points and hit dice. When drop your hit points to zero any excess damage carries over to your normal form.
  • You can’t cast spells when you’re in the Fiend’s form. But if you already cast a concentration spell before you transform, it can maintain its effect as long as you don’t break your concentration.
  • You retain all the benefits of your class, race or other source and you can use them while you are in the fiend form. However you can’t use special sense unless the fiend also has it.
  • All you’re equipment merge into your new form all the benefits of any equipment will have no effect in your new form.
 

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