Exorcist
Aspirant || Anointer || Exorcist
Healer || Hecatomb || Labyrinth Priest
Oracle || Preserver || Sun Priest || Warpriest
A select few have the perception and fortitude to excise corruption and purify the innocent souls who’ve been tainted by it. No matter how innocent a situation may seem on the surface, an Exorcist draws out what evil lurks in the hearts of men and banishes it back to the depths. Monster hunters, preachers, and solemn undertakers, the exorcist is an instrument of their faith that no one hopes to have need of, for it is only the presence of the vilest fiends and spirits that leads an Exorcist to your door.
Oracle Spells
1 protection from evil and good , sanctuary
3 force of will , gentle repose
5 daylight , remove curse
7 banishment , locate creature
9 dispel evil and good , planar binding
Hunter of Monsters
Starting at 1st level, you have advantage on Survival checks made to track aberrations, fiends, monstrosities, and undead, as well as on ability checks to recall information about them. You also learn the true strike cantrip. This does not count against your number of cantrips known.
Know Evil
Also at 1st level, you gain proficiency in Insight and Investigation, and you may choose to use Wisdom whenever making Insight and Investigation checks.
Channel Divinity: Exorcize
Starting at 2nd level, you can channel your divinity as an action to begin exorcizing a target creature within 30 feet. While this feature also disrupts the energies of physical creatures, you may also choose to target creatures possessing the bodies of other creatures or items within range, even if such creatures could not normally be targeted. Exorcizing requires your concentration as if you were concentrating on a spell, and you can maintain the effect for up to a number of rounds equal to your proficiency bonus.
When you first begin exorcizing a creature and at the start of each of your turns while using this feature, the target must make a Wisdom saving throw . Targets with a CR equal to or greater than your cleric level are gain advantage to this save. On a failed save, it is stunned until the start of your next turn. Additionally, if the target either is possessing, grappling, charming, or otherwise controlling another creature when it fails its save, that creature can immediately make another roll to end that effect.
Liturgical Preparations
Starting at 6th level, you can perform a 1 minute ritual over 1 weapon and up to 3 flasks of water. Upon completing the ritual, the items are imbued with holy power for the next hour. Attacks made with a weapon blessed in this way deal 1d6 additional radiant damage and water flasks blessed in this way become holy water for the duration. Once you have used this feature a number of times equal to your Wisdom modifier, you can’t do so again until you finish a long rest . This radiant damage increases by 1d6 at 11th level and again at 17th level (to a maximum of 4d6).
From Whence you Came
Starting at 8th level, whenever you use your Exorcize Channel Divinity option, if a target fails the saving throw by 5 or more and isn’t native to the current plane of existence, it is banished to its home plane. At the end of each of its turns, a banished creature can repeat the saving throw with a –1 penalty for each round it has spent banished, returning on a success. Creatures with a CR equal to or greater than your cleric level have advantage on this save.
If you stop using the Exorcize feature before you have maintained the effect for a number of rounds equal to the creature’s proficiency modifier or if the creature succeeds on its save, it reappears in the space it left (or the nearest unoccupied space). If the creature does not succeed on the save or can’t reappear, it can’t return to the plane it was banished from in this way. On a successful save, a creature is immune to this feature for 24 hours.
Geist Catcher
Starting at 17th level, whenever you would banish a creature to another plane of existence using your Exorcize Channel Divinity option, you can instead attempt to seal it into your holy symbol. While a creature is sealed in this way, it is contained within a miniature demiplane and incapacitated , though it can make its Wisdom saving throws at the end of each of its turns to escape as usual. If a creature fails to escape from your holy symbol during your exorcism, it becomes bound to you as per the planar binding spell cast with a 6th-level slot, after which it returns to its native plane. Creatures with a CR equal to or greater than your cleric level are immune to this effect.
As an action, you can use your holy symbol to summon a creature you’ve bound this way into an unoccupied space you can see within 30 feet. You can return the creature to your holy symbol as a bonus action. You can have a number of creatures bound in this way equal to your Wisdom modifier. If your holy symbol is destroyed, any creatures bound to you are released into the nearest unoccupied spaces to the holy symbol and the bond is broken.