Exorcist
Exorcists stand on the threshold between the living world and all that claws at its edges. They are ritualists, monster hunters, and confessors who specialize in laying the dead to rest and driving out fiends, possessing spirits, and aberrant influences. Where a typical priest comforts a congregation, an exorcist walks into haunted ruins, blood-soaked battlefields, and cult cellars with iron nails, blessed salt, and an unflinching voice. Their power is not only prayer but disciplined will: spoken seals, branded weapons, and auras of consecration. Some serve temples; others are itinerant specialists hired when ordinary clergy fail. All share a hard-won certainty that the Material Plane has borders worth bleeding to defend.
Class Features
Proficiencies
Starting Equipment
Class Resources
Conviction measures the Exorcist's focused spiritual authority. Maximum Conviction equals Exorcist level + Wisdom modifier (minimum 1), increasing by 5 at level 20 via Eternal Vigil. It fuels Abjuring Strike, martial rites, some auras, seals, and subclass powers.
Exorcist Channel Divinity powers turning and related subclass enhancements. One use at 2nd level, two uses at 10th level.
Class Abilities
Spellcasting
Thaumaturgy
You manifest a minor wonder, a sign of supernatural power, often used to cow spirits or impress the faithful during an exorcism.
You create one of several minor magical effects within range: your voice booms up to three times as loud for 1 minute; you cause flames to flicker, brighten, dim, or change color for 1 minute; you cause harmless tremors in the ground for 1 minute; you create an instantaneous sound from a point within range; you instantaneously cause an unlocked door or window to fly open or slam shut; you alter the appearance of your eyes for 1 minute. You can have up to three 1-minute effects active at once. Casting again while at the limit ends one earlier effect of your choice.
Sacred Flame
A pillar of holy fire lances downward to scorch the unclean.
Flame-like radiance descends on a creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Word of Radiance
A spoken holy syllable bursts outward in a flash that sears nearby spirits and fiends.
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Protection from Evil and Good
A shimmering ward of faith turns aside the touch and will of otherworldly beings.
Until the spell ends, one willing creature you touch is protected against certain types of creatures: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be Charmed, Frightened, or possessed by them. If the target is already Charmed, Frightened, or possessed by such a creature, the target has Advantage on any new saving throw against the relevant effect.
Detect Evil and Good
Your senses stretch across the veil, revealing the unclean and the sacred.
For the duration, you know if there is an Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Cure Wounds
Your touch channels restorative faith that knits flesh and calms spiritual trauma.
A creature you touch regains a number of Hit Points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on Undead or constructs. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Healing increases by 2d8 per slot level above 1st
Lesser Restoration
You purge lesser spiritual and bodily afflictions with a steady hand and prayer.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.
Magic Circle
Inscribed light forms a barrier that binds or bars otherworldly beings.
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways: The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has Disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can't be Charmed, Frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each slot level above 3rd.
Duration +1 hour per slot level above 3rd
Dispel Evil and Good
You cloak yourself in abjuring light that can sever possessions and hurl outsiders home.
Shimmering energy surrounds and protects you from Fey, Undead, and creatures originating from beyond the Material Plane. For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either the Break Enchantment or Dismissal option. Break Enchantment. As a Magic action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, Elemental, Fey, Fiend, or Undead. The creature you touch is no longer Charmed, Frightened, or possessed by such creatures. Dismissal. As a Magic action, make a melee spell attack against a Celestial, Elemental, Fey, Fiend, or Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
Banishment
You tear a rift and cast a being out of the world, a cornerstone of true exorcism.
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is Incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return. Using a Higher-Level Spell Slot. You can target one additional creature for each slot level above 4th.
One additional creature per slot level above 4th
Spirit Guardians
Ancestral and angelic spirits whirl around you, punishing those who draw near with unclean intent.
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each slot level above 3rd.
Damage +1d8 per slot level above 3rd
Beacon of Hope
A golden calm settles on your allies, steeling them against despair and death.
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and death saving throws, and regains the maximum number of Hit Points possible from any healing.
Martial Abilities
Sever the Tether
You lash out with weapon and will to cut a creature's grip on this plane or on a victim.
Action Type: Bonus Action after you take the Attack action. Range: Melee weapon reach or 30 feet if you throw a weapon or use a ranged weapon you are holding. Target: One creature you hit with a weapon attack this turn, or one creature within 30 feet that is possessing another creature. Duration: Instantaneous, with save effect lasting until end of target's next turn. Movement: None. Expend 2 Conviction. If you hit the target with a weapon attack this turn, it takes extra 1d8 force damage and must make a Charisma saving throw against your rite DC. On a failure, if it is possessing a creature, the possession ends and the possessor appears in the nearest unoccupied space; otherwise its speed becomes 0 until the end of its next turn and it cannot benefit from teleportation or planar travel until then. Scaling: Extra damage becomes 2d8 at 11th level and 3d8 at 17th level.
Must have taken the Attack action this turn or target an active possession
Brand of Expulsion
You mark a foe with a glowing sigil that punishes otherworldly nature.
Action Type: Action. Range: 30 feet. Target: One creature you can see. Duration: 1 minute. Movement: None. Make a rite attack (melee or ranged spell-style using your rite attack bonus) against the target. On a hit, the target takes 2d6 radiant damage and is branded for 1 minute. While branded, the first time each turn the target deals damage to a creature other than itself, it takes 1d6 radiant damage. If the target is an Aberration, Fiend, or Undead, it also has Disadvantage on Constitution saving throws to maintain concentration. You can expend 1 additional Conviction when you hit to make the brand also prevent the target from becoming invisible for the duration. Scaling: Initial damage 3d6 at 9th level, 4d6 at 13th, 5d6 at 17th. Ongoing damage becomes 2d6 at 13th level.
Rebuke the Swarm
A sweeping strike and shout that drives back multiple unclean beings.
Action Type: Action. Range: Self (10-foot radius or weapon reach sweep). Target: Each creature of your choice within 10 feet of you. Duration: Instantaneous. Movement: On failed save, target is pushed 10 feet directly away from you. Expend 3 Conviction. Each chosen creature within 10 feet must make a Strength saving throw against your rite DC. On a failed save, a creature takes 2d8 radiant damage and is pushed 10 feet away from you; on a success it takes half damage and is not pushed. Aberrations, Fiends, and Undead have Disadvantage on this save. This special attack can replace one of the attacks from your Attack action when you have Extra Attack. Scaling: Damage 3d8 at 11th level, 4d8 at 17th level. Push increases to 15 feet at 11th level.
Interrupting Anathema
You punish a creature the instant it tries to slip between worlds or dominate a mind.
Action Type: Reaction. Range: 60 feet. Target: One creature you can see within range that you can see casting a spell, teleporting, possessing, or exiting possession. Duration: Instantaneous. Movement: If teleport is interrupted, target remains in its space. When a creature within 60 feet that you can see attempts to cast a spell of the conjuration or necromancy school, teleport, begin or end a possession, or use a legendary action to move to another plane, you can expend 2 Conviction to force it to make a Wisdom saving throw against your rite DC. On a failure, the triggering action fails and is wasted (spell slot is still expended if it was a spell), and the creature takes 2d10 radiant damage. On a success, the action proceeds and the creature takes half damage. Scaling: Damage 3d10 at 11th level, 4d10 at 17th level.
Hallowed Weapon
You temporarily consecrate a weapon to strike true against the unclean.
Action Type: Bonus Action. Range: Self (weapon you hold). Target: One weapon you are holding. Duration: 1 minute. Movement: None. Expend 1 Conviction. For 1 minute, the weapon deals an extra 1d4 radiant damage on a hit. Against Aberrations, Fiends, and Undead the extra damage is 1d8 and the weapon counts as magical for overcoming resistance. While the effect lasts, you can use Wisdom instead of Strength or Dexterity for attack and damage rolls with that weapon. You can end the effect early (no action) to automatically succeed on one weapon attack roll against an Aberration, Fiend, or Undead before the roll is made. Scaling: Extra damage becomes 1d6 / 1d10 at 10th level and 1d8 / 1d12 at 16th level (normal / vs favored types).
Must be holding a weapon
Rite of Stillness
You lock a spirit or fiend in place with spoken law and force of will.
Action Type: Action. Range: 60 feet. Target: One Aberration, Fiend, or Undead you can see. Duration: Concentration, up to 1 minute. Movement: Target's speed becomes 0 on failed save; it cannot benefit from bonuses to speed. Expend 3 Conviction. The target must make a Charisma saving throw against your rite DC. On a failure, its speed becomes 0, it cannot take reactions, and it cannot cast spells that would cause it to leave its space or current plane for the duration. It can repeat the save at the end of each of its turns, ending the effect on a success. On a successful initial save, the target's speed is halved until the end of its next turn only. Scaling: At 14th level you can target any creature type, but non-Aberration/Fiend/Undead have Advantage on the save.
Final Absolution Strike
A culminating blow meant to end a powerful unclean presence.
Action Type: Action. Range: Melee weapon reach. Target: One creature. Duration: Instantaneous. Movement: None. When you take the Attack action, you can replace all your attacks with a single Final Absolution Strike. Expend 4 Conviction and make one weapon attack with Advantage if the target is an Aberration, Fiend, or Undead. On a hit, the attack deals weapon damage + 6d8 radiant damage. If this reduces the target to 50 Hit Points or fewer and it is an Aberration, Fiend, or Undead, it must succeed on a Charisma saving throw against your rite DC or be destroyed (if Undead or a summoned Fiend/Aberration) or banished to its home plane for 24 hours (if a native Fiend/Aberration with a true form). On a miss, you regain 2 Conviction. Scaling: Bonus damage 8d8 at 17th level. You can use this feature only once per Short or Long Rest unless you expend 6 Conviction to use it again.
Must replace Attack action attacks
Vowcutter Parry
You turn aside a blow and answer with searing judgment.
Action Type: Reaction. Range: Melee reach. Target: One creature that hits you with a melee attack. Duration: Instantaneous. Movement: None. When you are hit by a melee attack, you can expend 1 Conviction to impose a -4 penalty on that attack roll, possibly turning it into a miss. If the attack still hits, you take the damage as normal, then the attacker takes radiant damage equal to your Proficiency Bonus + your Wisdom modifier if it is within your melee reach. If the attacker is an Aberration, Fiend, or Undead, it also has Disadvantage on the next attack roll it makes before the end of its next turn.
Auras
Aura of Abjuration
A soft radiance that steadies allies against otherworldly influence.
While you are not Incapacitated, you project an aura. Friendly creatures of your choice in the aura (including you) gain the listed benefits. The aura activates automatically at the start of combat or when you choose (no action) and remains until you are incapacitated or you dismiss it (no action). Range starts at 10 feet and becomes 30 feet at 18th level via Warding Presence synergy. Allies have Advantage on saving throws against being Charmed or Frightened and against spells cast by Aberrations, Fiends, and Undead. Once per round when an ally in the aura takes necrotic damage, you can reduce that damage by an amount equal to your Wisdom modifier (minimum 1) without using a reaction.
Protective anti-possession and anti-fear field with minor necrotic mitigation
Automatic or free toggle
This aura can be toggled on or off.
Aura of Revelation
Your presence peels away glamours favored by fiends and restless dead.
Bonus Action to activate for 1 minute by expending 2 Conviction. Radius 15 feet. Hostile creatures in the aura that are invisible or shapechanged must succeed on a Charisma saving throw against your rite DC when they start their turn in the aura or when they enter it; on a failure their invisibility ends or their true form is revealed until the end of their next turn (they can still transform again later). Allies in the aura have Advantage on Insight checks and on saving throws against Illusion spells. You can dismiss the aura early (no action). Usable a number of times equal to your Proficiency Bonus per Long Rest if you lack Conviction, but the preferred cost is Conviction.
Reveals true forms and strips invisibility; bolsters allies vs illusions
Bonus Action
This aura can be toggled on or off.
Aura of Final Rest
Near death or in the presence of slaughter, you radiate peace that unravels undead vigor.
When you or an ally within 30 feet is reduced below half Hit Points, you can activate this aura as a Reaction (no Conviction cost, once per Short Rest) or as a Bonus Action by expending 3 Conviction. For 1 minute, Undead in a 20-foot radius around you have Disadvantage on attack rolls and cannot regain Hit Points. When an Undead is destroyed in the aura, you and each ally of your choice in the aura gain 1d6 + your Wisdom modifier temporary Hit Points (once per creature destroyed). Fiends in the aura take a -2 penalty to saving throws against your rites and Exorcist spells.
Suppresses Undead healing and accuracy; weakens Fiend saves vs you
Reaction (once per Short Rest free) or Bonus Action (3 Conviction)
This aura can be toggled on or off.
Class Progression
| Level | Prof. | Features | Resources | Spell Slots |
|---|---|---|---|---|
| 1 | +2 | Rites of Severance, Sense the Unclean, Abjuring Strike, Hallowed Weapon | Conviction: 1 + Wis mod (min 1) Sense the Unclean uses: PB per Long Rest | - |
| 2 | +2 | Spellcasting, Channel Divinity: Turn the Unclean, Sever the Tether | Conviction: 2 + Wis mod Channel Divinity: 1 per Short or Long Rest Cantrips known: 2 1st-level slots: 2 | L1: 2 |
| 3 | +2 | Exorcist Archetype, Brand of Expulsion | Conviction: 3 + Wis mod 1st-level slots: 3 | L1: 3 |
| 4 | +2 | Ability Score Improvement, Vowcutter Parry | Conviction: 4 + Wis mod Cantrips known: 3 | L1: 3 |
| 5 | +3 | Extra Attack, Rebuke the Swarm | Conviction: 5 + Wis mod 1st-level slots: 4 2nd-level slots: 2 | L1: 4 L2: 2 |
| 6 | +3 | Improved Abjuring Strike, Interrupting Anathema | Conviction: 6 + Wis mod | L1: 4 L2: 2 |
| 7 | +3 | Warding Presence, Aura of Abjuration, Subclass feature | Conviction: 7 + Wis mod 2nd-level slots: 3 | L1: 4 L2: 3 |
| 8 | +3 | Ability Score Improvement | Conviction: 8 + Wis mod | L1: 4 L2: 3 |
| 9 | +4 | Relentless Rites, Rite of Stillness | Conviction: 9 + Wis mod 3rd-level slots: 2 | L1: 4 L2: 3 L3: 2 |
| 10 | +4 | Greater Channel Divinity, Aura of Revelation | Conviction: 10 + Wis mod Channel Divinity: 2 per Short or Long Rest | L1: 4 L2: 3 L3: 2 |
| 11 | +4 | Soul Anchor, Subclass feature | Conviction: 11 + Wis mod 3rd-level slots: 3 | L1: 4 L2: 3 L3: 3 |
| 12 | +4 | Ability Score Improvement | Conviction: 12 + Wis mod | L1: 4 L2: 3 L3: 3 |
| 13 | +5 | Final Absolution Strike | Conviction: 13 + Wis mod 4th-level slots: 1 | L1: 4 L2: 3 L3: 3 L4: 1 |
| 14 | +5 | Master Exorcist, Aura of Final Rest | Conviction: 14 + Wis mod | L1: 4 L2: 3 L3: 3 L4: 1 |
| 15 | +5 | Unbreakable Seal, Subclass feature | Conviction: 15 + Wis mod 4th-level slots: 2 | L1: 4 L2: 3 L3: 3 L4: 2 |
| 16 | +5 | Ability Score Improvement | Conviction: 16 + Wis mod | L1: 4 L2: 3 L3: 3 L4: 2 |
| 17 | +6 | Spellcasting improvement (5th-level slots) | Conviction: 17 + Wis mod 5th-level slots: 1 | L1: 4 L2: 3 L3: 3 L4: 2 L5: 1 |
| 18 | +6 | Saint of the Threshold | Conviction: 18 + Wis mod Warding Presence range: 30 feet | L1: 4 L2: 3 L3: 3 L4: 2 L5: 1 |
| 19 | +6 | Ability Score Improvement | Conviction: 19 + Wis mod 5th-level slots: 2 | L1: 4 L2: 3 L3: 3 L4: 2 L5: 2 |
| 20 | +6 | Eternal Vigil | Conviction: 25 + Wis mod (max +5 from feature) Short Rest Conviction recovery: 1d4 + Wis mod | L1: 4 L2: 3 L3: 3 L4: 2 L5: 2 |
Class Features
Abjuring Strike (Level 1)
Resource Cost: 1 Conviction
Rites of Severance (Level 1)
Sense the Unclean (Level 1)
Channel Divinity: Turn the Unclean (Level 2)
Resource Cost: 1 Channel Divinity
Spellcasting (Level 2)
Exorcist Archetype (Level 3)
Extra Attack (Level 5)
Improved Abjuring Strike (Level 6)
Warding Presence (Level 7)
Relentless Rites (Level 9)
Resource Cost: 0 or 2 Conviction
Greater Channel Divinity (Level 10)
Soul Anchor (Level 11)
Resource Cost: 1 Conviction
Master Exorcist (Level 14)
Unbreakable Seal (Level 15)
Resource Cost: 5 Conviction
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