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

Hit Die d8
Primary Ability Wisdom, Charisma
Saving Throws Wisdom, Charisma
Archetype Mixed
Ability Categories spellcasting, martial_abilities, auras
Caster Progression Half

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial weapons
Tools Herbalism kit
Skills Choose 2 from Arcana, Insight, Intimidation, Medicine, Religion, Survival

Starting Equipment

• Choose A or B: (A) Scale mail, shield, martial weapon, 5 javelins, priest's pack, holy symbol, herbalism kit, and 8 gp; (B) Leather armor, two simple weapons, shortbow and 20 arrows, explorer's pack, holy symbol, herbalism kit, and 15 gp
• A holy symbol (amulet, emblem, or reliquary)
• A book of rites containing common prayers against possession and undeath

Class Resources

Conviction Max 25 (Long Rest (full); partial on Short Rest at level 20; special recovery via Relentless Rites)

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.

Spending Spend Conviction only when a feature or martial ability specifies a cost. You cannot spend Conviction if the cost exceeds your current total. Spending is declared when the feature is used; wasted spends are not refunded unless a feature says otherwise (for example Final Absolution Strike refunds 2 on a miss).
Recovery Regain all Conviction on a Long Rest. At 9th level, if you roll Initiative with 0 Conviction, regain 2. At 20th level, regain 1d4 + Wisdom modifier Conviction on a Short Rest. Other features may restore small amounts as written.
Channel Divinity Max 2 (Short or Long Rest)

Exorcist Channel Divinity powers turning and related subclass enhancements. One use at 2nd level, two uses at 10th level.

Spending Expend one use to activate Turn the Unclean or another feature that requires Channel Divinity. Greater Channel Divinity may spend two uses at once for an enhanced effect.
Recovery Regain all expended uses when you finish a Short or Long Rest.

Class Abilities

Spellcasting

Spellcasting Ability Wisdom
Cantrips Known 3
Thaumaturgy
Cantrip Transmutation
Casting Time: 1 action
Range: 30 feet
Target: See effects; various minor supernatural signs within range
Components: V
Duration: Up to 1 minute
Movement: None
Attack / Save: None
Defense: None

You manifest a minor wonder, a sign of supernatural power, often used to cow spirits or impress the faithful during an exorcism.

Rules Text:

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.

Utility
Range: 30 feet
Target: Point or self within 30 feet
Damage: 0 none
Duration: Up to 1 minute
Sacred Flame
Cantrip Evocation
Casting Time: 1 action
Range: 60 feet
Target: One creature you can see within range
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Dexterity saving throw against spell save DC
Defense: None; target gains no benefit from cover for this save

A pillar of holy fire lances downward to scorch the unclean.

Rules Text:

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).

Damage
Saving Throw: Dexterity
Range: 60 feet
Target: One creature
Damage: 1d8 radiant (+1d8 at 5th, 11th, and 17th character level)
Duration: Instantaneous
Defense: Ignores cover on the save
Word of Radiance
Cantrip Evocation
Casting Time: 1 action
Range: 5 feet
Target: Each creature of your choice that you can see within 5 feet of you
Components: V, M
Duration: Instantaneous
Movement: None
Attack / Save: Constitution saving throw against spell save DC
Defense: None

A spoken holy syllable bursts outward in a flash that sears nearby spirits and fiends.

Rules Text:

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).

Damage
Saving Throw: Constitution
Range: 5 feet
Target: Chosen creatures within 5 feet
Damage: 1d6 radiant (+1d6 at 5th, 11th, 17th level)
Duration: Instantaneous
Protection from Evil and Good
Level 1 Abjuration
Casting Time: 1 action
Range: Touch
Target: One willing creature you touch
Components: V, S, M
Duration: Concentration, up to 10 minutes
Movement: None
Attack / Save: None
Defense: Target has protection against certain creature types as described

A shimmering ward of faith turns aside the touch and will of otherworldly beings.

Rules Text:

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.

Buff
Range: Touch
Target: One willing creature
Damage: 0 none
Duration: Concentration, up to 10 minutes
Defense: Disadvantage on attacks from listed types; immunity to charm/fright/possession from them
Detect Evil and Good
Level 1 Divination
Casting Time: 1 action
Range: Self
Target: Self; sense within 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Movement: None
Attack / Save: None
Defense: None

Your senses stretch across the veil, revealing the unclean and the sacred.

Rules Text:

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.

Utility
Range: 30 feet sense
Target: Self
Damage: 0 none
Duration: Concentration, up to 10 minutes
Cure Wounds
Level 1 Abjuration
Casting Time: 1 action
Range: Touch
Target: One creature you touch
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

Your touch channels restorative faith that knits flesh and calms spiritual trauma.

Rules Text:

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
Range: Touch
Target: One creature
Damage: 0 none
Healing: 2d8 + spellcasting modifier
Duration: Instantaneous
At Higher Levels:

Healing increases by 2d8 per slot level above 1st

Lesser Restoration
Level 2 Abjuration
Casting Time: 1 action
Range: Touch
Target: One creature you touch
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

You purge lesser spiritual and bodily afflictions with a steady hand and prayer.

Rules Text:

You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.

Utility
Range: Touch
Target: One creature
Damage: 0 none
Conditions: ends Blinded, Deafened, Paralyzed, or Poisoned, or one disease
Duration: Instantaneous
Magic Circle
Level 3 Abjuration
Casting Time: 1 minute
Range: 10 feet
Target: Cylinder of magical energy
Components: V, S, M
Duration: 1 hour
Movement: Specified creature types cannot willingly enter by nonmagical means
Attack / Save: Charisma saving throw to attempt teleport/planar travel into the cylinder
Defense: Creatures of chosen type have Disadvantage on attacks against targets in the cylinder; targets in cylinder can't be Charmed, Frightened, or possessed by them

Inscribed light forms a barrier that binds or bars otherworldly beings.

Rules Text:

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.

Control
Saving Throw: Charisma (for teleport entry)
Range: 10 feet
Target: Creatures of chosen types
Damage: 0 none
Duration: 1 hour
Movement: Blocks willing entry or exit depending on orientation
Defense: Disadvantage on attacks into the circle; charm/fright/possession protection
At Higher Levels:

Duration +1 hour per slot level above 3rd

Dispel Evil and Good
Level 5 Abjuration
Casting Time: 1 action
Range: Self
Target: Self; special touch options
Components: V, S, M
Duration: Concentration, up to 1 minute
Movement: Shove option can push a creature 5 feet away on failed save when breaking charm etc.
Attack / Save: Melee spell attack for Dismissal; Charisma save for Dismissal effect
Defense: Shimmering energy grants protection: listed creature types have Disadvantage on attacks against you

You cloak yourself in abjuring light that can sever possessions and hurl outsiders home.

Rules Text:

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.

Buff
Saving Throw: Charisma on Dismissal
Attack: Melee spell attack for Dismissal
Range: Self / Touch
Target: Self; one creature on special options
Damage: 0 none
Conditions: ends charm, fright, possession on touch
Duration: Concentration, up to 1 minute
Movement: None (banish to home plane)
Defense: Disadvantage on attacks against you from listed types
Banishment
Level 4 Abjuration
Casting Time: 1 action
Range: 60 feet
Target: One creature you can see within range
Components: V, S, M
Duration: Concentration, up to 1 minute
Movement: Target is banished to a harmless demiplane or home plane
Attack / Save: Charisma saving throw against spell save DC
Defense: None

You tear a rift and cast a being out of the world, a cornerstone of true exorcism.

Rules Text:

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.

Control
Saving Throw: Charisma
Range: 60 feet
Target: One creature (plus more at higher levels)
Damage: 0 none
Conditions: Incapacitated while in demiplane
Duration: Concentration, up to 1 minute
Movement: Removed to demiplane or home plane
At Higher Levels:

One additional creature per slot level above 4th

Spirit Guardians
Level 3 Conjuration
Casting Time: 1 action
Range: Self
Target: Self; affects creatures in 15-foot radius
Components: V, S, M
Duration: Concentration, up to 10 minutes
Movement: Affected creatures' speed is halved in the area
Attack / Save: Wisdom saving throw against spell save DC when entering or starting turn in area
Defense: None

Ancestral and angelic spirits whirl around you, punishing those who draw near with unclean intent.

Rules Text:

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
Saving Throw: Wisdom
Range: Self (15-foot radius)
Target: Creatures in 15-foot radius (except designated)
Damage: 3d8 radiant (+1d8 per slot level above 3rd)
Duration: Concentration, up to 10 minutes
Movement: Speed halved in area
At Higher Levels:

Damage +1d8 per slot level above 3rd

Beacon of Hope
Level 3 Abjuration
Casting Time: 1 action
Range: 30 feet
Target: Any number of creatures of your choice within range
Components: V, S
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: None
Defense: Advantage on Wisdom saves and death saves; max healing dice results

A golden calm settles on your allies, steeling them against despair and death.

Rules Text:

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.

Buff
Range: 30 feet
Target: Any number of chosen creatures in range
Damage: 0 none
Healing: Maximize HP from healing effects
Duration: Concentration, up to 1 minute
Defense: Advantage on Wisdom and death saves

Martial Abilities

Sever the Tether
Bonus Action 2 Conviction Level 2
Range Melee reach or 30 feet
Target One creature you hit this turn or one possessing creature within 30 feet
Duration Instantaneous (control until end of target's next turn)
Movement None
Attack / Save Charisma saving throw (rite DC)

You lash out with weapon and will to cut a creature's grip on this plane or on a victim.

Rules Text:

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.

Prerequisites:

Must have taken the Attack action this turn or target an active possession

Damage Effect
Saving Throw: Charisma
Attack: Requires a weapon hit this turn (or target a known possessor)
Range: Melee or 30 feet
Target: One creature
Damage: 1d8 force (2d8 at 11th, 3d8 at 17th)
Duration: Speed 0 and no teleport until end of next turn on failed save
Movement: Possessor forced into nearest unoccupied space if possession ends
Resource: -2 Conviction
Brand of Expulsion
Action 1 Conviction (optional +1) Level 3
Range 30 feet
Target One creature you can see within 30 feet
Duration 1 minute
Movement None
Attack / Save Rite attack roll vs AC

You mark a foe with a glowing sigil that punishes otherworldly nature.

Rules Text:

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.

Damage Effect
Attack: Rite attack roll
Range: 30 feet
Target: One creature
Damage: 2d6 radiant (3d6/4d6/5d6 at 9/13/17)
Duration: 1 minute brand
Resource: -1 Conviction (optional -1 more)
Rebuke the Swarm
Action (or replace one attack) 3 Conviction Level 5
Range Self (10-foot radius)
Target Each creature of your choice within 10 feet
Duration Instantaneous
Movement Failed save: pushed 10 feet away (15 feet at 11th+)
Attack / Save Strength saving throw (rite DC)

A sweeping strike and shout that drives back multiple unclean beings.

Rules Text:

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.

Damage Effect
Saving Throw: Strength
Range: 10 feet
Target: Chosen creatures in radius
Damage: 2d8 radiant (3d8 at 11th, 4d8 at 17th)
Duration: Instantaneous
Movement: Push 10 feet on failed save
Resource: -3 Conviction
Interrupting Anathema
Reaction 2 Conviction Level 6
Range 60 feet
Target One creature attempting teleport, possession change, or conjuration/necromancy spell
Duration Instantaneous
Movement Failed teleport leaves creature in place
Attack / Save Wisdom saving throw (rite DC)

You punish a creature the instant it tries to slip between worlds or dominate a mind.

Rules Text:

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.

Control Effect
Saving Throw: Wisdom
Range: 60 feet
Target: One creature
Damage: 2d10 radiant (3d10 at 11th, 4d10 at 17th)
Duration: Instantaneous
Movement: Cancels teleport on failed save
Resource: -2 Conviction
Hallowed Weapon
Bonus Action 1 Conviction Level 1
Range Self
Target One weapon you are holding
Duration 1 minute
Movement None
Attack / Save None

You temporarily consecrate a weapon to strike true against the unclean.

Rules Text:

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).

Prerequisites:

Must be holding a weapon

Buff Effect
Attack: May use Wisdom for attack and damage
Range: Self
Target: Your weapon
Damage: 1d4 radiant (1d6 at 10th, 1d8 at 16th (higher vs special types))
Duration: 1 minute
Resource: -1 Conviction
Rite of Stillness
Action 3 Conviction Level 9
Range 60 feet
Target One Aberration, Fiend, or Undead (any creature at 14th+)
Duration Concentration, up to 1 minute
Movement Speed becomes 0 on failed save
Attack / Save Charisma saving throw (rite DC)

You lock a spirit or fiend in place with spoken law and force of will.

Rules Text:

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.

Control Effect
Saving Throw: Charisma
Range: 60 feet
Target: One creature of valid type
Damage: 0 none
Duration: Concentration, up to 1 minute
Movement: Speed 0; cannot leave space via spells
Resource: -3 Conviction
Final Absolution Strike
Action 4 Conviction Level 13
Range Melee weapon reach
Target One creature
Duration Instantaneous
Movement None
Attack / Save Weapon attack; Charisma save for execute/banish

A culminating blow meant to end a powerful unclean presence.

Rules Text:

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.

Prerequisites:

Must replace Attack action attacks

Damage Effect
Saving Throw: Charisma (for destroy/banish rider)
Attack: Single weapon attack (Advantage vs special types)
Range: Melee
Target: One creature
Damage: 6d8 radiant (8d8 at 17th)
Duration: Instantaneous; banish 24 hours if applicable
Movement: None
Resource: -4 Conviction (-6 for extra use); +2 Conviction refund on miss
Vowcutter Parry
Reaction 1 Conviction Level 4
Range Melee reach
Target One creature that hits you with a melee attack
Duration Instantaneous
Movement None
Attack / Save None
Defense -4 to enemy attack roll; retaliatory radiant damage

You turn aside a blow and answer with searing judgment.

Rules Text:

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.

Defense Effect
Range: Melee
Target: Attacker
Damage: 0 radiant (PB + Wisdom modifier flat damage)
Duration: Disadvantage on its next attack until end of its next turn (special types)
Defense: -4 to triggering attack roll
Resource: -1 Conviction

Auras

Aura of Abjuration
10-foot radius (30 feet at 18th level) Level 7
Action None (passive toggle)
Target You and chosen friendly creatures in range
Duration Continuous while conscious
Movement None
Attack / Save None
Defense Advantage on charm/fright saves and vs spells from special types; necrotic reduction = Wisdom modifier once per round

A soft radiance that steadies allies against otherworldly influence.

Rules Text:

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.

Effect:

Protective anti-possession and anti-fear field with minor necrotic mitigation

Activation:

Automatic or free toggle

This aura can be toggled on or off.

Aura of Revelation
15-foot radius 2 Conviction Level 10
Action Bonus Action
Target Hostile and allied creatures in the aura
Duration 1 minute
Movement None
Attack / Save Charisma saving throw (rite DC) for invisibility/true form
Defense None

Your presence peels away glamours favored by fiends and restless dead.

Rules Text:

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.

Effect:

Reveals true forms and strips invisibility; bolsters allies vs illusions

Activation:

Bonus Action

This aura can be toggled on or off.

Aura of Final Rest
20-foot radius 0 or 3 Conviction Level 14
Action Reaction or Bonus Action
Target Undead and Fiends in range; allies for temp HP
Duration 1 minute
Movement None
Attack / Save None
Defense Temporary Hit Points to allies when Undead die in aura

Near death or in the presence of slaughter, you radiate peace that unravels undead vigor.

Rules Text:

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.

Effect:

Suppresses Undead healing and accuracy; weakens Fiend saves vs you

Activation:

Reaction (once per Short Rest free) or Bonus Action (3 Conviction)

This aura can be toggled on or off.

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes Positioned as a Wisdom half-caster hybrid between Paladin and Cleric with ranger-like favored-foe focus on Aberrations, Fiends, and Undead. Conviction fuels burst damage and control roughly on par with smites and Channel Divinity without exceeding full-caster spell ceilings. Extra Attack at 5 and d8 hit die match mid-line durability. Soft limitation: reduced effectiveness against beasts, humanoids, and constructs keeps overall DPR comparable to official martial-casters.
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)

Once per turn when you hit a creature with a weapon attack, you can expend 1 Conviction to deal extra radiant damage equal to 1d6 + your Wisdom modifier. If the target is an Aberration, Fiend, or Undead, the extra damage die is a d8 instead of a d6, and the creature has Disadvantage on the next saving throw it makes before the end of your next turn against being turned, banished, or frightened by you.

Resource Cost: 1 Conviction

Rites of Severance (Level 1)

You learn sacred rites that sever spiritual tethers. You gain a pool of Conviction points equal to your Exorcist level + your Wisdom modifier (minimum 1). You regain all expended Conviction when you finish a Long Rest. You can expend Conviction to fuel class features and martial rites. Your rite save DC equals 8 + your Proficiency Bonus + your Wisdom modifier. Your rite attack bonus equals your Proficiency Bonus + your Wisdom modifier.

Sense the Unclean (Level 1)

As a Bonus Action, you open your senses to otherworldly presence for 10 minutes. Until the effect ends, you know the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 60 feet of you that is not behind total cover. You know its creature type but not its identity. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. While the sense is active, you have Advantage on Intelligence (Arcana) and Wisdom (Insight) checks made to identify or interrogate such creatures.

Channel Divinity: Turn the Unclean (Level 2)

You gain one use of Channel Divinity, regained on a Short or Long Rest. As a Magic action, present your holy symbol and choose Aberrations, Fiends, or Undead. Each creature of the chosen type within 30 feet that can see or hear you must succeed on a Wisdom saving throw against your rite DC or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, its speed is 0 and it can take either an action or a Bonus Action on its turn, not both. A creature that succeeds is immune to your Turn the Unclean for 24 hours.

Resource Cost: 1 Channel Divinity

Spellcasting (Level 2)

You have learned to channel abjurative and divine magic. See the Exorcist spellcasting rules: you are a half caster using Wisdom. You prepare spells from the Exorcist spell list. Cantrips known and prepared spells follow the half-caster table. Spell save DC = 8 + Proficiency Bonus + Wisdom modifier. Spell attack modifier = Proficiency Bonus + Wisdom modifier. You use a holy symbol as a spellcasting focus.

Exorcist Archetype (Level 3)

You choose an Exorcist subclass. You gain its features at the levels specified in the subclass.

Extra Attack (Level 5)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Improved Abjuring Strike (Level 6)

The extra damage of Abjuring Strike increases to 2d6 (2d8 against Aberrations, Fiends, and Undead). When you expend Conviction for Abjuring Strike against such a creature, you can force it to make a Charisma saving throw against your rite DC. On a failed save, it is wracked by spiritual pain and has Disadvantage on attack rolls until the end of its next turn.

Warding Presence (Level 7)

You and friendly creatures within 10 feet of you have Advantage on saving throws against being Charmed or Frightened, and against spells and effects created by Aberrations, Fiends, and Undead. At 18th level the range becomes 30 feet.

Relentless Rites (Level 9)

When you roll Initiative and have no Conviction remaining, you regain 2 Conviction. Additionally, you can expend 2 Conviction as a Bonus Action to end one condition on yourself from the following list: Charmed, Frightened, Possessed (or similar possession effect), or Stunned (if the stun was caused by a Fiend, Undead, or spell).

Resource Cost: 0 or 2 Conviction

Greater Channel Divinity (Level 10)

You gain a second use of Channel Divinity between rests. When you use Turn the Unclean, you can choose two creature types instead of one, or target all three types by expending both uses at once.

Soul Anchor (Level 11)

You have Advantage on death saving throws. When a creature within 30 feet of you that you can see is reduced to 0 Hit Points by an Aberration, Fiend, or Undead, you can use your Reaction and expend 1 Conviction to force that attacker to make a Charisma saving throw against your rite DC. On a failure, the attacker takes 4d8 radiant damage and cannot regain Hit Points until the start of your next turn.

Resource Cost: 1 Conviction

Master Exorcist (Level 14)

Abjuring Strike damage becomes 3d6 (3d8 vs Aberrations, Fiends, Undead). You can cast Dispel Evil and Good once without a spell slot; you regain this use when you finish a Long Rest. When you cast Banishment, the target has Disadvantage on the saving throw if it is an Aberration, Fiend, or Undead.

Unbreakable Seal (Level 15)

As a Magic action, expend 5 Conviction and touch a creature or object. For 24 hours, the target is warded: Aberrations, Fiends, and Undead have Disadvantage on attack rolls against it, and it cannot be possessed, cursed by those creature types, or willingly entered by them if it is an object or structure no larger than a 20-foot cube (they must succeed on a Charisma save against your rite DC to enter). You can maintain a number of such seals equal to your Wisdom modifier (minimum 1).

Resource Cost: 5 Conviction

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