Base Class: Cleric
In some religions, an exorcist is a person who is believed to be able to cast out spirits or performs the ridding of everything supernatural who are alleged to have possesed a person, or a building or object. He doesnt believe in good or evil, just in the right to exist unpossesed and with free will. Everything conflicting with this principle gets banished to the best of his abilities.
Disciple of Mind
When a spell you cast with a spell slot restores Hit Points to a creature, that creature gains resistance to psychic, radiant or necrotic damage for 5 turns. The chosen resistance cannot be changed and is fixed, even after casting another spell that restores Hit Points of the same creature.
Exorcist Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Exorcist Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Chill Touch, Spare the Dying, False Life, Healing Word |
| 5 | Gentle Repose, Prayer of Healing |
| 7 | Blight, Revivify |
| 9 | Resurrection, Eyebite |
Preserve Body
As a Magic action, you present your (Un-)Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to six times your Cleric level. Choose Bloodied creatures within your Movement reach(which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.
Effective Protection
The supportive and healing spells you cast on others, make you more enduring. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself or cast a spell, that has supportive effects on others than yourself, you become resistant to Psychic, Radiant or Necrotic Damage for rounds equal your spell slot level.
Supreme Protector of Will and Soul
When the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, including yourself, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.
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