Base Class: Wizard
Wizards of the School of the Exorcist dedicate themselves to the study of protective magic and the banishment of supernatural threats. These arcane scholars focus on rituals and wards, harnessing their knowledge to seal away malevolent forces and protect their allies. Whether facing demons, spirits, or otherworldly entities, Exorcists are vital guardians against the darkness.
Level 3: Exorcist's Rites
You gain proficiency in the Religion skill.
You also learn the protection from evil and good spell, which counts as a wizard spell for you and does not count against your spells prepared. Additionally, you can cast it as a ritual even if you do not have it prepared.
Whenever you cast a spell as a ritual, its duration increases by 10 minutes if it is not instantaneous, and any allies within 10 feet of you gain advantage on saving throws against being frightened or charmed while you perform the ritual.
Level 3: Banishment Savant
Your study of banishment magic allows you to target multiple creatures more effectively. When you cast the banishment spell, you can expend an additional spell slot of the same level to target one additional creature within range.
In addition, you can create temporary magical seals to protect against hostile creatures. As an action, you can expend a spell slot to inscribe a magical sigil on a surface within 5 feet of you. The seal lasts for 1 hour or until triggered.
When a creature you designate as hostile enters within 5 feet of the seal, it must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. The seal can only be triggered once before disappearing.
Level 6: Warding Presence
Your protective wards shield your allies from harm.
When you finish a long rest, you can choose up to three creatures (including yourself) to gain temporary warding. These creatures gain temporary hit points equal to twice your wizard level and resistance to necrotic damage until your next long rest.
Additionally, when you cast magic circle, you can designate an additional creature type for the effect.
Level 10: Sealbreaker
Your expertise in unraveling curses and bindings grants you powerful abilities.
- You can cast dispel evil and good once without expending a spell slot. You regain the ability to do so after a long rest.
- When you cast a spell that specifically targets fiends or undead, they have disadvantage on their saving throws against the spell.
Level 14: Master of Exorcisms
You have achieved mastery over the art of banishment and sealing.
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When you cast banishment, you can maintain concentration on it even if you take damage, provided the damage is not greater than half your wizard level.
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As an action, you can invoke a Grand Seal. When you do, creatures of your choice within a 30-foot radius must make a Charisma saving throw against your spell save DC. Fiends and undead that fail are paralyzed for 1 minute or until they take damage.
You can use this feature once per long rest unless you expend a spell slot of 5th level or higher to use it again.
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