Feedback would be much appreciated. Based on the 2024 ruleset for Fighter
Exorcist
Level 3: Cleansing Touch
As a Magic action, you can touch a creature (which could be yourself) and expend a spell slot to ward off any external forces seeking to influence it. When you do, choose one of the following options below:
Concealing: The effect of any Divination spell whose level is lower than that of the spell slot expended which is acting on the target is dispelled. The target thereafter cannot be targeted by Divination spells for 1 minute.
Exorcising: The effect of any spell whose level is lower than that of the spell slot expended which is forcing the target to take Actions against its will is dispelled. If a creature is possessing the target or otherwise magically forcing it to take actions against its will, the creature must make a Charisma saving throw against your spell save DC. On a failed save, the other creature loses its possession or control of the target.
Liberating: Any mark that has been placed on the creature by spell effect whose level is lower than that of the spell slot expended is removed. Marks placed on the creature by other effects (such as a class feature) are also removed.
Level 3: Spellcasting
You have learned to cast spells. See chapter 7 of the Player’s Handbook for the rules on spellcasting. The information below details how you will use those rules as an Exorcist.
Cantrips. You know two cantrips of your choice from the Cleric spell list (see that class’s section in the Player’s Handbook for its list). Resistance and Word of Radiance are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Cleric spell list.
When you reach Fighter level 10, you learn another Cleric cantrip of your choice.
Spell Slots. The Exorcist Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Exorcist Spellcasting–Spell Slots per Spell Level –
Fighter Level
Spells Prepared
1
2
3
4
3
3
2
-
-
-
4
4
3
-
-
-
5
4
3
-
-
-
6
4
3
-
-
-
7
5
4
2
-
-
8
6
4
2
-
-
9
6
4
2
-
-
10
7
4
3
-
-
11
8
4
3
-
-
12
8
4
3
-
-
13
9
4
3
2
-
14
10
4
3
2
-
15
10
4
3
2
-
16
11
4
3
3
-
17
11
4
3
3
-
18
11
4
3
3
-
19
12
4
3
3
1
20
13
4
3
3
1
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1+ spells from the Cleric spell list. Bless, Healing Word, and Shield of Faith are recommended.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Exorcist Spellcasting table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spell must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Cleric spells of levels 1 and 2 in any combination.
Changing your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Cleric spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
Level 7: Spectral Weapon Mastery
Spiritual Weapon is always prepared for you, and you can cast it once using this feature without expending a spell slot. Once you do so, you cannot cast the spell this way again until you complete a Short or Long Rest. In addition, choose one of the following mastery properties: Sap, Slow, or Vex. Whenever you cast Spiritual Weapon, attacks made using the spectral weapon are treated as having the chosen property. Each time you complete a Long Rest, you can replace the chosen property with another listed above.
Level 10: Repelling Chant
When you cast a Level 1+ Cleric spell which requires concentration, you can evoke an ethereal field of repulsion within a 30-foot Emanation for the spell’s duration. Creatures with the Undead type who enter the Emanation or start their turn must make a Charisma saving throw against your spell save DC. On a failed save, the creature takes 1d10 Force damage and is pushed 10 feet away from you. In addition, whenever you use your Indomitable feature, the damage dealt and distance a creature is pushed increases to 2d10 and 20 feet, respectively, until the start of your next turn.
Level 15: Cleansing Aura
You can now target a creature within a 30-foot Emanation of you with your Cleansing Touch feature without needing to be able to touch the target. In addition, each time you use that feature you can expend a use of your Second Wind instead of a spell slot. When you do so, the chosen effect is treated as if you had expended a Level 1 spell slot.
Level 18: Ethereal Warrior
You have mastered crossing the gap between the Material Plane and border ethereal, granting the following benefits:
Disintegrating Strikes. When you hit a target with an attack roll, the target takes an additional 1d10 Force damage.
Ethereal Touch. You can affect other creatures, objects, and effects present on the Ethereal Plane within 30 feet of you. Each time you do, you become visible on the Ethereal Plane and can be affected by anything on that plane for 1 minute.
Ghost Sight. You can see 60 feet into the Ethereal Plane.
Feedback would be much appreciated. Based on the 2024 ruleset for Fighter
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