Base Class: Blood Hunter
The Order of the Exorcist is primarily concerned in ending the influence of extraplanar creatures. These blood hunters study the appropriate wards and apotropaics to release the bonds of those who have are under such a creature's possession or sway. They then work to send the malfeasants back to their home worlds or to destroy them fully.
Exorcism
You learn how to exorcise malicious influences from a creature. As an action, you may touch a creature and end one possession or one effect causing the charmed or frightened
condition. You may use this feature a number of times equal to your Intelligence modifier (minimum once). You regain all expended uses when you finish a long rest.
Expert Hunter
The benefits of your Hunter's Bane feature apply to aberrations and celestials as well.
Planar Protector
You have learned to cast the magic circle spell. Intelligence is your spellcasting ability modifier for the spell. Once you cast this spell, you can't cast it again with this feature until you finish a short or long rest.
Brand Of Vengeance
You can strike back against aggressors you have branded. When a creature with your Brand of Castigation targets a creature other than you with an attack or harmful ability or magical effect, you may use your reaction to move up your movement speed and make a single weapon attack against the branded creature.
Blood Curse Of Exile
Your blood curse can repel invasive creatures. You gain the Blood Curse of Exile for your Blood Malediction feature. This doesn't count against your number of blood curses known.
Blood Curse of Exile: As an action, you choose one creature type from aberrations, celestials, fey, fiends, or undead and produce an apotropaic for the chosen creature type. As a result, creatures that do not have blood in their body are not immune to this blood curse. Each creature of the chosen type within 30 feet of you must make a Wisdom saving throw. On a failure, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Amplify: You choose one creature that was turned. The target must succeed on a Charisma saving throw or be banished, returning to its plane of origin (if it isn't there
already). In the case of an undead that fails, if it has a soul, the soul passes on into the afterlife.
Evil and Good's Bane
Your crimson rite is able to penetrate the foes you most abhor. When you hit an aberration, celestial, fey, fiend, or undead with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage, and your rite damage ignores any resistances or immunities the creature has to it.
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