Cleric
Base Class: Cleric

Followers of these gods take great pride in maintaining the tools necessary for their work. Their armor and religious garments are inlaid with sacred text, holy scripture, and religious iconography. They speak with a purpose and duty when the task is at hand and may even paint or mark their bodies for added protection. A veteran exorcist is a prime target for powerful horrors and hidden cults.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons. You also gain proficiency in the Investigation skill.

I Cast You Out

You shield the mind of yourself and your allies when the forces of darkness attempt to invade where they do not belong. When a creature within 30 feet of you that you can see makes a Charisma or Wisdom saving throw, you can use your reaction to grant that creature advantage on the save. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Channel Divinity: Exorcism

You can use your Channel Divinity to push back unwanted creatures. As an action, you present your holy symbol and speak a prayer to target one of the following creature types: Aberration, celestial, fey, or fiend. Each creature of the chosen type that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, 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 move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only 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.

No Mercy For The Wicked

When you damage a Large or smaller creature with a spell that deals radiant damage, you can also choose to push the creature up to 10 feet away from you in a straight line.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Return From Whence You Came

As your action, make a melee spell attack against an aberration, celestial, fey, fiend, or an 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 against your spell save DC or be sent back to its home plane (its it isn't there already). The creature must have a challenge rating equal to or lower than one half of your level in this class (rounded down).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes