Wizard
Base Class: Wizard

In combat, Exorcists use radiant and holy powers normally seen only in Paladins and Holy Warriors to protect themselves and their party from evil creatures. The blessings granted upon them for this purpose also allow them invulnerability to certain conditions, and the ability to cure others of their maladies.

In society, most Exorcists are trusted by their friends, allies, and the common people, and feared by those wishing to do them harm. Their very presence may be enough to dissuade some adversaries from troubling them. 

The most powerful Exorcists can channel their holy light into all but the most vile of abominations, forcing them to see the errors of their ways.

 

Additional Exorcist Spells

The spells in the following list expand the wizard's spell list in the Player’s Handbook. The list is organized by spell level, not character level. All spells are taken from the paladin or cleric spell lists, and add a flavor of the divine to the traditional wizard spells. Spells in this list are available to be learned and then prepared just like any other spell in the wizard's spell list. You must select them and copy them into your wizard's spell book before they can be used.
Due to your affinity for Holy magic, you may not learn any spells that deal damage if they deal only necrotic damage. If any spells allow a choice between necrotic damage and another type, you may still learn it but may never cast it with necrotic damage. You also cannot learn spells that create or raise undead, or summon undead, fiends, or evil spirits.
 

Holy Calling

Starting at 2nd level, your rigorous training provides you with protection against evil. You are immune to being possessed.

 

Identify Malice

Starting at the 2nd level, you can intuit the aura of evil creatures. You gain proficiency in Insight.

You may use a bonus action to detect the aura of any one creature within 60 feet of you. You immediately know if the creature is "evil" or "not evil" in alignment.

 

Bane of the Unholy

Starting at 2nd Level, you can defend yourself from those you know to be evil.

Whenever a creature you have determined to be evil targets you with an attack or spell, you may add your Intelligence modifier to your AC or saving throw.

You may use this ability a number of times equal to your proficiency bonus, after which you cannot use it again until after you finish a long rest.

Additionally, fiends and undead immediately recognize you as an Exorcist.

 

Grace of the Divine

Starting at 6th level, you are able to navigate society with a shining grace.

All your Deception checks automatically fail, but you gain expertise in Insight and Persuasion skills. If you did not already have proficiency in Persuasion, you gain it.

Good aligned creatures immediately trust you unless you are acting in opposition to them or their friends, and will freely provide you with any knowledge they have of evil or evil deeds.

 

Righteous Reputation

Starting at the 6th level, your reputation provides a powerful deterrent to your enemies.

When in the presence of a neutral third party, a hostile creature must succeed in a Charisma saving throw against your Wizard spell casting DC, or be frightened by you until they abandon their hostile intent, or until provoked, whichever comes first.

 

Ward Against the Darkness

Starting at the 10th level, you gain resistance to necrotic damage, and are immune to blinded, poisoned, and disease.

As a bonus action or reaction, you may immediately end any darkness spell affecting an area that you are in.

 

Redemption

Starting at the 14th level, your piety and grace allow you to convince all but the more vile of creatures to amend their ways.

As an action, you may target any evil creature within 5 feet of you. It must succeed on a Charisma saving throw against your spell save DC, or have its alignment permanently changed to good. It immediately becomes friendly to you, and will attempt to undo any of the evils that it has done. If the creature is not intelligent enough for rational thought, it instead becomes peaceful, friendly, and helpful to all good-aligned creatures.

Any creature that succeeds in its saving throw becomes permanently immune to Redemption cast by any Exorcist.

Once used, this feature cannot be used again until you complete 4 long rests.

 

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