Exorcism Domain

The Exorcism Domain is granted by gods of purity, guardianship, law, and retribution—those who stand against corruption and abomination. Clerics of this domain are tasked with confronting evil that takes root in the soul itself. Their duties often involve confronting hauntings, cleansing cursed places, and liberating the possessed from their tormentors.   Such clerics often wear symbols of sanctity and wield consecrated weapons, not just for show, but as real armaments against the incorporeal and the defiled. Their prayers are said to sting the dead and unmake the bindings of demons. In places where necromancers are feared, or ghosts whisper behind closed doors, the presence of an exorcist is a welcome—and sometimes necessary—boon.

Domain Spells

1st-Level Cleric (Exorcism Domain) Feature   You gain the following spells at the listed cleric levels as domain spells.
Cleric LevelDomain Spells
1stProtection from Evil, Detect Evil
3rdMagic Circle, Spiritual Weapon
5thRemove Curse, Spirit Guardians
7thBanishment, Freedom of Movement
9thDispel Evil, Hallow

Sacred Armament

1st-Level Cleric (Exorcism Domain) Feature   You gain proficiency with martial weapons and heavy armor.   In addition, your weapon strikes are considered to have the ghost-touch property.

Channel Divinity: Cast Out the Intruder

2nd-Level Cleric (Exorcism Domain) Feature   As an action, you present your holy symbol and speak a command to expel a possessing entity. Choose one creature you can see within 30 feet that is possessed or controlled by another creature (such as via possession, dominate person, or magic jar). The controlling entity must make a Charisma saving throw against your cleric spell save DC. On a failed save, the controlling spirit is expelled, ending the possession or domination effect immediately.   If the expelled creature has no body to return to (as with magic jar), it is forced into its receptacle or becomes ethereal if it is a ghost or similar spirit. A creature that is expelled in this way cannot attempt to possess or control the same target again for 24 hours.

Warding Brand

6th-Level Cleric (Exorcism Domain) Feature   Whenever you take damage from a Fiend, Undead, or Aberration, you can use your reaction to flare divine energy around you. The attacker must succeed on a Charisma saving throw or be Blinded until the end of its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.   Additionally, while you are concentrating on a spell, you have resistance to negative energy damage.

Divine Strike

8th-Level Cleric (Exorcism Domain) Feature   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 positive energy damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Seal the Veil

17th-Level Cleric (Exorcism Domain) Feature   You are permanently warded against possession. You cannot be possessed, charmed, or frightened by fiends, undead, or aberrations, and you automatically succeed on saving throws against such effects.   In addition, you can cast Dispel Evil without expending a spell slot. Once you use this ability, you must finish a long rest before you can do so again.

Deities of the Exorcism Domain


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