Rakasha RPG Mechanics Summarized

SPECIES

 

Abishai

RPG Elements

Abishai Features and Traits

  • Tyranical Perfection:
    The Abishai gains a dot in the Vigor Attribute. Additionally, the Abishai can add their Vigor pool to any check associated with Prime Karathigan and their ilk.
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  • Inert Incantation:
    The Abishai gains a dot in The Dracaena Incantation, if they play a spellcaster of any kind, they may take additional ranks in the incantation.
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  • Abishari Inheritance:
    The Abishai, depending on their Inheritance of choice, gains a resistance dice of 1d8, to the associated type. Additionally, they gain their Breathe.
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    Abishai- Abishari Inheritance

    A table showing the Damage type, Type of Abishari, and type of Breathe the Abisahai gets.


    Abishari TypeDamage Type and ConditionBreathe
    CruorCorrosion & Corroded (1d6)30ft, 5ft line (Dex.+End. Check for Boom)
    SmolderScorch & Burned (2d6)30ft, 5ft line (Vig.+End. Check)
    StygianWychblight & Blight (1d6)30ft, 5ft line (Vig.+End. Check)
    PlasmaNova & Lustrous (1d6)15ft cone (Dex.+End. Check)
    StaticJolt & Jolted (2d10)15ft cone (Dex.+End. Check)
     
  • Patchwork Regeneration:
    The Abishai's wounds tend to mend together, sewing its scales together. The Abisahai may expend 2 Stamina to regain hit points equal to their 2 x your Vigor Attribute. Additionally, over the course of 1 hour, the Abishai may regrow any missing limbs, or nonvital organs.
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  • Karathigan Breath:
    The Abishai can expels elemental destruction associated with its Abishari Inheritence by expending 2 Stamina. Creatures affected by this must succeed on a check, the difficulty for this equals their Vigor + Endurance Attributes. Creatures that fail this check, take 2d8 damage associated with its Inheritance. Or half as much if they succeed. This damage increases by 1d8 when they reach 5th (3d8), 11th (4d8), and 18th (5d8) level.
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  • Nightvision:
    The Abishai's eyes has adjusted to the perpetual night allowing them to treat darkness as dim light.
 

Abishari Inheritance Features and Traits

  • Cruor:
    Crimson Trail: The Cruor Abishai gains the ability to detect any creature that contains viscera within 60ft of it, this sense can't go through walls, but it can perceive around corners. Additionally, if a creature is below half of their total hit point maximum, the Abishiai can tell specifically how low they are.
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  • Smolder:
    Erupt: The Smolder Abishai can touch a flammable object and ignite it. Additionally, creatures that hit the Abishai take Scorch damage equal to their Vigor Attribute.
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  • Static:
    Zephyrous Stride: The Static Abishai's reflexes are empowered with lightning. Once per turn without sending a Stamina, the Abishai may double their movement. They cannot double their movement again, until the movement is used. Additionally, they gain +1 to any Dodge check they make.
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  • Stygian:
    Grim Scythe: The Stygian Abishai is given two blade-like appendages. The Stygian Abishai may use their Dexterity Attribute for their unarmed strikes, dealing 1d8 Physical Carve damage. Additionally, a target struck with these blades cannot regain hit points until the start of your next turn. These blades also have the Parry (1d6) property.
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  • Plasma:
    Brilliant Body: The Plasma Abishai gains the ability to shift their form into liquid energy. Once per turn without spending a Stamina, they may cause their body to glow in a 5ft radius around them. The glow around it counts as bright light, additionally, creatures that enter the radius are Blinded while they remain.

 

 

Goh'Blyn

RPG Elements

Goh'Blyn Features & Traits

  • Small But Mighty:
    The Goh'blyn gains a dot in the Brawn Talent and can add their Brawn to any Strength based check they make.
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  • Laborer Since Birth:
    The Goh'blyn gains a dot in the Endurance Attribute.
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  • Tech Major:
    The Goh'blyn gains a dot in the Mechanisms Talent. Additionally, when a Goh'blyn makes a check used to decipher information on Goh'Work technology, they double their dots in Mechanisms for the check.
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  • Nightvision:
    The Goh'blyn's eyes has adjusted to the perpetual night allowing them to treat darkness as dim light.
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  • Break The Bonds:
    The Goh'blyn's mind has refined itself against forceful coercion. The Goh'blyn gets to add 1d8 resistance die to any magical influence that would change their behavior.
 

Energy Scale Specific Features and Traits

  • Sparkscale:
    Recharge Spark: The Sparkscale Goh'blyn can give their energetic nature to others around them. Once per turn without expending Stamina, the Goh'blyn can restore Stamina to a friendly creature or themself equal to 1d8. The Sparkscale Goh'blyn can use this trait a number of times equal to their Endurance Attribute. They regain expended uses when they take a rest of any kind.
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  • Cinderscale:
    Forged in Fire: The Cinderscale Goh'blyn gain 1d8 resistance dice to Scorch. Additionally, they may add this dice to any fire based related checks.
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  • Liquidkin:
    Blood for Blood: The Liquidkin Goh'blyn gains one rank in The Kirotera Incantation. If it plays a spellcaster then they may put additional ranks into the Kirotera Incantation.
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  • Wychblood:
    Shadow Presence: The Wychblood Goh'blyn gains an a dot in either the Stealth or Subterfuge Talent (their choice). Additionally, the Wychblood can extend shadows in a 5ft radius, allowing them to double their Stealth pool. These shadows last for 1 hour. The Goh'blyn may use this trait a number of times equal to their Endurance Attribute. The Wychblood regains expended uses when they take a rest of any kind.

 

 

Sedera

RPG Elements

Sedera Features and Traits

  • Maelborn:
    The Sedera gains a dot in The Zenyki Incantation. Additionally, whenever the Sedera is subjected to any Vigor check, they may add their Zenyki incantation to the dice pool. Futhermore, your creature type is considered Elemental for the purposes of Incantations.
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  • Woven Tails:
    The Sedera may still cast a Incantation even if its arms are bound.
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  • Sense Energies:
    The Sedera gains the ability to sense elemental energies associated with the Weave of Maelstom within 90ft. This includes the environment that's been affected by the Zenyki or Sula Incantation.
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  • Mystical Body:
    The Sedera gains a dot in the Arcane Attribute. Additionally, the Sedera gain 1d8 resistance dice to Physical damage and 1d10 resistance to Jolt and Scorch damage.
 

Lineage Features and Traits

  • Sparkkin:
    Swirl Within Storms: The Sparkkin Sedera gains the ability to extend the chaotic might within themself. Once per turn without expending a Stamina, the Sparkkin adds an additional dice of Jolt damage equal to their Arcane Attribute. The Sedera cannot use this feature again unless it takes a rest of any kind.
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  • Flameling:
    Hearth's Bane:
    The Flameling Sedera gains the ability to weave their own fiery being into another creature's strike. When another creature attacks, the Flameling may spend 2 Stamina to grant the creature a number of d8 equal to your Arcane Attribute of Scorch damage to the creatures attack. After using this feature, make a Weave Surge check difficulty 3, if they succeed, it gain another use of the feature and the Weave Surge DC increases by 1. If they fail, you must take a rest of some sort before you can use again.
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  • Netherite:
    Nether Cycle:
    The Netherite Sedera gains the ability to extract the essence from a creature and weave it into their bodies. Whenever a creature within 60ft of them is dropped to 0 hit points, the Sedera may as a Countermove expend 1 Weave of Magic and gain hit points equal to a roll from its Arcane Attribute pool.

 

 

Ursalian

RPG Elements

Ursalian Features and Traits

  • Powerful Build:
    The Ursalian gains a dot in the Strength Attribute. Additionally, it may add its Strength pool to its Hit Points.
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  • Ursa Major's Spine:
    The Ursalian gains a dot in The Sula Incantation. If they play a spellcaster, they may take additional ranks in the Incantation. Additionally, the Ursalian doesn't need somatic components to cast the Sula Incantation.
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  • Thick Hide:
    The Ursalian gains a damage resistance of 1d8 Physical damage from nonmagical weapons. When the Ursalian reaches 5th level, this damage resistance increases to 2d8. Upon reaching 11th level, this effect extends to magical weapons.
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  • Guide of Stars:
    The Ursalian gains a dot in the Cunning Talent. Additionally, the Ursalian may double their pool if the check involves celestial objects and the stars.

Tribe Features and Traits

  • Borshire:
    Ursa Major's Eyes:
    The Borshire Ursalian gains an additional set of eyes. These eyes give the Ursalian a sense of Incantations and creatures affected by it. They cannot tell what Incantation was used, only its presence with the afflicted. This sight grants the Borshire an additional +2 to a check involving detection and perception.
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  • Kevrin:
    Ursa Major's Voice:
    The Kevrin Ursalian gains the ability to exhale a storm's fury. This lighting breath affects creatures in a 15ft cone centered on the Ursalian. The check creatures have to succeed is the number of dots equal to either the Kevrin's Strength or Vigor + Endurance Attributes. Creatures that fail take 2d8 Jolt damage. Or half as much if they succeed. This damage increases by 1d8 when they reach 5th (3d8), 11th (4d8), and 18th (5d8) level.
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  • Seryn:
    Ursa Major's Arms:
    The Seryn Ursalian gains an additional pair of arms. The arms are fully functional and gives the Ursalian to be able to wield additional weapons or cast an additional Incantation expending the necessary resources as needed.

 

 

Umbra Drakk

RPG Elements

Umbra Drakk Features and Traits

 
  • Progeny of Wood:
    The Umbra Drakk gains a rank in The Uroplatus Incantation. If they play a spellcaster, it may put additional ranks into the Incantation. Additionally, the Umbra Drakk doesn't need somatic components to cast the Uroplatus Incantation.
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  • Embrace of the Wild Wood:
    The Umbra Drakk gain 1 dot in the Beast Lore and Critter Ken Talents. Additionally, when the Umbra Drakk is making a check about The Wild Wood, they may double their pools for Beast Lore, and Critter Ken.
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  • Forest Talk:
    The Umbra Drakk gains the ability to speak with animals and plants.
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  • Relic of Rahk:
    The Umbra Drakk gains a dot in the Mind Attribute. Additionally, whenever the Umbra Drakk is subjected to a check concerning Rahk, they may add their Mind pool to the check.

Season Features and Traits

 
  • Sprigg:
    Blessed Blooming:
    The Sprigg Umbra Drakk blossoms their ancient magics into revitalized strength. The Sprigg may expend 1 Weave of Magic and gain 1d6 per their Mind pool. These d6 can be given once per turn without expending a Stamina to a any creature it can see within 30ft. That creature regains hit points to the number rolled.
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  • Sol:
    Threads of Summer:
    The Sol Umbra Drakk sew their vines into the the Weaves of Magic. The Sol gains an additional incantation rank. They may put this rank into any incantation besides the Chronoguise or The Teuthida Incantation, unless stated otherwise. Additionally, they are considered a half caster for the purposes of the Weave of Magic Pool.
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  • Aard:
    Fall's Reclamation:
    The Aard Umbra Drakk's strength in decay grants them +2 to any check related to death, decay, or rot. Additionally, when the Umbra Drakk drops to 0 hit points, they may roll their Mind pool. As long as they get a critical pair, they instead regain 1 hit point. The Umbra Drakk may not use this ability again until they take a rest of any kind.  
  • Volt:
    Winter's Bulwark:
    The Volt Umbra Drakk's hunger to freeze the world invigorates the cold's ruthlessness. When the Volt is subjected to a Block check, they may add 1d6 to the check potentially turning the failure into a success. Additionally, they gain a resistance dice to Frost damage equal to 1d8.

 

 

Zaegnah

RPG Elements

Zaegnah Features and Traits

  • Nightvision:
    The Zaegnah's eyes has adjusted to the perpetual night allowing them to treat darkness as dim light.
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  • Gender Is A Construct:
    The Zaegnah were born with the unique perspective of being a Genderless species. They gain a +2 to any check when they're around gender societal norms to blend in. An example of this is if the Zaegnah was in the Umbra Drakk's Wild Wood where they have ideals and norms.
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  • Bound by Incantation:
    The Zaegnah gain a dot in the Kirotera Incantation. If they play a spellcaster, they may take additional ranks in the Incantation. Additionally, the Zaegnah doesn't need Somatic components to cast the Kirotera Incantation.
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  • Mind Over Matter:
    The Zaegnah possess telepathy. This second sense extends out to 90 ft with an unfamiliar target or on the same plane of existence with a familiar target. Additionally, the Zaegnah are granted a +2 to any check to figure out true intent and lying.
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  • Daemonic Prowess:
    The Zaegnah gains a dot in either the Charisma, Arcane, or Mind Attributes.

 

Echoed Fury Features and Traits

  • Dread:
    Feed the Mire: The Dread Zaegnah gain the ability to adapt with the lack of food from Helfaine. Once per turn the Zaegnah can forcibly feed off a creature's viscera, attacking a creature within 30ft using their Mind + Larceny pool. If the attack hits, the creature takes 2d8 Physical damage and the Dread regains that as hit points. Additionally, the Dread doesn't need to eat or drink food like a normal humanoid, instead feeding this way.
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  • Jezzaline:
    Mire's Foresight: The Jezzalie Zaegnah gains the ability to predict certain aspects of their lives. Once per turn without expending Stamina, the Jezzaline Zaegnah can reroll a number of successes equal to their Mind Attribute. They may use this feature even if they've already used a feature that doesn't require Stamina.

 

LIFESTYLES

Traveler

RPG Elements
Envoy: The Traveler gains the ability to half travel time. Additionally, they gain a dot in their Awareness talent.

Additional Inventory: 1d4 x 5 Gildings, 1d8 x 2, a Go-Bag, 1d4 healing items, and a Dagger.
 

Celebrity

RPG Elements
The Main Event: You gain a dot in the Manipulation talent. You may gain access to any establishment that houses entertainment by performing with a Charisma + Manipulation check. Whenever you perform for earnings, you gain a bonus to all income equal to your Manipulation talent. Additionally, your fame is equal to your Manipulation talent.

Additional Inventory: 1d20 x 4 Gildings, 1d12 x 3 Shillings, 1d10 x 2 Elfyn, common set of clothes, Jester's Kit, Item of their fame, and an object from a fan.
 

Student

RPG Elements
Hall Pass: Due to the frequent deadlines with your research projects, you've been given special permissions and permits. You can access any building or establishment that has to deal with research or scholarly interests, you add your Academics talent to any check you make while in there. Additionally, you gain a dot in the Academics Talent.

Additional Inventory: 1d10 x 3 Gildings, 1d6 x 4 Shillings, 1d4 x 5 Elfyn, Previous research, Guidebooks on the continents of Rakasha, and Notebooks for continued research.
 

Merchant

RPG Elements
Cut A Deal: You've handled and negotiated with the peoples of Rakasha enough to have a talent for it. Whenever you are in a shop, you always get merchandise for a discount equal to your Cunning Talent. Additionally, you gain a dot in the Cunning Talent.

Additional Inventory: 1d100 Gildings, 1d100 Shillings, 1d100 Elfyn, Caravan Pass, one Adept weapon, Caravan, Lamp, one set of common clothes, one set of extravagant clothes, Hunting Kit, and 1d10 items to sell.
 

Jailbird

RPG Elements
I Know Someone: You gain an amount of contacts equal to your Subterfuge talent, these contacts can be called upon whenever you need as long as it thematically makes sense. You gain a dot in the Subterfuge Talent.

Additional Inventory: 15 Gildings, 10 Shillings, 2 Elfyn, a Stolen Bag, a Dagger, memoirs of previous scuffles, prisoner's clothes, a common set of clothes.
 

Apostle

RPG Elements
Divine Clarity: You gain a dot in the Faith Attribute. As such you may refresh any features & Traits, your Weave of Magic pool, or restore Fatigue, Madness, and Stamina equal to you Faith Attribute. This may only be done once per week and it must be refreshed through a 10 minute prayer to your deity after that week.

Additional Inventory: 1d4 x 5 Gildings, 1d8 x 3 Shillings, 1d10 x 5 Elfyn, Prayer book, Robes of your status within your religion, symbol of your deity.
 

The Sheppard

RPG Elements
Neighborhood Watch: You know how to call the attention of a community when they're in most need. You may make a Charisma + Diplomacy or Manipulation (determined by you). The amount of successes determines how many of the community hears your cause and volunteers. Critical rolls double the amount of volunteers.

Additional Inventory: 1d8 x 5 Gildings, 1d6 x 3 Shillings, 1d20 Elfyn, A notebook with information about your community, 4 weeks of rations, 1d4 extra clothes, waterskins, as well as bedding, and adornments of your status in your community.
 

Military Brat

RPG Elements
Commanding Presence: You've grown around the roughened edge of soldiers, you've learned how to take charge. You may use your Countermove to command a friend ally who can hear you. The next action that creature does expending stamina doesn't cost any. You can command a creature a number of times equal to your Endurance Attribute. Additionally, you gain a dot in the Endurance Attribute. Finally, you double your Charisma pool with any military figure.

Additional Inventory: 1d20 x 2 Gildings, 1d12 x 3 Shillings, 1d10 x 4 Elfyn, Journal for surveying, insignia of rank, one weapon of Adept, Expert, or Grandmaster mastery, a deck of cards, a set common clothes, a suit of military garb.
 

Nobility

RPG Elements
Family Friends: You've accumulated lifelong loyal companions that serve your family. You start with a number of companions equal to your Diplomacy Talent. Additionally, you gain a dot in the Diplomacy talent. These companions help you when you call for them but do not have any combat capabilities. Examples would be: Valets, Messengers, Butlers, Chefs, Maids, etc.

Additional Inventory: 1d100 x 3 Gildings, 1d20 x 5 Shillings, 1d10 x 10 Elfyn, Clothing or adornments representing your nobility, Trinket or trinkets representing your nobility, Picnic basket filled with one week of rations, and a book of interest to your character.
 

Apothecary

RPG Elements
I Need A Healer: You gain a number of d4s equal to your Endurance + Empathy pools as long as you have your Medic Kit. You may expend 1 Stamina on a creature Close Quarters with less than a quarter of their maximum health to tend to their injuries. You can only expend dice equal to your Empathy talent on one creature. Additionally, you gain one dot in the Empathy Talent.

Additional Inventory: 1d10 x 5 Gildings, 1d6 x 2 Shillings, 1d20 Elfyn, Medic Kit and 1d4+2 recipes, bedroll, bandages, books on various species anatomy, a set of disinfected garments, Caduceus Tools.
 

Cryptid

RPG Elements
Superstitious Domain: You gain a specific domain of your choosing, the description of which is discussed between you and your Lore Keeper. How rare your domain is can be determined by your Woven Occult Talent. Additionally, you gain a dot in the Woven Occult Talent.

Additional Inventory: 1d8 x 3 Gildings, 1d6 x 4 Shillings, 1d4 x 5 Elfyn, Weave of Magic Study Supplies, a pair of Clothes, a Blanket, and Keys to your domain
   

PROFESSIONS

Exorcist


Dropdown For RPG Mechanics

Starting Equipment

You start with the following equipment in addition to the equipment granted by your lifestyle:
  • (A) Runic Leather Gambison, (B) Scale Woven Chainmail, or (C) Layered Breastplate.
  • (A) One Grandmaster, Adept, or Expert weapon and a Shield, or (B) Two Grandmaster, Adept, or Expert Weapons.
  • (A) Lunar Botanical Supplies, (B) Elixer Brewer's Kit, or (C) Leathercrafter's Tools.
  • (A) A Delver's pack, or (B) an Nomad's stash.
  • An attuned Banishing Gun and Creed crest.
 

Health, Weapons, and Armor Load

Hit Dice and Starting Hit Points:
Your Hit Dice is 1d10
Your base Hit Points is 10 + double your Vigor Pool.
Your Hit Points increase by 1d10 + your Vigor pool.
 
Armor Load:
Your starting Armor Load can either be Light or Medium.
 
Weapon Prowess:
You are capable of wielding Adept, Expert, and Grandmaster weaponry from the Arsenal.
 
Tool Knowledge
You gain knowledge in Lunar Botanical Supplies, Elixer Brewer's Kit, and Leatherworker's tools.
 

Major Checks

You gain a +2 to either the Dexterity, Intelligence, or Mind Attribute. You choose which Attribute gains the increase. This bonus is added when an Attribute check against a spell or feature with a failed or successful effect.
Additionally, you gain a +2 to your Arcane Attribute when it calls for a check against a spell or Feature where you would fail or succeed.
 

Starting Talents

Choose three Talents and gain +1 from either: Beast Lore, Cunning, Diplomacy, Subterfuge, Woven Occult, Manipulation, Stealth, or Investigation. You gain additional Talent Points based on the Talent Point column in the Profession Table.
 

Spell Weaving

Exorcists spell weaving very limited, with the exception of the Creed of The Poltergeist and the Creed of The Mirror having access to the different Weaves of Magic.
 
As a half spell weaver, the Exorcist gains Incantation ranks according to the Incantation Ranks Known column of the Exorcist table. Additionally, they have the Weave of Magic Pool of the Half-Caster listed below.
 
At second level, you gain the ability to use the following Incantations: Sula, Zenyki, and Crypticran. You gain three Incantation ranks that you may put in any of these three Incantations. Additionally, as you gain a rank in the Incantation of your choosing you can pick a feature or power listed inside the Incantation. If there is only one feature, you automatically gain that.
 

Variant Incantation Customization

If you choose to take this variant incantation customization, you may also choose a feature form the previous rank, if there were multiple and gain that feature as well. You may do this whenever you gain a Rank in any Incantation you chose to put a Rank in.
 

Spellcasting Attribute

Intelligence or Mind (whichever is higher) is your Spellcasting Attribute whenever you use any of your Incantations. In addition, you use your choice when setting the Incantation save DC for an Incantation or when you make an Strike roll for one.
  Spell Weaver DC= Your Spellcasting Attribute + your Arcane Attribute
Incantation Strike= Your Spellcasting Attribute pool + either Woven Occult or Larceny pool (Whichever is higher).  

Recover The Weave

In addition to being 2nd level, you learn how to regain the Weave of Magic inside of you. Once per day, you regain Weave of Magic by 1d8. This increases to 2d8 when you reach 10th level, and 3d8 when you reach 17th level.
 

Profession Feature Descriptions

Exorcist Creed

At 1st, you chose an Exorcists Creed based upon the result of your Proving. Choose from one of these Creeds: Creed of The Eclypse, Creed of The Fiend, Creed of the Mirror, Creed of The Poltergeist, Creed of Prometheus, Creed of The Technomancer, and Creed of Viscera.
 
To begin with, your Creed provides you with a unique type of banishing style. Your creed grants you features at 3rd level and again at 7th, 10th and 15th level.
 

World of Rakasha

Banishing Gun

Firearm

Rare

No ammunition.

The Banishing gun looks like a sleek pistol of various shapes and sizes. Some look more revolver like, while others have a railgun or long distance rifle look. Depending on the exorcist, the Banishing Gun will look to resemble the Exorcist's style personallity, or even Creed the Exorcist is apart of.
The following traits will always be on the Banishing gun.

  • Power Core. A circular and usually glowing part of the gun that is usually in the middle of the Banishing gun's design. The Power Core will always have small holes that the energy can discharge from. When firing this causes a spark and glow to be released.

  • Barrel. A long sleek cylindar or rectangle looking tube that is usually connected to the Power Core.

  • Handle. A piece of the banishing gun that the Exorcist holds onto, this piece is usually connected with the trigger and Power Core.

  • Trigger. A small metallic hook that is designed to release the energy stored in the Power Core. This is also connected to the handle.

  • Sight. Located usually on the barrel. This allows the exorcist to properly aim the Banishing gun when choosing a target.

Type Damage Damage Range
Martial Ranged See Banishing Damage in Table Other 90/150 ft

Cost: 500-800 Soverigns
Weight: 1-3 lbs

 

Incantations

Beginning at 2nd level, you gain the ability to cast Incantations. See the Spell Weaving section above for more information.

Banishing

At 1st level, you learn the art of an Exorcist, allowing you to harm enemies through a custom made conduit of your Exorcist powers, the Banishing Gun. The Banishing Gun has the following properties:
  • It requires no ammunition.
  • As long as one hand holds your Banishing Gun, or is free to grab the weapon, you may expend 3 Stamina and make a ranged Strike with this weapon with a range of 90/150 ft.
  • You are proficient with it and upon a hit it deals damage, according to your Exorcist Creed, equal to 1d8. This damage goes up as you gain levels in this class, as shown in the Banishing Die column on the Exorcist table.
  • If you take an Strike with the Banishing Gun you can make one more Strike without expending Stamina once per turn.
 

Variant Banishing

If your game master doesn't allow the Banishing Gun, then you may use this variant rule for it. You have a Banishing Gauntlet that you always have worn. It sends a blast of banishing energy at the target you choose. It has the same properties as the Banishing gun.
 

The Proving

In addition to 1st level, you survived the rigorous training it took to be an Exorcist and as such unlocked which Creed you belong in, altering your life completely. You can double your pool in Beast Lore and Investigation checks to track and recall information about Fae, Daemons, Celestials, Undead, Elder Things, and Abominations.
Also you gain the following features from your transformation:
  • You have Nightvision up to 60ft, or it is doubled if you already have it.
  • Your lifespan increases by 10* your Vigor Pool decades.
  • Your Banishing Style has given you scars of your transformation (elongated canines, albinism, hemaphilic, horns, forked tongue, stitching, mechanical augmentation, etc.)
In addition, you have a symbol fashioned in the likeness of your Creed's crest (this can be a necklace, bracelet, pendent, ring, Pierce, etc.). When worn, this symbol grants you the ability to sense the presence of Fae, Daemons, Celestials, Undead, Elder Things, and Abominations within 30 feet without using any Stamina or Weave of Magic, though you cannot pinpoint their location. Additionally, this sense detects the presence of the magical Weave, though you cannot identify the type of Weave.
   

Esoteric Disciplines

In your adventures, you start to hone your body and abilities into the form of disciplines, moves that control the Exorcists essence inside of you attained through The Proving.
 
At 3rd level, you gain two esoteric disciplines of your choice. Your discipline options are detailed below. When you gain certain exorcist levels, you gain additional disciplines of your choice, as shown in the Esoteric Disciplines Known column of the Exorcist table.
 
Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another discipline that you could learn at that level.
 
If an esoteric discipline has prerequisites, you must meet them to learn it. You can learn the discipline at the same time your meet its prerequisites. A level prerequisite refers to your level in this class.
 
Some of your Esoteric Disciplines require use to use a save or a Discipline modifier.
 
Discipline Save DC= Your Strength or Dexterity (whichever is higher) + Arcane Attribute.
Discipline Modifier= Your Strength or Dexterity (Whichever is higher) Attribute pool + Larceny or Brawl (whichever is higher)
 
  • A Song of Spell And Gun
    When you cast an Incantation, you may once per turn without expending Stamina make two Banishing Strikes.
  • Banishing Claws
    Requires: Creed of The Eclypse
    Your banishing damage is applied to your unarmored strikes.
  • Blood of Daemons
    Requires: Creed of The Fiend
    Whenever you drop an enemy to 0 hit points, you regain hit points equal to one roll of your Banishing Die and your Discipline modifier.
  • Bloody Weave
    Requires, 9th level, Creed of Viscera
    When you cast an Incantation with a Weave Surge check, you can sacrifice a portion of your health equal to one roll of your banishing die and add the number rolled to the check, potentially turning a failure into a success.
  • Blowback
    When you hit a creature with your banishing gun and it kills that creature, creatures within 5 feet must roll their Dexterity pool against your Discipline DC or each creature takes half of the damage the slain creature took.
  • Bob and Weave
    When you are attacked with a melee weapon, you may use your Countermove to make one banishing Strike. If it hits, then you roll your Banishing die an additional time. Additionally, you can add your Banishing Die to your Dodge checks.
  • Brace
    When you choose to Block, you can add your banishing die to your Block check.
  • Close Quarter's Shooting
    Whenever you are within 5ft of a target and Strike with your Banishing Gun, you gain +2 to the Strike. Additionally, you ignore Block checks made by shields.
  • Contractor's Influence
    You can double your pool in Manipulation, Subterfuge, and Diplomacy whenever you are haggling a discount.
  • Counter Strike
    Requires: 7th level
    Whenever you make a Dodge check, you can make expend 1 Stamina to Strike the creature.
  • Cruel Banishing
    When you use your Banishing Strikes, you can add your Discipline modifier to the damage it deals on a hit.
  • Disarm
    Requires: 5th level
    When you hit a creature with your banishing gun, whether its melee or ranged you can attempt to disarm the target, dropping whatever it was holding. The target must make a Strength + Manipulation against your Discipline DC. On a failed save, it drops the object you choose, causing it to land at its feet.
  • Eclypse Howl
    Requires: 15th level, Creed of The Eclypse
    You can release a terrifying shout by expending 3 Stamina. Creatures that can hear you in a 60 foot radius, centered on you, must roll their Mind pool or they are frightened on you. Additionally, Strikes on a frightened creature gain a +2. You can't use this discipline again until you take a rest of some sorts.
  • Fearful Strike
    Requires: 6th level
    When you hit a target with a banishing gun, you force creatures you strike to roll a Mind check. On a failed save, the creature is frightened on you. Additionally, you may expend Weave of Magic to force the creature to retreat a number of ft equal to 5 * the Weave of Magic expended.
  • Incantation Nation
    Requires: Creed of The Poltergeist
    When you cast an Incantation, you can once per turn without expending Stamina to cast the same Incantation without the Stamina cost.
  • Pistol Whip
    Requires: 7th level
    You can forgo one of your ranged banishing Strike and instead make it a melee Strike using your banishing gun which deals your normal banishing die, plus an additional 2d6 Blunt damage.
  • Poltergeist's Blessing
    Requires: 7th level, Creed of The Poltergeist
    You can use your Poltergeist Prowess to enhance your Incantations. You may expend 3 Poltergeist Prowess to reroll a incantation's damage dice equal to your Spellcasting Attribute.
  • Predict Movement
    Requires: 5th level
    Once per turn without expending Stamina, Strikes against you have a -3 penalty to the Strike. Additionally, if the target misses, you gain +3 to your next Strike against it. You may use this feature even if you've already used a feature that doesn't expend Stamina.
  • Quick Draw
    Whenever a creature moves outside your Banishing Strike's short range, you may make a Strike against the creature as a Countermove.
  • Forceful Kick
    While in melee range of a target, you can kick the target. They must make a Strength + Brawn roll against you Discipline DC or they are pushed a number of feet back equal to your Discipline modifier
  • See True Form
    Requires: 15th level
    You can see a shapechanger or creature concealed by the Lunoris Incanatation, as well as the original form of a creature altered by the Kirotera Incantation within your line of sight. This Discipline doesn't work if the creature leaves your line of sight.
 

Attribute Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one attribute of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you cannot increase the Attribute beyond 10 dots.
Using the optional feats rule, you may take a Merit Boon.
 

Extra Attack

Beginning at 5th level, you can Strike twice, instead of once when you expend Stamina for Strikes on your turn. The number of Strikes per Stamina increases to three when you reach 11th level in this Profession.
 

Exorcism's Seal

At 6th level, when you damage a creature with your banishing gun, you can expend 5 Weaves of Magic and influence a seal on your foe (no action required). You always know the direction where the sealed created is as long as it's on the same plane as you. Further, each time the sealed creature deals damage to you or a creature you can see within 10 feet of you, the creature takes Trauma damage equal to your Discipline Modifier + one roll your banishing die.
 
The seal lasts until you dismiss it or until you use this feature to apply the seal on another creature. Your seal can be dispelled with Cease Magic, and is treated as an Incantation with a Rank equal to half of your Exorcist level. (Maximum of 5th Rank)
 
In addition, a creature affected with your seal cannot be possessed and if it is possessed the creature possessing it they are expelled from the body.
 
You may use this feature without consequence once per rest, if you use it again before you rest, you must make a Weave Surge Check treating the Seal as a 1st rank Incantation. The Weave Surge Check increases by 1 for each success until you fail.
 

Uncover Grim Past

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by darker threats. When making a check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you can either add your History pool or double your History pool if the check already calls for it. The information glistened often leans toward more sinister influences of the past, and sometimes conveys vision of things previously unknown to the character on higher rolls.
 

Improved Exorcism's Seal

Starting at 13th level, the Trauma damage from your Exorcism's Seal is now double your Discipline modifier + 2 rolls of your Banishing die. You may also Seal multiple targets up to a third of your Exorcist level as long as you have dealt Banishing damage to the creatures in your Strikes.
 

Steel Will

Beginning at 14th level, you gain a +3 to any check that would leave your mind Frightened or Charmed in any way. You can expend 5 Weave of Magic to extend this to allies of your choosing.
 

Chancellor Exorcist

Upon reaching 20th level, when you have no Weave of Magic in your pool at the start of your combat, you gain 10 points.

 
 

SUBPROFESSIONS

Creed of the Eclypse

Creed of Eclypse

As one of the founding Creeds for the Exorcists. The Creed of The Eclypse experiences a unique form of The Proving. Instead of exhibiting their banishing, they became their banishing style; transforming into a monstrous hybrid form. While the Curse of Eclypse is a feared disease, the Creed of The Eclypse use this curse to their own benefit. They use the power of this curse to harness the Mirage Mist and Weaves of Magic inside of them to perform monstrous disciplines with their hybridized form. At first, the Eclypse Exorcist can control this form for a short amount of time. Yet this training is not without its flaws and often the Exorcist loses themself to this vicious form.
 

Eclypse Banishing Style

Upon choosing this Creed at 1st level, your banishing damage is Frost and inflicts Coldsnap (1d8) on a hit.
Additionally, your sense of smell and hearing are heightened like a predator. This grants a +2 to any Awareness roll that relies on smell or hearing.
 

Eclypseshape

Beginning at 3rd level, you gain the ability to harness and transform into your Eclypseshape, or your Eclypsropy form. Once per turn without expending Stamina, you can turn into this Eclypseshape for up to 30 minutes. You can speak, use equipment, and wear armor while in this form, and you can revert your normal form no Stamina required. You automatically revert to your normal form if you fall unconscious or die.
You can use this feature a number of times equal to your Endurance Attribute. While you are in this form, you gain the following features.:
 
  • Primal Strength
    You can double your Strength pool when subjected to an affect that would hinder yourself or when doing extreme lifting. Additionally, you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
  • Skin of Eclypse
    You have a resistance dice of 1d10 against all Physical damage from weapons not made from Shilling or Shilling-coated.
  • Predator's Claws
    Your unarmed strikes deal 1d8 Blunt or Carve damage (your choice) and can use either Strength or Dexterity (whichever is higher) + your Larceny talent. This damage increases to 1d10 at 11th level.
  • Vulnerability of Eclypse
    If you start with fewer hit points than half your maximum, you must roll a Mind + check DC 5 or move directly toward the nearest creature and Strike against that creature, expending Stamina like usual. Optionally, if you have Prey within your movement, you'll Strike your prey.
    If you're concentrating on an Incantation or are under an effect that prevents you from concentrating (such as the Berserker's Frenzy feature), the DC gains +3.
    If you have your Extra Attack feature, you can choose whether to use it for this Strike. If more than one creature is equally near to you, roll randomly to determine your target unless your Prey is there. Once your Strike is resolved, you regain composure.
 

Predatory Disciplines

Additionally at 3rd level, you learn to temper both your Eclypseshape and your normal form with the curse that flows through you in the form of Predatory Disciplines. These Disciplines do not count against your Esoteric Disciplines known.
 
  • Stalk the Prey
    In both your Eclypseform and your normal form, you can deem a target as Prey once per turn without expending Stamina. (You may use this trait even if you've used a trait that doesn't expend Stamina.)
    While you have Prey, you know roughly where that target is within 1 mile; you gain a bonus to your Awareness, Investigation, Critter Kin, Beast Lore, and Cunning talents equal to your Discipline modifier to search for your Prey.
  • Beast Speech
    In both your Eclypseform and your normal form, you can speak with animals.
  • Knit The Skin
    Requires: 12th level; your Eclypseform
    At the start of each of your turns when you have less than half than your hit points, you regain health equal to 1 + a roll of your Vigor pool. You would gain these hit points before your Vulnerability of Eclypse trait. If you're still under or at the threshold then you would make the check.
  • Partial Morph
    Requires: 7th level; your human form
    Once per turn without expending Stamina, you can transform your body partially into your Eclypseform. Granting you one of the feature you gain from your Eclypseform except for the Vulnerability of Eclypse for 1 hour. You can do this a number of times equal to you Endurance Attribute.
 

Many Moonlit Prowess

Beginning at 7th level, you gain the following additional benefits to your Eclypseform.
 
  • Darkstride
    When you move on your turn in battle, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
  • Improved Predatory Claws
    You have a +1 bonus to Strike rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have the Banishing Claws Esoteric Discipline your unarmed strikes are considered magical for the purposes of overcoming resistance dice and immunity to Physical damage.
 

Advanced Eclypseform

At 10th level, you learn to unleash and control more of the monster within. You can use your Eclypseform feature twice, regaining expended uses when you finish a rest of some sorts. Additionally, if you slay your prey, then you regain a use of your Eclypseform.
 

Seal The Change

Beginning at 15th level, you learn to quell the monster further on in another shapechanger. When you use your Exorcist's Seal feature, if the target was a shapechanger, they automatically revert to their normal form and cannot change until the Seal is removed.
Additionally, when you fail against your Vulnerability of Eclypse while in Eclypseform you may instead make a Weave Surge check to remain in control.
 

Master of Eclypses

At 18th level, your mastery over the Eclypse is uncanny. You can use your Eclypseform feature an unlimited number of times and this form lasts until you revert to your normal form, fall unconscious, or die.

 
  Creed of the Fiend

Creed of The Fiend

Being the youngest Creed out of the seven, the Creed of The Fiend has Exorcists showing Daemonic of the Savage World. The Mirage Mist had influence with the Weaves of Magic in an entirely new form, creating the Creed of The Fiend Exorcists. They use their fiendish gifts to hunt and eradicate Daemons that have became more and more of a problem. They are quick to get their contract finished and onto a new one before their adrenaline dies down. All that these Exorcists love more than killing fiends and monsters, is making them cover in fear before they doom them.
 

Fiendish Banishing Style

At 1st level of choosing this Creed, your banishing damage is Scorch or Fester (your choice) as well as you gain a resistance die of 1d6 against the chosen damage type.
Additionally, you can double your Charisma pool in checks requiring Charisma.
 

Daemonic Disciplines

At 3rd level, you learned how to master your fiendish nature creating Daemonic Disciplines. These Disciplines don't count against your total Disciplines known.
  • Bone Whip
    You may expend 3 Stamina and 2 Weave of Magic to create a long whip made of bone matter that can pull or shove a creature to unbalance it. A creature within 30 feet f you must make a Strength + Brawn against your Discipline DC. On a failed save, the creature takes 2d8 Magical Carve damage and is knocked prone or pulled up to 25 feet closer to you. On a successful save, the creature takes half as much damage and is not pulled or knocked prone. Additionally, you may use this whip until you dispel it. It uses your Spellcasting Attribute + Larceny or Brawn (Whichever is higher)
  • Daemonic Mockery
    Requires: 11th level required
    Once per turn without expending Stamina, you force a creature within 60 feet to make a Mind check. On a failed save the target takes 4d12 Trauma damage and is Stunned until the end of your net turn. On a successful save, the target takes half as much damage and is not Stunned.
  • Fiery Halo
    Once per turn without expending Stamina, you conjure a halo of fire in your hand that has the thrown (20/60 ft) and uses your Dexterity or Strength (Whichever is higher) + Larceny. On a hit, the halo deals 1d8 Scorch damage and the creature is Burned (2d8). You can make one melee or ranged Strike as you conjure it. Before the halo disappears after 1 minute of summoning, you may use 3 Stamina to Strike at a creature.
  • Quasit's Sting
    Requires: 6th Level Requires
    When you hit a target with a melee Strike you can inflict a poisonous sting like a quasit. You add 2d10 Fester damage to the damage and give the target Festered (2d6).
 

Daemonic Charm

At 7th level, your fiendish nature allows you to control a creature with your looks. By expending 3 Stamina, you force a creature within 60 feet of you to make a Mind check equal to your Discipline DC. On a failure, the target is Charmed by you for 10 minutes and must fulfill your commands to the best of its ability. The target can make a Mind check at the end of each of its turns granting immunity to being Charmed this way for 24 hours on a success.
 

Daemonic Talisman

Upon reaching 10 level, you gain the supernatural ability to sense any Daemonic presence near you. Your Creed symbol's range for detecting Daemons increases to 90 ft.
 

Corrupted Heart

Beginning at 15th level, the Mirage Mist have caused you become immune to Fester or Scorch damage depending on your Banishing damage.
Additionally, your creature type is now considered Daemon.
 

Fiendish Absorption

Starting at 18th level, you are at the peak of your Creed training and are able to absorb the energies of the creatures you hunt. When you are struck with Fester or Scorch damage, you gain hit points equal to half the damage instead.

 
  Creed of the Mirror

Creed of The Mirror

Exorcists of this Creed specialize in the possibilities of time, finding that the glass of windows and mirrors are tools to forsee these possible events. They can shape pieces of glass into conduits for their power called Shard Familiars. They are masters of the glass and will do anything to make their future be an everlasting one. Never cross paths with an angry Exorcist of The Mirror for they know your end it night.
 

Factural Banishing Style

Upon choosing this Creed at 1st level, your Banishing damage is Force damage. Additionally, you double your pool in the Woven Occult talent when using a check with that Talent.
 

Chrono Glass

Beginning at 3rd level, you start to experience the fractals of time and space around you shift and grow. You can now put Incantation Ranks in the Chronoguise Incantation along with the Sula, Zenyki, and Crypticran Incantations.
 

Shard Familiar

Additionally at 3rd level, your power over glass expands, taking the form of a small familiar. The familiar acts as a conduit for your glass shards equal to your Arcane Attribute x 10. This familiar can take the form of a reptile, bird, any type of small mammal, an imp, quasit, psudodragon, or orbiting object made entirely of glass.
In addition, you gain the following abilities you can use your shards on:
  • Shattered Slash
    When you take a melee Strike, you can expend a number of shards equal to your 2* your Arcane attribute and add that number to the damage.
  • Dart Shard
    You may force a creature within 120 feet of you to make a Dexterity check against your Discipline DC. On a failed save, the creature takes 1d10 Pierce damage and inflicts Bleed (2d6) per 2 shards expended.
These shards come back to you after a long rest. If you have zero shards, your shard familiar is considered invisible and only you can see it until you gain at least 1 shard back.
 

Fractal Disciplines

Upon reaching 7th level, you start to harness the shards around you and manipulate them in the form of Fractal Disciplines. These Disciplines don't count toward your total number of Esoteric Disciplines know.
 
  • Bracers of Shatttered Glass
    You can expend 3 shards and cause your arms to be coated with them. Your unarmored strikes deal 1d8 Pierce damage. Additionally, the effect grants +2 to your Block checks.
  • Glass Blade
    As part of an Strike, you can conjure a weapon made from your shards, expending 5 shards as you do this. When you create a blade like this it has the thrown (30/90), Conduit, and Versatile properties. When you hit a creature with the weapon you created, it deals damage to your banaishing die or 2 rolls of your banishing die if wielded with 2 hands.
  • Heal The Cracks
    By expending 2 Stamina and an amount of your Shards, you can heal a creature within 60ft of you equal to the Shards expended.
  • Reflective Possibility
    As a Countermove and 2 Stamina to taking incoming damage, you can use 3 shards and deal damage equal to your Discipline modifier + half the damage taken.
  • Splintered Dodge
    Requires: 15th level
    When you make a Dodge check and fail, you can can expend 5 shards to roll your banishing die, add the number to your Dodge check. Potentially turning a failure into a success.
  • Splinter Saw
    By expending 4 Stamina, you create a buzzsaw made from 10 shards. You throw this buzzsaw in a straight line of 60 ft before the saw returns to you. Creatures in the range of the saw must succeed on a Dexterity check equal to your Discipline DC. On a failed save the creature takes 3d10 Carve damage, or half as much on a successful save. When the saw comes back, the creature must succeed on it again or they suffer an additional 2d10 Carve damage.
  • Weave The Shards
    Requires: 10th level
    When you expend any number of your Weave of Magic, you can regain shards equal to the Weave of Magic spent.
 
Foretold Predidction
Starting at 10th level, you gain the ability to peer into the future with the use of your Shard Familiar. By spending 5 Stamina, you may spend 5 shards to roll your Arcane + Manipulation and record the number of successes. When you make an Strike roll, Attribute or talent check, Dodge or Block check, or if a creature that you can see does; then you can replace it with one of these predicted rolls. You must choose to do so before you roll and can replace a roll in this way only once per turn. At 18th level, you may add your Discipline modifier to the roll.
Each predicted roll can only be used once. When you finish a long rest, you lose any unused predicted rolls.
 
Chronoguise's Influence
At 15th level, you have +3 to checks against The Chronoguise Incantation.
 
Surface Break
Upon reaching 18th level, you have become interwoven with the mirror's glass and can see everything for their true selves.. As long as you are not Blinded, you have Truesight up to 120 feet, you can see Invisible creatures, and shapeshifting creature as their regular form.

 
  Creed of the Poltergeist

Creed of The Poltergeist

One of the oldest Exorcists Creeds, the Creed of The Poltergiest focuses on preserving the natural order of death; going so far as to go beyond their own death to hunt their enemies. Using the natural Weave of Magic inside each Exorcist, the Creed of The Poltergeist focuses on expanding the limitations Exorcists have. Through their training, they learned to enhance their magical prowess through their own spirit, allowing the soul to leave its body and creating new esoteric disciplines utilizing their enhanced Weaves of Magic.
 

Haunting Banishing Style

At 1st level, your banishing damage is Nova. In addition when you use a Banishing Strike against an undead you roll an additional Banishing die.
 

Poltergeist Prowess

Starting at 3rd level, you ghostly nature allows you to harness its energy to help your hunting called Poltergeist Prowess. Your access to this energy is represented by Poltergeist Prowess points. Your Exorcists level determines the number of points you have.
 
You can spend these points to fuel various incantation disciplines. You start knowing two such features: Twinned Cast and Hasten Incantation. You learn more incantation disciplines as you progress in class levels.
 
Twinned Cast:
When you cast an Incantation that affects one targets only one creature and doesn't have a rang of self, you can spend a number of Poltergeist Prowess equal to the Incantation feature's Rank to target a second creature with the feature. To be eligible, a spell must target be incapable of targeting multiple creatures.
 
Hasten Incantation
When you cast a Incantation that consumes Stamina, you can spend 2 Polterigeist Prowess to change the Incantation to be cast once per turn without any Stamina. You must expend the Weave of Magic as usual.
 

Improved Incantations

When you reach 3rd level, you gain the ability to weave from the other strands of magic. You may take Incantations Ranks into the remaining Incantations other than the The Teuthida Incantation and The Chronoguise Incantation.
 

Paranormal Flexibility

Beginning at 3rd level, you can shape your paranormal capabilities to gain additional Weave of Magic, or sacrifice your Weave of Magic to gain additional Poltergeist Prowess.
 
Creating Weave of Magic Points
You can transform unexpended poltergeist prowess into one Weave of Magic point once per turn without expending Stamina. The Paranormal Flexability table shows the cost of creating a Weave of Magic of a given level. You can create Weave of Magic no higher than 4 points.
Any Weave of Magic you create with this feature vanishes when you finish a long rest.

Creed of The Poltergeist- Paranormal Flexability Table

A table showing the Poltergeist Prowess conversion for temporary Weave of Magic aside from the Recover The Weave ability.


Weave of Magic PointsPoltergeist Prowess Cost
12
23
35
46
 
Turning Weave of Magic into Poltergeist Prowess
Once per turn without expending Stamina, you can expend Weave of Magic and gain a number of Poltergeist Prowess equal to the amount you spent.
 

Ghostly Aspect

Upon reaching 7th level, you learn additional and aethereal disciplines enhancing your Banishing style. You gain the following Esoteric Disciplines. These disciplines do not count against your disciplines known, and if the Discipline has a prerequisite you must meet the prerequisite.
 
  • Ethereal Lunge:
    When you Strike with a melee weapon, you may extend that range by 5 feet.
  • Cast From The Spirit:
    As a Countermove, you can cast an incantation of of Rank 2 or Lower. This incantation doesn't need to be a Countermove in order to cast this, but you must expend 3 Stamina. You expend Weave of Magic and Stamina as normal when you cast this Incantation.
  • Sever The Soul:
    Requires: 12th Level
    By expending 4 Stamina, you call a spiritual copy of yourself for 1 minute, or until you lose concentration (as if you were concentrating on a Incantation of rank 3). Your spirit appears in an unoccupied space that you can see within 30 feet of you. You can move the spirit up to 30 feet to an unoccupied space, but it must remain within 120 feet of you.
    For the duration, you can cast Incantations as though you were in the spirit's space, but you must use your own senses. Additionally, if you and your spirit are within 5 feet of a creature that can see the spirit, you gain +2 on Strike rolls against the creature, given how unnerving it is to the target
  • Mind of Two Souls
    Requires: 10th level
    You are able to concentrate on two incantations, putting the burden on your loosened spirit. When you use this feature you must finish rest of some kind before you can use this again. You gain the ability to use this feature twice at 17th level.
  • Vigorous Incantations
    When you cast an incantation of Rank 1 or higher, you gain temporary hit points equal to the Rank+your Spellcasting Attribute.
 

Undercut Magical Defense

At 10th level, you can undercut a creature's resistance to your spells though your banishing. When you hit a creature with a banishing Strike, that creature has -2 on the next check it makes against a spell you cast before your next turn.
 

Improved Magical Recovery

Additionally at 10th level, your connection to the Weaves of Magic is strengthened beyond the traditional mortal coil. When you use your Recover The Weave feature, your d8s increases to a d10s.
 

Poltergeist's Magical Improvement

Beginning at 15th level, you gain these additional Incantation Disciplines. These don't count against your esoteric disciplines known, but you do gain these disciplines.
 
  • Capture Life:
    When you reduce a creature with your Incantations, you may expend 3 poltergeist prowess and use your Countermove to siphon the creature's spirit to heal your own. When you use this Esoteric Discipline, you regain hit points equal to one roll of you banishing die + your Spellcasting Attribute + your Discipline modifier
  • Empowered Incantation:
    When you cast an Incantation, you can expend 3 Polterigeist Prowess and reroll damage dice equal to your Discipline modifier.
 

Revival

Upon reaching 18th level, you learn to push yourself beyond the mortal grip of death. When you are reduced to 0 hit points while you have 6 poltergeist prowess, but don't die outright, you expend 6 poltergeist prowess and you drop to 1 hit point instead. If you have Sever The Soul active, then you teleport to its location.

 
  Creed of the Prometheus

Creed of Prometheus

During the Tyrant Era, a new Creed aside from the Creed of Viscera, Creed of The Poltergeist, Creed of The Mirror, and the Creed of The Eclypse, formed. This Creed was the Creed of Prometheus. Prometheus Exorcists use the creation of life and turn it into something beneficial, something that could be used with their unique Banishing style. The art of Mutagenic Banishing.
 

Prometheus Banishing Styel

When you choose this Creed at 1st level, your banishing damage is Corrosion. Additionally, you have a resistance die of 1d6 against Corrosion damage.
 

Mutagenic Form

Upon reaching at 3rd level, you gain the ability to mutate and change your form via mutagens.
You know 2 mutagens from the list below and gain more as you grow in levels. The amount of mutagens you know is also in the Mutagens Known table below. Additionally, when you gain a level in this class, you can change one of your mutagens known for another mutagen.

Creed of Prometheus- Mutagens Known table


Level MilestonesMutagens Known
32
83
134
185
If the mutagen has a prerequisite, you must meet the prerequisite before you can learn that mutagen.
Ingesting a Mutagen can be done once per turn without expending Stamina, but you can only have two mutagens active in your system at a time. Each mutagen is noxious, granting you Toxicity. Your maximum Toxicity equals your Vigor and if you have more Toxicity than your Vigor, you take 1d6 Fester damage for every 1 minute you are toxic.
Toxicity can only go down when you take 1 hour to meditate and flood the toxins out of your system. During this time, you do not take the Fester damage, but you must not be disturbed while taking this time or you must restart your time.
 
  • Abishai Regeneration
    Requires: 9th Level
    Toxicity: 3
    When you ingest this mutagen, you learn to piece yourself back together like the Abishai. For 1 hour, at the start of each of your turns your regenerate hit points equal to your Discipline modifier.
  • Boneling's Stinger
    Requires: 10th level
    Toxicity: 3
    When you ingest this mutagen, you gain the toxic and venomous tail of the Boneling. You are proficient with this tail and use your Dexterity modifier when you strike with it. Upon hitting a creature, the creature takes 1d8+your Larceny of damage and it must make a Vigor save against your Discipline Save DC or it take 1d10 Fester damage and it is Festered (2d8), on a success, they do not Fester and are not Festered.
  • Klu Entrapment
    Requires: 7th level
    Toxicity: 1
    When you ingest this mutagen, you develop a silk webbing on your body that you can released upon a location. You may expend 3 Stamina and throw this webbing at a location within 60 ft. It covers a 10 foot cube, is difficult terrain as well as lightly obscured. A creature that enters it during their turn must make a Dexterity + Deftness equal to your Discipline DC. On a failed save, the target is restrained until it breaks free with a Strength check.
  • Liquid Membrane
    Toxicity: 1
    When you ingest this mutagen, your body become more liquid and flexible. You have a resistance die of 1d8 against Physical Carve damage.
  • Mirage Claws
    Toxicity: 1
    When you ingest this mutagen, your finger nails increase and sharpen granting your unarmed strikes 1d8 + your Larceny or Brawl (whichever is higher).
  • Requires: 15th level
    Toxicity: 2
    When you ingest this mutagen, you gain the ability to expel some of your toxic mutagenic property like a Prime Karathigan. By expending 4 Stamina, you can expel a 5ft by 30 ft line of toxic acid. Creatures in the line must succeed on a Dexterity check against your Discipline Save DC. On a failed save, the creatures takes Corrosion damage equal to a number of d10s equal to your Vigor pool, or half as much damage on a successful one.
  • Rakashan Flight
    Requires: 15th level
    Toxicity: 2
    When you ingest this mutagen, you grow wings and gain 60 ft of flying.
  • Rudran Strength
    Toxicity: 1
    When you ingest this mutagen, you get to add your amount of Toxicity to your Strength pool.
  • Shadowbounder Stamina
    When you ingest this mutagen, you gain the ability to become nimble as the Shadowbounder, gaining the ability to add your Toxicity to your Stamina. This extra Stamina only lasts while under the affects of the mutagen.
  • Stinger Agility
    Toxicity: 1
    When you ingest this mutagen, you feel the speed of the Stinger flow through your veins, granting you the ability to double your movement speed once per turn without expending Stamina.
  • Thicken Skin
    Toxicity: 1
    When you ingest this mutagen, your skin starts to thicken and toughen granting you a resistance dice of 1d8 against Physical Blunt Damage additionally, you can add your resistance die to your Block checks.
  • Troll Ferocity
    Toxicity: 1
    When you ingest this mutagen, you become more aggressive and brutal in your Strikes. Whenever you score a critical hit on a melee Strike, you roll an additional 1d8 when determining the additional damage.
    This mutagen's damage increases by 1d8 when you reach 7th, 10th, 15th, and 18th level.
 
In addition, Mutagens you've ingested last until the next short or long rest you take.
 

Prometheus Disciplines

At 7th level, you learn a way to use your toxic and deadly mutations, granting you the following Esoteric Disciplines. These disciplines do not count against your Disciplines known and if the Discipline has a prerequisite you must meet the prerequisite.
 
  • Acidic Body
    Requires: 10th Level
    While you have at least 2 mutagens active, whenever you take a melee Strike, the attacker takes 1d10 Corrosion damage. Additionally, if the weapon isn't made of Shilling, it begins to erode over the next hour.
  • Genetic Incantation
    When you cast an Incantation of Rank 2 or Lower, your Toxicity decreases by 1.
  • Mutagen's Might
    When you have at least 2 mutagens active, you can add an additional 1d6 per your Toxicity level to your weapon Strikes.
 

Twisted Morph

Upon reaching 10th level, your body has become immune to diseases and you can't be put to sleep magically. Additionally, you can have 3 mutagens in your system active.
 

Adaptable Chemistry

Beginning at 15th, you're mutated body can switch and change on the go. Once per turn without expending Stamina, you may switch a mutagen currently in your system with another Mutagen you know. You may use this feature even if you've already used a feature that doesn't expend Stamina.
You can use this feature a number of times equal to your Vigor Attribute
 

Horrid form

Upon reaching 18th level, your body develops a natural resistance to most damage. Any resistance dice you have active increases to 1d10. Additionally, you can have 4 mutagens active in your system.

 
  Creed of the Technomancer

Creed of The Technomancer

The proving is a painful, scarring, and very fatal experience. Those that survive find themselves with gifts they never thought possible. Discovering power related to Daemonic influence, Mirrors and glass, from their own blood and viscera, or even from the Lunar Eclipses. Exorcists that are apart of the Creed of The Technomancer, find themselves more connected with world of the machine. They outfit themselves with gadgets, bombs, potions, and an even more advanced Banishing Gun.
 

Electric Banishing Style

At 1st level, of choosing this Creed your banishing damage is Jolt. Additionally, you are proficient with Goh'work tools.
 

Technomantic Gadgetry

Beginning at 3rd level, you gain the ability to craft specialized and mechanical marvels. Choose one of the following options:
 
  • Alchemical Bomb
    Once per turn without expending Stamina, you create an explosive device that deals Blunt or Pierce damage (your choice upon creating). You are proficient with this ranged weapon and its range is 20/60 feet and it deals 2d6 of the chosen damage. You use your Dexterity or Strength Attribute (Whichever is higher) + your Mechanisms when attacking.
    Additionally, creatures within a 10 feet radius needs to make a Dexterity check equal to your Discipline DC. On a failed save, the creatures are knocked backwards 5 feet from impact of the explosive and is Deafened. On a successful save, the creatures take half as much damage and are not knocked back.
  • Superstitious Trap
    Once per turn without expending Stamina, you may create a small device that can be placed within 30 ft of you. Creatures that step on the trap need to make a Dexterity check equal to your Discipline Save DC. On a failed save, the creature suffers 2d6 Blunt damage and are either restrained or grappled (your choice upon creation) for 1 minute. The trapped creature must expend 2 Stamina and make a Strength check to break free from the chosen condition.
  •  
  • Supernatural Potion
    Once per turn without expending Stamina, you may create a vial of magical liquid that, when drank, grants you one of the following effects for 1 hour or until you drink another potion:
    • You gain a resistance dice of 1d8 against Corrosion, Frost, Scorch, Jolt, or Echo damage (your choice of creation)
    • You have +1 to Strikes and damage rolls
    • Every turn you regain hit points equal to one roll of your banishing die.
    • You gain Truesight up to 60 feet.
 

Banishing Modification

At 3rd level, you can craft specialized equipment that can be attached to your banishing gun. If the modification has a prerequisite, you must meet the prerequisite. When you gain a level in the Exorcist class, you can switch out a known modification for another. You start knowing two options from the following:
 
  • Arcane Cell
    Requires: 6th level required
    Your mastery over this weapon allows you to change your banishing damage temporarily. Once per turn without expending Stamina, you may change the damage type of your banishing damage can be either Scorch, Frost, Corrosion, Echo, or Wychblight damage (your choice). This change lasts for a number of minutes equal to your Mechanisms talent. Additionally, you can use this feature even if you've used a feature that doesn't require Stamina already.
  • Charged Shot:
    As part of your banishing Strike, you can charge and hold the energy inside it. You only can make one Strike with this type of shot, but the shot is treated as a critical.
  • Double Barrel
    When you hit with your banishing gun, you roll your banishing die twice as both barrels are fired.
  • Enhanced Sights
    You add either a scope or magical enhanced sights that grant you a +1 to Strikes with it. Additionally, you don't have a penalty when firing at long range.
  • Magical Transfusion
    Requires: 15th level
    When you make an banishing Strike, you can expend a number of Weave of Magic. On a hit, the attack deals an additional 1d6 per Weave of Magic spent of force damage.
  • Rail Barrel
    You extend the barrel of your banishing gun, changing your range to 150/300 feet.
  • Rifle Configuration
    Requires: 6th level required
    Your banishing gun now has the the two-handed property. As well as your range changes to 240/500 feet. In addition, your banishing damage does an additional 2d6 extra damage.
  • Snubnose
    Your banishing gun can only be used at short range. However, on a hit, the target is knocked back 5 feet and takes Bleed (1d10).
  • Triple Barrel
    Requires: 11th level and the Double Barrel Modification
    When you hit with your banishing gun, you roll your banishing die three times as three barrels are fired.
You may only have two modifications active at one, but you gain an additional modification at 6th, 11th, and 17th levels.
 

Refined Gadgetry

Upon reaching 7th level, you gain the ability to improve your Technomantic Gadgetry, giving you the following benefits to the option you chose at 3rd level:
 
  • Alchemical Bomb
    You can choose the damage types Scorch, Jolt, Frost, Fester, or Corrosion damage instead of Blunt or Pierce damage. Additionally, the damage is increased to 3d6.
  • Superstitious trap
    You can now choose the conditions frightened, Festered, or charmed in addition instead of grappled or restrained. Additionally, the condition can last for 10 minute, or until the creature makes its Mind check at the end of its turn.
  • Supernatural Potion
    Your potion grants you the following improvements to your options:
    • Your resistance dice against Scorch, Frost, Jolt, or Echo damage increases to 2d8
    • You gain +2 to Strike and damage rolls.
    • Every turn you regain hit points equal to two rolls of your banishing die.
    • You can gain blindsense or tremorsense (your choice upon creating) up to 60 feet.
      Additionally, the effect granted lasts for a number of hours equal to your Mechanisms.
 

Updated Conduit

Beginning at 10th level, your banishing gun can now have three modifications active. In addition, when you roll a crit on an Strike roll, dodge roll, or block check; you instantly create your choice of Technomantic Gadgetry.
 

Gadgettering Expert

At 15th level, you are at your best when you have your custom mechanical marvels near you. If you have any of your Technomantic Gadgetry on hand, you add your Mechanisms pool to any check you do.
 

Omega Conduit

Upon reaching 18th level, your tinkering has granted your banishing gun to allow four modifications active. In addition, any Jolt damage you deal is doubled while you have any of your Technomantic Gadgetry available.

 
  Creed of the Viscera

Creed of Viscera

Many of the other Exorcists use the technologies of the other Creeds, while the Creed of Viscera use their own blood in their unique and sadistic banishing style. Blood Exorcists have a fascination for how the body ticks. What makes the body work? And even going so far as to control it to their whim with crimson hexes and bloody infusions. They were here from the beginning of the Creeds and they will continue to be here until the end.
 

Viscera Banishing Style

At 1st level when you choose this Creed, your banishing damage is Wychblight and inflicts Bleed (1d12). If a creature has resistance to Wychblight, you still inflict Bleed with the Strike.
Additionally, you may infuse your own essence into your banishing. When you make a Banishing Strike, you may choose to make it a Blood Banishing Strike. You lose a number of hit points equal to one roll of your banishing die, as shown in the Banishing Die column of the Exorcist table.
For the duration, your critical range is now 9 and 10s on Strikes.
 

Crimson Hex

Beginning at 3rd level, you gain the ability to channel a part of your own vigor to curse and manipulate creatures through your Banishing abilities. Once per turn, unless stated otherwise, you may inflict a malicious hex upon a creature within 60 feet of you that you can see. Choose one of the following:
 
  • Blood Hex of The Blind
    The target has a penalty equal to one roll of you banishing die on their next Strike
    Overdrawn: All of the target's Strikes are lowered by one roll of your Banishing die until your next turn.
  • Blood Hex of The Branded
    You gain a bonus on the next Strike against the target equal to your Discipline modifier.
    Overdrawn: If you Strike the target with your blood banishing feature, you get to add your Discipline modifier to the total damage.
  • Blood Hex of The Provoked
    When you use a banishing Strike against the target, the target needs to make a Mind check equal to your Discipline DC or they cannot move 15 ft away from you.
    Overdrawn: If the target fails their save and tries to attack anyone else, or leave your radius they take 2d6 Trauma damage.
  • Blood Hex of The Unfocused
    If the target is concentrating on an Incantation. That creature has a penalty equal to your Discipline modifier on the next Concentration check it must make to maintain before the end of your next turn.
    Overdrawn The target must make an additional Weave Surge check in addition to casting any Incantation.
  • Blood Hex of Backlash
    You bind a creature to you for a number of minutes equal to your Discipline modifier. While the creature is hexed, any damage inflicted upon you. That creature takes half of the damage.
    Overdrawn The target instead takes full damage that you've suffered.
  • Blood Hex of Spell Sunder
    When a creature is about to cast a Incantation that requires a Incantation strike and targets you, you can use your Countermove to rend the spell from the air, imposing a penalty equal to your Discipline modifier.
    Overdrawn You make a check with your Spellcasting Attribute equal to the creatures Incantation DC, if you succeed the Incantation misses you entirely.
  • Blood Hex of System Purge
    You can manipulate the creature's blood to expunge a corruption. The target can make an immediate Vigor + Enduance check or is Festered (1d8). On a failed save, the target is Festered for a number of minutes equal to your Discipline modifier.
    Overdrawn: The target can immediately make another check against one other condition of your choice: blinded, deafened, or paralyzed. On a failed save, the target also gains the chosen condition.
 

Bloody Disciplines

At 3rd level, you gain access to Esoteric Disciplines that sacrifice your health, granting you an added edge to your attack and defense. These Disciplines do not count against your disciplines known.
  • Vitaeous Shield
    When you are using the Blocking or Magical Blocking feature, you can sacrifice a number of your hit points and add 1d6 per 2 hit points sacrificed, potentially reducing an Strike to nothing. The number of hit points spent cannot exceed your Vigor pool.
  • Plasma Strike
    Whenever you make an Strike, you can sacrifice a number of your hit points and add the amount sacrificed to the Strike's damage roll. The number of hit points spent cannot exceed your Vigor pool.
  • Ichorous Dodge
    When you take the Dodge feature, you can sacrifice a number of hit points, granting +1 to the dodge roll per 3 hit points sacrificed, potentially turning the successful Strike into a failure. You can use this feature before or after the Strike hits, but you must use it before the Lore Keeper says you passes.
  • Weave The Veins of Magic
    Whenever you cast a spell, you can expend a number of hit points equal to the Weave of Magic that would be expended. When you cast an Incantation this way, you only need to expend Hit points and Stamina for the feature, if it consumes Stamina. The number of hit points spent cannot exceed your Vigor pool.
 

Cruor Gaze

Upon reaching 7th level, you gain the ability to see creatures with blood flowing through them. By expending 3 Stamina, you may see creatures that contain blood and that are not behind total cover within 60 feet of you for a number of minutes equal to your Arcane Attribute. Creatures that do not contain blood like Golems, Constructs, Oozes, and Ghosts you cannot see with this feature.
You may use this feature a number of times equal to your Arcane Attribute or you may expend 2 Weave of Magic when you have expended uses of it.
 

Strength In Blood

Beginning at 10th level, your hexes become more potent. You gain the Overdrawn feature for your Crimson Hexes.
 

Ichorous Simulacrum

At 15th level, you gain the ability to force a clone of yourself made entirely from your own blood. By expending 5 Stamina and 5 Weave of magic along with 10 hit points, you create a duplicate. The simulacrum uses the Ichorous Simulacrum Stat Block down below. In addition, the simulacrum goes after you initiative.
You can use this feature once until you finish a long rest.
 

Ecstasy In Agony

Upon reaching 18th level, you learn that you can temporarily create false vigor in place of the life you sacrificed. When you sacrifice a number of hit points, you gain temporary hit points equal to the number sacrificed. These temporary hit points have a duration of 1 hour and can be used in place of sacrificing hit points when you do so, though you may only use temporary hit points on this feature if you have the Temporary hit points already.

 

Debuffs

  Stunned
Staggered
Feared
Blinded
Hobbled (- number value lower than 5)
Restrained
Prone
Fatigue
Charmed
 

Incantation Debuffs

  Hallowed
Lustrous (dice value)
Blight (dice value)
Bleed (dice value)
Jolted (dice value)
Burned (dice value)
Coldsnap (dice value)
Traumatized (dice value)
Festered (dice value)
Corroded (dice value)
Devoured
 

Buffs

  Enervated (dice value)
Invisible
Truesight

Arsenal

Close Quarters

Axe: (Adept)

Strength + Brawn, 1d8 Carve, Versatile (1H: 1d8; 2H: 1d10), Juggernaut (2)

Bound Weapon: (Grandmaster)

Strength or Dexterity + Larceny or Brawn, 1d8 Physical, Reach (15ft) Agile

Curved Greatsword: (Expert)

Strength + Brawn, 1d12 Carve, Guillotine (3), Reach (10ft), Heavy (3)

Greataxe: (Adept)

Strength + Brawn, 1d12, Guillotine (3), Juggernaut (2), Heavy (2)

Great Katana: (Grandmaster)

Strength + Larceny, 1d10 Carve, Guillotine (2), Bleed (1d12), Reach (10ft)

Greatmaul: (Expert)

Strength + Brawn, 1d12 Blunt, Juggernaut (5), Heavy (3)

Greatsword: (Expert)

Strength + Brawn, 1d10 Carve, Versatile (1H: 1d10; 2H: 1d12), Juggernaut (3)

Katana: (Expert)

Strength or Dexterity + Larceny, 1d8 Carve, Bleed (1d10), Agile, Lithe

Knotblade: (Grandmaster)

Strength or Spellcasting Attribute + Brawn, 1d8 Pierce, Bleed (2d6), Conduit

Knotted Knuckle: (Grandmaster)

Strength or Dexterity or Spellcasting Attribute + Brawn or Woven Occult, 1d8 Physical, Conduit, Gauntlet, Lithe.

Light Greatsword: (Expert)

Strength or Dexterity + Larceny, 1d10 Carve, Lithe, Agile

Longsword: (Adept)

Strength or Spellcasting Attribute+ Brawn or Larceny, 1d8 Carve, Versatile (1H: 1d8; 2H: 1d10), Lithe, Conduit

Maul: (Adept)

Strength + Brawn, 1d10 Blunt, Versatile (1H: 1d10; 2H: 1d12), Juggernaut (3)

Rod: (Adept)

Strength or Spellcasting Attribute, 1d8 Blunt, Conduit, Juggernaut (1)

Stave: (Adept)

Strength or Spellcasting Attribute + Weave Occult or Brawn, 1d8 Blunt, Versatile (1H: 1d8; 2H: 1d10), Conduit

Twinblade: (Grandmaster)

Strength or Dexterity + Larceny, 1d10 Carve or Pierce, Versatile (1H: 1d10; 2H: 1d12), Agile, Guillotine (2)

War Reaper: (Grandmaster)

Strength or Dexterity + Larceny, 1d10 Carve, Juggernaut (2), Agile, Reach (10ft)  

Ranged

Bow: (Adept)

Dexterity + Larceny, 1d8 Pierce, Recurve-Frame (2), Munition

Crossbow: (Expert)

Dexterity + Larceny, 1d10 Pierce, Versatile (1H: 1d10; 2H: 1d12), Mariner, Munition

Greatbow: (Expert)

Strength or Dexterity + Larceny, 1d12 Pierce, Composite-String (3), Heavy (3), Munition.

Light Bow: (Adept)

Dexterity + Larceny, 2d6 Pierce, Volley-String (2), Munition

Both

Chakram: (Expert)

Strength or Dexterity + Larceny, 1d8 Carve, Parry (1d6), Agile, Lithe, Thrown (35/70).

Dagger: (Adept)

Strength or Dexterity + Larceny, 1d6 Pierce, Parry (2d6), Agile, Lithe, Thrown (35/70)

Hunter Dart: (Grandmaster)

Strength or Dexterity + Larceny, 1d8 Pierce, Seeker (120ft), Agile, Mariner.

Stitched Armament: (Grandmaster)

Dexterity or Spellcasting Attribute + Woven Occult or Larceny, 1d10 Physical, Thrown (60/100), Draupnir (3), Conduit

Polearm: (Expert)

Strength + Brawn, 1d12 Physical, Heavy (2), Mariner, Thrown (90/150)


Cover image: by LordGalakrond