Exorcist (5e Class)

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Author: Ghostwheel (talk)
Date Created: June 12 2019
Status: Complete
Editing: Clarity edits only please
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An exorcist in traditional clothing


The elven woman smiles kindly before muttering a few words and making a few hand gestures. With a benevolent wave of her sword, she releases the foul being back into the afterlife.

A half-orc with shining rules along his body brutally crushes the head of a fiend before looking at the demonic entity's friends. A smile full of teeth creases his face before he gestures for them to come forth.

Pensively looking at the stack of papers, an old dwarf mutters under his breath with a book in his hand. Lights spring to life around him as his frown deepens, sensing that there is evil about.

All of these are exorcists, and each one makes use of their heavenly guardian's power to channel their abilities into the world. More than simply a guardian angel, this entity is the source of their divine power, and none share that being's power apart from the chosen exorcist.

Some may have a figure from history as their heavenly guardian, while others inherit a being of great strength such as a long-dead dragon, celestial, or fiend. Regardless, all of these are used to remove impurities from the world at the guidance of the exorcist.

Power from Without, Strength from Within[edit]

Exorcists can be found throughout the land, often working to cleanse townsfolk of evil and to remove coming calamities by cutting them off at the source. However, not all exorcists are good; some use the power from the heavenly guardian for less moral ends, whether it be to gain wealth, power, or to indulge in their own excesses. Regardless, each exorcist works to make their way in the world and to ensure that none get in their way.

Evil, Begone![edit]

Regardless of where they might come from or what their purpose might be, all exorcists in the end seek to remove something from the world. For some it might be the impurities that sometimes creep into the world in the form of possessing fiends or strange maladies, while others simply seek to excise the obstacles in their way, even allowing a portion of the impurities into their bodies in order to obtain their goal.

Creating an Exorcist[edit]

When creating an exorcist character, think about how your character came into contact with their heavenly guardian. Many exorcists are unaware of the source of their power, while some have seen them in dreams, or even manifested right before their eyes.

Next, think upon why your character chose to use the powers, and what made them start adventuring. Was it the need to remove evil from the world after having seen their village burn down around them? Was it the call from a nobleman and the promise of money if only the exorcist would exorcise some demonic influence upon their family? Or did your strange powers cause you to simply be evicted from where you grew up?

Quick Build[edit]

You can quickly make an exorcist by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Wisdom. Second, choose the acolyte background.

Class Features[edit]

As a Exorcist, you gain the following class features.

Hit Points[edit]

Hit Dice: 1d8 per Exorcist level
Hit Points at 1st Level: d8 + your Constitution modifier
Hit Points at Higher Levels: 1dd8 + your Constitution modifier


Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Calligrapher's supplies
Saving Throws: Wisdom, Charisma
Skills: Choose two from Acrobatics, Athletics, Arcana, History, Insight, Intimidation, Perception, Religion.


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) scale mail
  • (a) a longsword or (b) a rapier or (c) a simple weapon
  • (a) a light crossbow and 20 bolts or (b) five javelins
  • (a) a priest's pack or (b) an explorer's pack
  • (a) calligrapher's supplies

The Exorcist

Level Proficiency
Features Incantations
1st +2 Incantations, Ritual Magic 2
2nd +2 Excise Possessor, Sense Possession 2
3rd +2 Exorcist Aspect 2
4th +2 Ability Score Improvement 2
5th +3 Runic Flurry 3
6th +3 Excise Possessor improvement 3
7th +3 Create Ofuda 3
8th +3 Ability Score Improvement 3
9th +4 Exorcist Aspect feature 4
10th +4 Excise Impurity (one use) 4
11th +4 Dual Incantation 4
12th +4 Ability Score Improvement 4
13th +5 Excise Possessor improvement 5
14th +5 Counter Possessor 5
15th +5 Exorcist Aspect feature 5
16th +5 Ability Score Improvement 5
17th +6 Maintain Incantation 6
18th +6 Excise Impurity (two uses) 6
19th +6 Ability Score Improvement 6
20th +6 Excise Self 6


You know two incantations which can be used to reinforce your own body as well as affect the world around you, and learn new incantations as shown in the Incantations Known column of the Exorcist table. To activate an incantation, you must be able to speak and have a hand free (though you are fast enough to release your grip on a weapon, activate an incantation, and re-grip your weapon), use an action or bonus action, and spend one rune point (see below) at the end of your turn for each incantation you have active. Incantations are detailed at the end of this section. You cannot activate an incantation if you have 0 rune points remaining.

Incantations remain active (unless noted otherwise) until you choose to end them at the beginning of your turn, and their cost must be paid at the end of your turn as normal. After a minute passes while you have one or more incantations active, you must immediately end all active incantations on you or gain a level of exhaustion, gaining an additional level of exhaustion for every additional minute your incantations are active. A minute must pass before you activate an incantation, or else the duration for the purposes of exhaustion continues from the length of time you had incantations active and does not reset.

Should you go unconscious while incantations are active their effects immediately disappear, though you may return them to their previous level should you wish without spending an action when your recover. However, if you do, the time you spend unconscious counts toward the amount of time they are active before gaining levels of exhaustion.

All exorcists draw power from their guardian spirit to power their abilities. This is represented by a number of rune points that you possess. Your maximum number of rune points is equal to your Wisdom modifier (minimum 1). Immediately after you pay the cost of your incantations, regain one rune point, up to your maximum. If the total number of rune points you possess after regaining them would put you below 0 rune points, you must immediately cancel a number of incantations (or lower their current level) so that their total cost would put you at 0 rune points. You regain two additional rune points at the end of your turn when you reach level 5, 11, and 17 in this class.

Ritual Magic[edit]

As an exorcist, your knowledge of spells and rituals is vast in order to allow you to drive forth evil from a place, allowing you to fill a book with rituals both spiritual and arcane. While this book is in your hand, you may cast any ritual spells you have detailed within it. Choose one of the following classes: cleric, or wizard. Choose two 1st-level spells which have the ritual tag from the chosen class's spell list. These two spells are detailed in your ritual book, and you can cast them as ritual spells using your Wisdom where applicable. In addition, you are considered to have all of the chosen class's spells on your spell list for the purpose of activating scrolls, and do not need to make an ability check to activate scrolls whose spell level is equal to or less than one-half your class level and count as a member of your chosen class for the purpose of activating magical items.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Excise Possessor[edit]

At 2nd level, you understand how to banish enemies that would inhabit your allies. As an action, you may allow a creature who is being possessed (such as the possession ability of a ghost) to make the same saving throw they originally made to resist being possessed with advantage, at the original DC. Should the saving throw succeed, the being is expelled to an unoccupied adjacent square of your choice and the possession ends. You may use this ability up to a number of times equal to your Wisdom modifier. You regain the uses of this ability when you finish a short rest.

Upon reaching 6th level, this ability improves, allowing you to affect creatures under the effects of the charmed condition, and improves again at 13th level, allowing you to affect creatures under the effect of the frightened condition. Only a single effect can be allowed an additional save by each use of this ability.

Sense Possession[edit]

By 2nd level, your senses become much more attuned to the presence of possessing creatures. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any creature that is affected by a condition or ability which you could affect with the Excise Possessor class feature within 60 feet of you that is not behind total cover. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Exorcist Aspect[edit]

As you reach 3rd level, you choose an aspect that decides the way you fight the abberations that possess those around you. Choose one of the following aspects: Aspect of Armament, Aspect of Impurity, or Aspect of Lore, all detailed at the end of the class description. Your aspect grants you features at 3rd level, and again at 9th, 15th level.

Runic Flurry[edit]

At 5th level, the runes on your body enhance your swiftness, allowing you to attack faster. For every 2 rune points you have spent since the start of your last turn, you may make an additional attack when you take the Attack action on your turn, up to a maximum of one at level 5, two at level 11, and three at level 17.

Create Ofuda[edit]

When you reach 7th level, you learn how to create ofuda, thin strips of parchment that hold power that reacts negatively to your enemies. Upon completing a long rest, you may spend 15 minutes creating a number of ofuda equal to your Wisdom modifier (minimum 0), and empowering them with your energy through the use of calligrapher's supplies. These ofuda remain viable until you finish a long rest at the end of which they become harmless pieces of parchment.

You can place the ofuda on a solid surface as an action, or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal it. When you set the ofuda down, you can declare a certain trigger for its activation, such as when a creature walks within a certain radius (no more than 20 feet), when a creature touches the ofuda, or when the container object is opened. You can further refine the trigger so the ofuda activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the ofuda, such as those who say a certain password. When you set it down in this way, an ofuda lasts for 7 days, after which time it disappears.

You can also use an action to simply throw an ofuda up to 60 feet, declaring the trigger condition before you throw it. This can be a trigger as described above, or "on contact" to have the ofuda activate at whatever point you choose to throw it at. If it is not activated within a minute after having been thrown, it disappears.

When triggered, the ofuda erupts with burning light in a 20-foot-radius sphere centered on the ofuda. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw (DC 8 + your proficiency modifier + your Wisdom modifier). A creature takes 4d6 radiant damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Aberrations, celestials, elementals, fey, fiends, and undead take twice as much damage. The damage dealt by this feature increases by 1d6 every other level you gain in this class, starting at 5d6 at 9th level and ending at 10d6 at 19th level.

Excise Impurity[edit]

At 10th level, you react with lightning speed when an enemy attempts to disturb the purity of you or your allies. As a reaction when an ally would fail a saving throw against an effect, you may allow that ally to reroll that saving throw. You regain the use of this ability when you finish a short rest. You gain an additional use of this ability per short rest upon reaching 18th level.

Dual Incantation[edit]

At 11th level, your chanting speed increases even further, allowing you to activate two incantations whenever you would normally activate a single incantation.

Counter Possessor[edit]

At 14th level your swiftness in removing possession increases, allowing you to activate your Excise Possessor feature as a reaction, instead of an action.

Maintain Incantation[edit]

By 17th level your mastery over incantations has grown to the point where you learn how to maintain one without requiring you to spend any of your own power. Choose one incantation you know. It always affects you at any level you choose it to be active at, costs you one less rune point to maintain per turn (to a minimum of 0), and does not count towards the duration for gaining exhaustion from having incantations active.

For example, if you choose Soaring Legs of the Phoenix, you could choose to have it active at its first level at no cost in rune points, or even at its fourth level with a cost of 3 instead of 4 rune points per turn without risk of gaining exhaustion.

Excise Self[edit]

Beginning at 20th level, your mastery over exorcisms has grown to the point where you can remove even yourself from the flow of time. You can cast time stop once without expending a spell slot. You regain the ability to cast this spell when you complete a long rest.


Incantations are at the core of an exorcist's power. The following are a list of incantations that you can activate, though none can be activated more than once per action (regardless of whether it is an action or bonus action). An upgrade to an incantation can only be activated if the previous version of it is active, and requires an additional rune point spent at the end of your turn.

For example, you could choose to activate the first level of the Soaring Legs of the Phoenix incantation on your first turn, spending one rune point, then the second level on your second turn, spending an additional rune point, and then the third level on your third turn, for a total of three rune points spent at the end of your third turn and for each turn afterwards as long as you maintain the third level of Soaring Legs of the Phoenix.

Incantations that replicate the effect of spells use your Wisdom modifier for the purpose of that spells' effects. Some incantations require you to possess a certain level in this class in order to activate, as detailed below.

Black Tortoise Body[edit]
First level

You are under the effect of the heroism spell.

Second level (requires level 5)

You have resistance to damage on the first time you would be damaged after the end of each of your turns.

Third level (requires level 15)

You have resistance to all damage.

Cherry Blossom Purification[edit]
First level

You gain +2 to your saving throws.

Second level (requires level 7)

You have advantage on the first saving throw you make after the end of each of your turns.

Third level (requires level 13)

You have advantage on saving throws.

Crushing Dragon's Grip[edit]
First level

Enemies you hit cannot use their reaction to make opportunity attacks until the start of your next turn.

Second level (requires level 5)

You gain proficiency with acrobatics and athletics checks. If you already had proficiency in these, you instead double your proficiency bonus.

Third level (requires level 11)

You have advantage on all acrobatics and athletics checks.

Dance of the Hazy Lotus Flower[edit]
First level

Increase your AC by 2.

Second level (requires level 5)

The first time you would be attacked after the end of your turn, that attack is made at disadvantage.

Third level (requires level 13)

Enemies have disadvantage when attacking you.

Eyes of the Oracle[edit]
First level

You gain a +1 bonus on weapon attack rolls.

Second level (requires level 9)

Your first weapon attack each turn is made with advantage.

Third level (requires level 13)

You have advantage on weapon attacks.

Field of Absolute Purification[edit]
First level (requires level 5)

A hostile creatures that enters for the first time on a turn or starts its turn within a 20 foot radius of you must make a Wisdom saving throw (DC 8 + your proficiency modifier + your Wisdom modifier) or take 2d8 radiant damage. On a successful save, creatures instead take half damage.

Second level (requires level 11)

As per the first level, but damage is increased to 4d8. In addition, you may spend a rune point as a bonus action to cause all hostile creatures within a 20 foot radius to make a Wisdom saving throw, taking 4d8 radiant damage on a failure or half as much on a success.

Third level (requires level 17)

As per the third level, but both of the listed damage amounts are increased to 6d8.

Soaring Legs of the Phoenix[edit]
First level

Increase your speed by 10'.

Second level (requires level 5)

Increase your speed by an additional 10'.

Third level (requires level 10)

Increase your speed by an additional 10'.

Fourth level (requires level 15)

You are able to fly at your speed. When this incantation ends, you are affected by the feather fall spell.

White Tiger's Strength[edit]
First level

You deal an additional point of damage on melee weapon attacks.

Second level (requires level 5)

You deal an additional 1d4 points of damage on melee weapon attacks. This effect replaces the first level effect.

Third level (requires level 9)

You deal an additional 1d8 points of damage on melee weapon attacks. This effect replaces the second level effect.

Fourth level (requires level 13)

You deal an additional 2d6 points of damage on melee weapon attacks. This effect replaces the third level effect.

Exorcist Aspect[edit]

As an exorcist, you are immutably tied to the spiritual. However, not all exorcists fight the same way; while some are steeped within the knowledge of the ages, familiarizing themselves with countless chants with which to repel their foes, others equip enchanted weapons to aid them in their fight. Finally, and perhaps the darkest path, are those who are tainted with the impurity which they fight, and attempt to use it to heighten their strength.

Aspect of Armament[edit]

A weapon holds a special place in your heart, allowing you to enhance it further to the point where you can lay low any foe.

Summon Armament[edit]

At 3rd level, you can use your action to create a sacred weapon in your empty hand. You can choose the form that this weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

Your sacred weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one Magic Weapon into your sacred weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your sacred weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your sacred weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

If you take damage while wielding your sacred weapon, you can use your reaction to shunt some of the damage to your weapon, reducing the damage taken by an amount equal to your proficiency modifier.

Enchant Weapon[edit]

By 9th level your bond with your sacred weapon deepens, allowing you to add your Wisdom modifier to damage when making attacks with this weapon. In addition, before attacking with your weapon you can cause it to gain a +1 bonus to attack and damage rolls for the next minute, though this does not stack with the bonus granted by a magic weapon. You regain the use of this feature at the end of a short or long rest, and gain another use of this ability at 15th level.

This bonus increases to +2 at level 13, and to +3 at level 17.

Spirit Weapon[edit]

Upon reaching 15th level, you gain a mastery of your weapon that transcends living flesh. You can choose to have all damage dealt by your weapon be radiant damage.

Aspect of Impurity[edit]

You have either allowed or been forced to take impurity into your body, exchanging your own health for greater power.

Sacrificial Pact[edit]

At 3rd level, when you take damage you can use your reaction to reduce your maximum hit points by a number equal to your level. This reduction lasts until you finish a short or long rest. When you reduce your hit points in this way, you regain a number of hit points equal to twice your level. You regain these hit points before taking the damage.

In addition, you can choose to take damage and reduce your maximum hit points by a number equal to your level at any time during your turn without spending an action to regain a number of rune points as though you had ended your turn. These lost hit points return at the end of a short or long rest.

Empower Incantation[edit]

By 9th level, you can choose to take damage and reduce your maximum hit points by a number equal to your level when activating an incantation to increase its power by an additional level. For example, if you have the first level of Stone-Crushing Strength active and activate it again to increase its level, you can choose to reduce your maximum hit points by a number equal to your level to immediately increase it to the third level. This reduction lasts until you finish a short or long rest. You must still meet the prerequisite for the chosen incantation, and pay the normal cost of rune points.

Form of Impurity[edit]

Upon reaching 15th level, you can allow the impurity to take over your body for a short time. You gain the ability to cast TransformationXGE once, and regain uses of this ability at the end of a long rest. Taking damage while under the effect of this feature does not require you to make a Constitution save to maintain concentration.

Aspect of Lore[edit]

You are learned in the matters of the arcane, and can cast a limited number of curses, barriers, and spells.

Spell Incantations[edit]

When you reach 3rd level, your maximum number of rune points is increased by two, and increases by an additional point at levels 5, 11, and 17. In addition, you augment your talent to activate incantations with the ability to cast a number of spells. You learn two cantrips and 3 spells from the spell list at the end of this section, and must pay a number of rune points when activating a spell as per the following table. A spell that would normally be cast as a bonus action costs an additional rune point, and a spell that would normally be cast as a reaction costs an additional two rune points.

Spell Cost
Spell Level Rune Point Cost
1st level 1
2nd level 3
3rd level 5
4th level 7

If a spell is still active at the end of one of your turns subsequent to the one in which you cast it, you must pay a number of rune points equal to the spell's level to maintain it. This follows the same rules as incantations, and if you would end with a negative number of rune points after regaining them, you must immediately cancel a number of incantations or spells in order to not have a negative total of rune points. You do not need to pay rune points at the end of your turn if the spell's duration is longer than one hour.

You may choose to learn 2nd level spells from your spell list at 7th level, 3rd level spells at 13th level, and 4th level spells at 19th level. You learn a new spell every even level after 3rd, and gain an additional cantrip at level 10. Whenever you gain a level, you may choose to switch any spell with another you have would be able to learn.

You may effectively cast a spell incantation at a higher spell level by investing more rune points, requiring an additional two rune points for each effective spell level higher, with a maximum spell level equal to the highest-level spell incantation you could learn. Doing so also requires you to spend additional rune points each round in order to maintain the spell incantation as normal for higher level incantations.

Wisdom is your spellcasting ability for your spells, and you use it when setting the saving throw DC and when making an attack roll with your spells.

Spell save DC = 8 + your proficiency modifier + your Wisdom modifier

Spell attack modifier = your proficiency modifier + your Wisdom modifier

Aspect of Lore Spell List[edit]

Cantrips (0 level): Blade Ward, Booming BladeSCAG, Chill Touch, Dancing Lights, Fire Bolt, Green-Flame BladeSCAG, Guidance, Lightning LureSCAG, Message, Ray of Frost, Sacred Flame, Thaumaturgy, Word of RadianceXGE

1st level: Absorb ElementsXGE, Armor of Agathys, Bane, Bless, Ceremony, Command, Detect Evil and Good, Detect Magic, Dissonant Whispers, Divine Favor, Find Familiar, Heroism, Hex, Hideous Laughter, Inflict Wounds, Mage Armor, Protection from Evil and Good, Purify Food and Drink, Ray of Sickness, Sanctuary, Shield, Shield of Faith

2nd level: Barkskin, Blindness/Deafness, Flame Blade, Protection from Poison, Ray of Enfeeblement, Scorching Ray, Shadow BladeXGE, Warding Bond, Web

3rd level: Beacon of Hope, Bestow Curse, Crusader's Mantle, Dispel Magic, Elemental Weapon, Fear, Haste, Magic Circle, Slow, Spirit Guardians, Wall of SandXGE, Wall of WaterXGE, Wind Wall

4th level: Aura of Life, Aura of Purity, Banishment, Blight, Confusion, Divination, Elemental BaneXGE, Guardian of Faith, Resilient Sphere, Stoneskin, Wall of Fire

Lore of Healing[edit]

By 9th level, you learn sutras that heal those around you. As an action, you can whisper those sutras to restore a number of hit points equal to five times your exorcist level. Choose a number of creatures within 30' of you, and divide those hit points among them. This feature can restore a creature to no more than half its maximum hit points. You can't use this feature on an undead or construct. This features recharges at the end of a short or long rest.

Sacred Abode[edit]

Upon reaching 15th level, you can summon the very abode of the gods down to earth. You gain the ability to cast Temple of the GodsXGE once, and regain the use of this ability at the end of a long rest.

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Ghostwheel's Homebrew (398 Articles)
Facts about "Exorcist (5e Class)"
AuthorGhostwheel +
Hit Die1d d8 +
Identifier5e Class +
Length20 +
RatingUndiscussed +
SaveWisdom + and Charisma +
SkillAcrobatics +, Athletics +, Arcana +, History +, Insight +, Intimidation +, Perception + and Religion +
SummaryMixing magic and melee, this class focuses on using incantations to increase their combat proficiency +
TitleExorcist +