Exorcism Domain

A Divine Domain for Clerics





Time Domain Spells

Cleric Level Spells 1st detect evil and good, find familiar* 3rd augury, branding smite 5th magic circle, remove curse 7th death ward, divination 9th dispel evil and good, hallow

Onmyōdō

When you choose this domain at 1st level, you gain proficiency with the Calligrapher's supplies. You can use this supplies to create Paper Talismans, which can be used as a holy symbol by you.

Paper Talismans Inscribed with words of power and divine will, these small pieces of paper can be used by exorcists as a ranged weapon that deals 1d8 radiant damage. You can use you Wisdom instead of Strength for the attack and damage rolls using this weapon. It has the ammunition property and its range throw is 20/60.





















Channel Divinity: Amulet of Protection

Starting at 2nd level, you can use your Channel Divinity to protect your allies.

As an action, you present your holy symbol and evoke protective ofudas. Choose a number of creatures within 30 feet of you equal to your Wisdom modifier. For the next minute, all affected creatures gain a +2 bonus to AC for the duration.

Ofuda

Beginning at 6th level, you learn to infuse your paper talismans with even more power. As an action, on your turn you may subject one creature you can see within 60 feet to one of the following effects:

Blinding Tag: The talisman creates a burst of bright light in front of the enemy. Choose one target you can see within 20 feet of you, it must succeed on a Constitution saving throw or be blinded for a number of rounds equal to your Wisdom modifier. The target may repeat the saving throw at the end of its turn.

The talisman creates a burst of bright light in front of the enemy. Choose one target you can see within 20 feet of you, it must succeed on a Constitution saving throw or be blinded for a number of rounds equal to your Wisdom modifier. The target may repeat the saving throw at the end of its turn. Ensnaring Tag: The talisman summons forth ethereal chains that wrap around the foe. Choose one target you can see within 20 feet of you, it must succeed on a Strength saving throw or be restrained for a number of rounds equal to your Wisdom modifier. The target may repeat the saving throw at the end of its turn.

The talisman summons forth ethereal chains that wrap around the foe. Choose one target you can see within 20 feet of you, it must succeed on a Strength saving throw or be restrained for a number of rounds equal to your Wisdom modifier. The target may repeat the saving throw at the end of its turn. Exorcising Tag: This talisman expels harmful effects on a creature. Target a creature that is possessed by a celestial, fey, a fiend, or an undead. The creature possessing the target must succeed on a Charisma Saving Throw against your spell save DC or immediately be shunned out of the possessed body.

This talisman expels harmful effects on a creature. Target a creature that is possessed by a celestial, fey, a fiend, or an undead. The creature possessing the target must succeed on a Charisma Saving Throw against your spell save DC or immediately be shunned out of the possessed body. Turning Tag: This talisman instills fear against those affected by it. Choose one target you can see within 20 feet of you, it must succeed on a Charisma saving throw or be frightened of you for a number of rounds equal to your Wisdom modifier.

This talisman instills fear against those affected by it. Choose one target you can see within 20 feet of you, it must succeed on a Charisma saving throw or be frightened of you for a number of rounds equal to your Wisdom modifier. Weakening Tag: This talisman drains the might of the enemy. Choose one target you can see within 20 feet of you, it must succeed on a Constitution saving throw or the target deals only half damage with weapon attacks for a number of rounds equal to your Wisdom modifier. The target may repeat the saving throw at the end of its turn.

Undead and Fiend creatures have disadvantage on their saving throws against these effects.

A creature may spend an action to try to rip the Ofuda out of itself or another creature. To do so, it must succeed on a Charisma Saving Throw against your spell save DC.

You may use a number of Ofuda per day equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Divine Strike

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

Sacred Journey

Starting at 17th level, you gain Ethereal Sight up to a range of 60 feet and you’re considered to always be under the effect of the Protection from Evil and Good spell.

Additionally, Imprisonment is added to your list of domain spells.