Gods or religious sects particularly invested in protecting mortals from demonic influence and possession may include the Exorcism domain.

The Exorcism domain is never a deity’s only domain, but a small and active arm of a greater Church. In rare cases, nature deities take a strong enough position against the intrusion of creatures from Outside that they consecrate a cleric with the power to banish intruders.

As paladins and many clerics defend their faith and innocents under their care against physical threats, including warfare, pestilence, and oppression, exorcists defend against spiritual threats from other planes: celestials (particularly evil or fallen angels), elementals, fey, and fiends. These enemies may manifest in subtle ways, and an exorcist must exercise great insight to root them out without destroying innocents in the process.

Table: Exorcism Domain Spells
Cleric Level Spells
1st detect evil and good, protection from evil and good
3rd see invisibility, zone of truth
5th magic circle, remove curse
7th banishment, private sanctum
9th dispel evil and good, hallow

Subtle Agent of the Faith

At 1st level, you gain proficiency in one of the following: Arcana, Insight, or Intimidate. You also gain proficiency in the Abyssal language, the Celestial language, the Infernal language, the Sylvan language, or the Primordial language.

Armed for Spiritual Warfare

At 1st level, you gain proficiency in heavy armor and the word of censure cantrip (see below).

Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to turn fey and fiendish creatures. As an action, you present your holy symbol and speak a prayer censuring fiends and the fey.

Each creature of those types that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. (This ability does not include destroying fiends or fey.)

Starting at 6th level, you can use your Channel Divinity to punish those who would invade your allies’ thoughts. As a reaction, whenever an ally (not including yourself) within 30 feet fails a saving throw against the charmed or frightened conditions, or becomes possessed, you may grant that ally a new saving throw against the same saving throw DC.

Foes of the Secret Crusade

The Exorcism domain is highly specialized against celestials, fey, fiends, elementals, and undead.

The domain is unsuited to PC use in campaigns in which these creatures do not commonly pose a threat. Talk to your GM before choosing this domain.

If the second roll is successful, you may deal 2d8 + your Charisma modifier radiant damage to the creature that forced the initial saving throw. At 11th level, the damage caused by this effect increases to 3d8 + your Charisma modifier radiant damage. At 17th level, the damage caused by this effect increases to 4d8 + your Charisma modifier radiant damage.

Potent Weapons of the Secret Crusade

Starting at 8th level, once per turn when you make a weapon attack, you deal an additional 1d8 radiant damage. When you reach 14th level, the damage increases to 2d8.

Further, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

The Divine Interdiction

Starting at 17th level, whenever you force a celestial, elemental, fiend, fey, or undead to make a saving throw and they roll a natural 1, or whenever you deal a critical hit to a creature of those types, it suffers a banishment effect as if cast by you. If you are currently maintaining Concentration on another effect, you can choose to drop the spell you are currently concentrating on in favor of the banishment. If you do not, the banishment lasts until the end of your next turn. For the purpose of this ability, your holy symbol is an item distasteful to that creature. If casting banishment is what triggered this effect in the first place, you may choose a new target within 30 feet to be affected by banishment.

Further, you gain advantage on all saving throws against the charmed or frightened conditions, and against any form of possession.

Section 15: Copyright Notice

Mysteries of the Gods: New Cleric Domains and Spells for Fifth Edition 1.0 published by Tribality.com (Innovaworks Inc.); Copyright 2016 Brandes Stoddard