Oath of Exorcism

Tenets of Exorcism

Though the exact words and strictures of the Oath of Exorcism vary, paladins of this oath share these tenets.

  • Burden: The phantom that follows you is a curse, no matter how helpful it may seem.
  • Caution: Be wary of those who might try and aid you in your plight for they might be pretenders waiting to stab you in the back.
  • Duty: The phantom that guides you through life is not your friend but your charge. You must work towards its eventual passage into the afterlife.
  • Faith: You are to never lose sight of your mission, no matter what they think of you. Only you can ensure that souls are put to rest.
Oath of Exorcism Spells
Paladin Level Spells
3rd detect evil and good, protection from evil and good
5th prayer of healing, see invisibility
9th dispel magic, speak with dead
13th banishment, death ward
17th contact other plane, dispel evil and good

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Brand Undead: You can use your Channel Divinity as an action in order to present a held weapon which glows bright with divine light. All undead within 60 feet must succeed a Charisma saving throw or be bathed in an unearthly glow for 1 minute. While bathed in this glow, attacks these undead are made with advantage.
  • Expel Spirits: You can use your Channel Divinity as an action in order to remove charms or spirits from a creature. Choose a creature that is either charmed or possessed (such as through a ghost’s Possession ability). That creature immediately gets to make a saving throw against the effect with advantage.


At 7th level, you constantly manifest a phantom humanoid that mimics your movements. Once per turn, when you successfully damage a creature with a melee weapon attack, the phantom deals an extra 1d6 points of force damage as it also strikes the creature. Furthermore, as a reaction when you would be damaged by a melee or ranged weapon attack, you can instead let the phantom take the blow, causing you to take half the damage. Once you do this, the phantom disappears and you cannot use any of the effects of this ability until you complete a short or long rest.

Phantom’s Fortitude

At 15th level, as a reaction whenever you would make a saving throw, you can choose to expend a bit of your phantom’s power to strengthen your resolve and make the saving throw with advantage. You use this ability a number of times equal to your Charisma modifier. You regain all expended uses when you complete a long rest.

Phantom Form

At 20th level, as an action you can choose to let your phantom completely overtake your own physical form for 1 minute, granting you resistance to all damage except force, necrotic, and radiant damage. While in this form, you have immunity to being charmed or possessed (such as through a ghost’s Possession ability). Furthermore, if you were to take enough damage to reach 0 hit points, you are immediately removed from this form and are instead left at 1 hit point. Once you have used this ability, you must complete a long rest before doing so again.

Section 15: Copyright Notice

The Dragon’s Hoard #9 © 2021, Legendary Games; Authors Jason Nelson, Miguel Colon, Robert J. Grady, Michael “solomani” Mifsud, Matt Kimmel, Scott D. Young, Mark Hart, and Jeff Ibach

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