The Power of Pelor/Lathandar/Zin/Iomedae Compels You (Glog class: exorcist)
I could go into deep lore, but this is basically a classic D&D cleric without the thin veneer of polytheism. You banish the unhallowed. Have fun.
Part of a series on de-fragmenting the fragmentary implied classes and rules from the Tower of Salem-Sounan. This is Jedediah's class. Also, several of these features were taken from the same person's own unposted exorcist, particularly the mechanics of Turn the Unholy.
Exorcist
Starting gear: Holy robes (unarmored, as leather vs undead/demons/etc, unwearable by unholy creatures), quarterstaff that looks like a walking stick (medium weapon), appropriate holy symbol(s), chalk, paper warding sigils.
Skills: Theology and 1. Field Medicine, 2. Public speaking, 3. Monster lore
+1 to saving throws each template
A: Warding Signs, Turn the Unholy
B: Miracle Worker, +1 MD, +1 to hit
C: Banishment, Sense Rot, Blessed Raiments
D: Hallowed Weapon, +1 MD, +1 to hit
Warding Signs: You can make chalk or paper wards against supernatural creatures. A given ward takes ten minutes to set up per threshold (door, window, or other entry point) and can ward against one type of creature, such as undead, demons, fairies, or dragons. You may only have one ward active at a time, though it can range from covering one threshold to an entire small building, and these wards lose their power at midnight. Permanent wards can be made, but they require properly tailored items such as silver holy symbols and require hours to properly set up and sanctify. Entities that are not warded against can disrupt the wards without issue.
Turn the Unholy: You can brandish you holy symbol to repel unholy beings. Undead immediately check morale at a -[templates] penalty, with mindless undead using their current HP in place of their morale score. Anything that could be warded against by your warding signs must save with a -[templates] penalty to attack are move past you, though unless you're in a chokepoint, this won't stop them from simply ignoring you. Possessing entities must save with an equivalent penalty or be immediately driven from their host and unable to possess them again until the next new moon. Any saves are made at disadvantage if you know the target's name.
Miracle Worker: You have a reserve of holy power in the form of your Miracle Dice (MD), which work exactly like and are interchangeable with regular magic dice. You may use MD to further penalize morale checks and saves inflicted by Turn the Unholy at not action cost to you, as well as to purge magical fear from [dice]+[expended] targets. You are also accompanied by a guardian angel, rolled from the list at the end of this post, and can use her spell as well. At D template, roll another angel.
Banishment: Your ability to banish the unholy has grown considerably. Undead with fewer HD than you are destroyed or banished entirely upon failing the morale check inflicted by this ability, and if they succeed, they still are affected as a normal morale failure.
Sense Rot: You can tell by scent whenever a creature you can ward against is present, whether directly or in the entourage of a mage, and can tell what type it is. This scent also leaves a trail, allowing you to track such creatures without fail.
Blessed Raiments: When wearing holy robes and no other armor, you have +1 MD. When you are wearing actual armor, you have +1 AC against undead/demons/etc.
Hallowed Weapon: Any weapon you hold is considered sanctified and capable of bypassing any supernatural weaknesses of creature types. This does not apply to the weaknesses of specific, unique entities or bypassing resistances granted by spells.
Angels
Ward Against Evil
The classic image of an angel; white robes, white wings, unearthly beauty. Haughty, always wants to be referred to by her full name. Up to [dice] creatures are warded against [dice] types of unholy creature (undead, demons, fairies, etc) for ([dice]+[expended])x10 minutes, granting +[dice] to saves and AC against them along with total immunity to charm or possession from them. You cannot ward a creature against its own kind, and attempting to do so will cause the ward to fizzle and deal [dice]+[expended] damage instead.Heal
Wears a linen robe, clinical, detached, omits names and pronouns when speaking. Seen it all before, twice.
Heals a touched target for [sum] HP or [dice] fatal wounds. If cast with multiple MD, can split them between these after seeing the results. Can instead cure a long-term wound instantly with 2 MD, heal a disease or poison with 3, reattach limbs with 4, or regrow missing limbs or organs with 5.Sacred Flame
An eye-covered wheel surrounded by burning fire and seven feathered wings. Pronounces judgement upon the sins of anything she immolates. Refuses to harm living things that are without sin.
Calls holy fire upon a target within sight, dealing [sum]+[dice] damage, [sum]x2 against undead and demons, either of which allows a save for half. This can ignite particularly flammable objects.Mirror
Garbed in polished lorica and a generalās helmet, she drawls euphemized strategic analyses (e.g. āneutralizeā not ākillā) with stoic tone.
Grants +[dice] to AC against mundane ranged attacks for [sum] minutes. Automatically deflects and retargets magic missiles and ray attacks, and bounces the remaining length of line attacks in a direction of her choice, prioritizing minimal collateral damage and greatest number of enemy targets, in that order.Purify
Appears as a large, pure-white dove with clear glass beak and talons. Highly empathetic with a soothing voice, which contrasts with the way she seems to remove impurities by sticking her beak into the target and drinking them.
Cleanses [dice] poisons, diseases, curses, or contaminants from an object or substance, up to a barrel of water in size. Cursed magic items are merely suppressed and safe to handle for [sum] minutes. Curing a malady afflicting a living creature is more difficult, with each ailment counting twice against the total.Shillelagh
Wood-skinned and green-haired, resembling a dryad more than an angel. Feisty; loves the opportunity to just smack someone upside the head.
Enchant a wooden weapon in your hands to +[dice] for [sum] rounds. A staff specifically also grants a bonus +1 AC if wielded in both hands.Rebuke
An unforgiving woman, wearing a blindfold and wielding brass scales like a horrible double-headed ball and chain.
Rebuke immediately ends any ongoing fight, and if anyone tries to start any hostilities before [dice] minutes pass, they are struck with the scales for [best] damage, no save.Hold
A sinister figure, blindfolded and wrapped in chains. She speaks in a piercing, imperious voice.
Hold can target a creature or opening object within a stone's throw. If sent at an inanimate object, Hold will shut it and keep it shut for [dice]x10 minutes. If targeting a creature, she will wrap them in a bear hug that holds for [sum] rounds. There is no save, but breaking her hold is treated as an opposed strength check against someone with [dice]+[best] to said rolls.