The domain of exorcism encompasses those dedicated to driving out evil. They specialize in combating extraplanar creatures, but their definition of what constitutes “unclean” extends beyond fiends to include aberrations and undead. They are particularly popular among groups reclaiming fallen temples, as their ability to create holy water quickly makes them valuable assets in protracted battles against the forces of darkness.
Purify Water
Starting at 1st level, you can turn any clean water into holy water as an action and by expending a 1st-level spell slot. Holy water created in this fashion loses its potency after 24 hours. If the water is polluted or poisoned, it is purified and rendered free of poison and disease instead. It can then be turned into holy water by using an additional 1st-level spell slot.
Create Aspergillum
Also at 1st level, you have proficiency with smith’s tools. Using these tools and 1 hour of labor, you can transform any metal bludgeoning weapon into an aspergillum. Light bludgeoning weapons can hold one vial of holy water, heavy and two-handed bludgeoning weapons can hold three vials of water, and all other bludgeoning weapons can hold two vials of holy water. On a hit, the weapon expends one vial of holy water and sprays it in a 5-foot radius.
Channel Divinity: Turn the Unclean
Starting at 2nd level, you can use your Channel Divinity power to turn aberrations and fiends in addition to undead.
Channel Divinity: Dispel Possession
At 6th level, you use your Channel Divinity to end the effects on all creatures within 30 feet that are charmed, frightened, or possessed by an aberration, fiend, or undead.
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.
Dispel the Unclean
Starting at 17th level, you can banish the unclean with a single blow. If you deal your Divine Strike damage to an aberration, fiend, or undead on your turn, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde?ad are sent to the ethereal plane aberrations are sent to the plane of madness.

EXORCISM FAITH RESTRICTION
- You must be a Free Soul to access this divine domain.
COSMOS DOMAIN SPELLS
Cleric Level | Spells |
---|---|
1st | protection from evil and good, sanctuary |
3rd | warding bond, zone of truth |
5th | magic circle, speak with dead |
7th | aura of purity, banishment |
9th | banishing smite, planar binding |