Exorcist
Exorcists are practitioners of evicting spirits. They are often solitary hunters who travel from place to place to offer their services in battling fiends and other threats to protect the Material Plane.
Exorcist
Medium humanoid (any race), any non-chaotic alignment
Armor Class 12 (studded leather)
Hit Points 49 (9d8 + 9)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws Wis +7, Cha +8
Skills Insight +7, Investigation +5, Perception +7, Religion +5
Senses passive Perception 17
Languages any two languages (one is usually Common)
Challenge 3 (700 XP) Proficiency Bonus +4
Evict Spirit. The exorcist attempts to rip possessor from its host by performing a 10 minute ritual, at the end of which the spirit must succeed on a DC 16 Charisma saving throw or be removed from its host and stunned until the end of its next turn.
Power Manifesting. The exorcist is a 9th-level manifester. Its manifesting ability is Charisma (power save DC 16, +8 to hit with power attacks). It has 19 power points to spend on the following powers: extrasensory perception, muddle, precognition, psychic static, psychometry, spectral armament.
Actions
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) damage.
Bonus Actions
Spectral Armament. Ranged Power Attack: +8 to hit, range 30/120 ft., one target. Hit: 9 (2d4 + 4) force damage. The spectral armament can be attacked, it has AC 13 and 30 hit points.