When a higher power wishes to express its displeasure with someone or something, it has more options than simple annihilation. Often a less-permanent or at least less-sudden measure will prove more educational to the enemies of the divine.
Execrators are the bearers of divine judgment and curses. While they are often thought of as malign actors, benevolent deities are just as likely to use curses as malevolent ones; curses can be lifted and the effects of curses can lead to changes in behavior. There’s also the pure deterrent value of a terrible curse. Execrators are usually grim, dour souls; it is hard to be otherwise when one’s calling centers around delivering the wrath of a higher power.
Table: Execrator Expanded Spells List
Spell Level | Spells |
---|---|
1st | bane, dramatic sting |
3rd | blindness/deafness, silence |
5th | bestow curse, counterspell |
7th | blight, phantasmal killer |
9th | insect plague, dream |
Starting at 1st level when you choose this archetype, you learn to use various menacing weapons commonly considered implements of punishment and horror. You gain proficiency with the whip, flail, scythe, and greatsword. You also gain proficiency with the Intimidate skill.
Also at 1st level, your wrath extends to your magical abilities. You learn the vicious mockery cantrip, and it does not count against the number of cantrips you know. You also have advantage on saving throws against spells and effects that would make you less aggressive such as calm emotions.
At 2nd level, you may use your Channel Divinity as a bonus action to condemn a creature. That creature makes all of its saving throws at disadvantage for the next minute.
Beginning at 6th level, you gain the ability to mark your foes with a supernatural brand. As a bonus action, choose a creature within 60 feet you can see. The creature must make a Charisma saving throw. On a failure, the creature has a glowing symbol branded onto its hand, face, forehead, or other obvious location. While the brand persists, whenever the creature takes damage, it takes 1d4 points of psychic damage and must make another Charisma save or be rattled until the end of its next turn, and it also cannot benefit from resting in sanctuaries. The mark lasts for a number of days equal to your proficiency bonus or until you dismiss it (no action required). A creature that succeeds on its save takes 1d6 psychic damage, is rattled until the end of its next turn, and is immune to your Mark of the Pariah for 24 hours. Once you have used this ability a number of times equal to your Wisdom modifier, you can’t do so again until you finish a long rest.
Starting at 8th level, when you deal damage with a cleric cantrip or a weapon, add necrotic damage equal to your Wisdom modifier.
At 17th level, your Mark of the Pariah ability improves dramatically. A marked creature cannot recover hit points while the mark persists and the additional psychic damage to attacks increases to 2d4. A creature that saves still suffers the additional psychic damage on attacks, but avoids all other effects.