A Priest in the employ of the Order of the Exorcist fights in the never-ending conflict between the Divine Plane and the Hells. This being the case, there is division in the ranks of the Exorcist depending upon which side of the conflict they join. A Priest of the Exorcist could align with the Divine and fight to purge all semblance of the hells on the Material Plane and safeguard the mortals living there. A Priest of the Exorcist could align with the Hells themselves, and fight to silence the perceived tyranny of the Divine. A Priest of the Exorcist could also choose to ride the line, knowing the conflict will last to Eternity and will thus simply fight against either side that takes advantage of mortal kind and try to maintain a balance between both forces.
EXORCISM
Starting at 3rd level, whenever you cast any spell that deals damage, you can change the damage type to the type you have affinity with.
In addition, when you hit a celestial, fey, fiend, or undead with a spell tied to this ability, you can force it to make a Charisma saving throw against your spell save DC, or instantly end one effect that causes a creature to be charmed, frightened, or possessed by your target. If the effect is a spell, you must roll as if you have cast dispel magic.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after a short or long rest.
IMPASSIONED ZEALOTRY
Starting at 6th level, you may now add your Wisdom modifier to any spell that causes damage of the type you have affinity with.
EXORCIST REBUKE
At 10th level, when a creature within 60 ft. of you tries to charm, frighten, or possess a creature that you can see (including you), you can use your reaction and force the creature to make a Charisma saving throw. On a failed save, the creature takes damage of the type you have affinity with equal to two Faith Die and is banished, as in the banishment spell, until the end of your turn. On a success, the creature takes half as much damage and is not banished. The damage increases to three Faith Die at 14th level and four Faith Die at 18th level.
You can use this feature a number of times equal to your Wisdom modifier and regain uses after a long rest.
DIVINE ANNIHILATION
At 14th level, when you cause damage of the type you have affinity with, you ignore resistance to it.
In addition, you become immune to the frightened and charmed conditions and cannot be possessed.
PERPETUAL BANISHMENT
At 18th level, whenever you banish a creature, you can choose to make that creature be permanently banished, if the creature is a celestial, fiend, fey, or undead. They must succeed on a new Charisma saving throw or be sent back to their plane of origin and take the maximum amount of damage the spell would have caused if any would have been dealt.
Once you use this ability, you can't use it again until you finish a long rest.