ENTRY REQUIREMENTS
Alignment: Any Lawful
Race: Must not a Creature of Darkness (see sidebar below) or an outsider with the [chaotic] subtype.
Base Attack Bonus: +4
Skills: Theology 5 ranks.
Special: Must worship Minrhet. Ability to turn undead. Must not be able to channel negative energy.
| Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | |
|---|---|---|---|---|---|
| 1st | +1 | +1 | +0 | +0 | Greater turning, smite darkness, sun's glory |
| 2nd | +2 | +1 | +0 | +0 | Purifying flame 1d6 |
| 3rd | +3 | +2 | +1 | +1 | Censure outsider, smiting flame |
| 4th | +4 | +2 | +1 | +1 | Exultation of light |
| 5th | +5 | +3 | +1 | +1 | Purifying flame 2d6, sacred conflagration |
Class Skills (2 + Int modifier per level): Heal, Insight, Intimidate, Persuasion, Profession, and Theology.
Class Features
Weapon and Armor Proficiency
A Purifier of Minrhet gains no proficiency with any type of weapon, armor, or shield.
Sun’s Glory
Your zeal for Minrhet’s divine cause fills you with power, which can used to activate many of the purifier’s class abilities. At sunrise each day, the glory of the sun grants you a number of glory points equal to your class level and a number of points of zeal equal to 1/2 your class level plus your Charisma bonus (minimum 1).
In addition, your purifier of Minrhet class level stacks with any other classes that grant channel divinity to determine your effective cleric level for any ability which channels positive energy, such as turning undead and your greater turning ability, but not those which channel negative or neutral energy, such as castigate spirits.
The zeal points function as and stack with the paladin’s zeal ability. This ability counts as zeal for the purpose of meeting prerequisites.
Greater Turning
By expending a glory point, you can perform a greater turning against undead. This functions like a normal turn undead attempt, except that your effective cleric level is doubled for that one attempt.
Using this ability does not expend one of your daily uses of channel divinity, nor may it be used as channel divinity to power other abilities, such as divine feats.
Smite Darkness
You may expend 1 point of zeal to attempt to smite a creature aligned with darkness with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per class level. If you accidentally smite a creature that is not aligned with darkness, the attack deals no damage, but the point of zeal is still used up for the day.
If you have a smite ability from another source, add your purifier class levels to the damage dealt by that smite ability. For example a Paladin 5/Purifier of Minrhet 2 would deal 7 damage with the paladin’s smite evil, 5 from his paladin level and 2 from his purifier level.
Purifying Flame
At 2nd level, you can spend one daily use of channel divinity as a swift action to wreathe your weapon in golden fire. Whenever you make a successful attack with that weapon, you deal an additional 1d6 sacred damage. This damage is multiplied on a critical hit. You may also spend one glory point when you activate this ability to increase the damage to 2d6.
This effect lasts for a number of minutes equal to your purifier class level + your Charisma bonus (if any).
While your purifying flame burns, your weapon functions as your holy symbol for all purposes, including presenting it to turn undead and as a divine focus for your spells.
At 5th level, the sacred damage increases to 2d6 (3d6 if you expend a glory point).
Censure Outsider
You gain the ability to cast out the personifications of darkness at 3rd level. You gain an additional form of channel divinity (gaining one additional daily use, as normal). You may spend one daily use of channel divinity, using positive energy to turn outsiders with the chaotic, evil, or shadow subtypes and those summoned or called by a spell or effect with the darkness or shadow subtype.
Any affected outsider takes 3d6 sacred damage and becomes sickened for a number of rounds equal to your Charisma bonus, minimum 1. The outsider must also make a Will save (DC 10 + purifier class level + Charisma modifier) or be dazed for 1 round.
If your effective cleric level is at least twice an affected outsider’s Hit Dice, that outsider is banished back to its home plane on a failed save. On a successful save (or if the outsider is already on its home plane), the outsider is dazed for 1d4 rounds and sickened for a number of rounds equal to your Charisma bonus, minimum 1.
You may choose to invoke the sun’s glory when you censure outsiders, using a glory point to power this ability instead of channel divinity. If you do, you instead deal 5d6 sacred damage and gain a +2 bonus to the save DC.
Smiting Flame
When you successfully smite an enemy while your purifying flame ability is active, your enemy ignites as the darkness in its soul burns away. A burning enemy takes 1d6 sacred damage at the start of each of its turns for a number of rounds equal to your class level. It may extinguish the flames as a move action that provokes attacks of opportunity.
Exultation of Light
Whenever you defeat a creature of darkness or an outsider with the chaotic subtype, the light within you rejoices. Beginning at 4th level, any time you slay or banish such a creature, you gain one point of zeal, up to a maximum equal to your normal total. If the creature has Hit Dice equal to or greater than your own, you instead gain zeal equal to your Charisma bonus, minimum 1.
Sacred Conflagration
At 5th level, you are able to summon a pillar of golden flame centered on yourself, burning away all darkness within its sacred conflagration. As a full-round action, you spend one daily use of channel divinity and one point of zeal to call down the sun’s fire.
Choose one of your smite abilities (such as Smite Darkness). All creatures within 10 feet that can be affected by that smite ability take 10d6 sacred damage as the conflagration purges their inner darkness. This potentially includes nearby allies and even yourself. Any affected creatures not damaged by sacred conflagration are instead healed a number of hit points equal to half the total damage rolled.
You may choose to expend your zeal, channel divinity, and sun’s glory when using this ability to increase its damage and range. You may increase the damage dealt by 1d6 for each additional point of zeal that you expend when activating this ability. Each use of channel divinity you expend increases the range by 5 feet, and each point of glory you choose to expend increases the range by 10 feet and the damage by 1d6.
After using this ability, you must complete a short or long rest before using it again.