The Occultist

by en-mason

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The Occultist                                                Spell Slots per Spell Level
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Occult Knowledge, Spellcasting 2 2
2nd +2 Occultist Pursuit 2 2
3rd +2 2 3
4th +2 Ability Score Improvement, Proficiency Versatility 2 3
5th +3 Shared Knowledge 2 4 2
6th +3 Occultist Pursuit Feature 2 4 2
7th +3 2 4 3
8th +3 Ability Score Improvement, Proficiency Versatility 2 4 3
9th +4 2 4 3 2
10th +4 3 4 3 2
11th +4 Malleable Mind 3 4 3 2
12th +4 Ability Score Improvement, Proficiency Versatility 3 4 3 3
13th +5 3 4 3 3 1
14th +5 Occultist Pursuit Feature 4 4 3 3 1
15th +5 4 4 3 3 2
16th +5 Ability Score Improvement, Proficiency Versatility 4 4 3 3 2
17th +6 Occultist Pursuit Feature 4 4 3 3 2 1
18th +6 Reliable Source 4 4 3 3 2 1
19th +6 Ability Score Improvement, Proficiency Versatility 4 4 3 3 2 2
20th +6 Occult Adept 4 4 3 3 2 2

Creating an Occultist

When creating an occultist, consider what your character's motivation is for delving into supernatural studies and practices. Ask your DM what supernatural creatures exist in your campaign and what relationships they have with humanoids. Perhaps your family was abducted or killed by beasts and you're seeking revenge against them? Maybe your village is haunted by spirits who refuse to leave and you wish to understand them better. Or maybe you were cursed at a young age and you want to discover a cure for it? Either way, occultists are just as diverse as members of other classes.

All occultists, regardless of their chosen pursuit, use the knowledge they have accrued in their travels to gain more insight into the world of the supernatural. What they do with this knowledge is ultimately up to them. Whether they seek to hunt a certain race of monsters to extinction, commune with the spirits of the dead, or to unleash their inner fury on those who have wronged them.


Quick Build

You can make an occultist quickly by following these suggestions. First, make Wisdom your highest ability score, followed Strength or Dexterity, if you want to focus more on direct conflict with your enemies, or Intelligence if you want to get the most out of your research. Then, select the hermit or sage background.

Occultist Multiclassing

Should you wish to multiclass into an occultist, the prerequisites and proficiencies gained are listed below.

Occultist Multiclassing Prerequisites

Ability Score Minimum: Intelligence 13 and Wisdom 13

Occultist Multiclassing Proficiencies

Proficiencies Gained: Light armor, simple weapons, one skill from the class’s skill list, and calligrapher's supplies


Class Features

As an occultist, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per occultist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per occultist level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows
  • Tools: Calligrapher's Supplies

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Intimidation, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) an explorer's pack or (b) a monster hunter's pack
  • Leather armor and a dagger
  • A tome of knowledge

Occult Knowledge

At 1st level, you obtain a tome of knowledge containing everything you know about occult practices, abnormal events, and supernatural beings. As you gain experience in this class, this book will become more and more filled with information from your various exploits as an adventurer.

While this book is on your person, you may add your proficiency bonus to any arcana, history, investigation, nature, or religion check related to the supernatural. If you are already proficient in one or more of these skills, you may add your proficiency bonus again.

If you lose your tome of knowledge, you can perform a 1 hour ritual to create a new tome. This ritual can be performed during a short or long rest, and it destroys the previous book.

Spellcasting

Also at 1st level, your knowledge of the occult has granted you access to a limited pool of magical power, giving you the ability to cast spells.

Spell Slots

The Occultist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these occultist spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cause fear and have a 1st-level and a 2nd-level spell slot available, you can cast cause fear using either slot.


Preparing and Casting Spells

The Occultist table shows how many spell slots you have to cast your spells. To cast one of your occultist spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of occultist spells that are available for you to cast, choosing from the occultist spell list. When you do so, choose a number of occultist spells equal to your Wisdom modifier + half your occultist level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level occultist, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell witch bolt, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of occultist spells requires time spent in research: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your occultist spells, since your magic draws on your innate connection to the natural and supernatural. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a occultist spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Spellcasting Focus

You can use your tome of knowledge as a spellcasting focus for your occultist spells. You don't need to hold the tome to use it this way but it must be somewhere on your person.

Occultist Pursuit

When you reach 2nd level, you decide which path to take with your research. Each path will represent how your research progresses from this point onward, whether it be as a Beast Walker, Monster Hunter, or Spirit Medium. This choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Proficiency Versatility

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Shared Knowledge

Beginning at 5th level, you and creatures you choose within 10 feet of you benefit from your Occult Knowledge feature.

Malleable Mind

At 11th level, whenever you finish a long rest, you can swap your proficiency in Intelligence saving throws for another saving throw proficiency of your choice. This benefit lasts until the end of your next long rest.

Reliable Source

By 18th level, you have refined your research and greatly improved its quality. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Occult Adept

When you reach 20th level, your research has finally been completed and your mind has expanded beyond its normal limits. Your Intelligence and Wisdom increase by 4, to a maximum of 24, and you become fluent in all languages and proficient in all skills and tools.


Occultist Pursuits

Many occultists choose to follow their own path but a select few have similar ambitions. These loose connections are called pursuits because because they represent what an occultist is actively searching for; what made them become an occultist in the first place.

Beast Walker Pursuit

Occultists who follow the Beast Walker Pursuit take on the physical aspects of the very creatures they hunt. They have gone through extreme lengths to transform their bodies beyond normal capabilities and do so at the risk of their sanity and safety for others.

Beast Form

At 2nd level when you follow this pursuit, you have imbibed a foul concoction or conducted some other dark ritual to permanently alter your anatomy. As a bonus action on your turn, you can transformation into a beast-like creature for 1 minute. Choose three powers and two weaknesses below to determine the effects of your transformation.

While transformed, you cannot undergo any other types of transformations nor can you cast or maintain concentration on spells. If you were concentrating on a spell prior to your transformation, the spell immediately ends.


You can undergo this transformation twice. You must finish a long rest before you can do so again.

Powers

    Umbral Sight. You gain Darkvision up to up to 60 feet if you don't already have it. If you do have it, its range increases to 90 feet.

Beast Hide. If you aren't wearing any armor, your AC becomes 10 + your Dexterity modifier + your Wisdom modifier.

Draining Strikes. Your unarmed strikes deal necrotic damage equal to 1d6 + your Strength or Dexterity modifier and you regain hit points equal to half the damage you deal.

Unnatural Reflexes. You gain proficiency in Dexterity (Acrobatics) and (Stealth) checks while transformed.

Helliish Sprint. Your movement speed increases by 10 feet and you can take the dash action as a bonus action.

Fiendish Vigor. You gain advantage on Strength checks and Strength saving throws and you gain a climbing speed equal to your walking speed.

Weaknesses

    Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Weakness to Fire. You gain vulnerability to fire damage.

Empty Mind. Your Intelligence score is reduced to 4 while transformed and you cannot speak.

Bloodthirsty. At the end of each of your turns, you must succeed on a DC 10 Wisdom saving throw or attack the creature closest to you.

Fatigue. When your transformation wears off, you gain one level of exhaustion.

Child of the Night

While transformed, you gain temporary hit points equal to your occultist level + your constitution modifier. You additionally have advantage on Wisdom ability checks and no creature has advantage against you as a result of being hidden from you.

Frenzied Strike

Starting at 6th level, you can make a Frenzied Strike instead of a regular attack. As an action, you can make an unarmed strike against number of creatures within 10 feet of you equal to your Wisdom modifier, rolling separate attacks for each target. Doing so gives all attacks against you advantage until the start of your next turn.

Stronger Transformation

By 10th level, the time you have spent transformed has given you more control over your body. Choose two new powers from the list below or the previous list and one additional weakness.

Additional Powers

    Empowered Strikes. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and you receive a +1 bonus to attack and damage rolls.


Fade into Darkness. While in dim light or darkness, you use a bonus action to become invisible until the end of your turn or whenever you make an attack.

Swift Retreat. When you make an attack against a creature, you don't provoke attacks of opportunity from it, whether you hit or not.

Retaliate. When a creature you can see within 60 feet of you attacks an ally within range, you can use your reaction to teleport within 5 feet of it and make an unarmed strike against it.

Regeneration

Starting at 14th level and at the start of each of your turns while transformed, if you have fewer than half your hit points remaining, you regain hit points equal to 5 + your Wisdom modifier. You don't gain this benefit if you have 0 hit points.


Monster Hunter Pursuit

Occultists who follow the Monster Hunter Pursuit typically do so out of vengeance or from a need to protect others. They are focused on warding off supernatural threats and honing their survival instincts to hunt them down.

Monster Hunter Spells

You gain these spells at the occultist levels listed.

Occultist Level Spells
2nd Hunter's Mark, Shield
5th Pass Without Trace, Spiritual Weapon
9th Blinding Smite, Slow
13th Banishment, Locate Creature
17th Dispel Evil and Good, Circle of Power

Martial Prowess

When you follow the Monster Hunter Pursuit at 2nd level, you gain proficiency in medium armor and martial weapons. Additionally, you gain proficiency in the perception and survival skills.

Hunter's Prey

Also at 2nd level, you gain the ability to more easily track your quarry. As a bonus action on your turn, you can cast the hunter's mark spell without expending a spell slot. If the mark is on an aberration, beast, fiend, monstrosity, or undead, the extra damage becomes 2d6. When you attack a marked creature, you may make another attack against it as part of the same action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), regaining all expended uses on a long rest.

Supernatural Awareness

Starting at 6th level, you can no longer be surprised or frightened and you gain advantage on initiative rolls.


Improved Hunter's Prey

When you reach 10th level, your Hunter's Prey feature gains the following improvements:

  • The creature marked by the spell has disadvantage on Strength and Dexterity ability checks and it can't benefit from being invisible.
  • Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20 on the d20.
  • If the creature attempts to target someone other than you, you can use your reaction to impose disadvantage on the attack.

Monster Slayer

Starting at 14th level, Whenever you are within 30 feet of a creature under the effect of your Hunter's Prey feature, it takes an additional 1d6 damage whenever you or one of your allies hit it with a weapon or spell attack.


Spirit Medium Pursuit

Occultists who follow the Spirit Medium Pursuit feel an innate connection to the spirits of the deceased and call upon them for protection and guidance. They seek to commune with these undead creatures rather than eradicate them.

Spirit Medium Spells

You gain these spells at the occultist levels listed.

Occultist Level Spells
2nd Detect Magic, Protection from Evil and Good
5th Healing Spirit XGE, Pass without Trace
9th Speak with Dead, Spirit Guardians
13th Aura of Life, Divination
17th Scrying, Wrath of Nature XGE

Spiritual Ward

Starting at 2nd level when you follow this pursuit, you gain the ability to call spirits to your aid. When you are hit with an attack by a creature you can see within 60 feet of you, you can use your reaction to impose disadvantage on the attack. If the attack hits anyway, your attacker suffers damage equal to 1d6 + your Wisdom modifier and it has a -2 penalty on all attack rolls and ability checks for the next minute. Once you use this feature, you can't use it again until you finish a short or long rest.

Ritual Casting

Also at 2nd level, you can cast an occultist spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Bonus Cantrips

At 6th level, you learn two cantrips of your choice from the cleric spell list. They count as occultist spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.


Gaze Into the Past

At 10th level, you can gain brief insight into a dead creature's previous life. As an action, you can touch the corpse of a creature who has died within the past year and learn the following:

  • Its age, gender, race, and name (if it has one).
  • What it was thinking about on the day of its death.
  • What it could see and hear up to 5 minutes before its death.

Once you use this feature on a valid target, it cannot be used on that creature again and you must finish a long rest before you can use it on another creature.

Soul Trap

Starting at 14th level, whenever you or an ally slays a creature within 30 feet you, you can use your reaction to trap its soul in a sealed vessel for the next 24 hours, after which the soul will vanish. You can only have one soul trapped at a time. During that 24 hour period, if you or another creature is reduced to 0 hit points or is killed outright, the trapped soul is extinguished and that creature regains hit points equal to your Wisdom modifier + half your occultist level, rounded down. Once you use this feature, you can't use it again until you finish a long rest.


Alternate Spell Options

For players who do not have access to Xanathar's Guide to Everything, the Spirit Medium spells healing spirit and wrath of nature can be replaced with prayer of healing and hallow respectively.


Occultist Spell List


Cantrips (o Level)
  • Blade Ward
  • Guidance
  • Light
  • Mending
  • Minor Illusion
  • Resistance
  • Sacred Flame
  • Shillelagh
  • Thaumaturgy
  • Toll the Dead XGE
  • True Strike
1st Level
  • Alarm
  • Bane
  • Bless
  • Cause Fear XGE
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • False Life
  • Guiding Bolt
  • Hex
  • Identify
  • Illusory Script
  • Protection from Evil and Good
  • Sanctuary
  • Shield of Faith
2nd Level
  • Augury
  • Darkvision
  • Gentle Repose
  • Locate Animals and Plants
  • Locate Object
  • Magic Mouth
  • Pass Without Trace
  • See Invisibility
  • Silence
  • Suggestion
  • Zone of Truth
3rd Level
  • Animate Dead
  • Bestow Curse
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Fear
  • Glyph of Warding
  • Magic Circle
  • Nondetection
  • Remove Curse
  • Sending
  • Speak With Dead
  • Summon Lesser Demons XGE
  • Tongues
4th Level
  • Arcane Eye
  • Banishment
  • Charm Monster
  • Conjure Woodland Beings
  • Death Ward
  • Divination
  • Locate Creature
5th Level
  • Contact Other Plane
  • Danse Macabre XGE
  • Dispel Evil and Good
  • Enervation XGE
  • Hallow
  • Hold Monster
  • Legend Lore
  • Planar Binding