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# The Occultist Occultists study monsters, and the planes they hail from. They could be Archeologists, Monster Hunters, or even Cult Fanatics. There are currently 3 **Fields of Study** of the Occult: *Demonology, Psionology, and Mythology*. **Demonologists** study the lower planes: from the chaotic denizens of the *Abyss*, to the rigid cast systems of the *Nine hells*. **Psionocists** study cosmic horrors, specializing in *Aberrations* and focusing their study on places like *The Astral Plane* or *The Far Realm*. **Mythologists** specialize in mythical creatures, with a focus on *Fey* and the elemental forces of nature. Any who research the occult are warped by its study, adopting traits of the very creatures they seek to understand. Occultists learn to draw on magical power the same way monsters do: through innate affinity. Spells known by *Occultists* become a part of them, leaving them with no need for spell slots. > ##### Mechanically Speaking > This class mimics a full caster, but lacks spell slots. As you gain levels in this class, you will gain spells you can cast a certain number of times per day. The spell progression mirrors that of a Ranger or Paladin, but you will have far more castings of the limited spells you know. The theme here is monster features, but its a loose theme. This class also has interesting synergy with spellcasting racial traits. Try it out, and tell me what you think!
##### The Occultist | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | Font of Mana | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Field of Study Feature, Eldritch Recovery | 3 | 2 | — | — | — | — | — | | 2nd | +2 | Font of Mana | 3 | 2 | — | — | — | — | 2d6 | | 3rd | +2 | Favored Spell | 3 | 3 | — | — | — | — | 2d6 | | 4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | 3d6 | | 5th | +3 | Arcane Abundance, Potent Casting | 4 | 3 | 1 | — | — | — | 3d6 | | 6th | +3 | Field of Study Feature, Improved Font of Mana | 4 | 3 | 1 | — | — | — | 4d6 | | 7th | +3 | Studious Eye | 4 | 3 | 2 | — | — | — | 4d6 | | 8th | +3 | Ability Score Improvement | 4 | 3 | 2 | — | — | — | 5d6 | | 9th | +4 | Arcane Abundance, Potent Casting | 4 | 3 | 2 | 1 | — | — | 5d6 | | 10th | +4 | Field of Study Feature, Greater Font of Mana | 5 | 3 | 2 | 1 | — | — | 6d6 | | 11th | +4 | Limited Magic Resistance, Favored Spell | 5 | 3 | 2 | 2 | — | — | 6d6 | | 12th | +4 | Ability Score Improvement | 5 | 3 | 2 | 2 | — | — | 7d6 | | 13th | +5 | Arcane Abundance, Potent Casting | 5 | 3 | 2 | 2 | 1 | — | 7d6 | | 14th | +5 | Field of Study Feature | 5 | 3 | 2 | 2 | 1 | — | 8d6 | | 15th | +5 | Planar Sight | 5 | 3 | 2 | 2 | 2 | — | 8d6 | | 16th | +5 | Ability Score Improvement | 5 | 3 | 2 | 2 | 2 | — | 9d6 | | 17th | +6 | Arcane Abundance, Potent Casting | 5 | 3 | 2 | 2 | 2 | 1 | 9d6 | | 18th | +6 | Extraplanar Body | 5 | 3 | 2 | 2 | 2 | 1 | 10d6 | | 19th | +6 | Ability Score Improvement | 5 | 3 | 2 | 2 | 2 | 2 | 10d6 | | 20th | +6 | Sculptor of Mana, Favored Spell | 5 | 3 | 2 | 2 | 2 | 2 | 11d6 |
\pagebreak ## Class Features As an Occultist, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Occultist level - **Hit Points at 1st Level:** 6 + You Con Mod - **Hit Points at Higher Levels:** 1d6 (or 3) + Your Con Mod per Occultist level after first. - **Multiclassing Prerequisite:** 13 in Int #### Proficiencies ___ - **Armor:** light and medium armor - **Weapons:** Simple Weapons - **Tools:** Calligrapher's Tools ___ - **Saving Throws:** Int, Wis - **Skills:** Choose two from Arcana, History, Nature, Intimidation, Persuasion, Medicine, Insight, or Animal handling #### 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 Scholar's pack - *(a)* a component pouch or *(b)* an arcane focus - Leather armor, any simple weapon, and 1 research notebook ### Spellcasting Your research into the extraplanar has given you insight into the methods non-humanoids use to produce magical effects. See chapter 10 in the *Players Handbook* for the general rules on spellcasting. Your spell list, as well as your spellcasting ability modifier, is determined by your *Field of Study*, which you choose at 1st level.
**Spell Save DC** =
8 + your proficiency bonus +
your ability score modifier
**Spell attack modifier** =
your proficiency bonus +
your ability score modifier
#### Cantrips At 1st level, you know three cantrips from the spell list of your *Field of Study*. You learn more cantrips as you gain levels in this class, as displayed on *The Occultist* table. #### Innate Spellcasting Through your study of monsters, you have unlocked your latent magical potential. As you gain levels in this class, you will learn spells from your *Field of Study*, as displayed on *The Occultist* table. These **Innate Spells** can be cast 1/day each. \columnbreak ### Eldritch Recovery Through the process of unlocking your innate spellcasting abilities, you have learned to quickly harness and store magic from the world around you. At 1st level, after you finish a short rest, you can restore a number of your expended *Innate Spells*, up to your **spellcasting mod + your proficiency**. This feature **can** be used to regain multiple castings of the same spell. Once you use this feature, you must finish a long rest before using it again. ### Font of Mana Unlocking your latent magical potential has caused energies from all the multiverse to funnel into you, like a great cosmic stream. At 2nd level, you can deal 2d6 damage in a 15ft cone as an action. Creatures in the area make dex saves against your spell save DC, taking half damage on a success. The damage type is determined by your *Field of Study* when you gain this feature *(It cannot be changed)*, and increases as you gain levels in this class, as displayed on *The Occultist* table. You can use this feature only once per round. ### Favored Spell Your eldritch research involves a lot of danger. As such, you have learned certain spellcasting techniques passed around the *Occultist* community. These techniques layer certain spells over you, as to keep their effects going indefinitely. At 3rd level, you choose one spell from the *Favored Spell* list. You come under the effects of this spell, which persist indefinitely without concentration. If the spell has an effect which dismisses itself, you regain the benefits of the spell after finishing a long rest. You select another spell at 11th level, and again at 20th level. | Level | Spell Effect | |:---:|:-----------:| | 3rd | jump, longstrider, feather fall, mage armor | | 11th | spider climb, sanctuary, expeditious retreat | | 20th | fortunes favor (EGtW), alter self, protection from good and evil | ### Ability Score Improvement When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1 each. ### Arcane Abundance The ocean of cosmic energy you channel spills out into your spellcasting, super charging your lesser spells. As you gain levels in this class, the amount of times per day you can cast your *innate spells* increases, as per the *Arcane Abundance Table*. \pagebreak | Class Level | Spells Per Day | |:---:|:-----------:| | 5th | 1st lvl spells can be cast 2/day. | | 9th | 2nd lvl spells can be cast 2/day. 1st lvl spells can be cast 3/day. | | 13th | 3rd lvl spells can be cast 2/day. 1st and 2nd lvl spells can be cast 3/day | | 17th | 4th lvl spells can be cast 2/day. 1st, 2nd, and 3rd lvl spells can be cast 3/day | *(This applies to Innate Spellcasting abilities obtained through Racial Traits, Magic Initiate, and other means.)* > ##### Keeping Track of Spells > Instead of organizing your spells by their level, try organizing them the way they appear on monster stat blocks: by how many times/day you can cast them. | Times/day | Spell Name | |:---:|:-----------:| | 1/Day | polymorph, banishment | | 2/Day | fireball, haste | | 3/Day | hex, mirror Image, dragon's breath, magic missile | ### Improved Font of Mana You have gained a degree of control over the wild energy flowing through you. At 6th level, your *Font of Mana* now extends to 30ft, and can instead be shaped into a 5ft wide, 60ft long beam. You also select one additional damage type from your *Field of Study*. When you use your *Font of Mana* feature, it can deal ether one of your selected damage types. ### Potent Casting As you gain levels in this class, the endless *Font of Mana* pumping through you spills out into your spellcasting. At certain levels, the casting level of your *innate* and *favored spells* increases, as displayed on the *Potent Casting* table. | Level | Spell Level | |:---:|:-----------:| | 5th | Spells upcast to 2nd | | 9th | Spells upcast to 3rd | | 13th | Spells upcast to 4th | | 17th | Spells upcast to 5th | ### Studious Eye Your time spent studying extraplanar beings has taught you to notice certain traits about other creatures after a moment of observation. At 7th level, you can spend 1 minute examining another creature to determine certain characteristics about it, learning one of the following: - *(a)* its damage immunities and resistances - *(b)* its classes, and how many levels it has in each - *(c)* Its creature name, creature type, and allignment You can use this feature a number of times equal to your spellcasting ability mod, and regain any expended uses after a long rest. Once you use this feature on a creature, you cannot use it on the same creature again for 24 hours. ### Limited Magic Resistance The energy constantly seeping from your being hangs heavily on you, warding you from other magics. At 11th level, you have advantage on saves made to resist spells, and other magical effects. If you fail a saving throw against a spell or other magical effect, you lose this trait until you finish a short or long rest. At 20th level, you no longer lose this trait when you fail saving throws against spells and other magical effects. ### Planar Sight Through your study of powerful, extraplanar entities, you have learned to see reality as they do, if only for a moment. At 13th level, you can give yourself *True Sight* out to 30ft, or *Devil's Sight* out to 120ft. This effect persists for 1 minute. You can use this feature once each, then must complete a long rest before you can use them again. ### Greater Font of Mana The energy of the multiverse pours from you like a great flood, threatening to swallow everything around you. At 17th level, the cone of your *Font of Mana* feature now extends out to 60ft, and the beam extends to 120ft. Creatures that fail your *Font of Mana's* save get pushed 10ft away from you. ### Extraplanar Body Your exposure to *outsiders* has caused you to adopt a portion of their supernatural physiology. At 18th level, you are protected by a permanent *Stoneskin* spell. This casting of the spell cannot protect you from silvered weapons. Also at 18th level, you can cast *Plane Shift* 1/day. ### Sculptor of Mana You have mastered the art of controlling magic, and can shape your *Font of Mana* to your liking. At 20th level, you can change your *Font of Mana's* damage to any of the types listed in your *Field of Study*. Additionally, your *Font of Mana* feature gains a range of 120ft. As an action, you can select a point within that range. Your *Font of Mana* takes the shape of one of the following: \pagebreak - *(a)* A 30ft radius sphere - *(b)* A 15ft wide, 60ft high cylinder When you use your *Font of Mana*, you can select what creatures/objects in its area do and do not make your save. A creature you designate to not save is unaffected by your *Font of Mana* feature. ## Fields of Study When someone ventures into the realm of the occult, they are seeking lore on specific creatures and places. Perhaps they seek the true name of an *Archdevil* so they can conduct some dastardly deal, or maybe they have been captivated by the beauty of the *Fey*, and simply wish to learn more about them. Regardless of the reason, the path of the *Occultist* is paved with rigorous study and explicit danger. The subjects of their research are more often than not deadly, and the alien territory they dwell in is no less so. When you choose this class at 1st level, you select one of the following *Fields of Study* to be your specialty. ### Demonologist Demonology focuses on the *Lower Planes*, and the hellish creatures that lurk there. Those who choose this area of study spend so much time around negative energies that their souls begin to adopt the properties of them. You take your spells from the *Sorcerer* spell list, and your spellcasting ability modifier is Charisma. When you gain your *Font of Mana* feature at 2nd level, select one damage type from *Necrotic, Acid,* or *Poison.* #### Tools of The Trade (Demonologist) At 1st level, you learn ether Infernal or Abyssal. You gain *Darkvision* 120ft, and you are proficient in Deception. #### Fiendish Vigor Your devilish guile allows you to catch people off guard with some of your deadliest spells. At 1st level, you can add your Cha mod to the spell attack rolls of a cantrip, or one of your *innate* or *favored spells*, that you cast on your turn. You can use this feature before **or** after you see the first spell attack roll. You can do this a number of times equal to your Cha mod, and regain any expended uses after a long rest. #### Dark Secrets Your study of the *lower planes* reveals slivers of fiendish magic to you. As you gain levels in this class, you learn new spells, which can be cast 1/day each. | Level | Spell | |:---:|:-----------:| | 1st | Command | | 5th | Alter Self | | 9th | Fireball | | 13th | Wall of Fire | | 17th | Flame Strike | \columnbreak #### Toxic Essence The nightmarish mark your study has left on your soul can invest a portion of its foulness into your *Font of Mana*. At 6th level, creatures that fail your *Font of Mana's* save become poisoned for 1 minute. A poisoned creature can make this save at the **end** of each of its turns, ending the effect on a success. You can do this a number of times equal to your cha mod, and regain expended uses after a long rest. #### Infernal Constitution Prolonged exposure to *Demons* and *Devils* has caused your body to adopt some of their resilience. At 10th level, you are resistant to Fire, Lightning, and ether Cold or Poison damage. #### Fiend Summoning Your research has revealed the methods fiends use to summon each other from their home planes. At 14th level, You can use an action to attempt to magically summon a Fiend from one of the *Lower Planes*. Make a cha check against 11 + the target creatures CR. On a success, the creature appears in an unoccupied space within 30ft of you. If a creature has a CR lower then 1, you round the DC up to 12 and summon however many of that creature it takes to make a CR 1, *(so **4** CR 1/**4**, or **8** CR 1/**8**)*. You can summon creatures of a CR equal to your level in this class divided by 3. A summoned fiend appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until you or it dies, or until you dismiss it as an action. Once you use this feature, you cannot use it again until you finish a long rest. ### Psionocist Psionology focuses its study beyond the outer planes. Psionocists seek ancient, eldritch lore that has been forgotten to the eons by all but the oldest and most alien beings. The nature of their research causes them to study the mind, and the alternate pathways one can use to generate thought. Through this study, they learn to awaken their minds eye, allowing them to create a number of Psionic affects. You take your spells from the *Warlock* spell list, and your spellcasting ability modifier is Intelligence. When you gain your *Font of Mana* feature at 2nd level, select one damage type from *Psychic, Force,* or *Radiant.* #### Tools of The Trade (Psionocist) At 1st level, you have telepathy out to 60ft. You also know Deep Speech, and are proficient with Investigation. #### Probing Telepathy The reach of your minds eye is so vast that other creatures find it difficult to shield information from you. \pagebreak At 1st level, once per turn, when you communicate telepathically with another creature, you can ask it a question and force it to make a wisdom save against your spell save DC. On a fail, you learn the answer to that question, regardless of its response. The creature must know the answer to your question for you to receive your answer. Pass or fail, the creature is unaware that you probed its thoughts unless it also has telepathy. Creatures with telepathy make this saving throw with advantage. You can use this feature a number of times equal to your int mod, and regain expended uses after a long rest. #### Astral Secrets Your study gives you insight into the inner workings of the mind. As you gain levels in this class, you learn new spells, which you can cast 1/day each. | Level | Spell | |:---:|:-----------:| | 1st | Dissonant Whispers | | 5th | Detect Thoughts | | 9th | Clairvoyance | | 13th | Compulsion | | 17th | Telekinesis | #### Confusing Essence You have learned to funnel the stray thoughts around you into your *Font of Mana*, creating a cacophony of maddening whispers in the minds of any who are subject to it. At 6th level, creatures who fail your *Font of Mana's* save become stunned until your next turn. Stunned creatures repeat this save at the **start** of their turn, ending this effect on a success. You can do this a number of times equal to your int mod, and regain any expended uses after a long rest. #### Shielded Mind Your training in mental control has made assaulting your mind exceedingly difficult. At 10th level, you have resistance to psychic damage, and your thoughts and location can't be discerned by magic. #### Oneness of Mind The touch of your alien mind lingers on those who you choose to spend time with, creating a magical bond. At 14th level, when you cast a spell which requires concentration, you can select one of your allies within 30ft. That ally can use their **reaction** to hold concentration on the spell for you. Only one of your allies can hold concentration for you at a time. If you begin concentrating on another spell, you gain one level of *exaustion* when concentration ends for both spells. \columnbreak ### Mythologist Mythology focuses on the study of nature, and its connection to magic. It is not uncommon to meet mythologists who study *Monstrosities*, like *Griffons* or *Manticores*, but more often then not, their study revolves around the *Feywild* and the *Inner Planes*. Mythologists acclimate themselves to the magic of the natural world by exposing themselves to it. As such, they learn to not only resist its more harmful effects, but to commune, and become one with it. You take your spells from the Druid spell list, and your spellcasting ability modifier is Wisdom. When you gain your *Font of Mana* feature at 2nd level, select one damage type from *Fire, Lightning,* or *Cold*. #### Tools of The Trade (Mythologist) At 1st level, you learn ether Sylvan or Primordial. You can also speak with beasts and plants as if you shared a language, and you are proficient with Survival. #### Faerie Light The soft, colorful light of the *Feywild* emanates from you, like a faintly shimmering veil of mist. At 1st level, you can use a bonus action to emanate an aura of soft, colorful light out to 10ft around you for 1 minute. If a creature other than you is in your aura, you can use your **reaction** to end one condition affecting the creature, other than the *grappled, prone, restrained, incapacitated,* and *unconcious* conditions. You can do this a number of times equal to your wis mod, and regain all expended uses after a long rest. #### Primordial Secrets Your study gives you insight into the inner workings of the natural world. As you gain levels in this class, you learn new spells, which you can cast 1/day each. | Level | Spell | |:---:|:-----------:| | 1st | Entangle | | 5th | Invisibility | | 9th | Lightning Bolt | | 13th | Freedom of Movement | | 17th | Conjure Elemental | #### Tree Stride Your time spent analyzing *Druids* and the *Fey* have given you the ability to feel out the pathways they use to travel. At 6th level, you can expend 10ft of movement on your turn to enter a living plant of medium size or larger. You exit from another plant of medium size or larger within 60ft, reappearing within 5ft of it. You can use this ability only once per turn. #### Sylvan Safeguard Your attunement to the natural world has taught you how to repel the magic of the spirits that dwell there. \pagebreak At 10th level, creatures inside your *Faerie Light* have advantage on saves made to resist being Charmed or Frightened. If a creature other than you takes one of *fire, lightning, cold, acid*, or *thunder* damage, you can use your **reaction** to give it resistance against that damage type until the start of their turn. Your aura also extends to a 15ft radius around you. #### Earth Glide You have become so in tune with nature that the land itself allows you safe passage. At 14th level, you gain a burrow speed of 30ft. You can burrow through nonmagical earth and stone. While doing so, you dont disturb the material you move through. You cannot end your turn inside earth or stone.