The Occultist Specialist

by Mage

Search GM Binder Visit User Profile

The Occultist

Artificer Specialists

At 3rd level, an artificer gains the Artificer Specialist feature.

Occultist

Occultists devoted their study to eldritch knowledge of strange or alien beings and darker magics. Utilizing their studies, occultists have a deeper understanding of curses, both how to handle them and how to inflict them.

Sinister Studies

At 3rd level, you learn the chill touch cantrip, which counts as an artificer spell for you.

Additionally, you learn if a target is cursed when you cast identify on it, but you do not learn the effects or details of the curse.

Occultist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Occultist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Occultist Spells
Artificer Level Spell
3rd arms of Hadar, detect evil and good
5th augury, hunger of Hadar
9th remove curse, speak with dead
13th banishment, Evard's black tentacles
17th contact other plane, dispel evil and good

Cursed Mark

At 3rd level, you begin your study into darker magic gave you the knowledge to create more intricate curses of your own.

As a bonus action on your turn, you magically curse a creature you can see within 60 feet of you.

Once you curse a target using your Cursed Mark, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher.

When you curse a creature in this way, you deal an additional 1d6 necrotic damage when you hit the target with an attack roll. The curse lasts for 1 minute, or until you lose concentration (as if you were concentrating on a spell).

Additionally, the creature must make a Wisdom saving throw against your artificer spell save DC. On a failed save, the target is also affected by one of the following effects for the duration:

  • As a bonus action on each of your turns, the target must make a Wisdom saving throw or take 2d6 necrotic damage.
  • The target subtracts 1d4 from its attack rolls.
  • The target subtracts 1d4 from its ability checks.
  • The targets speed is reduced by 10 feet.

A remove curse spell ends the effects.

Eerie Magic

Starting at 5th level, artificer spells you cast ignore resistance to necrotic damage. When you cast an artificer spell that deals acid, bludgeoning, cold, or necrotic damage, roll a d6, and add the number rolled to one of the spell's damage rolls.

Improved Mark

At 9th level, your studies into the eldritch have strengthened your mark. You can apply two of the effects of your Cursed Mark when a target fails its saving throw. You can choose the same effect twice, causing the effect to double.

Additionally, you can also choose from the following effects to apply when the target fails its saving throw against your Cursed Mark:

  • Choose one ot the target's ability scores. The target subtracts 1d4 from its saving throws using that score.
  • The target subtracts 1d6 from its damage rolls.
  • The target's AC decreases by 1.

Occult Mastery

By 14th level, your studies have made your curses more potent and fortified the your strength of your mind and your resistance to cursed items:

  • You have resistance to necrotic damage, and you have advantage on saving throws against being charmed, frightened, or possessed.
  • When you use your Cursed Mark, you can choose two creatures within range to be affected by it. You choose the effects applied to each creature when it fails its saving throw separately.
  • When you attune to a magic item that is cursed, the effects of the curse do not affect you. You can voluntarily end your attunement to the item during a short or long rest.





















Mavaro the Occultist by Wayne Reynolds


Occultist subclass by /u/bluestofmages
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.