Occultist
In the silence between the shelves of forgotten ruins, a scholar pressed their hand against a door that should not exist. Beyond it lay their inner library, a hall of endless corridors and sealed gates, each marked with glyphs no sane mind should read. What began as study soon became obsession; prayers to gods and oaths to patrons felt pale compared to the thrill of opening even one gate and letting its forbidden power bleed into the world. With every step, the scholar’s body warped and their voice cracked with echoes of Eldertongue, yet still they delved deeper, knowing that each answer demanded a piece of their soul in return.
Whispers of Eldritch Tongues
Among the first mysteries an Occultist uncovers is Eldertongue, a language of unraveling. To mortal ears, it is gibberish threaded with screams, but to one who has opened a Gate it is clarity itself. The language bends reality when spoken, carrying invocations that erode both flesh and sanity. Through it, Occultists command their verses, bind alien truths, and pry open the seals of their inner library. Yet every word carries a cost—each syllable tugs them closer to the brink of corruption.
Scholars of the Forbidden
Unlike wizards who map the weave, or warlocks who trade for power, Occultists pursue knowledge as trespassers. They force open paths no door was meant to hide, study grimoires that demand blood for each page turned, and bear marks of corruption as proof of their insight. Their strength is not borrowed but stolen—from within, from beyond, from the fractures in reality itself. An Occultist is always walking a knife’s edge: unlock one gate too many, and the library consumes them entirely.
Quick Build
You can make a Occultist quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution. Second, choose the sage background from the Player's Handbook.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Occultist as one of your classes.
Ability Score Minimum. In order to multiclass, you must have at least a 13 in Intelligence to take a level in this class, or to take a level in another class if you are already an Occultist.
Proficiencies Gained. If Occultist isn't your initial class, you gain two skill proficiencies from the Occultist list when you take your first level in this class.
Occultist
| Level | Proficiency Bonus | Features | Gate Openings |
|---|---|---|---|
| 1st | +2 | Eldertongue, Inner Library, Gate of the First Seal | 1 |
| 2nd | +2 | Forbidden Texts, Corruption Release | 2 |
| 3rd | +2 | Warding Sigil | 2 |
| 4th | +2 | Ability Score Improvement | 2 |
| 5th | +3 | The Second Word | 2 |
| 6th | +3 | Forbidden Texts Feature | 3 |
| 7th | +3 | Wards of the Inner Library | 3 |
| 8th | +3 | Ability Score Improvement | 3 |
| 9th | +4 | The Third Threshold | 3 |
| 10th | +4 | Forbidden Texts Feature | 3 |
| 11th | +4 | Stable Gate | 4 |
| 12th | +4 | Ability Score Improvement | 4 |
| 13th | +5 | Gate of the Fourth Path | 4 |
| 14th | +5 | Forbidden Texts Feature | 4 |
| 15th | +5 | Expiation | 4 |
| 16th | +5 | Ability Score Improvement | 5 |
| 17th | +6 | Soulbinding | 5 |
| 18th | +6 | Forbidden Texts Feature | 5 |
| 19th | +6 | Ability Score Improvement | 5 |
| 20th | +6 | Eternal Gate | 6 |
Class Features
As a 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 Witch level after 1st
Proficiencies
- Armor: none
- Weapons: simple weapons
- Tools: one set of artisan's tools of your choice.
- Saving Throws: Intelligence, Constitution
- Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, Slight of Hand and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a item1 or (b) item2
Eldertongue
When you choose this class at 1st level, you gain access to the unearthly language of Eldertongue. Eldertongue sounds like madding gibberish to any sane creature, but a creature under the effects of a madness-inducing spell (i.e. crown of madness, etc) or cursed can understand it perfectly.
Inner Library
Also at 1st level, you unlock the first hall of your inner library, a spiritual archive of sealed gates leading to dangerous tomes of forbidden lore.
Occult Ability
Because you learn of the occult through study, you use Intelligence when setting your Occult ability. You use the following formulas when setting the save DC and attack rolls used by your occultist features.
Occult save DC = 8 + your Proficiency bonus + your Intelligence modifier
Occult attack modifier = Your Proficiency bonus + your Intelligence modifier
Gate of Knowledge
You can open the sealed doors of your inner library, channeling forbidden power into the world. This act carries both strength and corruption. When you open a Gate, you choose one Gate you know. At 1st level, you know the Gate of the First Seal. You learn additional Gates from your chosen Books as you gain levels in this class.
- Opening a Gate. As a bonus action, you open one Gate you know. A Gate remains open until you close it as a bonus action, you are incapacitated, or combat ends. You can only have one Gate open at a time. If you open a Gate from another Book, the previous Gate immediately closes.
- Uses. You can open a Gate once, and you regain all expended uses when you finish a short or long rest. You gain additional Gate openings as shown in the Gate Openings column of the Occultist class table.
- Aura. While a Gate is open, you radiate an aura of occult power in a 10-foot radius. Each Gate’s aura has a unique effect, determined by the Gate you opened.
- Corruption. Each time you open a Gate, and at the end of each of your turns while a Gate is open, your Corruption Index increases by 1.
Scholar’s Verse
You can speak an invocation in Eldertongue to harm your foes. As an action, you target one creature you can see within 30 feet. The target must succeed on an Intelligence saving throw or take 1d4 psychic damage.
The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Corruption Index
Your body and mind bear the toll of channeling forbidden power. This strain is measured by your Corruption Index (CI), which increases as you draw upon Gates.
- Tracking Corruption. Your CI begins at 0. It increases by 1 each time you open a Gate, and again at the end of each of your turns while a Gate remains open.
- Reducing Corruption. Your CI resets to 0 when you finish a long rest. When you finish a short rest, you may reduce it by an amount equal to your proficiency bonus.
- Maximum Corruption. The maximum value of your CI equals your proficiency bonus + your Intelligence modifier (minimum of 1).
Corruption Thresholds
Your corruption manifests in stages as your Index increases. The effects of corruption are cumulative.
| CI | Stage | Effect |
|---|---|---|
| 0 | Pure | No effect. |
| 1–3 | Touched | Subtle signs mark your body: faintly glowing eyes, distorted voice when speaking Eldertongue. You have advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks. |
| 4–6 | Stained | When you roll initiative, you must either open a Gate immediately or suffer one level of exhaustion. |
| 7–9 | Twisted | Even with no Gate open, you radiate a faint aura in a 5-foot radius, using the aura effects of your most recently opened Book at half range. |
| 10 | Lost | When your Corruption Index would rise above its maximum threshold, your Gate slams shut and you immediately fall unconscious. While unconscious in this state, you make death saving throws as normal, with the following changes: Success: Your CI is reduced by 1. Failure: Your CI increases by 1. If this causes your CI to exceed 10 + your proficiency bonus, your mind and body are consumed by corruption. At the DM’s discretion, this may mean your instant death, transformation into a monstrous creature under the DM’s control, or becoming a hostile NPC antagonist. |
Gate of the First Seal
Finally at 1st level, before you have bound any forbidden tomes, your inner library contains a single sealed door, called the Gate of the First Seal. You may open this Gate to access raw, undirected occult power.
- Aura of the First Seal. While this Gate is open, you aura increases in range 10ft. You are aware of any hostile creatures within the aura.
- Verse of the First Seal. While this Gate is open, your Scholar’s Verse is replaced by the following effect: As an action, you can target one creature or object you see within 60 feet and make an Occult attack against it. The damage die of this verse chances to 1d8 and on a hit he target can't recover hit points or gain temporary hit points until the end of its turn.
Forbidden Texts
At 2nd level, your inner library holds fragments of blasphemous grimoires, each one a pathway into forbidden knowledge. These writings are called Books, and each conceals a Gate—a doorway to alien truths and corruptive power. You know a number of Books of your choice equal to your Proficiency Bonus. A Book gain additional features at 6th, 10th, 14th, and 18th level.
Corruption Release
Also at 2nd level, you learn to perform short rites that force the corruption back into dormancy. As a bonus action, you can reduce your CI by 1. When you do so, choose one:
- Take psychic damage equal to your proficiency bonus.
- Suffer disadvantage on your next attack roll or saving throw before the end of your turn.
You can use this feature a number of times equal to your Intellegence modifier and ragain all uses upon finishing a long rest.
Warding Sigil
At 3rd level, your study of forbidden texts allows you to weave defensive wards from fragments of alien glyphs. You learn to inscribe warding sigils, unstable symbols of protection drawn from your inner library. As an action, you can inscribe a warding sigil on the ground, a wall, or another surface within 5 feet of you (AC 10, 5 hit points). The sigil lasts for 1 minute, until you inscribe another, or until it is destroyed. While you or an ally are within 5 feet of your sigil, you gain a bonus to saving throws against being charmed, frightened, or possessed equal to your Intelligence modifier (minimum of 1).
You can use this feature a number of times equal to your Proficiency Bonus and ragain all uses upon finishing a long rest.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
The Second Word
At 5th level, your command of the forbidden tongue grows sharper. When you cast a Verse as your action, you can speak a second Verse as a bonus action. The second Verse deals half its normal damage dice (rounded up).
Wards of the Inner Library
At 7th level, the knowledge inside your Library shields your mind and body soul. You gain the following boons;
- Ward of the Flesh. You bind your own body with occult wards. When you take damage, you may use your reaction to reduce that damage by an amount equal to your CI. When you do so, increase your CI by 1.
- Ward of the Mind. Your mind is scared and insulated. You gain resistance to psychic damage.
- Ward of the Spirit. Your soul is invialable. You have advantage on saving throws against being charmed or frightened and when you succeed on such a saving throw, you may immediately reduce your CI by 1.
The Third Threshold
At 9th level, You can pry open deeper gates of power, at terrible risk. When you open a Gate, you may immediately open a Second Gate simultaneously. While you have two Gates open, you add your proficiency bonus to damage rolls with occult attacks and aura effects. At the start and end of each of your turns, your CI increases by 1.
If your CI reaches 10 while using this feature, your fall to Lost is immediate.
Stable Gate
At 11th level, your mastery of the forbidden texts allows you to better stabilize the Gates you open. Once per turn, you can open a Gate without increasing your Corruption Index. Additionally, The radius of your aura increases by 10 feet.
Gate of the Fourth Path
At 13th level, your Inner Library reveals a hidden hall, a place where all your Books whisper in unison. You may open this Gate to access an eldritch presence.
- Four Pressures. This Gate counts as every Gate you know from all gates from your Forbidden Texts feature for the purpose of aura effects, but your aura range is halved.
- Bow to Will. You may reroll one attack roll, saving throw, or ability check each turn, taking the second result.
- Greater Corruption. At the end of each of your turns, increase your CI by 2.
Expiation
At 15th level, you can rip corruption out of your body in a devastating backlash. As an action, you may reduce your CI to 0. When you do so, all creatures of your choice within 30 feet must succeed on an Intelligence saving throw or take psychic damage equal to 2d20 + your CI before it was reduced and be pushed 10 feet away from you. On a success, they take half damage and are not pushed.
Once you use this feature, you cannot use it again until you finish a long rest.
Soulbinding
At 17th level, you anchor your body and soul with forbidden glyphs, holding yourself together when you should fall. When you would be reduced to 0 hit points, you may instead drop to 1 hit point and immediately increase your CI by 3.
Eternal Gate
At 20th level, you no longer stand outside the Gates, you are a Gate, your soul fused with your Inner Library. Your existence is a paradox of survival, corruption, and forbidden knowledge. You gain the following benefits;
- Unfailing Body. When you reach 0 hit points you do not fall unconscious but you still make death saving throws as normal.
- Unlocked Gate. As an action, you can open 3 gates similtaniously. This increases you CI to 9 and at the end of the current turn your gates slam shut. Once you use this feature, you cannot use it again until you finish a long rest.
- The Fifth Form. When you enter the Lost state, you may choose to unleash yourself as a world-shattering anomaly: for 1 minute, all gates from your Forbidden Texts feature are opened, your aura radius triples and all aura effects deal maximum damage. At the end of this minute, you are consumed by corruption, and the DM decides your fate.
Fobidden Texts
Book of the Infernal Concord
"Demons do not obey; they listen, and then they tear."
— Preface of Master Veyran, Demonologist of the Seventh Circle
This tome reeks of scorched leather and dried blood. Its pages are stitched from skin, each one marked with shifting claw-marks that appear and vanish between readings. The ink crawls like living fire, words written not as plea but as command, scratched across the walls of Hell itself.
Gate of Hellish Chains
"Each word is a chain; each phrase, a pact."
Beginning at 3rd level, when you open this Gate, infernal chains writhe and lash around you. While this Gate is open you gain the following benefits;
- Protection from devils. Feinds have disadvantage on attack rolls against you.
- Aura of Chains. Your aura extends 10 feet. Hostile creatures in it have their speed reduced by 10 feet. Whenever a creature in your aura takes damage from one of your attacks or spells, spectral chains erupt around it. The creature must succeed on a Strength saving throw or be restrained until the start of your next turn.
- Infernal Verse. Your verse speaks chains to lash your foes. The damage die of this verse chances to 1d8, make an occult attack against a creature within 10ft., on a hit the creatures speed is reduced by 10ft until the start of its next turn.
Pentagram of Binding
"The weak bow beneath oaths they cannot comprehend."
At 6th level, your Warding Sigil feature twists into a Pentagram of Binding, a ritual circle that anchors fragments of Hell.
- You create a 10-foot-radius magical circle, inscribed with fiendish runes.
- Your Pentagrams hit points equal 2 times your occultist level and its AC increases by your CI.
- When you inscribe this sigil, you may summon a Lesser Demon Fragment, a small fiendish echo that manifests and is bound within the circle.
- While contained, it listens to verbal commands (no action required).
Major Pentagram
"No circle is perfect, yet even flaws may bind the mighty."
At 10th level, your binding circles can now anchor greater fiends. When you create a Pentagram of Binding, you may summon a Major Demon Fragment instead of a lesser one. In addition, when a creature attempts to leave the pentagram by any means they must roll a Charisma saving throw. On a failes save, their speed is reduced to 0 and any spell they cast fizzils.
Infernal Tribunal
"The three voices speak in judgment; one to tempt, one to torment, and one to condemn."
At 14th level, when you create a Pentagram of Binding, you may summon the Infernal Tribunal. When you call forth the Tribunal, three great demon fragments manifest as towering silhouettes of ash and fire within your pentagram and your pentagram expands by 20ft. They loom above you, whispering their verdicts in unison. In addition, if your pentagram is destroyed while the Tribunal is present, the Tribunal does not vanish. Instead, it passes judgment in fury: each hostile creature within 20 feet of you must make a Wisdom saving throw, taking 4d8 psychic damage on a failure or half as much on a success.
You can use this feature once and may use if again after finishing a long rest.
Chainbound
"The chains that once bound others now coil around your spirit."
At 18th level, you gain the permenant trait: Infernal Warden. Whenever a creature you can see within 30 feet would move outside the range of your aura, teleport, or shift planes you may use your reaction to immidiatly use Infernal Verse against the creature reguardless of range and on a hit their speed is reduced to 0 and any spell they cast fizzils.
Lesser Demon Fragment
Small fiend, chaotic evil
- Armor Class 12 + PB
- Hit Points 10 + three times your Occultist level
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 6 (−2) 10 (+0) 8 (−1)
- Saving Throws Uses your proficiencies.
- Damage Resistances fire, psychic
- Condition Immunities frightened, charmed
- Senses darkvision 60 ft., passive Perception 10
- Languages understands Abyssal but cannot speak
- Proficiency Bonus (PB) equals yours
Torment. (While Pentagram Holds): Hostile creatures within have disadvantage on Constitution saving throws to maintain concentration
Berserk. (If Pentagram Broken): The Fragment immediately lashes out at the nearest creature. It gains advantage on attack rolls and deals an additional 1d6 fire damage on a hit.
Actions
Chain Lash. Melee weapon attack: +PB to hit, Reach 10ft., one target. Hit: 1d6 + PB fire + 1d6 psychic damage. Target’s speed is reduced by 10 feet until the start of its next turn.
Major Demon Fragment
Medium fiend, chaotic evil
- Armor Class 12 + PB
- Hit Points 20 + three times your Occultist level
- Speed 30 ft., 60ft. fly
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 6 (−2) 12 (+1) 8 (−1)
- Saving Throws Uses your proficiencies.
- Damage Resistances fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities frightened, charmed
- Senses darkvision 60 ft., passive Perception 11
- Languages understands Abyssal but cannot speak
- Proficiency Bonus (PB) equals yours
Torment. (While Pentagram Holds): Hostile creatures within have disadvantage on Constitution saving throws to maintain concentration
Torcher. At the end of each of the fragments turns, Creatures who have taken damage take an additional 14d fire damage.
Berserk. (If Pentagram Broken): The Fragment immediately lashes out at the nearest creature. It gains advantage on attack rolls and deals an additional 1d6 fire damage on a hit.
Actions
Multiattack. The Fragment makes two Chain Lash attacks.
Chain Lash. Melee weapon attack: +PB to hit, Reach 10ft., one target. Hit: 1d6 + PB fire + 1d6 psychic damage and the target must succeed on a Strength saving throw (DC = your save DC) or be pulled 10 ft. toward the Fragment.
Great Demon Fragment
large fiend, chaotic evil
- Armor Class 13 + PB
- Hit Points 20 + three times your
- Speed 30 ft., 60ft. fly
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 6 (−2) 12 (+1) 8 (−1)
- Saving Throws Uses your proficiencies.
- Damage Resistances fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities frightened, charmed
- Senses darkvision 120 ft., passive Perception 11
- Languages understands Abyssal but cannot speak
- Proficiency Bonus (PB) equals yours
Domination. (While Pentagram Holds): Hostile creatures within make saving throws against being frightened with disadvantage.
Torcher. At the end of each of the fragments turns, Creatures who have taken damage take an additional 14d fire damage.
Tribunal. Each Great Demon Fragment embodies one of the aspects of the tribunal; Lies, Pain, Betrayal
- Lies: Forked Tongue (Recharge 5–6). The Fragment targets one creature within 30 ft. The target must succeed on a Wisdom saving throw or treat all allies as enemies until the end of its next turn, immediately making an attack against the nearest ally.
- Pain: Lash of Agony (Recharge 5–6). The Fragment makes a Chain Lash against each creature of your choice within 20 ft. On a hit, the target also suffers disadvantage on attack rolls until the start of its next turn.
- Temptation: Honeyed Whisper (Recharge 5–6). The Fragment targets one creature within 30 ft. The target must succeed on a Charisma saving throw or become charmed by the Fragment until the end of its next turn. While charmed this way, the creature cannot attack the Fragment and treats it as a trusted ally, moving to protect it if able.
Actions
Multiattack. The Fragment makes two Chain Lash attacks.
Chain Lash. Melee weapon attack: +PB to hit, Reach 10ft., one target. Hit: 1d6 + PB fire + 1d6 psychic damage and the target must succeed on a Strength saving throw (DC = your save DC) or be pulled 10 ft. toward the Fragment.
Book of Le Danse Macabre
"Death is not the end, but the rhythm. Flesh rots, bones clatter, and all shall sway to the eternal music."
This black folio reeks of dust and grave mold. Notes in its margins curl like skeletal fingers, and faint musical staves wander across the parchment — sometimes resolving into actual whispers of violin strings. When opened, the scent of funerary incense fills the air, and motes of pale light drift upward like ash.
Gate of the Dance
"One does not flee the dance. One joins."
Beginning at 3rd level, you learn to open the Gate of the Surgeon’s Cut flooding your body with unnatural animation. While this Gate is open you gain the following benefits;
- Dance of Death. When you open this Gate, you may begin the Dance of Death. Choose up to a number of creatures equal to your Intelligence modifier (minimum 1) within 30 feet. Each must succeed on a Charisma saving throw or be compelled to join the dance until you shut this gate. Creatures under this effect cannot take the Dash action and their movement is halved until the end of your next turn, their bodies swaying as if to unheard music.
- Aura of the Waltz. your aura extends 10 feet. Allies in the aura gain resistance to necrotic damage and advantage on saving throws against being compeled to move or be knocked prone, moving as though protected by the rhythm of your dance.
- Verse of Accompaniment. Your Scholar’s Verse becomes the Accompaniment. On a failed save, the target takes necrotic damage and must immediately step 5 feet in a direction of your choice, as if pulled into the steps of the danse. A creature has disadvantage on this saving throw if they are under the effects of your dance of death.
Stage Resonance
"Strike the chord, and all must move. None may ignore the beat."
At 6th level, your Warding Sigil takes the form of a spectral circle of runes and musical notes that thrum like the strings of a phantom instrument. All hostile creatures of your choice within 15 feet of the sigil must succeed on a Charisma saving throw or take thunder damage equal to your CI and fall under the effects of your dance of death or on a succsess they do not fall under the effects of your dance of death. Allies that begin their turn within 15 feet of the sigil are quickened by its rhythm. Their movement speed increases by 5 × your CI (Corruption Index) until the start of their next turn.
Grand Masquerade
"The living and the dead alike shall join, for the music spares none."
At 10th level, your Dance of Death blossoms into a full performance, drawing all into its steps. If a hostile creature is reduced to 0 hit points while under the effects of your Dance of Death, it rises at the start of your next turn as a Skeleton under your control. These skeletons last until your Gate closes or they are destroyed, whichever comes first.
The Last Waltz
"When the orchestra swells, even kings become puppets on bone strings."
At 14th level, your Dance of Death spreads like a plague of rhythm. While a creature is under the effects of your Dance of Death, its creature type is considered Undead for the duration. Additionally, the dance becomes contagious. Any creature that starts its turn within 5 feet of a creature compelled by your Dance of Death must succeed on a Charisma saving throw or fall under its effects until the end of your next turn. Finally, if a hostile creature is reduced to 0 hit points while under the effects of your Dance of Death, you may raise it as a ghost under your control instead of a skeleton.
Memento Mori
"Life is but a fleeting moment, a flickering candle-flame in the endless dark. So dance and remember, all will die."
At 18th level, the danse has seeped into your marrow, etching its rhythm into your very soul. you gain the permanent trait: Death’s Companion. When a hostile creature within 10 feet of you dies, you may use your reaction to compel its corpse to rise as a skeleton under your control until the end of your next turn. These skeletons crumble to dust after their brief encore.
Book of the Red Gospel
"I have drunk deep, and in the drinking I was remade. Not cursed — no, never cursed — but chosen. For every cup I raise, another joins my covenant."
This folio is bound in cracked crimson leather, its pages slick to the touch as though always wet. Words are written in iron-rust script, each line humming faintly with hunger.
Gate of the Crimson Chalice
"Drink and be remade, embrace the thrist and be whole"
Beginning at 3rd level, you learn to open the Gate of the Crimson Chalice, suffusing your body with sanguine hunger. While this Gate is open, you gain the following benefits:
- Sanguine Feast. When you damage a creature with your Scholar’s Verse, you regain hit points equal to your Corruption Index (minimum 1). If the creature is at or below half its hit point maximum, you instead regain hit points equal to twice your Corruption Index.
- Aura of Thirst. Your aura extends 10 feet. Allies within feel a terrible thirst having advantage on attack rolls against bleeding creatures.
- Verse of Hemorrhage. Your Scholar’s Verse becomes the Hemorrhage. On a failed saving throw, the target takes necrotic damage and begins to bleed, taking damage equal to your Corruption Index at the start of its next turn. This bleeding can be staunched with a DC 10 Medicine check or any healing.
Sanguine Apotheosis
"The night bends to you, as it should to all my children."
At 6th level, you awaken the ancient gifts of the vampire. While your Gate of the Crimson Chalice is open, you gain the following benefits:
- Climber of Walls. You gain a climbing speed equal to your walking speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free and end your turn without falling.
- Mist form. When you take damage you may use your reaction to turn into mist and move up to 20 feet to an unoccupied space you can see. You become incorporeal while moving this way, passing through creatures and objects.
- Eyes that Glow Red. Once per Gate, you can target a creature within 30 feet as an action. The creature must succeed on a Charisma saving throw or become charmed by you until the end of your next turn, enthralled by your vampiric majesty.
Symphony of Crimson Night
"Drink of my cup, and share my dominion."
At 10th level, your Warding Sigil becomes the Covenant Seal, a bloody crest that spreads vampiric blessings. While inside the sigil’s 15-foot radius, they gain the following benefits:
- Predator’s Eyes. They gain darkvision up to 120ft. and can see through magical darkness.
- Slake your Thirst. Once per turn when they deal damage with a weapon attack to a bleeding creature they deal additional necrotic damage and regain hit points regain hit points equal to your Corruption Index (minimum 1).
Lord of Night
"The sun will set on the living, and my children will inherit the night."
At 14th level, you embody the sovereign gifts of vampirism. While your Gate of the Crimson Chalice is open, you gain the following abilities:
- Shape of the Beast. As a bonus action, you can assume the form of a bat or a wolf. This functions as the wild shape feature.
- Fangs of the Father. You gain a natural weapon in the form of a bite, which deals 2d8 piercing damage on a hit and force the creature to make a Constitution saving throw or take the effects of your Verse of Hemorrhage. You may repace a use of your schoolar's verse to make a bite attack.
- Children of the Night. Once per Gate, you can summon a number of Swarms of Bats or Rats equal to your proficiency bonus. They remain for this gates duration, obeying your verbal commands. If already present in the environment, such creatures will answer the call instead.
Blood Gift
"To you my most beloved child I grant the highest honor. Join me, be remade, be whole, and remind the world that the night belongs to our kin alone."
At 18th level, you gain the permenant trait: Vampire. You alway have your Fangs of the Father feature however if you hit a creature with it without the Gate of the Crimson Chalice open you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight until the end of your next turn.
Book of the Visiting Star
"I charted it first as any astronomer would: a cold point of light, steady against the drift of heaven. I named it, I measured it, and in doing so I made myself its vessel. Charting it's arc showed me the truth, it's heading towards us."
This text is penned in jagged, obsessive script, its margins filled with feverish calculations, constellations torn apart, and diagrams of eyes weeping light. The first pages are orderly, the thoughts of a scholar. The middle ones ramble, words breaking into spirals. The final chapters are barely legible, whole paragraphs replaced by frantic repetitions of “it comes.”
Gate Falling Radiance
"At first I thought it passive, a witness. But when I traced its course night by night, I felt the weight of its attention fall upon me. It is not a star at all. It is a gaze, fixed upon us."
Beginning at 3rd level, you learn to open the Gate of the Surgeon’s Cut flooding your body with unnatural animation. While this Gate is open you gain the following benefits;
- Witness. When you open this gate roll once on the Lesser Mutations Table. Mutations lasts until this gate is shut.
- Aura of the Star’s Heat. Your aura extends 10 feet. Hostile creatures within take psychic damage equal to your Intelligence modifier at the end of their turns (no save).
- Verse of Radiant Blight. Your Scholar’s Verse becomes a bolt of searing light. The damage die of this verse chances to 1d6, make an Occult attack against a creature within 60 feet. On a hit, the creatures metal barriers weaken gaining vunrability to psychic damage until the start of your next turn.
It Gazes Back
"The fire seeps beneath my skin. Each dawn I wake changed. My hand trembles, my veins glow faintly in the dark. I tell myself this is brilliance. But brilliance is only a word for burning."
At 6th level, you may roll on the lesser mutations tabel twice gaining both effects and as a bonus action, you may invoke the Star’s burning gaze. For each round this effect is active your CI increases by 1, your aura radius doubles and your Scholar’s Verse deals an additional damage die.
The Visitors Embrace
"It sings to me now. Not in sound, but in vibration. The earth shudders when it turns its gaze fully upon me. I am the mouth, the herald, the bleeding sky come to walk."
At 10th level, when you open your gate roll once on the Major Mutations Table and gain that effect in addition to your Lesser Mutation.
The Star Descends
"The heavens crack. I dream of glass shattering, of molten rivers pouring from the wound in the sky. I know these are not dreams. They are promises."
At 14th level, you may channel the Star’s falling presence. As an action, roll on the Apocalypse Mutations Table and gain that effect until the end of your next turn. When you do so, your CI increases by 2.
It's Here
"The stars above me are not stars. They are eyes. The sun itself is an opening wound. The sky is coming apart. And I am its prophet."
At 18th level, you gain the permenant trait: Stargazer. You are permanently marked by the Star. At the start of each day, roll once on the Major Mutations Table; this effect persists until replaced by another roll.
Lesser Mutations
| d6 | Mutation |
|---|---|
| 1 | Telescopic Growths. Strange, jointed stalks sprout from your skull, each tipped with a blinking eye. You gain a +5 bonus to Wisdom (Perception) checks that rely on sight, and you can see up to 1 mile as if objects were only 100 feet away. Once per Gate, you can use a bonus action to grant yourself advantage on one ranged attack roll. |
| 2 | Burning Pupils. Your pupils glow like smoldering coals. As a bonus action once per Gate, you can unleash a searing glare at each creature in a 30-foot cone. They must succeed on a Constitution saving throw or take fire damage equal to your Intelligence modifier (minimum 1). |
| 3 | Distended Neck. Your neck elongates, twisting unnaturally to watch every angle. You cannot be flanked, and you have advantage on ability checks and saving throws to avoid being grappled or restrained. |
| 4 | Alien Halo. A faint, ring-shaped shimmer encircles your head like an unnatural crown. Allies within 10 ft. of you have advantage on saving throws against being frightened. Once per Gate, when you take damage, you may reduce it by your Intelligence modifier (minimum 1). |
| 5 | Choral Tongue. Your voice resonates with harmonics no mortal throat should form. Once per Gate, as a reaction when a creature you can see casts a spell, you can force it to make a Constitution saving throw. On a failure, the spell is cast with disadvantage on its attack roll or your allies have advantage on saving throws against it. |
| 6 | Starlight Veins. Your veins glow faintly like shifting constellations. You gain darkvision out to 60 ft. (or extend existing darkvision by 30 ft.). Once per Gate, when you deal radiant or fire damage, you may reroll one damage die. |
Major Mutations
| d6 | Mutation |
|---|---|
| 1 | Celestial Maw. A vertical mouth opens on your torso, whispering hymns. Once per Gate, you can choose for your Schoolar's Verse to deal maximum damage instead of rolling. |
| 2 | Thousand-Fold Vision. Your eyes fracture into countless overlapping pupils. You gain blindsight out to 10 ft. and advantage on Wisdom (Perception) checks. Once per Gate, you can impose disadvantage on a creature’s attack roll against you as your shifting eyes warp its aim. |
| 3 | Orrery Spine.. Bone and cartilage twist into a rotating crown of vertebrae above your head, orbiting like celestial bodies. You gain a +2 bonus to AC. Once per Gate, you can deflect one ranged attack, reducing the damage by 1d10 + your CI. |
| 4 | Crown of Worms. Filaments of starlight writhe like parasitic hair. You can cast detect thoughts spell once per Gate without expending a spell slot. When you do, the target glimpses alien visions and takes psychic damage equal to your CI and can only speak in Eldertongue for 1 minute. |
| 5 | Cyst-Planets. Glowing cysts swell and orbit your body like malignant moons. When a creature hits you with a melee weapon attack, you can use your reaction to deal radiant damage equal to your Intelligence modifier to the creature. |
| 6 | Pulsar Heart. Your chest glows faintly as your heart beats like a collapsed star. Your Aura extended by 5ft. Once per gate, you may double the range of your aura util the start of your next turn. |
Apocalypse Mutations
| d4 | Mutation |
|---|---|
| 1 | Nova Bloom. Your flesh bursts into radiant plasma and regrows instantly. you regain hit points equal to your Occultist level plus your CI, you shed bright light in 60 feet, and dim light in 120 feet. Creatures that start their turn within your aura take radiant damage equal to your CI. |
| 2 | Light Parasite. A searing larva of starlight bursts from your chest, writhing into another creature. Choose one creature within 30 feet that you can see. The parasite streaks into it, forcing the target to make a Constitution saving throw. On a failed save, the creature is infested until the end of your next turn. While infested, it takes 2d10 radiant damage at the start of its turn, and it has disadvantage on attack rolls as the parasite wriggles beneath its skin. On a successful save, the parasite sputters and bursts, dealing half damage and disappearing. |
| 3 | All-Seeing Maw.. Your head splits open into a vertical maw filled with burning eyes. Creatures of your choice within 60 feet must succeed on a Wisdom saving throw or be stunned until the end of their next turn. |
| 4 | Scared System. Flesh fractures and burns, orbiting you like dying suns. Ranged weapon attacks against you automatically miss, as the orbit deflects projectiles. At the end of your turn, each creature within your aura take fire damage equal to twice your Intelligence modifier. |
Book of Estranged Anatomy
The margins are annotated with diagrams of dissected cadavers, each body part labeled not as “hand” or “lung” but as “subject A-1,” “subject A-2,” and so forth. The tone is utterly without empathy—every cut is just another entry in the doctor’s great experiment.
Gate of the Surgeon’s Cut
"The knife divides, and in division there is revelation. The arm wrestles better without the burden of the torso; the tongue lies more cleanly once removed."
Beginning at 3rd level, you learn to open the Gate of the Surgeon’s Cut flooding your body with unnatural animation. While this Gate is open you gain the following benefits;
- Sever the Flesh. At the start of your turn, you may sever one of your hands (maximum 2). The hand crawls into an unoccupied space within your aura. It acts as a Severed Body Part (Hand), the hand obeys your commands, acting on your initiative. A Severed Body Part cannot be healed by normal means, but regrows when destroyed or when you close your Gate
- Etherial Surgery. You aura increases in range 10ft. Creatures under your control that start their turn within the aura regain hit points equal to your Intellegence modifier (minimum 1).
- Surgeons Verse. Your Scholar’s Verse deals magical slashing damage instead of psychic. On a hit, the target must succeed on a Constitution saving throw or suffer bleeding lacerations. At the start of its next turn, it takes additional slashing damage equal to one roll of your Scholar’s Verse damage dice.
Anatomical Rebellion
"A lung removed still breathes if given air. A heart cut free still beats if given blood. The body persists past severance, it only lacks will. I grant it will."
At 6th level, you have learned the secrets of anatomy and have finer control over your body. When you sever a body part using your Sever the Flesh feature you can choose to sever a Hand, Eye, Ear, Leg, or heart. You can have a number of Severed Body Parts equal to your Proficiency Bonus.
Cadaverous Choir
"One patient’s parts proved insufficient. But many patients, stitched into an orchestra of muscle and vein, that is where true art lies. Limbs need not remain loyal to their original host."
At 10th level, when you animate a part with Sever the Flesh feature, you may animate two parts at once. Additionally, As an action, you may augment your Scholar’s Verse with a chorus of organs. All hostile creatures within 30 feet must succeed on a Constitution saving throw or take 4d8 necrotic damage. If a creature is reduced to 0 hit points this way, you may immediately create a Severed Body Part from their remains.
You can use this feature once and may use if again after finishing a long rest.
Library of Flesh
"Each limb keeps memory of its motions. Each organ keeps memory of its function. I have written them down, and so they obey me. My library walks on ten thousand legs."
At 14th level, your work transcends simple severance — you bind other creatures’ anatomy into yourself, stitching them into your living library. When a creature that is not a Construct or Ooze dies within 30 feet of you, you may use your reaction to harvest one of its body parts (Arm, Leg, Eye, Organ, or Mouth). The creature’s CR must be equal to or lower than your Occultist level. You can only host one graft of each type at a time (one Arm, one Eye, etc.). If you attempt to graft a part you already possess, you must choose to replace the old graft with the new one.
- Arm Graft. You gain one of the creature’s weapon attacks (such as a claw, tentacle, or sting). You can use this attack in place of a weapon attack.
- Leg Graft. You gain one movement speed the creature possessed (such as climb, burrow, or swim speed, equal to the listed speed).
- Eye Graft. You gain one of the creature’s senses (such as darkvision, blindsight, or truesight, up to the range listed).
- Organ Graft. You gain one damage resistance, damage immunity, or condition immunity that the creature possessed.
- Mouth Graft. You gain one of the creature’s languages.
- Unique Graft. You gain one of the special actions. If the ability normally has limited uses or recharges, you can use it once per Gate activation.
When your Gate closes, your grafts wither away into rotting flesh. When you reopen the Gate, they regrow in their horrific, stitched-together form, restoring their effects.
The Surgeon’s Legacy
"When I die, I shall not be buried. I shall not rot. My bones will walk, my tongue will continue its lecture, my hands will continue their sutures. My anatomy will outlive me, because I was never one body, but many."
At 18th level, you gain the permenant trait: Living Autopsy. If you are reduced to 0 hit points, instead of falling unconscious, you split apart into animated body parts. You immediately summon six Severed Body Parts of your choice each lasting for the duration you are unconsious. If you regain hitpoints you regain an additional hitpoints equal to the remaining number of Severed Body Parts.
You can use this feature once and may use if again after finishing a long rest.
Severed Body Part
Tiny Aberration, Unaligned
- Armor Class 13
- Hit Points 5 + two times your occultist level + your Intelligence modifier
- Speed 20 ft., climb 20 ft. (Hand), 0 ft., fly 30 ft. (hover)(Eye/heart)., Speed 10 ft. (Ear), Speed 40 ft. (leg)
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 3 (−4) 10 (+0) 5 (−3)
- Saving Throws Add your proficiency bonus.
- Damage Resistances Psychic, Necrotic
- Condition Immunities Charmed, Frightened, Poisoned
- Senses Blindsight 30 ft., passive Perception 10, Darkvision 60ft. (Eye)
- Languages Understands Eldertongue and the languages you know, but can only communicate through unsettling gestures
- Proficiency Bonus (PB). Equals yours
Bound Anatomy. The summoned body part is a fragment of your own soul-flesh. If it is destroyed, you take psychic damage equal to half the damage it took in the final blow.
Keen hearing. (Ear) The severed Body Part gain advantage on Wisdom (Perception) checks relying on sound. You can hear what the Ear can.
Grasping Fingers. (Hand) When this body part hits with Rending Strike, the target must succeed on a Strength saving throw or be grappled (escape DC = your Occult save DC).
Punting Strike. (Leg) Rending Strikes damage die increases to 1d8 and on a hit forces the creature to make a strength saving throw or be pushed 10ft.
Actions
Rending Strike. Melee Weapon Attack: Occult attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.
Gaze of Unmaking (Recharge 5–6). (Eye) One creature it can see within 30 ft. must succeed on an Intelligence saving throw or take 2d6 psychic damage.
Pulse of Viscera (Recharge 5–6). (Heart) Each creature of your choice within 10ft. of the heart must succeed on a Constitution saving throw or take 2d6 necrotic damage and one creature within 10ft of the heart gains temporary hit points equal to the total damage dealt.
Bonus Actions
Sprint. (leg) The Severed Body Part may use the dash action as a bonus action.
Book of Sunken Ships
Gate
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Book of the Sleeping Dragon
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Book of the Moons Daughter
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Book of the Floating World
Gate
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Book of the Green Lion
Gate
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Book of Divine Origins
Gate
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6
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10
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14
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18
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