My Documents
Become a Patron!
## The Occultist ###### Deep in the desert a roughen human searches through a ruin slowly eroded by time searching for a tome thought to be lost eons ago. Feeling the power near, he pushes deeper into the depths. A young Elf pins her hair up as the ritual begins. Hurriedly scribing the words chanted by the elders down so she can look back upon them for answers. The air grows denser as they continue and the words upon the page glow an ominous red. ###### Pulling a card from a deck, a gnome puts it on a table and frowns as he looks up to his companion. "A skull. You know that means nothing good." he says as he slips it back into the deck and looks up at the sky fearing the omen he drew. ###### There are those who study the arcane who call themselves wizards. Then there are those study deeper than the arcane, the true reason of how magic works and weaves it in ways no pure studying can teach you. Sometimes you need to twist your view on the world and begin searching for reason to the madness, this is what the occultist seek to do in the world. ### Seekers of Answers Fearsome as they seem Occultist are nothing more than people who searched for answers, and found them. Through means not understandable to everyone, the occultist find themselves pondering questions on a scale way above most others. During the hunt for their answers they find them in hidden tomes, forgotten stories, or even through means quite dark in nature. Going against most conventional forms of magic, they weave their magic around as a malleable tool instead of a shield or weapon. ### Arcane Darkness Their magic although needing unyielding years of training is still quite volatile. The magic used is usually in a much more unstable state and those who use it are commonly seen as insane. It is this practice of unstable magic easier to mold however. By surging the power of the magic they can create all new types of effects to keep those who go against them at bay. \columnbreak ### Creating an Occultist When creating an occultist character, the biggest importance is how you came into your magic. Was it handed down by family? Did you discover a secret and obsessed over it until you found the answer? Were you part of a cult that used the type of magic you use? What drew you into where you are now? Is there a new question you seek to answer? Did you find an answer you truly want to forget? Maybe you just want time to ponder what to do next after seeking an answer for to long. \pagebreakNum
##### Occultist | Level | Proficiency Bonus | Darkness | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | 2 | Spellcasting, Forbidden Secrets | 3 | 2 | 2 | — | — | — | — | — | — | — | — | — | — | — | | 2nd | +2 | 2 | Binding Ritual | 3 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | 3 |Forbidden Secrets | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | 3 |Ability Score Improvement | 4 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | 3 |─ | 4 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | 3 |Forbidden Secrets | 4 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | 4 |─ | 4 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | 4 |Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | - | — | — | — | — | | 9th | +4 | 4 |─ | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | 4 |Fate Bender | 5 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | 4 |─ | 5 | 12 | 4 | 3 | 3 | 3 | 3 | 1 | — | — | — | | 12th | +4 | 5 |Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 3 | 3 | 2 | — | — | — | | 13th | +5 | 5 |─ | 5 | 13 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | — | — | | 14th | +5 | 5 |Forbidden Secrets | 5 | 13 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | — | — | | 15th | +5 | 5 |─ | 6 | 14 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | — | | 16th | +5 | 5 |Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | — | | 17th | +6 | 5 |─ | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 18th | +6 | 6 | | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 19th | +6 | 6 |Beyond Reason | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | 6 |Master of the Occult | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
## 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 + Constitution Modifier - **Hit Points at Higher Levels:** 1d6 + Constitution Modifier #### Proficiencies ___ - **Armor:** None - **Weapons:** Simple Weapons - **Tools:** None ___ - **Saving Throws:** Intelligence, Constitution - **Skills:** Choose two from skills Arcana, Investigation, Nature, Perception, or Religion. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a Spellcasting Focus or *(b)* Component Pouch - 2 daggers and a simple melee weapon - (a) a scholar’s pack or (b) a explorer’s pack \pagebreak ### Spellcasting You studied a forgotten magic lost to time. Maybe it was purposely forgotten or maybe it was something wiped out and very few still remember its ways. Cantrips At 1st level, you know four cantrips of your choice from the occultist spell list. You learn additional occultist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table. Spell Slots The Occultist table shows how many spell slots you have to cast your occultist 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 Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the occultist spell list. The Spells Known column of the occultist table shows when you learn more occultist spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the occultist spells you know and replace it with another spell from the occultist spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your occultist spells, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your occultist spells. ### Forbidden Secret At 1st level, you have studied a forbidden secret of your choice. Your choice grants you features at 1st level and again at 3rd, 6th, and 14th level. ### Binding Ritual At 2nd level, during a long rest you can bind to a willing creature and doing so allows you to speak telepathically with that creature as long as they are within a mile of you. This lasts until one of you chose to break the connection or you bind to a new creature. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, and 16th 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. ### Line Bender At 10th level, you can transfer your Darkness into more power for spells. You can spend a bonus action to turn a Darkness point into a 3rd level spell slot or lower. ### Beyond Reason At 19th level, whenever you start combat without a Darkness point you gain one. ### Master of the Occult At 20th level, you have mastered the occult arts you study. The first use of Dark Magic in combat doesn't consume any Darkness. \pagebreakNum ## Astrologist Studying the stars and moon has left you with more questions than answers. As you studied for hours on end you realized that they held secrets that were within your reach and you took hold of it and embraced it. ### Dark Magics: Constellation At 1st level, when you pick your subclass you gain access to 2 Dark Magics. Alongside the normal Dark Magics, you can select one of the options from the constellation list. You can spend a point of Darkness to use a Dark Magic and regain all uses Darkness on a long rest. You gain an additional Dark magic at level 4, 8, 12, and 16. ### Star Signs Starting at 3rd level, you can find guidance within the star signs. After you complete a long rest you can choose one of the following signs and gain its effects: * The Serpent: You have advantage on Dexterity(Stealth) and Dexterity(Slight of Hand) checks. * The Golem: You gain resistance to bludgeoning, slashing, or piercing damage from non-magical attacks (you choose when you take this Star Sign.). * The Steed: You gain 5 feet of moving speed. ### Lighting the Way Starting at 6th level, you can expend a point of Darkness to give the creature your bond to the benefits of your star sign for 1 hour. ### Fate Reader Starting at 6th level, you can foretell the fates of a person through astral readings. As a bonus can spend a Darkness point to enhance the star sign for 1 hour on you and the creature your bond to if they have the benefits of your star sign. The benefit is as follows: * The Serpent: You can take the hide action as a Bonus Action and while only partially obscured. * The Golem: As a bonus action you gain 1d6 temporary hp. * The Steed: You can dash as a bonus action and ignore difficult terrain. ### Forged by the Stars Starting at 14th level, when you finished a long rest you can chose 2 star signs to guide you. The star signs must be enhanced separately but once you it is enhanced it stays enhanced until you are knocked unconscious or take a long rest. \columnbreak \pagebreakNum ## Hemomancy ### Dark Magics: Crimson At 1st level, when you pick your subclass you gain access to 2 Dark Magics. Alongside the normal Dark Magics, you can select one of the options from the Crimson list. You can spend a point of Darkness to use a Dark Magic and regain all uses Darkness on a long rest. You gain an additional Dark magic at level 4, 8, 12, and 16. Additionally, when you gain a level in this class, you can choose one of the Dark Magics you know and replace it with another Dark Magics that you could learn at that level. ### Shared Penance At 3rd level, when you hit a creature with a spell or weapon attack you can take 1d4 necrotic damage and add that amount to the attacks damage. The damage you take from this ability can't be lowered in any way. ### Blood Rite At 6th level, whenever you cast a spell or use a Dark Magic that targets yourself, you can also choose to target the creature you are bond to. ### Blood Type: Null At 6th level, you have complete control of your own blood and can change it to match other creatures. As a bonus action, you can spend a point of Darkness to change your creature type to Abberation, Beast, Fey. Fiend, or Monstrosity for the purpose of spells and effects. ### Accosted Visionary At 14th level, when you would be lowered to 0 hit points you can instead spend up to half of your Occultist hit dice and heal that amount. Once you use this feature you can't again until you finish a long rest. \pagebreakNum \pagebreakNum ## Dark Magics #### Lifted Weight As a bonus action, you gift an invisible force to a creature within 30 feet that bolsters their strength. The creature has advantage on their next Strength check and can carry up to double their normal carry capacity for the next hour. #### Hex: Cacophony As an action, you attempt to hex a creature within 30 feet. The creature must make a Charisma saving throw or be deafened. The hex lasts a number of rounds equal to half your occultist level (Minimum of 1 round). #### Hex: Feeble As an action, you attempt to hex a creature within 30 feet. The creature must make a Charisma saving throw or have disadvantage on Strength checks and when they deal damage with a melee attack they deal 2 less damage. The hex lasts a number of rounds equal to your occultist level/3 (Minimum of 1 round). #### Hex: Silence As an action, you attempt to hex a creature withing 30 feet. The creature must make a Constitution saving throw or be silenced and unable to speak for a number of rounds equal to half your occultist level (Minimum of 1 round). #### Dreadful Thoughts As a bonus action, you can fill your thoughts with horrible thoughts. Any creature reading your mind or trying to magically influence you must make a Charisma Saving throw or take 1d6 psychic damage and their effect on you ends. This effect lasts for an hour or until you end the effects. #### Secrets Untold You gain proficiency in Arcana, History, or Religion until you finish a long rest. #### Outer World Grasps As a bonus action, you extend your normal reach by 10 feet for a number of rounds equal to your Occultist level. #### Hex: Failure *(Prerequisite: 4th level)* As a bonus action, you attempt to hex a creature withing 60 feet. The creature must make a Charisma saving throw or have disadvantage on all skill checks. The hex lasts a number of rounds equal to your occultist level/3 (Minimum of 1 round). #### Shadows of the Past *(Prerequisite: 4th level)* As an action, you create a shadow in an empty space next to a creature you can see within 60 feet. The shadow moves at half the speed of the creature it is following and will follow the path the creature takes if that creature moves. If the shadow enters the space of the creature it is following that creature takes 3d10 necrotic damage. #### Hushed Tortures *(Prerequisite: 4th level)* As an action, you whisper horrific truths to a creature within 60 feet. The creature must make a Charisma Saving throw or be frightened for a number of rounds equal to half your Occultist level. The creature can remake the saving throw at the end of each turn. #### Soul Biography *(Prerequisite: 4th level)* You can spend 1 minute studying a corpse and then can choose to learn 2 of the following things about them: * Their name * Their occupation * Last Words * How they died #### Corrupting Singe *(Prerequisite: 8th level)* As a bonus action, you target a creature within 60 feet. That creature must make a Constitution saving throw or become Corrupted for the next minute. While a creature is corrupted they have disadvantage on saving throws against dark magics Hexes such as Hex: Cacophony. A corrupted creature can remake this saving throw at the end of each of its turns. #### Create Path *(Prerequisite: 8th level)* As an action, you create a rift between 2 spaces you can see within 90 feet. A creature within 5 ft of a rift can use half their movement to travel through the rift to the other side. #### Hex: Inebriate *(Prerequisite: 8th level)* As a bonus action, you attempt to hex a creature withing 60 feet. The creature must make a Constitution saving throw or fall into a drunken stooper. While a creature is effected by this hex; at the start and end of each of their turns they must make a Dexterity saving throw or fall prone. The hex lasts a number of rounds equal to your occultist level/3 (Minimum of 1 round). #### Seed Memories *(Prerequisite: 12th level)* As an action, you try to put memories into a creatures head. The creature must make a Intelligence saving throw or you can place a memory into their head but not replace one that exists. The memory has to be believable and reasonable to them. \pagebreakNum #### Vigil of The Ends *(Prerequisite: 12th level)* Over 10 minutes you hold a vigil for the ends that up to 5 additional creatures can take part in. After the 10 minutes is over you and all the creatures who attended the vigil gain 1d6 that they can add to any non-damage dice roll. These dice a lost once you finish a long rest. #### Sealed Away *(Prerequisite: 16th level)* As an action, you attempt to seal a creature within 60 feet away for a short duration. The target creature must make a Strength Saving throw or be sealed into a small charm or urn. A creature sealed in this way can attempt to break free once per day, remaking the Strength saving throw. You can only seal one creature in this way. You can use your bonus action to release the creature early. When a creature is released they are oriented the same way they were when sealed. #### Purity Unbound *(Prerequisite: 16th level)* You must expend 2 uses of Darkness to use this Dark Magic. As a bonus action, you unleash true purity into the world. When you do so you become immune to being blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, or stunned. If you had any of these effects before you used this dark magic the effect is ended. You can remain in this form until the end of your next turn. You can use your bonus action to extend this effect on each of your turns but must make a DC 15 Constitution saving throw or take 1d8 necrotic damage. Each round you extend this feature the DC increases by 1 and the damage increases by 1d8. This damage cannot be lowered by any means. #### Accused Lacerations As a bonus action, you create horrid appendages that act as weapons. These appendages have *Reach* and deal 1d8 slashing damage. \pagebreakNum ### Dark Magics: Constellation #### The Carousel As an action, you can target a creature within 60 feet and force them to make a Charisma saving throw or have their vision begin to spin. On a failure, their speed is halved for a number of rounds equal to your PB and whenever they move more than 5 feet they move in a random direction. #### The Lion As a bonus action action, you call upon the Lion to bless you or an ally within 60 feet. When blessed by The Lion all melee attacks they make deal an additional 1d4. When they land a critical hit with, all creatures of their choice within 15 feet must make a Wisdom Saving Throw DC against your spell save DC or be frightened of them. These benefits last a number of rounds equal to your PB. #### The Ferret As a bonus action, you can target an item that weighs less than 10 lbs within 60 feet and teleport it either to yourself, another creature within 60 feet, or an empty space within 30 feet. If the item is being worn or carried the creature that has the item must make a Dexterity Saving throw, on a failure you can teleport the item to a spot within 30 feet of the creature. #### The Masterwork You gain proficiency with 2 artisan tools, gaming sets, or instruments. This lasts until you finish a long rest or use this constellation again. #### The Falcon *(Prerequisite: 4th level Occultist)* As a bonus action, you call upon the Falcon to bless you or an ally within 60 feet. The creature gains 60 feet of dark vision, has advantage on all Perception and Investigation checks, and have advantage on their first attack roll after rolling initiative. These benefits last a number of minutes equal to half your occultist level. #### The Oracle *(Prerequisite: 4th level Occultist)* As an action, one humanoid of your choice that you can see within range must succeed on a Wisdom saving throw. On a failure, you mark the creature with an Omen for a number of round equal to your PB. The target subtracts 1d4 from its first attack roll each of its turns while marked. #### The Gate *(Prerequisite: 8th level Occultist)* As a reaction, you target a creature trying to teleport or leave the plane you are on within 60 feet and that creature must make a Constitution saving throw. On a failure the teleportation fails and the creatures turn ends. \columnbreak #### The Champion *(Prerequisite: 12th level Occultist)* As an action, you call upon the champion to bless you or an ally within 60 feet. When blessed by the champion on hit they can force the creature to make a Strength saving throw or be knocked prone. These benefits last a number of rounds equal to your PB. #### The Tarrasque *(Prerequisite: 16th level Occultist)* As an action, you call upon the oppression of the Tarrasque to lay waste upon an area you can see within 60 feet. All creatures on the ground within 30 feet of the spot you chose must make a Dexterity saving throw. On a failure, the creature falls prone and is restrained as tendrils of rock grasp them. They can attempt to break free by making a strength check against your Spell save DC. Every turn they end while restrained in this way they take 2d10 bludgeoning damage. On a successful save, they fall prone but aren't restrained. #### The Hydra *(Prerequisite: 16th level Occultist)* When you would be lowered to 0 hitpoints you can use your reaction to call upon the Hydra. You regain a half your maximum hit points and can move up to your speed. This movement doesn't provoke opprotunity attacks. This constellation can only be called upon once per long rest. \pagebreakNum ### Dark Magics: Crimson #### Blood Pup As a bonus action, you can target a dead creature and pull its blood from its body together to create a wolf like vessel. This has the statistics of a Wolf and obeys your commands but can fit in 1 inch gaps as it can meld into thin strands of blood. It takes its turn in combat directly after you. At 4th level it uses the Dire Wolf stat block instead of a normal Wolf. #### Hemophilic As a bonus action, you target a creature within 60 feet and cause their wounds to stop healing for a short duration. The creature must make a Constitution saving throw or they can't heal any damage taken and they gain vulnerability to slashing until the end of your next turn. #### Quickened Coagulation As a bonus action, you can target a willing creature within 60 feet. The target creature gains resistance to slashing damage for a number of rounds equal to your PB. #### Hex: Tainted Systems As an action, you can target a creature within 30 feet and attempt turn some of its blood against them. The creature must make a Constitution Saving throw or become poisoned for 1 minute. It can remake this saving throw at the end of each of its turns. #### Adrenalin Rush *(Prerequisite: 4th level Occultist)* As a bonus action, target a willing creature within 30 feet or yourself as you begin to rush adrenalin through them. The target gains a second reaction until the end of your next turn. #### False Transfusion *(Prerequisite: 4th level Occultist)* As a reaction, when a creature would heal they instead heal nothing and you gain the amount they would of healed as temporary hitpoints. #### Nerve Pinch *(Prerequisite: 8th level Occultist)* As a reaction, when a creature casts a spell that needs concentration, you force them to make a Concentration saving throw at disadvantage. #### Quinch the Thirst *(Prerequisite: 8th level Occultist)* As a bonus action, you can expend up a number of occultist hit die equal to your PB and heal that amount. \columnbreak #### Drop of Death *(Prerequisite: 12th level Occultist)* As an action, you can target a creature that has taken damage this turn and force them to make a Constitution saving throw or fall unconscious. They remain unconscious for 1 hour, until they take damage, a creature uses their action to awake them, or they are healed in any way. #### Crimson Sea *(Prerequisite: 16th level Occultist)* As a bonus action, you transform yourself into a bloody form. While in this form you gain resistance to all damage but cannot make attacks or cast spells and your speed increases by 30 feet. You can change in and out of this form as a bonus action. This effect lasts for up to 1 minute or until you are knocked unconscious. \pagebreakNum > ##### Created by : Grey Paradiso >
> > ##### Version: 1.0 > > ##### Last Updated: 2/22/2024 > >
> > ##### If you want to see more of my creations check out my page on DMsguild here: [Grey Paradiso](https://www.dmsguild.com/browse.php?author=Grey%20Paradiso "Dmsguild: Grey Paradiso") > ##### Or my Patreon here: [Grey Paradiso](https://www.patreon.com/criticalblunders "Patreon: Critical Blunders")