Occultists
Tucked deep within an old abandoned ruin a young half-elf tears apart ancient tomes seeking instructions for an old forgotten ritual by an ancient civilization. This ritual wrought about a reckoning by dealing with powers far too detached for them to understand its purpose. But not for the young half-elf.
A spark lights up their eyes as they uncover a hidden compartment within a room behind a false wall.
The instructions of the ritual are not finished, but this does not deter the unyielding half-elf as they prepare to uncover and finalize the writing. There is no power too powerful, or too old for them to use. They stop at nothing to fulfill their pursuit of the occult, strange, and together esoteric knowledge of the realms. Within their hand, they will become more than what their world allows.
Seekers of Knowledge
Occultists uncover old rites and rituals to pursue some sort of esoteric goal. That might mean that they are trying to find ways to become something different. Many occultists find themselves uncovering ways of transforming themselves leading them to pursue vampirism, or lycanthropy. Others might use their knowledge of the occult to hunt those beasts and monstrosities to rid the world of their kind. Whatever the goal, Occultists always find a way to gain the knowledge they require
Ritualists
Occultists have at their disposal an arsenal of rituals they have discovered through their studies, and they keep within a special tome. They find versatile and unique rituals to perform alongside participants who might be willing. Uncover truths, aid your allies, bolster your defenses, and add more rituals to your tome as they grow in power.
Cursed Bearers
When an Occultist finds a pursuit they wish to follow there is no path they are not willing to walk. they will take on any curse that will help them become or learn what they want. Some may think them to be evil, and some may very well be that way, but most Occultists trend towards keeping their knowledge to themselves, and only use it when it's required.
Creating an Occultist
When creating an Occultist consider the nature of your studies, and what drove you to seek your pursuit. Was your family killed by a vampire or their spawn and drove you to become the very thing that hurt you to kill them? Did you have a fascination with lycanthropy and want to take on the curse to join or lead your pack? Did you witness atrocities done by all manner of beasts and monsters and have devoted yourself to hunting them down? Regardless of the catalyst that set your path, you now gather rites and rituals to aid your choice.
"Curse here, Curse there. Curse for he and she, why care? A bottomless curse, a bottomless sea, source of all greatness, all things that be. Listen for the baneful chants. Weep with them, as one in trance. And weep with us, oh, weep with us..."
Occultist
| Level | Proficiency Bonus | Features | Focus | Max Ritual Level |
|---|---|---|---|---|
| 1st | +2 | Esoteric Ritual, Fighting Style, | ─ | 1 |
| 2nd | +2 | Focus, Occult Pursuit | 2 | 1 |
| 3rd | +2 | Esoteric Mind, Sapping Curse | 3 | 1 |
| 4th | +2 | Ability Score Improvement, Rite of Understanding | 4 | 1 |
| 5th | +3 | Extra Attack, Debilitating Curse | 5 | 2 |
| 6th | +3 | Occult Pursuit feature, Revelations | 6 | 2 |
| 7th | +3 | Vulnerability Curse | 7 | 2 |
| 8th | +3 | Ability Score Improvement | 8 | 2 |
| 9th | +4 | Warded Mind | 9 | 3 |
| 10th | +4 | Occult Pursuit feature | 10 | 3 |
| 11th | +4 | Tormenting Curse | 11 | 3 |
| 12th | +4 | Ability Score Improvement | 12 | 3 |
| 13th | +5 | - | 13 | 4 |
| 14th | +5 | Occult Pursuit feature | 14 | 4 |
| 15th | +5 | Awakened Mind | 15 | 4 |
| 16th | +5 | Ability Score Improvement | 16 | 4 |
| 17th | +6 | - | 17 | 5 |
| 18th | +6 | Ritual of Insight | 18 | 5 |
| 19th | +6 | Ability Score Improvement | 19 | 5 |
| 20th | +6 | Occult Pursuit feature | 20 | 5 |
Class Features
Hit Points
- Hit Dice: 1d8 per Occultist level
- Hit Points at 1st Level: 8 + Constitution
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Occultist level after 1st
Proficiencies
- Armor: light armor, medium armor, shields
- Weapons: simple weapons, martial weapons
- Tools: none
- Saving Throws: Wisdom, Intelligence
- Skills: Choose three from: Arcana, History, Insight, Investigation, Medicine, Nature, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) a martial weapon and a shield or (b) two simple weapons
- (a) a shortbow and quiver of 20 arrows or (b) 5 javelins
- (a) a scholar's pack or (b) an explorer's pack
- Tome of Rituals
Esoteric Ritual
At 1st level you learn two Esoteric Rituals that represent some of the studies you have undertaken as you dabble into occult knowledge
Each time you gain a level in this class you can learn one additional Esoteric Ritual to add to your Tome of Rituals.
You might find other rituals to add to your Tome of Rituals during your adventures. Perhaps you've found another occultist's tome, or a ritual scroll. When such an oppurtunity presents itself you can copy over the rituals of a level in which you can perform into your own tome.
When you find a ritual of 1st level or higher, you can add it to your tome of rituals by spending 1 hour and 25 gp per the level of the ritual you wish to copy over. When you copy over a ritual from a ritual scroll, you must succeed on a skill check using the related ritual skill with a DC equal to 10 + the ritual's level. If the check succeeds the ritual is copied over into your tome. The scroll is destroyed during this process regardless if you succeed or fail.
Fighting Style
Also at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Occult Warrior
You learn two cantrips of your choice from the Wizard spell list. They count as Occultist spells for you, and Intelligence is your Spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard spell list.
Two-Weapon Expert
When you take the Attack action while engage in two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack. If you do, you can't make a off-hand bonus action attack as well.
Focus
Starting at 2nd level, your studies have been cultivated to the point that you have gained insight into aspects of the fabric of reality and how to focus on how you may objectively view, and change it. Your Occultist level determines how much focus you have as shown on the focus column of the Occultist table.
You can use your focus to use various features granted by this class and you gain more features as you level.
When you use your focus it is expended until you finish a short or long rest, at the end of which you regain all expended focus as you focus your mind into your esoteric knowledge.
Some features that use your focus require your targets to make a saving throw to resists their effects. The saving throw DC is equal to the following formula:
Focus Save DC
Additionally, when you gain this feature you gain access to the following focus features:
Examine Foe. When you hit a creature with an attack you may expend 1 focus to gain an understanding of them. You learn two of the following information of your choice: Condition immunities, creature type, damage immunities, damage resistances, Damage vulnerabilities, saving throw proficiencies, senses and their range, and skill proficiencies.
Guiding Curse When you hit a creature with an attack you can expend 1 focus to attempt to give them a cursed mark guiding attacks to it. The target makes a Wisdom saving throw. On a failure, the next attack roll made against this target before the end of your next turn has advantage.
Side Step. When a creature hits you with an attack you may expend 2 focus and use your reaction to move up to half your speed without provoking attacks of opportunity.
Some focus features may enhance, curse, or have an effect on your attacks. You can only use one focus feature per attack that you make.
Occult Pursuit
Also at 2nd level you choose an Occult Pursuit to go after as you research your esoteric studies. Your choice grants you features at 2nd, 6th, 10th, 14th, and 20th level
Esoteric Mind
Starting at 3rd level, your research into the occult has gifted you with wonderful Insight into reality that lets you see more than meets the eye. whenever you make a Wisdom check, you gain a bonus to the check equal to your Intelligence modifier.
Debilitating Curse
Also at 3rd level, when you hit a creature with an attack you can expend 1 focus to attempt to curse the target in one of the following ways; The target makes a Wisdom saving throw. On a failure, it becomes blinded, deafened, mute, or their speed is halved until the end of your next turn.
Ability Score Improvement
At 4th 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. You gain an additional ability score improvement at 8th, 12th, 16th, and 19th level. If your DM allows the use of feats, you may instead take a feat.
Rite of Understanding
Also at 4th level, as an action you can expend 2 focus to cast the Detect Magic and Identify spells as rituals. When you cast these spells it reveals any curses afflicting their targets.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Sapping Curse
Also at 5th level, when you hit a creature with an attack you can expend 3 focus to attempt to sap it from its strength. The target must make a Wisdom saving throw or be cursed until the end of your next turn. While cursed this way when the target rolls an ability check or an attack roll, it subtracts your Intelligence modifier from their result.
Revelations
Beginning when you reach 6th level, you can gain an uncanny ability to recall information that aids you. When you make a skill check, you can expend 1 focus to roll a 1d6 immediately after seeing the number on the d20 and add the number on the 1d6 to the check. This die increases when you reach 10th level (1d8) and 14th level (1d10) in this class.
Vulnerability Curse
Starting at 7th level, you can expend 4 focus and use your bonus action to place a curse on your weapon, the curse stays on your weapon for 1 minute and you maintain concentration on it as if it was a spell. The next time you hit a creature with it a curse is placed on them until the end of your next turn. The cursed creature has vulnerability to the damage of the next attack that hits it before the curse ends. After being hit the curse ends. The curse does not negate damage immunities that a creature may have.
Warded Mind
Starting at 9th level you have enacted rites to ward your mind from the knowledge you have uncovered. Thanks to your new mind you have advantage on Wisdom and Charisma saving throws and are immune to madness and similar effects.
Tormenting Curse
At 11th level when you hit a creature with an attack you can expend 4 focus to enhance all the pain the creature feels. The target must make a Wisdom saving throw or be cursed until the end of your next turn. While the creature is cursed this way attacks and spells deal an extra 1d8 necrotic damage to the target.
Awakened Mind
Starting at 15th level you have enacted rites that have warped your mind allowing you to expand the scope of what it can do. You gain telepathy out to 120 feet. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Additionally, you gain resistance to psychic damage.
Ritual of Insight
At 18th level your occult pursuits has granted you access to an ancient rite that allows you to contact a being of greater knowledge. You can expend 5 focus to cast the Contact Other Plane spell. Contacting this higher being does not strain or break your mind. You always succeed on the first Intelligence saving throw you make when you use this feature before finishing a long rest. Additionally, this connection to such a strange power has granted you more focus into your reality. When you roll for initiative and have less than 5 focus you regain a number of focus equal to your intelligence modifier.
Multiclassing
Ability Score Minimum: Strength 13 or Dexterity 13; Intelligence 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Skills: Choose 1 from Arcana, History, Insight, Investigation, Medicine, Nature, Religion, and Survival
Occult Pursuits
Choose the fuel of your obsession. What you seek through your research within your esoteric studies, pick from one of the following pursuits: Demonology, Hunting, Lycanthropy, Necromancy, and Vampirism.
Demonology
Occultist interested in the field of Demonology look to grow closer to their fiendish interest and control them. Be that by means of deals or by force an Occultist will pursue their desires and become fiends themselves.
Student of Strength
2nd level Demonology feature
You gain proficiency in the athletics and intimidation skills. Additionally, when you use your Examine Foe on a Fiend you learn four types of information instead of two.
Abyssal Transformation
2nd level Demonology feature
As you pursue your interest in Demonology, you've learned of a ritual to allow you to temporarily tap into the realm of Demons. As a bonus action you can channel the powers of the abyss for 10 minutes, and you can end it early as an action. You gain the following benefits:
- You grow one size category larger, along with anything that you're wearing. If there is not enough room to grow you remain the same size.
- You grow a set of demonic claws which can be used as weapons. They count as a simple melee weapons with which you are proficient. they deal 1d4 slashing damage on a hit and have the finesse, and light properties. The damage of your claws increases when you reach 6th level (1d6), and 10th level (1d8) in this class.
- Once on each of your turns, one of your attacks with your claws can strike fear into the heart of a creature. you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
You can transform an amount of times equal to your proficiency bonus, and regain all expended uses after you finish a long rest. Additionally, you may spend 2 focus to use this feature again when you have no uses left.
Demonic Might
6th level Demonology feature
Your body warps and changes as you tap further into the realm of demons. When you use your Abyssal Transformation it gains the following benefits:
- Your claws channel the powers of one of the many demons of the abyss. Your claws deal an extra 1d6 of cold, fire, or lightning damage. You choose the type when you transform
- You gain a number of temporary hit points equal to your proficiency bonus + your Occultist level
- Your claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. And their reach increases by 5 feet.
Call of the Abyss
10th level Demonology feature
The more you dabble with demons the more you
come to realize how easy it is to put them under you heel. As an action you can spend 6 focus to cast the Summon Greater Demon spell, or 7 focus to cast it one level higher. when you summon a Demon this way, make a Charisma (intimidation) check contested by the demon's Wisdom (Insight) check. If you succeed on the check the Demon has disadvantage on its saving throw to break free. Alternatively, if you use its true name the demon cannot succeed on the Charisma saving throw to break free of the spell. While its summoned this way the demon gains a number of temporary hit points equal to twice your Occultist level.
Additionally, while you are in your Abyssal Transformation, your concentration for your summons can't be broken as a result of taking damage.
Fiendish Constitution
14th level Demonology feature
As you delve deeper into your studies of the Abyss, you've anchored your very being to the demons that live within that plane. Your transformation gains the following benefits:
- You gain resistance to cold, fire, and lightning damage.
- When you drop to 0 hit points, you can use your reaction and you drop to 1 hit point instead and your body erupts with fiery energy. Each creature of your choice that is within 30 feet of you makes a Dexterity saving throw and you expend focus up to an amount equal to your proficiency bonus. They take 2d10 fire damage per focus spent on a failed save, or half as much damage on a successful one. Once you use this reaction, you can't do so again until you finish a long rest.
Inheritor of the Abyss
20th level Demonology feature
The final rites of your transformation are finished. It gains the following benefits:
- You gain immunity to cold, fire, or lightning damage. You choose when you transform.
- When a creature hits you with an attack within 60 feet of you they take damage of the same type as the immunity you chose equal to 1d6 + your Intelligence modifier.
Hunting
Occultist who pursue the craft of hunting seek to rid the world of beasts and abominations with all the tools at their disposal. They use their knowledge of the occult and strange to power their tactics and how they use their blades. With blood and steel they stand as a vanguard for all.
Student of the hunt
2nd level Hunting feature You gain proficiency in the acrobatics, and survival skills. Additionally when you use your Examine Foe on an Aberration, or Monstrosity you learn four types of information instead of two.
Slayer's Mark
2nd level Hunting feauture
Your hunt has begun, there are beasts that need slaying. You can use a bonus action to mark a creature you can see as your quarry, this mark provides you mystical abilities for 10 minutes, until you slay the target, or you mark another creature with this ability:
- Once per turn, you can deal an extra 1d6 damage to the marked creature. The damage increases by 1d6 when you reach 4th level (2d6), 6th level (3d6), 10th level (4d6), 14th level (4d6), and 20th level (5d6) in this class.
- You have advantage on Wisdom (Perception) and Wisdom (Survival) checks you make to spot or track the target.
You can use your mark a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Additionally, you may spend 2 focus to use this feature again when you have no uses left.
Strange Instincts
6th level Hunting feature
Your hunting instincts improve your ability in battle. Additionally, you can now dash and disengage as a bonus action. Your Slayer's Mark gains the following benefits:
- You can target two creatures with your mark
- On your following turn after the subject of your mark damages you, the first attack you make against your mark allows you to regain a number of hit points equal to half the damage you deal to the target.
- Your attacks against your mark score a critical hit on a roll of 19 or 20.
The Good Hunt
10th level Hunting feature
Over a long rest you prepare for your hunt. You are able to prepare a number of special vials of healing potions that you can drink as a bonus action. They heal you for 1d10 + your level in this class. You prepare a number of potions equal to your Intelligence modifier. You may prepare additional potions by expending 2 focus per vial. The vials lose their potency after 8 hours.
If a creature other than you consumes one of these potions they regain 1d10 hit points + half your level in this class rounded down.
Hunter's Advance
14th level Hunting feature
Your prey can't escape you, as you are relentless in their execution. Once on a turn, after you take the dash action you may make a weapon attack at a creature within range as part of the same action. Additionally, your Slayer's Mark gains the following benefits:
- Your attacks against your mark cannot suffer from disadvantage as long as you're within 30 feet of the target.
- You can deal your Slayer's Mark extra damge a second time in the same turn, but you must target a different target for each attack.
Inheritor of the Hunt
20th level Hunting feature
You've reached the apex of the hunt. Abominations cower before your blade and you stand stall against them. Your Slayer's Mark gain the following benefits:
- Your attacks against your mark score a critical on a roll of 18 to 20.
- The mystical power of your Slayer's Mark worms itself into the essence of the creatures you target. As an action, you can expend 5 focus to violently end the mark on one creature. The target must make a Constitution saving throw. On a failure, the target takes the maximum amount of damage from your Slayer's Mark + your level in this class. A creature below 100 hit point when they fail the safe is reduced to 0 hit points instead. On a success, they take half the damage and suffer no other effects.
"Farewell, good hunter. May you find your worth in the waking world."
Lycanthropy
Your pursuits have taken down the path of lycanthropy, You've purposely infected yourself with one such curse. Now you mean to command and control it.
Student of Shapechangers
2nd level Lycanthropy feature
You gain proficiency in either athletics or acrobatics skills, and proficiency in the perception skill. Additionally when you use your Examine Foe on a Beast, or Shapechanger you learn four types of information instead of two.
Hybrid Form
2nd level Lycanthropy feature
As you begin your pursuit for lycanthropy, your first decision is to choose which path you must travel down as there are many kinds of lycanthropes. As you take their curse within you through rituals and rites you've uncovered.
You can channel the curse as a bonus action to shift into a hybrid form for 10 minutes which gives you the following benefits while you are in that form:
- You have resistance to bludgeoning, piercing, and slashing damage from attacks that aren't silvered
- While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Additionally, you gain a special benefit depending on the type of Lycanthrope you become, which you choose when you gain this feature:
Werebear. When you take damage, you can use your reaction to roll a d10. Add your Constitution modifier to the number rolled and reduce the damage by that total.
Wererat. When a creature misses you with an attack within 20 feet of you, you can use your reaction to move to an unoccupied space within 5 feet of them and make a melee weapon attack against the creature.
Wereraven. You can accurately mimic sounds you have heard before, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against you focus DC. Additionally, creatures have disadvantage on opportunity attack rolls against you.
Weretiger. If you move 10 feet towards a creature and then hit it with a weapon attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is knocked prone you can make one additional weapon attack against it as a bonus action.
Werewolf. As a bonus action, you can let out an ear piercing howl. Creatures of your choice within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become incapacitated until the end of your next turn.
You can use your Lycan action a number of times equal to your Intelligence modifier if the form you choose has one.
You can transform an amount of times equal to your proficiency bonus, and regain all expended uses after you finish a long rest. Additionally, you may spend 2 focus to use this feature again when you have no uses left.
Moon Touched
6th level Lycanthrope feature
Your hybrid form is empowered as you find your curse grow stronger within you. It gains the following benefits:
- You gain a +1 bonus to AC while you aren't wearing armor. This bonus increases at 14th level (+2), and at 20th level (+3) in this class. You can use a shield and still gain this benefit.
- Once on a turn, when you hit a creature with half or less of its hit points your attack deals an additional amount of damage equal to 1d6 + half your Occultist level.
The Midnight Hunt
10th level Lycanthrope feature
Over a long rest you can choose a number of creatures equal to your intelligence modifier to become part of your pack. While they are in your pack they gain the following benefits:
- Immediately after you take the Dash action, one creature in your pack within 60 feet of you can use its reaction to move up to its speed.
- When you roll initiative you and creatures of your pack gain temporary hit points equal to your level. While you are in your Hybrid Form, as a bonus action you can expend 2 focus to give a creature in your pack these temporary hit points again.
Beast Shapes
14th level Lycanthrope feature
You can now Wildshape into one of the following beasts depending on the Lycanthrope you are:
Werebear. Brown Bear, Cave Bear, Polar Bear.
Wererat. Rat, Giant Rat
Wereraven. Raven, Giant Raven
Weretiger. Cat, Tiger, Saber Toothed Tiger
Werewolf. Dire Wolf. Wolf, Wild Dog
When you Wildshape into your beast form your new form has a number of temporary hit points equal to half your total hit points. You can Wildshape this way once per long rest. You can stay in your beast shapes for a number of hours equal to half your Occultist level. Alternatively, you may expend 2 focus to Wildshape again.
Moonborn
20th level Lycanthrope feature
You've reached the apex of your Lycanthropy. Your transformation ends only when you choose to end it or you die. It gains the following benefits:
- You have immunity to bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- When you take the attack action you can make a special third attack, if this attack hits make another attack roll at a -2 penalty to your roll, than if that attack hits make another attack with a cumulative -2 (-4). You can repeat these attacks until you miss. Additionally, You gain a number of temporary hit points equal to the target's number of Hit Dice if they reach 0 from this attack. Once you use this attack you can't do so again until you take a long rest, or expend 5 focust to do so again.
Necromancy
Death and the living go hand in hand. You've become enamored with the use of the mortal body postmortem, and with the lingering souls and spirits of the departed. There is an abundance on knowledge to be had from the dead.
Necromancer Magic
2nd level Necromancer feature
You gain access to a small pool of spells fueled by your focus and Intelligence is your spellcasting ability modifier for them. You learn the Toll the DeadXGE cantrip.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Necromancer Spells table.
| Occultist Level | Spell | Focus Cost |
|---|---|---|
| 3rd | Cause Fear, Ray of Sickness | 2 |
| 5th | Gentle Repose, Ray of Enfeeblement | 3 |
| 9th | Animate Dead, Speak with Dead | 5 |
| 13th | Blight, Spirit of DeathBMT | 6 |
| 17th | Danse MacabreXGE Negative Energy FloodXGE | 7 |
Student of Undeath
2nd level Necromancer feature
You gain proficiency in the Arcana and Medicine skills. Additionally when you use your Examine Foe on an Undead you learn four types of information instead of two.
Undead Sentinels
2nd level Necromancer feature
As an action you conjure a small group of undead sentinels to your side to aid you in battle for 1 hour. These undead creatures are represented by a number of hit points equal to twice your Occultist level + your Intelligence modifier. Whenever you take damage, the undead sentinels take the damage instead. If this damage reduces the sentinels to 0 hit points, you take any remaining damage.
While the undead sentinels are around you gain the following benefits:
Necrobolt. As a bonus action one of your undead sentinels hurls a bolt of necrotic energy at a creature within 120 feet of you. You make a ranged attack, On a hit, the attack deals necrotic damage equal to 1d8 + your Intelligence modifier.
Undead Grasp. The undead sentinels defend an area within 15 feet of you. When a creature enters that area for the first time on a turn or starts its turn inside, you can use your reaction to force that creature to make a Strength saving throw or become restrained on a failure. A creature restrained this way can repeat this safe at the end of their turn breaking free on a success.
You can call on your undead sentinels a number of times equal to your proficiency bonus, and regain all expended uses after you finish a long rest. Additionally, you may spend 2 focus to use this feature again when you have no uses left.
Deathly Strikes
6th level Necromancer feature
Your attacks are fueled by undeath. When you hit a creature with an attack, you can expend 1 to 5 focus, and the target makes a Constitution saving throw. On a failure, they take 1d6 necrotic damage per focus spent, and you or your undead sentinels heal an amount of hit points equal to half of the damage rolled. On a success the target takes half as much damage and no hit points are gained.
Supplies of the trade
10th level Necromancer feature
You can empower your undead sentinels by providing materials that are used in their ritual. The sentinels gain a benefit depending on the materials you use:
Corpse. When the hit points of your undead sentinels reaches 0. You can make an Intelligence saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the sentinels drops to 1 hit point instead.
Skeleton. A creature restrained by your undead grasp takes 1d6 bludgeoning damage when they fail the saving throw and again at the end of each of their turns while they are restrained. Additionally, they cannot restore hit points until the start of the next turn when they take this damage.
The corpse or skeleton used as part of summoning your undead sentinels must be of a small or larger creature to have an effect.
Undead General
14th level Necromancer feature
You gain resistance to necrotic damage, and your undead sentinels become immune to necrotic damage. Additionally, when you summon your undead sentinels you can choose one of the following options to enhance them:
Deathlocks. Creatures of your choice within 5 feet of the target hit by your necrobolts must make a Dexterity saving throw or take necrotic damage equal to your intelligence modifier on a failure. On a success they take no damage.
Field of the Dead. The area your undead grasps covers increases to 60 feet. And you can target a number of creatures equal to your Intelligence modifer when you take your reaction to restrain them.
Proto Phylactery
20th level Necromancer feature
You have tethered your mortal soul to an object of great significance. Over a long rest you can set a tiny object worth at least 1000 gp to become your phylactery. While you and the phylactery are in the same realm of existence you gain the following benefits:
- You become proficient in constitution saving throws
- You are immune to poison damage & poisoned condition
- undead creatures you create have an additional amount of hit points equal to twice your level
- You can cast create undead and finger of death once per long rest.
If you die while your phylactery is in the same plane of existence your soul instead travels to the phylactery's location where your body reforms in 1d4 days. After you have died this way you can't reform again for 7 days.
Vampirism
Your pursuit of the occult has driven you down to path of Vampirism, and their dark transformation into a creature of the night. Empowered by your new blood cravings you continue on your journey to uncover the secrets within blood.
Student of Blood
2nd level Vampirism feature
You gain proficiency in the Deception and Stealth skills. Additionally when you use your Examine Foe on a Humanoid you learn four types of information instead of two.
Sanguine Child
2nd level Vampirism feature
You've started the rites to transform yourself into a vampire, as such you gain the following benefits:
- You gain a climb speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free.
- You gain fangs which can be used as a natural weapon. They count as a simple weapon with the finesse trait. It deals 1d6 piercing damage on a hit. The damage of your fangs increases when you reach 6th level (1d8), 10th level (1d10), and 14th level (1d12) in this class.
- Once on each of your turns, one of your attacks with your bite can captivate a creature. you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is charmed by you until the end of your next turn. While charmed this way the target has their speed reduced to 0 as they are enthralled by you.
You can charm a creature an amount of times equal to your proficiency bonus, and regain all expended uses after you finish a long rest. Additionally, you may spend 2 focus to use this feature again when you have no uses left.
Blood Bound
6th level Vampirism feature
Your transition into a vampire continues. You detect as undead, and you gain further benefits from your pursuit:
- You gain resistance to necrotic damage.
- Your attacks deal an extra 1d6 necrotic damage.
- Your bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- When you successfully charm a creature with your bite, as a reaction you can expend 2 focus and force the creature to move up to its speed and make an attack at a creature of your choice within range. If the creature the target hits is friendly to them, it can repeat the saving throw to end the charm effect.
Misty Escape
10th level Vampirism feature
When you would be reduced to 0 hit points you instead turn into a blood red cloud of mist instead of falling unconscious, provided that you aren't in sunlight. When you transform you can immediately teleport to an unoccupied space you can see within 60 feet of you.
On your turn you can expend 1 to 5 focus to heal an amount of hit points equal to 1d8 per focus spent as an action. While you are in your blood mist form taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you.
Once you use this feature, you can't do so again until you take a long rest, or if your bite brings a creature to 0 hit points. Alternatively, you may expend 5 focus to use the feature again when you have no more uses left.
Daywalker's Charm
14th level Vampirism feature
You've matured into your vampiric form, and have transition into a powerful daywalker. You gain the following benefits from your pursuit:
- Your attacks now deal an extra 1d8 necrotic damage.
- When a creature starts their turn within 15 feet of you, you can use your reaction and they must make a Wisdom saving throw or become charmed by you for 8 hours on a failure. On a success they suffer no other effects and are immune to this charm for 24 hours. While charmed by you this way they consider you as a trusted friend to be heeded and protected. You can charm a creature this way a number of times equal to your proficiency bonus, and regain all expeneded uses after you finish a long rest. Additionally, you may expend 3 focus to do so again when you have no uses left of this feature.
Vampire Lord
20th level Vampirism feature
A true vampiric being who commands the night and has conquered the sun. You no longer age and can't be magically aged. Additionally, you gain the following abilities as you ascend into your true form:
- As a bonus action you can spend 5 focus and partially turn your body into a blood mist and gain a fly speed equal to your movement speed for 10 minutes. While you are in this form you gain resistance to bludgeoning, piercing, and slashing damage
- You gain a number of temporary hit points equal to your Intelligence modifer at the start of your turns. You don't gain these temporary hi points if you've taken radiant damage on the previous turn.
Esoteric Ritual
Esoteric Rituals are rare occult ceremonies that you have researched during your pursuit within the strange. There are many an Occultists can learn and perform, and most require the aid of willing participants to accomplish them. When performing an Esoteric Ritual you must meet its prerequisites and must be of a level appropriate for the ritual. Each ritual specifies your level requirement, the number of creatures needed to perform it, the time it takes to complete the ritual, the related skill to the ritual, and its duration. Some rituals may require a skill check, those rituals will specify what skill check must be made, but generally, they will fall under one of the following categories: Arcana, Medicine, Nature, or Religion. Furthermore, depending on the result of your skill check you gain additional benefits to the ritual. Additionally, when a participant of the ritual is proficient in the related skill you gain a +1 bonus to your total up to a max equal to your proficiency bonus.
1st level rituals
Ritual of Birdcalling
1st level Nature ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: Instantaneous
You spend some time attracting birds or similar beasts to your location. When you complete the ritual you may make a Nature check in order to determine the effectiveness of the ritual. Your DM may determine that a similar enough creature within the area affected may answer your call, such as a griffon, at their discretion. A creature attracted by the ritual is not compelled to do anything other than inspect the area you attracted them to. Once you use this ritual you can't do so again until you finish a long rest.
| DC | Area affected |
|---|---|
| 10 or lower | within 100 feet |
| 15 | within 200 feet |
| 20 | within 500 feet |
| 25 or higher | within 1 mile |
Ritual of Conversion
1st level Medicine ritual
- Ritual Time: 1 minute
- Participants: Self
- Duration: Instantaneous
After you conduct a meditative ritual in which you use the knowledge you've accumulated over the course of you research into the occult and esoteric arts you are able to convert it into a restorative essence. When you complete the ritual you can expend any number of focus you have and regain 1 hit die for every 2 focus you spend. You cannot exceed your normal number of Hit Dice. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Monitoring
1st level Arcana ritual
- Ritual Time: 10 minutes
- Participants: 2
- Duration: 8 hours
You place a brand on a willing participant. For the duration, as long as you and the other participant are within 5 miles of each other you are aware of their location. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Night Camp
1st level Nature ritual
- Ritual Time: 1 minute
- Participants: Self
- Duration: 8 hours
You beseech the nearby spirits of the area you are currently in. These spirits may be fey spirits, undead spirits, or other benevolent spirits that come to your aid. These helpful spirits set up a campsite using your supplies within a 10 foot radius around you. Additionally, the spirits remain alert for the duration alerting you to any creature who steps foot in or out of the radius. At the end of the ritual's duration the spirits pack up the campsite and depart. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of the Night Veil
1st level Nature ritual
- Ritual Time: 1 minute
- Participants: 1-6
- Duration: 1 hour
As the moonlight shrouds the night sky, you borrow some of its properties and attune yourself and the participants to them. for the duration, you and the participants don't have disadvantage on perception checks due to dim light while under the moonlight. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Piety
1st level Religion ritual
- Ritual Time: 8 hours
- Participants: 2-6
- Duration: 24 hours
You and the participants of the ritual expend some time devoting prayer to a specific deity who you revere and are faithful to. At the end of the ritual time, make a Religion check, and the next time you or the participants of the ritual take damage you may reduce that instance of damage equal to a roll depending on the result of your Religion check. Once damaged has been reduced this way the ritual ends. A creature can only benefit from one Ritual of Piety at one time. If another Ritual of Piety is conducted, the current one ends and the new one replaces it. Once you use this ritual you can't do so again until you finish a long rest.
| DC | Damaged Reduced |
|---|---|
| 15 or lower | 1d6 |
| 20 | 1d8 |
| 25 or higher | 1d10 |
Ritual of Succor
1st level Medicine ritual
- Ritual Time: 10 minutes
- Participants: 2-6
- Duration: Instantaneous
While performing the ritual, you and the participants in the ritual can choose to expend and roll any number of hit dice and choose a participant to heal a number of hit points equal to the roll of the hit dice they expend. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Swarm Warding
1st level Arcana ritual
- Ritual Time: 10 minute
- Participants: 1-6
- Duration: Special
You and the participants of the ritual ward yourselves against Swarms. When you complete the ritual you may make an Arcana check in order to determine the duration of the ward.
| DC | Duration |
|---|---|
| 10 or lower | 1 hour |
| 15 | 8 hours |
| 20 or Higher | 24 hours |
For the duration, swarms cannot willingly occupy the space of the warded creature. If a swarm attempts to enter the space of the warded creature it must first make a Wisdom saving throw. On a success the swarm ignores the ward for 1 minute. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Vermin Sense
1st level Nature ritual
- Ritual Time: 1 minute
- Participants: Self
- Duration: 1 hour
You enlist the aid of conjured vermin, such as rats, mice, wasps, spiders, or other similar tiny beasts. You summon a tiny beast that resembles one of the vermin listed above or another you and your DM agree would fit the ritual. For the duration, the tiny beast follows your commands to the best of its abilities. The vermin alerts you of any diseases or poisons it detects by taste, touch, or smell. Once you use this ritual you can't do so again until you finish a long rest.
2nd level rituals
Ritual of Corpse Light
2nd level Religion ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 8 hours
A pale green light is conjured in an empty lantern that you carry with you. The lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. When any undead enters the light of the lantern it turns red alerting you to their presence. The light turns red even if the undead creature is disguised by an illusion or is invisible. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Cleansing
2nd level Nature ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 1 hour
During this ritual, you tap into the primal nature of the world around you. You conjure a 5-foot cube of elemental air, water, and fire. For the duration, any object placed inside is cleaned of any soil or other matter and dried. A tiny earth elemental folds any clothes and organizes any other object within the cube. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Devotion
2nd level Religion ritual
- Ritual Time: 10 minutes
- Participants: 2-6
- Duration: 8 hour
You and the participants expend some time devoting prayer to a specific deity who you revere and are faithful to. Your faith empowers you depending on a Religion check you make.
| DC | Save Bonus |
|---|---|
| 15 or lower | +1 |
| 25 | +2 |
| 30 or Higher | +3 |
For the duration, you gain a bonus to save against the charmed or frightened conditions. The first time you save against one of those conditions the ritual ends. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Equivalent Exchange
2nd level Arcana ritual
- Ritual Time: 1 minute
- Participants: Self
- Duration: Instantaneous
You prepare a small coffer where you place gemstones, coins, or other valuable objects. At the end of the ritual the items placed within the container are transformed to their value in gold coins. You can exchange silver, copper, and electrum to the nearest gold amount. Gemstones into their nearest gold amount, valuable art objects, and others into gold. But, the ritual has no effect on magic items and weapons and armor. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Exhuming
2nd level Arcana ritual
- Ritual Time: 1 minute
- Participants: Self
- Duration: Instantaneous
You craft an occult circle around a grave in order to enact the ritual. You exhume the corpse of a creature within a specific area determined by an arcana check you make. Once you use this ritual you can't do so again until you finish a long rest.
| DC | Cube |
|---|---|
| 10 or lower | 5-foot cube |
| 15 | 10-foot cube |
| 25 | 15-foot cube |
| 30 or Higher | 20-foot cube |
Ritual of Enhanced Vessel
2nd level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 24 hours
You enchant a vehicle you touch within 5 feet of you. Vehicles have their mph speed increase by an amount depending on an arcana check you make at the end of the ritual. Any vehicle that is pulled by a beast or other such creature has the creatures speed increase while they are pulling the vehicle. Once you use this ritual you can't do so again until you finish a long rest.
| DC | MPH | Feet |
|---|---|---|
| 10 or lower | 2 | 5 |
| 15 | 4 | 10 |
| 25 | 6 | 15 |
| 30 or Higher | 8 | 20 |
Ritual of Last Light
2nd level Arcana ritual
- Ritual Time: 1 minute
- Participants: Self
- Duration: Instantaneous
You target a corpse within 5 feet of you. When you finish the ritual roll an arcana check to determine the length of time before the corpse's death that you witness.
| DC | Time Witnessed |
|---|---|
| 10 or lower | 10 minutes |
| 15 | 1 hour |
| 25 | 8 hours |
| 30 or Higher | 24 hours |
you witness the moments before the death of that creature, as seen from creature’s perspective. You cannot perform this ritual if the corpse is missing its head. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Natures Veil
2nd level Nature ritual
- Ritual Time: 1 minute
- Participants: Self
- Duration: 1 hour
When you finish this ritual you take up the form of a tree, shrub, large rock formation, or another similar natural object for the duration. While in this form, you can perceive things out to your normal range of sight, and you retain any special senses. But, you cannot use any actions or move. The only action you may take is an action to end the transformation. Make a Nature check at the end of the ritual to determine the DC for any perception or investigation checks to reveal this disguise. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Preservation
2nd level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 24 hours
You preserve food and other perishable objects, for the duration they do not age or decay. When you finish the ritual make an arcana check to determine how much food and objects you are able to effect with this ritual. Once you use this ritual you can't do so again until you finish a long rest.
| DC | lbs affected |
|---|---|
| 10 or lower | 10 lbs |
| 15 | 20 lbs |
| 25 | 30lbs |
| 30 or Higher | 50 lbs |
Ritual of Serendipity
2nd level Religion ritual
- Ritual Time: 10 minute
- Participants: Self
- Duration: 8 hours
You spend some time devoting prayer to a god or goddess of luck. Your faith wards you against the tides of ill luck. At the end of the ritual roll a religion check:
| DC | Reroll Range |
|---|---|
| 10 or lower | 1 |
| 15 | 2 |
| 25 | 3 |
| 30 or Higher | 4 |
For the duration, whenever you would roll the number on your reroll range or lower, on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Swift Steps
2nd level Arcana ritual
- Ritual Time: 1 hour
- Participants: 1-6
- Duration: 8 hours
You enchant yourself and the participants of the ritual with a way to avoid being hit when a creature attacks with an opportunity attack. When you or a participant of the ritual is hit by an opportunity attack, the target may use their reaction to reduce the attack roll of the creature by an amount equal to the result of the roll potentially causing it to miss. Once an attack misses due to this ritual the ritual ends. A creature can only benefit from on Ritual of Swift Steps at one time. If another ritual of Swift Steps is conducted, the current one ends and the new one replaces it. Once you use this ritual you can't do so again until you finish a long rest.
| DC | Die Size |
|---|---|
| 10 or lower | 1d4 |
| 15 | 1d6 |
| 25 | 1d8 |
| 30 or Higher | 1d10 |
3rd level rituals
Ritual of Binding Steed
3rd level Nature ritual
- Ritual Time: 1 Hour
- Participants: Self
- Duration: Permanent
You perform a binding ritual on a Large Beast of CR 1/2 or lower that lacks a fly speed, in which at the end of it you make a nature check, contested by an insight check from the beast. On a success, the steed becomes bound to you. A magical brand appears on the beast. They gain a bonus to their AC equal to half your Intelligence modifier, and they gain a number of extra hit points equal to your occultist level. Additionally, you know the steeds location as long as it's within 1 mile of you. You can't have more than one beast bound to you this way, and if you use this ritual on another beast the initial ritual ends. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Extract Essence
3rd level Arcana ritual
- Ritual Time: 8 hours
- Participants: 2
- Duration: 8 hours
You target one Unconscious creature within 5 feet of you. They must make a Wisdom saving throw or fall under a charm for the casting time of the ritual on a failure. On a success, the target is alerted of your attempt to charm it, and if it was asleep they immediately wake up. At the end of the ritual you gain the following benefits for the duration:
- You gain a number of temporary hit points equal to the number of hit dice of the target.
- You gain advantage on a skill check of your choice the target was proficient in, if any.
- you gain the benefits of a long rest.
The target gains a level of exhaustion, and is not aware that it was charmed. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Hunter's Pursuit
3rd level Nature ritual
- Ritual Time: 1 minute
- Participants: Self
- Duration: 1 hour
You target a creature you have seen before, they make a Wisdom saving throw or their travel speed is reduced by half for the duration. If you have a body part, lock of hair, saliva, or another similar object of the target they have disadvantage on their Wisdom saving throw. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Kindling
3rd level Medicine ritual
- Ritual Time: 10 minutes
- Participants: 2
- Duration: Instantaneous
You aid a desperate soul and kindle their spirit through a ritual to soothe them on their journey. At the end of the ritual, you can end one of the following conditions on the target: Disease, poison, or madness. Additionally, you fill the creature with determination ending the frightened condition. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Prophecy
3rd level Religion ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 1 hour
You spend your time during this ritual reading your future and finding possibilities through various acts such as: throwing bones, reading cards, following your constellation, or another similar act. When you conclude the ritual make a religion check to determine the size of the die for this ritual which you roll immediately as you finish the ritual. For the duration, You can add or subtract from the result of any attack roll, saving throw, or ability check made by you or a creature you can see. You can do this before or after you know whether a roll succeeds or fails. . Once you use this ritual you can't do so again until you finish a long rest.
| DC | Die Size |
|---|---|
| 10 or lower | 1d4 |
| 15 | 1d6 |
| 25 | 1d8 |
| 30 or Higher | 1d10 |
Ritual of Polymelia
3rd level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 24 hours
At the end of the ritual you grow two secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down an object, or wield a weapon that has the light property. Additionally, while you have these arms, the time it takes to scribe new rituals into your tome is halved. If you perform this ritual on yourself over the period of a year it becomes permanent. Once the ritual becomes permanent this ritual no longer has an effect on you. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Scribing
3rd level Arcana ritual
- Ritual Time: Varies
- Participants: Self
- Duration: Permanent
You've learned of a way to transcribe your rituals into scrolls that others can use. You spend 1 hour, and 25 gold per the ritual's level to transcribe a ritual in your tome of ritual into a ritual scroll. In order for you to create the scroll, the ritual must be of a level you are able to perform, and you must be proficient with the skill related to that ritual. When a creature other than you uses the scroll they can activate it as normal if they are proficient with the related skill, or they must succeed on a skill check of the related skill with a DC equal to your focus DC. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Shadows
3rd level Arcana ritual
- Ritual Time: 10 minutes
- Participants: 1-6
- Duration: 1 hour
At the end of the ritual you conjure a bead of shadows with an invisible aura that extends in a 60-foot radius centered on the bead. Non=magical light sources within the radius of the bead of shadows are suppressed and their light cannot shine within the radius. You and the participants of the ritual can see within the radius as if the light sources weren't snuffed. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Structures
3rd level Nature ritual
- Ritual Time: 10 minutes
- Participants: 2
- Duration: Instantaneous
During the ritual you describe or name a structure that is familiar to you, such as ancient ruins you have been studying. You sense the direction to the structure's location, as long as that structure is within a specific range. When you finish the ritual roll a Nature check to determine the distance you sense. Once you use this ritual you can't do so again until you finish a long rest.
| DC | Distance |
|---|---|
| 10 or lower | 500 ft |
| 15 | 1000 ft |
| 25 | 1500 ft |
| 30 or Higher | 2000 ft |
Ritual of Transposition
3rd level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: Instantaneous
You must first spend one use of this ritual to designate a receiving location, in which you leave a behind an occult circle in a 5 foot square. The next time you perform this ritual you can target one object to teleport to the previously designated location. The object must be able to fit in a 5 foot cube. If the occult circle you draw up is broken you'll have designate a new location, and if you perform this ritual to set up a new circle the old one is broken. Additionally, you may spend 5 focus when you perform this ritual to increase the size of the circle to fit a 10 foot square. Once you use this ritual you can't do so again until you finish a long rest.
4th level rituals
Ritual of Corpse Bombs
4th level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: Until dispelled or triggered
You spend the ritual inscribing a rune upon a corpse or a medium undead creature with materials such as incense and rare herbs worth at least 200 gp that the ritual consumes. This rune is an explosive rune that explodes in a 20-foot-radius sphere centered on the corpse it was inscribed on. Each creature in the area must make a Dexterity saving throw. A creature takes 6d8 necrotic damage on a failed saving throw , or half as much damage on a successful one.
The explosion can be triggered in a couple of different ways. You may decide on a trigger when the rune is placed on a corpse, such as when a creature comes into touch with the corpse or when a creature comes within a certain distance, or moving the corpse a certain distance. You may set a phrase or word that would allow a creature that knows this to bypass the rune and avoid triggering it. You may even set specific creatures that will not trigger the rune.
If the rune is placed on a medium undead, you may instead either use your action to trigger the rune placed on them, or you may use your reaction when the undead creature reaches 0 hit points and you are within 60 feet of it to trigger the rune. Regardless of where you place the rune, once it is triggered the ritual ends. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Ghastly Guardians
4th level Arcana ritual
- Ritual Time: 1 minute
- Participants: 1-4
- Duration: 8 hours
You and the participants of the ritual summon tiny undead spirits who patrol a 15-foot radius area centered on an unoccupied space within 5 feet of you. A spirit appears for each participant. For the duration, when a creature hostile to you or a participant, enters the space the spirits are patrolling for the first time on a turn they must succeed on a Wisdom saving throw. The creature becomes frightened until the end of their next turn on a failure. When the spirits forces a saving throw one of them vanishes with a loud whail that can be heard within 500 feet. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Haven
4th level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 24 hours
You conjure a two story house made of brick, stone, wood, or other similar material. The house can appear as you'd like in shape so long as it is structurally sound, and would be able to stand. Each floor of the house is 10 feet tall, and has an area of 200 square feet. There is a staircase that connects the lower floor to the one above, and a hatch that connects the second floor to the roof. Each floor can accommodate two of the following floor plans:
- A bedroom with a bed, nightstand, and a lit hearth
- A study with desks, books, bookshelves, parchments, ink, and ink pens
- A kitchen with cook's utensils, tables, chairs, fireplace or a cauldron.
- A Travel room, filled with a large table with Cartographer's Tools, and a globe of the world
- An apothecary's room with desks, chairs, shelves, and alchemist's supplies or materials from a herbalism kit.
- A lounge with couches, armchairs, side tables and footstools
- A bathroom with a tub filled with hot water, pleasant steam, towels, soaps and natural scented oils.
- An empty room.
The inside of the house is always comfortable and dry, regardless of the weather outside. Any equipment or furnishings conjured with the house dissipate into smoke if removed from it. At the end of the ritual's duration, all creatures and objects within the house that were not created by the ritual appear safely outside on the ground, and all traces of the house and its furnishings disappear. Additionally, you may spend 5 Insight to create a third floor when you perform the ritual. Once you use this ritual you can't do so again until you finish a long rest.
If you perform this ritual in the same location and with the same configurations every day for one year it becomes permanent if you offer a gem worth 500 gp as a material for the ritual.
Ritual of the Lotus
4th level Nature ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 8 hours
You touch a piece of fruit that you spend the ritual with, at the end of performing the ritual, roll a nature check to determine how strong the effects of the cursed fruit are. When a creature eats the fruit it must make a Wisdom saving throw or become charmed for the duration specified on the ritual table. While a creature is charmed this way their speed becomes 0 and they fall prone. The ritual ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its dazed state. If a creature fails the save of this ritual by 5 or more, they gain a level of exhaustion. Once you use this ritual you can't do so again until you finish a long rest.
| DC | Charm Duration |
|---|---|
| 10 or lower | 1 minute |
| 15 | 10 minutes |
| 25 | 1 hour |
| 30 or Higher | 8 hours |
Ritual of Lullaby
4th level Arcana ritual
- Ritual Time: 10 minute
- Participants: 1-4
- Duration: 1 minute
You start a beautiful performance as your voice echoes all around you, drawing creatures in. A creature who listens to the full performance becomes drowsy and threatens to fall asleep. At the end of the performance roll an Arcana check to determine the duration of the effect. Each creature within 30 feet of the performance must make a Wisdom saving throw. On a failure, they fall into a deep slumber and fall unconscious. The ritual ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature awake. Undead and creatures immune to being charmed aren't affected by this ritual. Once you use this ritual you can't do so again until you finish a long rest.
| DC | Sleep Duration |
|---|---|
| 10 or lower | 1 minute |
| 15 | 10 minutes |
| 25 or Higher | 1 hour |
Ritual of Meticulousness
4th level Arcana ritual
- Ritual Time: 1 minute
- Participants: Self
- Duration: 1 hour
You gain an extreme eye for detail, when learning new information it takes you half the time to study, comprehend, and find it from books and other sources similar to them for the duration of the ritual. You have advantage on Arcana, History, Nature, and Religion checks. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Protection
4th level Medicine ritual
- Ritual Time: 1 minute
- Participants: 2-6
- Duration: 1 hour
You and the participants of the ritual create a bond between each other in order to safeguard one another's life. When a participant of the ritual would drop to 0 hit points as a result of taking damage, a participant of the ritual may use their reaction to spend one Hit Die to heal the participant who would drop to 0. Roll the die, and they regain a number of hit points equal to the total. Then, the ritual ends for the participant who would have dropped to 0. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Refabrication
4th level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: Instantaneous
You touch an object that was destroyed within the last 24 hours. That object is repaired and it returns to its original form before it was broken. This ritual can physically repair a magic item or construct, but the it can't restore magic to such an object. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Summoning
4th level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: Instantaneous
You must first spend one use of this ritual to designate a retrieval location, in which you leave a behind an occult circle in a 10 foot square. The next time you perform this ritual you can target one object within the occult circle to summon to an unoccupied space within 5 feet of you that can accommodate the object. The object must be able to fit in a 5 foot cube. If the occult circle you draw up is broken you'll have designate a new location, and if you perform this ritual to set up a new circle the old one is broken. Once you use this ritual you can't do so again until you finish a long rest.
5th level rituals
Ritual of Bolstering Defense
5th level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: Until dispelled
When you complete the ritual you touch one object and make it sturdier. For the duration that objects AC can't less than 18. Additionally, make an arcana check, the objects hit points are increased by an amount equal to twice that result. If you target a wall with this ritual it only affects a 10-foot-by-10-foot section of that wall. An object targeted by this ritual multiple times is only affected by the best result of a ritual. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of the Blood Moon
5th level Arcana ritual
- Ritual Time: 1 hour
- Participants: 12
- Duration: 24 hours
This ritual must be performed under the light of a full moon.
You perform this ritual with 11 other participants who are willing. When the ritual ends each creature spills their blood and makes a sacrificial offering of a creature of at least cr 1/2. After an orb of crimson is conjured and rises up to 120 feet. The orb radiates a cool red light, it causes an area within 10 miles of the orb to become night even if it is daytime. This night remains until the duration ends, or you use the ritual again to end the night. You can use the ritual again to extend the time the night remains, and if you spend 1 year performing the ritual it becomes permanent. Undead creatures under the crimson light have advantage on saving throws against any effect that turns undead. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Cursed Gifts
5th level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 24 hours
You curse an amulet or similar object to be worn by a creature. The amulet detects as magical to spells such as detect magic, and an identify spell reveals the curse of the amulet. When a creature first wears the amulet they must make a Wisdom saving throw. On a failure the creature can't remove the cursed amulet willingly. While the creature wears the amulet the curse you place upon it extends to them. The wearer has disadvantage on Wisdom saving throws. Additionally you may choose one of the following effects to apply with the cursed amulet:
- The wearer must make a Charisma saving throw before it makes an attack or targets a creature with a harmful spell. On a failure, the wearer wastes their turn doing nothing.
- The wearer becomes hideous and gains abhorrent features. You may decide what kind of features the wearer gains, or you may choose to let those features reflect the wearer's greatest fears. Hostile creatures that start their turn within 60 feet that can see the wearer must make a Wisdom saving throw. On a failure, they spend their turn moving as far away from the wearer as possible.
- The wearer is blinded and incapacitated, its speed drops to 0, and they fall prone. They are still conscious and aware of their surroundings, however they cannot speak. When the wearer takes damage they may make a Charisma saving throw to break the curse.
A remove curse spell ends these effects. At the DM's discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Fiendish connection
5th level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: Instantaneous
You must hold a contract with a fiend in order to use this ritual.
At the end of this ritual you conjure a small part of the hells to you that appears as either a small wooden booth or some sort of stand. Sitting behind it a small devilish puppet awaits to exchange communication.
You contact the fiend whom you hold a contract with, they answer up to three of your questions to the best of their knowledge. They might offer a cryptic answer or simply reply with a yes or no. At the end of your third question the fiend might offer a simple contract for you to sign at your DM's discretion, this could involve something to further the contract you already have with this fiend or a new one all together. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Healing
5th level Medicine ritual
- Ritual Time: 1 hour
- Participants: 2-6
- Duration: Instantaneous
When you complete the ritual, you and the participants remain still while performing the ritual and regain 1d8 + your intelligence modifier of hit points for every 10 minutes you spend focusing on the ritual. Additionally, at the end of the performing the ritual you and the participants of the ritual lose one level of exhaustion, and gain 4d10 temporary hit points. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of the Hunter's Dream
5th level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 24 hours
You conjure an extradimensional haven from your hunt that lasts for the duration. A small lantern appears within 30 feet of you. You and any creature you designate who touched this lantern is transported to the dream. It otherwise appears and detects as a normal lantern that radiates a dim blue light.
Where you are teleported is a small garden filled with flowers of your liking with a large home atop a hill. The atmosphere is comfortable and calming.
The house itself is as large or small as you'd like it to be, but it can't exceed 40 cubes, each cube being 10 feet on each side. the house is as decorated and furnished as you'd like. It has enough food to serve the designated number of creatures when you finish the ritual, which is preserved within a kitchen filled with all the cooking equipment needed to cook your meals. Anything created within the dream dissipates into smoke if removed from it, but any item you bring within can remains until the next time you use this ritual again for as long as you keep it within a container you designate within the house, the container can hold 24 cubic feet or 600 pounds of objects. When the ritual ends any creatures or other object not within the designated container left inside the extradimensional space are expelled into the open spaces nearest to the lantern. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Indulgence
5th level Nature ritual
- Ritual Time: 10 minutes
- Participants: 2-6
- Duration: Instantaneous
You manifest a cursed feast to quell the hunger of any who would eat from it. The feast takes 1 hour to consume and it disappears at the end of that time, and the effects set in when the hour is over. Creatures who partake of the feast eat it with more and more desperation. When the creatures finish eating they must make a Wisdom saving throw. On a failure the creature is polymorphed into a Pig. Roll a Nature check to determine how long this transformation lasts. Once you use this ritual you can't do so again until you finish a long rest.
| DC | Polymorph duration |
|---|---|
| 15 or lower | 1 hour |
| 20 | 8 hours |
| 25 | 24 hours |
| 30 or Higher | Until dispelled |
Ritual of the Maddening Veil
5th level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 8 hours
When you complete the ritual you conjure a small mote of eratic yellow energy that illuminates a 30 foot radius sphere centered on a point within an unoccupied space within 30 feet of you. The light is a dim soothing light, and while within the radius you feel a comfortable temperate climate. You designate creatures who are unnaffected by the mote when you place it. A hostile creature who enters the area of light for the first time must make a Wisdom saving throw. On a failure that creature gains a short-term madness for 1 minute. While afflicted with this madness the creature spends its turn uncontrollably shaking in a fit of laughter, they can't take any actions or reactions, and may still move at half their speed. At the end of each of its turns, and each time it takes damage, the creature can make another Wisdom saving throw. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Sacrifice
5th level Religion ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 1 hour
You prepare a sacrificial circle in a 10 foot square using the blood of a humanoid killed within the past 24 hours. When a creature dies within the circle, their essence is used to empower you. You gain a number of focus equal to the creature's number of hit dice. Additionally, if you sacrifice 1 creature for every ten minutes of the duration of the ritual you gain the benefits of a long rest. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Starlit Wards
5th level Nature ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 8 hours
When you complete the ritual you call down motes of starlight that you can place in an unoccupied space within 120 feet of you. Each mote sheds bright light in a 20-foot radius and dim light for an additional 20 feet. An invisible creature that walks into the mote's radius can't benefit from being invisible. Roll a nature check to determine the amount of motes you create. Once you use this ritual you can't do so again until you finish a long rest.
| DC | Motes Created |
|---|---|
| 10 or lower | 2 |
| 15 | 4 |
| 25 | 6 |
| 30 or Higher | 8 |
Occultist Changelog
Will keep up to date with the latest changes to the Occultist class by ArgenisDBarrios
V1.0 V1.5
V2.0
Base Class
- Renamed insight to Focus for additional clarity
- Occult Pursuit moved to 2nd level
- Fighting Styles moved to 1st level
- Esoteric Mind now affects all Wisdom checks
- Revelation's now upgrades to 1d10 at 14th level instead of at 15th to match subclass features.
- Rite of understanding now allows you to cast the Identify spell as a ritual for 2 focus and reveals curses
- Revel in Madness renamed to Warded Mind and moved to 9th level.
- Added new curse: Tormenting Curse at 11th level. A way to enhance your attacks and that of your allies.
demonology
- Student of Strength no longer adds intelligence to skill checks. It now allows you to gain more information for your Examine Foe feature on Fiends
- Transformation duration changed to 10 minutes.
- Removed the extra damage upgrade from Fiendish Constitution
- Removed the teleport ability from inheritor of the abyss
- Removed frightened immunity ignore benefit
- Call of the Abyss does not give the summoned demon an additional bonus to their attacks.
- Extended the range of Inheritor of the abyss ability to deal damage to a creature that has damaged you to 60 feet.
Hunting
- Student of the Hunt no longer adds intelligence to skill checks. It now allows you to gain more information for your Examine Foe feature on Aberration, Beast, or Monstrosities
- The number of times you can use your mark is now equal to your proficiency bonus.
- Strange instincts no longer enhances your Side Step ability, to draw more focus on your ability to regain hit points by being aggressive.
- Healing potions made by the good hunt remain potent for 8 hours down from 24 hours.
- Specified that you can make the extra attack as part of your dash only once per turn on Hunter's Advance
- Removed the extra damage equal to your intelligence modifier from Hunter's advance
- Removed third target of your mark from inheritor of the hunt
Lycanthropy
- Student of Shapechangers no longer adds intelligence to skill checks. It now allows you to gain more information for your Examine Foe feature on Beasts and Shapechangers
- The specific Lycan action you get from your hybrid transformation is limited by your intelligence modifier instead of proficiency now.
- Removed Dash as a bonus action from Moon Touched
- Moon Touched no longer gives you advantage to hit a creature with half health. However, it still lets you do additional damage if you hit such a creature.
Necromancer
- Student of Undeath no longer adds intelligence to skill checks. It now allows you to gain more information for your Examine Foe feature on Undead
Vampirism
- Student of blood no longer adds intelligence to skill checks. It now allows you to gain more information for your Examine Foe feature on humanoids
- Daywalker has been redesign to make it a more charm focused ability.
- Removed the charm ability from Vampire Lord
- Extended the flight from vampire lord to 10 minutes
- Removed the "from nonmagical attacks." restriction to the physical damage resistances of vampire lord.
- Vampire lord now has a way to gain temporary hit points
Occultist
Complete rituals and ascend to a higher being more powerful than yourself with the following occult pursuits: Demonology, Hunting, Lycanthropy, Necromancy, and Vampirism.
Occultist (v 2.0) by u/ArgenisDBarrios
Artist Credit:
- Jeanne d'Arc by Anato Finnstark Cover
- Black Star by Anato Finnstark pg 2
- Joan of Arc - " Fleur de Lys " by Anato Finnstark pg 5
- Awoken Demon by Duong ct pg 6
- Hunting and nightmare by Anato Finnstark pg 7
- Gift of Fangs by Dominik Mayer pg 10
- Sand Maker by Anato Finnstark pg 12
- Yennefer by Anato Finnstark pg 16
- The Eternal Prince by Anato Finnstark pg 17
- The Apprentice by Anato Finnstark Back Cover